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==Tactics==
 
==Tactics==
===<u>'''Sniping'''</u>===
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===Sniping===
In Brink, Sniping is a lot like other games. Your primary goal is to kill enemies at longer range than they can accurately fire back to kill you. That said, enemies (AI especially) have a bad habbit of trying to move the instant you get them in your crosshairs, so you have to be very quick. You also should keep in mind that, unlike some games, very few locations on any of the maps in Brink are really unreachable to Medium body types. Needless to say, you'll want to play as a Light body type most of the time. This means that, as a sniper, you need to ensure your backup weapon can take down a Medium very, very fast, and it's going to have to be a handgun. The unqualified best choice for this role is the Hockler. As to your primary weapon - the one you're sniping with - you have 4 real options. The Barrett and the Drognav are the obvious options, but there are two others. A Medium who wants to play more along the lines of a Marksman than a Sniper would be better off with the Rokstedi. The final option is a Light who wants to play as a Raider (see below) with Sniping as a backup tactic, or to soften targets before running in. For those, the Caesar is the best choice, allowing you to keep your primary slot free for a good SMG.
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In Brink, Sniping is a lot like other games. Your primary goal is to kill enemies at longer range than they can accurately fire back to kill you. That said, enemies (AI especially) have a bad habbit of trying to move the instant you get them in your crosshairs, so you have to be very quick. You also should keep in mind that, unlike some games, very few locations on any of the maps in Brink are really unreachable to Medium body types. Needless to say, you'll want to play as a Light body type most of the time. This means that, as a sniper, you need to ensure your backup weapon can take down a Medium very, very fast, and it's going to have to be a handgun. The unqualified best choice for this role is the Hockler. As to your primary weapon - the one you're sniping with - you have 4 real options. The Barrett and the Drognav are the obvious options, but there are two others. A Medium who wants to play more along the lines of a Marksman than a Sniper would be better off with the Rokstedi. The final option is a Light who wants to play as a Raider (see below) with Sniping as a backup tactic, or to soften targets before running in. For those, the Caesar is the best choice, allowing you to keep your primary slot free for a good SMG.
   
No matter what weapon you choose, you have 2 more choices to make. All Snipers need a nest. This is a location from whitch you're shooting. An ideal sniper's nest should have only one point of entry that you can guard with no assistance, and a wide field of fire which includes most, if not all, of the current battlefield. Once you choose a nest and a gun, you have one more decision to make. Silencer or Muzzle Brake. This choice should be determined primarily by your playstyle, but some guns favor one or the other. Specifically, the Rokstedi is much better for a Muzzle Brake. Without it, your second shot is much more liekly to miss, and if you choose a silencer, you'll need 3 shots to kill most enemies, sometimes even 4. The Barrett, on the other hand, clearly favors the Silencer. With a headshot, a Barrett will kill anything, even with a Sileencer, and you're dealing with a weapon with an incredibly slow rate of fire, so keeping yourself hidden is a wise idea.
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No matter what weapon you choose, you have 2 more choices to make. All Snipers need a nest. This is a location from whitch you're shooting. An ideal sniper's nest should have only one point of entry that you can guard with no assistance, and a wide field of fire which includes most, if not all, of the current battlefield. Once you choose a nest and a gun, you have one more decision to make. Silencer or Muzzle Brake. This choice should be determined primarily by your playstyle, but some guns favor one or the other. Specifically, the Rokstedi is much better for a Muzzle Brake. Without it, your second shot is much more liekly to miss, and if you choose a silencer, you'll need 3 shots to kill most enemies, sometimes even 4. The Barrett, on the other hand, clearly favors the Silencer. With a headshot, a Barrett will kill anything, even with a Sileencer, and you're dealing with a weapon with an incredibly slow rate of fire, so keeping yourself hidden is a wise idea.
   
Countering a Sniper is fairly simple - supression. Snipers must spend large amounts of time exposed to enemy fire to line up shots, and are usually Lights. Any accurate mid-to-long range weapon that can put even a third of the bullets on target is capaable of supressing a Sniper. As an alternative, a Counter-Sniper is an option. The Drognav with Rapid Fire (usually not advised for anything else) and a Muzzle Brake is a very useful weapon for counter-sniping. Even of you shoot twice and miss once, a single Drognav round with an engineer buff will kill an unbuffed Light outright.
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Countering a Sniper is fairly simple - supression. Snipers must spend large amounts of time exposed to enemy fire to line up shots, and are usually Lights. Any accurate mid-to-long range weapon that can put even a third of the bullets on target is capaable of supressing a Sniper. As an alternative, a Counter-Sniper is an option. The Drognav with Rapid Fire (usually not advised for anything else) and a Muzzle Brake is a very useful weapon for counter-sniping. Even of you shoot twice and miss once, a single Drognav round with an engineer buff will kill an unbuffed Light outright.
===<u>'''Raiding'''</u>===
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===Raiding===
Raiding is a tactic that relies on movement much more than gunfire. When using any role that doesn't include Camping you should probably be incorporating Raiding on some level. The key here is to negate the potential advantage of higher-damage slower-firing weapons by causing them to miss you most of the time. Of course, the key problem with Raiding is that it means you also cannot use the same weapons yourself. This leads to weapon selection based almost entirely on recoil. Your choice of weapon should be something you can hip-fire at shot to mid range and reliable hit the target with at least 50% of the time. Rapid fire weapons are required - enough of your bullets will miss already. Typically, this means choosing SMGs, but some larger weapons can achieve this. The Euston in particular functions as a higher-damage SMG so it works well. That said, Raiders are usually Lights, so SMGs are still your primary weapons. The three best weapons for this are the Galactic, the Carb-9, and the Kross. The Galactic is the better choice when playing as either a Medic or an Operative. It gains no real bonus by sighting, so you can hip-fire it 100% of the time, and it's suprisingly accurate at mid-range for a hip-fired weapon. If you dom't mind closing to short range - or especially if you're playing as an Engineer - the Carb-9 is better due to its higher damage.
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Raiding is a tactic that relies on movement much more than gunfire. When using any role that doesn't include Camping you should probably be incorporating Raiding on some level. The key here is to negate the potential advantage of higher-damage slower-firing weapons by causing them to miss you most of the time. Of course, the key problem with Raiding is that it means you also cannot use the same weapons yourself. This leads to weapon selection based almost entirely on recoil. Your choice of weapon should be something you can hip-fire at shot to mid range and reliable hit the target with at least 50% of the time. Rapid fire weapons are required - enough of your bullets will miss already. Typically, this means choosing SMGs, but some larger weapons can achieve this. The Euston in particular functions as a higher-damage SMG so it works well. That said, Raiders are usually Lights, so SMGs are still your primary weapons. The three best weapons for this are the Galactic, the Carb-9, and the Kross. The Galactic is the better choice when playing as either a Medic or an Operative. It gains no real bonus by sighting, so you can hip-fire it 100% of the time, and it's suprisingly accurate at mid-range for a hip-fired weapon. If you dom't mind closing to short range - or especially if you're playing as an Engineer - the Carb-9 is better due to its higher damage.
 
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