An in-depth guide to the Marksman class

Community Guide written by Bowedmaple

Introduction

Welcome to yet another guide to one of the classes in the game. Today we will be taking an in-depth look at the precision shooters of the game, the marksmen.

Due to the nature of this class, we will be going over a few gameplay basics; you can find a table of contents on the right of this text. As a brief description, we will be going over the following below.

I will be explaining the statistics, characteristics of every primary weapon available to the marksman, their differences between the insurgent faction and their security counterparts, as well as go over attachments, gear (Armour types and carriers) and the effects of weight on your character. Sidearms will also be covered.

This guide is aimed at players who are looking to make the most effective use of the marksman class and also for experienced players looking to review or know new facts about this class.

We will also be going over the basics of the class, starting with a brief overview to then go into detail.

Your role and the basics

A marksman, sharpshooter, there are many terms, overall, the precision shooter of the game. Your role is similar yet, at the same time, extremely different from the gunner class.

This is yet another class that I would personally define as a specialist.
This means that in-game, depending on your game mode, you will only have 1 or 2 marksmen available at any point in time. Your role also restricts your overall effectiveness in capturing objectives by yourself due to most of your weapon choices, but where you shine is supporting your team.

The marksman's specialties are mostly 2, similar to the gunner, yet very different in execution: area denial and priority targeting.

The marksman, unlike the gunner, can and is recommended to make use of stealth tactics; having the ability to attach suppressors to all of your weapons will help mask your position and delay detection.

Your class grants you access to high-powered scopes. Pick your scope based on your current focus; you won't always need a 7x scope. But make sure you are not running around as a discount rifleman using iron sights.

Another important factor to remember is to switch your position often. A skilled marksman that is eliminating targets will often become the main target of many players on the enemy team.
We will go over how to make effective use of stealth tactics and how it benefits you in more detail later on.

 

Area denial and Priority targetting

A sniper has an immediate psychological effect on most players; knowing that you can be killed in one shot by an enemy hundreds of meters away while being unable to fire back as effectively forces most players to duck back to cover or look for the sniper in a panic.


Your rifles all sport good ballistics; however, there is overall always a trade-off.

For example, Not all of your guns specialize in penetration, being lightweight, or having a good fire rate. Each rifle has either a very specific role or a broader yet defined one.


Priority targetting is eliminating classes that present an issue to your team's advance or defence.

  • Commanders and observers would be the first in prioritybut as they do not sport any distinguishable features, this may prove difficult. My best recommendation is to look for enemies that are in groups of 2. If an enemy is staying very close to another for seemingly no reason, they are either an observer or a new player.
    With that being said, experienced observers will tend to maintain a good distance from their commander, even if nearby, and will actively aim to protect the commander and look in different areas.

  • Gunners are also one of your main targets; their machine guns prove to be an issue not only to your team but to you as well. With high fire rates and lethality, taking them out ensures your team won't have to worry about being wiped. Caution is advised; although your class grants you access to slightly better ballistics and optics, a gunner's weapon is not to be underestimated.

  • Other marksmen are also one of your main targets; there should be no explanation. They are as dangerous as you are, caution is advised, and counter sniping is a skill of its own that requires experience and quick thinking.

Although difficult to target, try to avoid or eliminate demolitionists; although their rocket launchers do not sport good penetration, they are highly effective in eliminating targets who remain in one place.

 

Stealth

Stealth, or the act of cautious play with the aim of not being detected by the enemy, is common knowledge. It can be technically used by any class, though breachers and marksmen tend to make the most use out of it.

That being said, in Insurgency, stealth is a viable tactic, but not extensively. The presence of deathcam and the loudness of your shots will easily expose your location if you remain hidden in the same spot for too long. It should also be noted that not all maps necessarily "support" a stealthy playstyle, though this will often depend on the enemy team.

