Sniping in Battlebit Remastered - How to zero your Sniper

Sniping in Battlebit Remastered - How to zero your Sniper

It feels like the current playerbase of this summers massive hit Battlebit Remastered can be split almost evenly into two groups. On one hand is those who yearn for the 'Operation Metro' crunch in tightly packed corridors and underground tunnels and, on the other hand, those who sit 800 metres away on top of a wind turbine observing the action from afar down their sniper scopes.

The following guide is squarely aimed at the second demographic. It can seem almost impossible to hit targets from more than medium range without having experience or knowledge of bullet drop, bullet velocity and mil dots on the sniper scopes. This guide aims to help newer players understand how simple and intuative sniping in Battlebit Remastered can be once one simple concept is utilised.


The most important part of sniping for newer players, especially at longer ranges, is understanding how the zeroing system is implemented within the game. This is not readily explained, especially if you jumped straight in without going though the shooting range before your first game. I would recommend hopping back in and flying to the back of the map, as there is a handy shooting range with different ranges to show the effect of bullet drop and the impact of zeroing properly within firefights.  

The default keybindings for this adjustment is holding the alt button and scrolling up and down with the mouse scrollwheel. Sniper adjustments can be made from 0 meters up to 1,000 meters. When paired with the rangefinder attachment it takes almost all of the guesswork out of long range sniping and reduces the difficulty immensily.

The only difficulty remaining once dialed in is accounting for movement of the enemy. Thankfully, this too can be practised on the shooting range map in the main menu, with targets moving left to right with their distances helpfully labelled to aid in getting a feel for the speed at which targets need to be tracked.

If caught short with the sniper and without time to properly adjust, I would recommend keeping dialed in to 100 or 200 metres for the most predictable results at mid-range.


Now that these basics have been established, there are further ways to ensure accuracy and stealth especially when counter sniping.

One thing to always keep in mind is the strength of sniper glint, especially when sniping from long distances. To counter this whilst still gaining the advantages of zeroing with the rangefinder it is advisable to peek the angle, adjust for distance, and then repeek with the advantage of a properly adjusted weapon.

Adjusting the distance paramaters whilst looking away from target ensures no glint 

This also makes for a more satisfying and fluid kills, rather than sitting steady in a static position.

First, identifying a target and taking note of the range on the rangefinder display. Second, taking cover to ensure safety and no glint. Third, repeeking and taking the shot.

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