Greetings, I'm Xbox Ahoy and this is Episode Seven of my Modern Warfare 2 weapons guides.
In this episode, we're taking a look at one of the first available sniper rifles, the
Barrett .50 Cal.
The Barrett is based on the real-life M82A1 SASR (or special applications scoped rifle).
It is a semi-automatic weapon.
It originates from the united states, and is produced by Tennesee-based Barrett Firearms
Manufacturing.
It was designed in 1980 and first entered service with the Swedish military in 1989
- and subsequenty with the US in 1990.
It fires the 50 calibre Browning Machine Gun cartridge, also known as 12 point 7 by 99
millimetre NATO.
In game, the Barrett comes with a scope attached by default.
The Barrett is a high-powered rifle that is usually capable of taking down opponents in
one shot.
Unsilenced with stopping power, a hit to anywhere other than the limbs will be a one hit kill.
As it's a semi-automatic, it is possible to fire the rifle quickly - although the massive
recoil means the effective rate of fire is relatively slow.
As a last-ditch attempt to stay alive at close quarters, emptying the magazine in the general
direction of the enemy can prove quite effective, but under normal circumstances you will want
to keep your fire rate low.
The scope is essential for taking out targets at long range, as it has a high degree of
magnification, allowing you to place accurate fire beyond the range of most other weapons.
While aiming, you can hold your breath to reduce scope sway and increase your chances
of hitting enemies at range - this will quickly become second nature.
The first available attachment is the silencer. While being able to remain off the minimap
is very useful, the silencer will decrease the amount of damage you do, meaning that
even with stopping power you will need to hit the upper chest or head to get a one hit
kill.
If you plan on being a stealthy sniper, I'd advise against the Barrett. The WA2000 and
M21 EBR are both better weapons to use silenced, as follow-up shots are a lot easier.
The heartbeat sensor can be quite useful for detecting enemies who are trying to sneak
up behind you.
If you listen carefully for the beep you can tell when an enemy is approaching, even while
scoped in - which may give you enough time to pull out your secondary weapon and have
a better close quarters defence.
Unfortunately, Ninja is a very effective counter to the heartbeat sensor, so it's wise to use
claymores effectively - don't rely 100% on the heartbeat sensor.
There are three available optics available for sniper rifles, including the default scope.
The ACOG scope has less magnification than the default, and you lose the ability to steady
the scope sway by holding your breath.
The loss of precision means that it's not a very common choice for a sniper rifle, but
there are some benefits to using it.
Aim speed is a lot quicker with the ACOG, meaning that in the smaller, faster-paced
maps you can be quite effective.
You also get the benefits of improved peripheral vision, and slightly less viewkick than the
default scope - meaning your follow-up shots will be faster. It suits a more aggressive
style of play with the Barrett.
The other available optic is the thermal scope. You lose some definition but gain the ability
to easily spot enemies at a distance, even if obscured by cover or foliage.
The thermal scope is particularly useful on Wasteland - being able to see through the
long grass allows you to target enemy snipers much more easily.
FMJ is as expected, it increases penetration and thus damage through surfaces. It is probably
the most effective all-round attachment, as it means you are more likely to get a one
hit kill through thin cover.
I used FMJ for quite a long time to get the mastery challenge for the Barrett, and once
I moved on to the other attachements I found myself missing the increased penetration.
Completing the FMJ challenge gives you extended magazines, with 15 rounds at your disposal
instead of 10.
Not a terribly useful attachment, I must say - with sleight of hand reload times are very
quick, and I never found myself running the magazine dry, so - I'd give extended magazines
a miss.
As a general rule of thumb, you need to keep your distance from your targets when employing
a sniper rifle.
Stick behind cover as you'll be harder to hit at range, and you can duck down to avoid
incoming fire.
If you can't get into cover going prone is a good alternative. This eliminates an obvious
sillhouette and makes you harder to hit.
Use the scope to scan chokepoints and high-traffic areas, but avoid staying scoped in for too
long as danger can come from all angles.
You have a massive advantage when undetected at range as you are able to place accurate
and deadly fire before the enemy can retaliate.
Don't be too quick to fire - be patient and place your shot for a one hit kill where possible,
and you'll avoid alerting the enemy and giving them a chance to take cover.
If you do your job effectively and manage to kill a few enemies from the same spot,
you can be certain that they will make a redoubled effort to kill you.
You can expect a barrage of grenades and rockets to come your way - and it is likely that the
enemy will try and get close to you via the rear and flanks to eliminate your range advantage.
Nothing elicits ire quite like an effective sniper.
At closer ranges the slower aim speed and rate of fire means you are vunerable - a good
secondary weapon is a must - as are claymores to guard entry points to your location.
Shotguns are a popular choice for close quarters defence, as are machine pistols for short-to-medium
range.
For the majority of my time with the Barrett, I was using the USP - the fast swap of the
pistols meant I was able to quickly take out close-range assailants.
As a sniper, you have great mobility - and it can be beneficial to relocate frequently
after taking a shot.
This will keep the enemies guessing your location and help your long-term survival.
Be cautious when moving to a new postion - switch to your secondary in case you run into unexpected
opposition, and try and stick to the edges of the map if you can.
Don't be too aggressive - if you end up too close to the enemy they'll have no trouble
taking you out. There's no harm in hanging back and waiting for the enemy to come to
you. Sniping rewards a more patient style of play.
With the Barrett, you need to ensure a reliable one hit kill to be effective. Stopping Power
is a good perk to use to ensure your effectiveness in this regard, although does mean you are
visible on the UAV and to air support.
You can get away with using Cold Blooded, but your shots will need to be more accurate
- as only clean shots to the upper chest and head will be one-hit kills.
While a silencer may seem like a good choice with Cold Blooded, it will mean that you will
often have to hit an enemy twice to kill them - and the Barrett is not suited to follow-up
shots terribly well.
Sleight of hand pro will give you an edge in aiming quickly - and the quicker reload
speed is welcome, too.
For your yellow perk I would recommend either Steady Aim Pro - for the ability to hold your
breath for longer - or Ninja, to move silently and stay off heartbeat sensors.
The Barrett is a devastating weapon when used unsilenced with stopping power, usually resulting
in a reliable one-hit kill.
I wouldn't recommend using it in a stealthy role as more often than not you'll get a hitmarker,
and the recoil makes rapid follow up shots tricky.
The Barrett is a capable weapon, statistically similar to the Intervention.
Once you know the good spots and chokepoints on a map, you can start doing some real damage
to the enemy team. Use range to your advantage and try not to stay in the same place for
too long. If successful, you will rack up the kills and sap enemy morale.
That about wraps it up for this video - thanks for watching, this has been Xbox Ahoy.
My next video will be about the first available handgun, the USP .45. Until then, farewell.