Camo will only be briefly mentioned in this section, as I will leave it up to you. Though I advise knowing what you can blend in with, a black shirt may work well for buildings and corners but won't work as well for foliage. You obviously cannot change it during the match, but if, per se, you are wearing green camo and have the choice between proning near rocks and sand or near grass, make the right choice.

Another reminder is that you should have realistic expectations. You cannot avoid detection completely with experienced players or for an extended period of timeBut you can delay detection through positioning, camouflage and attachments.

Your position doesn't necessarily need to be amazing for the long run, but if you can delay detection enough to get 1-3 kills, your job is done, and you can reposition, as the video below shows.


Side note, this video also shows the effectiveness of suppressors and the psychological effect a marksman has upon scoring a kill, or simply firing their weapon accurately towards an enemy position, forcing the survivor to duck for cover and give up their line of sight toward security positions.

Do remember to press ALT to enter walk mode; this will silence your footsteps. Aiming down sights while opening a door will also allow you to peek the; this will be silent. After peeking the door, push it with your own body; this process will be 100% silent compared to opening it normally.

 

That being said, there is one part of your player model which may indirectly affect your silhouette, which I will briefly go over.

Your carrier.

Simply enough, your backpack does increase your silhouette, even more so if you are wearing armour. This may not seem important, but it can stick out, especially if you are prone.

This shouldn't be your main reason for picking or not picking a carrier, but if you are running a bolt action, perhaps ditch your carrier, 25 rounds + 2 mags for your sidearm tend to be more than enough.

2732820515_preview_Insurgency_Sandstorm_Screenshot_2022.03.09_-_17.37.38.41__3_.png

The photo above has a player hidden in the foliage; the player is wearing a light carrier.

2732820515_preview_Insurgency_Sandstorm_Screenshot_2022.03.09_-_17.38.17.40__5_.png

The photo above has a player hidden in the foliage. The player is not wearing a carrier; as you can see, they are less visible, which may help delay detection. This is also a close-range example; marksmen will often be at longer ranges.

 

The weapons. (Overview)

This will be a quick overview, the marksman class has access to 3 types of firearms with unique traits attributed to each one of them.

Bolt action rifles, Designated marksman rifles and Anti material rifles.

2732820515_preview__41.JPG

There are currently 2 bolt action rifles, 2 anti-material rifles and 4 designated marksman rifles. We will be using these terms to refer to them, though we will shorten these to "DMRs" for designated marksman rifles, "AMRs" for anti-material rifles and "bolt actions" for bolt action rifles.

 

Bolt action rifles. (Overview)

2732820515_preview_Insurgency_Sandstorm_Screenshot_2022.03.09_-_18.20.41.36__5_.png2732820515_preview_Insurgency_Sandstorm_Screenshot_2022.03.09_-_18.24.58.58__12_.png

Old style and underwhelming at first sight, the bolt actions sport a high lethality at a lower price, at the cost of fire rate, as each casing has to be manually ejected via cycling the bolt. However, their reliability in scoring individual target kills should not be underestimated.

As of the time of publishing this guide, the game sports 2 bolt action rifles, the Mosin Nagant and M24. They have different specifics and performances compared to one another but have certain similarities due to being the same weapon type, which will be listed:

  • They sport very high lethality, beaten only by AMRs, killing any target regardless of armour up to medium-long ranges.

  • They have access to Armour piercing cartridges by default, which boosts their damage and penetration power considerably.

  • They have a very noticeably slow cycle time, however, have access to a greased bolt for a 2-point cost which speeds up the process.

  • They both cost 1 point each, being among the cheapest primaries in the game.

  • Although unable to use magazines, having an individual round count has its benefits, as due to your limited fire rate, you will rarely run out of ammo, and are able to halt your reload after loading a single round. Consider not bringing a carrier.

Designated Marksman rifles. (Overview)

2732820515_preview_Insurgency_Sandstorm_Screenshot_2022.03.09_-_18.47.10.78.jpg

The to-varying-degree more expensive and modern options, the DMRs, sporting semi-automatic fire and the use of magazines or clips. However, their lethality, especially on the security side, suffers due to the lack of Armour piercing cartridges.

2732820515_preview_M110M1__2_.jpg

Due to sharing the same weapon type, they share some similarities, which will be listed below:

  • The use of magazines or clips (In the case of the M1 Garand) ranging from a capacity of 10 to 20 (8 in the M1 Garand's case)

  • They sport good penetration, being slightly better than most battle rifles, as well as having increased velocity, though it is not exceptional compared to other marksman options.

  • A sufficient lethality, being able to kill in one-shot most opponents, though they may all struggle against heavy armour or light armoured opponents at ranges of 100m. Limb shots also present a problem at ranges.

Side note: although inviting, experienced players may not require a bipod, as most of these weapons will kill in one shot. And although some have very high recoil, it can be controlled during semi-automatic fire. Consider not attaching one when you are comfortable.

Anti-material rifles. (Overview)

2732820515_preview_Insurgency_Sandstorm_Screenshot_2022.03.09_-_20.27.48.41.jpg

Heavy, likely impractical when not stationary, yet devastating for anyone who is hit. This is the anti-material rifle's specialization. There are currently 2 in the game, the M99 and M82A1 CQ.

Anti-material rifles in the game fit a somewhat niche role. Being able to penetrate all walls in the game and still kill in one-shot any opponent regardless of armour on the other side is quite powerful. This, however, comes with its own downsides, which will be listed along with this weapon type's properties:

  • All anti-material rifles in the game are extremely loud and cannot make use of suppressorsstealth is not an option when using these rifles. Both of these rifles have a very distinct sound that experienced players will be able to distinguish.

  • Weighing from 26% to 28%, if not more with extended magazines, AMRs are the heaviest weapons available to the marksman.

  • All AMRs will one shot up to extreme ranges, and will never result in a 2 shot kill. Hitting an opponent with an AMR will launch them into the air and or dismember them regardless of armour.

  • All AMRs come with a standard 5-round mag, upgradeable to a 10-round mag at the cost of 2 points.

  • All AMRs cost 3 points, resulting in it being the middle ground cost-wise for any marksman.

  • AMRs have the best penetration in the game, beaten only by the M2 Browning, DSHK and Gau-8/Gau-19.

(Insurgents) Mosin Nagant

2732820515_preview_Mosin.jpg

Likely requires no introduction; the Mosin Nagant was the main infantry rifle of the soviet union during the second world war. Curiously enough, despite the image used above, in-game, the rifle uses the marksman variant, sporting a different bolt to allow the user to cycle it with a scope attached.

Despite its limited fire rate, this is undoubtedly the most lethal bolt action. Its use of 7.62x54r and armour-piercing cartridges, as well as increased velocity, gives it quite the advantage as far as lethality is concerned compared to its M24 counterpart.

The following table will display the shots required to kill an opponent, and their range and armour.
These statistics have been specifically tested by me and taken from my spreadsheet, more info in the end.

Mosin Nagant
5m 50m 110m
No armour 1 1 1
Light armour 1 1 1
Heavy armour 1 1 1

Reviewing this information, we can see that the Mosin Nagant is somewhat deadlier than the M24, and, in general, it is deadlier than any other assault rifle or battle rifle in the game. Rivalled only by other marksman rifles or the gunner's GPMGs.

  • The penetration of the Mosin Nagant is outstandingly good; targetting an enemy who is taking cover is likely to result in a kill even at longer ranges.

  • The Mosin Nagant's bolt action proves to be quite the issue if not using a greased bolt, as even self-defence at close ranges becomes even more impractical, as well as increasing punishment for engaging more than 1 target or missing a shot at longer ranges. It is heavily recommended to attach a greased bolt.

  • The Mosin Nagant is unique in the sense that it has the ability to use stripper clips for the cost of 1 point.

  • The Mosin Nagant's weight is low, sitting at 12%.

  • The Mosin Nagant's lethality over range is superior to almost all weapons in the game, only being beaten by the Anti-material rifles and GPMGs.

  • The Mosin Nagant uses an individual round count for its ammo system, giving the player 20 rounds + 5 in the weapon upon spawning. An extra 5 rounds can be acquired by pressing "F" on the ammo crate. Due to the high round count and bolt action system of the weapon, consider not using a carrier.

  • The Mosin Nagant's recoil is not only low but dismissable, thanks to the fact you will be cycling the bolt after each shot. Due to this, it is heavily recommended not to use a compensator or bipod.

  • The Mosin Nagant's barrel is slightly longer than the M24.

    What we can gather from all this is that the Mosin Nagant is a sufficiently versatile weapon, sporting a low weight, high lethality and good penetration, its effectiveness only being reduced by the bolt action system of the weapon.

    The use of a muzzle device is recommended; a flash hider will conceal your position. Do bear in mind the Mosin Nagant is a loud weapon; a suppressor will increase your barrel length considerably as well as cost 3 points, but the Mosin Nagant's decreased cost and stealth capabilities may be worth the expense.

    This weapon will work well at medium to long ranges. However, it will require the shooter to be skilled in precision shooting to make the most of it, as bolt cycling will punish any missed shots. It is also possible to somewhat reliably use this weapon in close quarters for self-defence.

    Thanks to its decreased cost and ability to not bring a carrier, it is personally recommended to only wear (optionally) light armour and a gas mask. Not wearing a carrier will decrease your weight. Armour is up to the user's choice. However, it is a recommendation due to the fact armour tends to be most effective at medium to long ranges, which are the ranges where you will be fighting the most in.

    The use of a sidearm is recommended.

    The following table will display the range at which the bullet will transition from hitscan to simulated projectile. All weapons in the game start off using a hitscan system. However, depending on the velocity will switch to a simulated projectile at a specific range, which will cause a delay between the time fired and the time the target is hit.

    Note: the following values were taken from Masterjo's hit scan spreadsheet on the insurgency discord. I also double-checked these values by running tests of my own.

    Most of the time, marksmen won't be able to tell the range; however, knowing the specific range may help get a general idea of when to expect a delay.
Mosin Nagant
86m

 

(Security) M24

2732820515_preview_M24.jpg

The M24 sniper weapon system. Or, M24 SWS in short, was designed in 1988 by Remington.

Regrettably, there aren't many upsides compared to its insurgent counterpart. The M24 sports decreased lethality compared to the Mosin Nagant and worse ballistics overall. However, it is still a sufficiently well-performing bolt action.

The following table will display the shots required to kill an opponent, and their range and armour.
These statistics have been specifically tested by me and taken from my spreadsheet, more info in the end.

M24 5m 50m 110m
No armour 1 1 1
Light armour 1 1 1
Heavy armour 1 1 2

Reviewing this information, we can see that the M24 is slightly worse than the Mosin Nagant. However, it is to be noted that oddly enough the M24 seems to have difficulty killing anyone hit in the limbs, as it will often result in a 2 shot kill.

  • The penetration of the M24 is good. However, its decreased damage will often result in a 2 shot kill after penetrating a wall at longer ranges.

  • The M24's bolt action also proves to be quite the issue if not using a greased bolt, as even self-defence at close ranges becomes even more impractical, as well as increasing punishment for engaging more than 1 target or missing a shot at longer ranges. It is heavily recommended to attach a greased bolt.

  • The M24's weight is the same as the Mosin Nagant, sitting at 12%.

  • The M24's lethality over range is quite high, beating all battle rifles in the game and assault rifles, though it is often outclassed by GPMGs or the Mosin Nagant.

  • The M24 also uses an individual round count for its ammo system, giving the player 20 rounds + 5 in the weapon upon spawning. An extra 5 rounds can be acquired by pressing "F" on the ammo crate. Due to the high round count and bolt action system of the weapon, consider not using a carrier.

  • The M24's recoil is extremely dismissable, thanks to the fact you will be cycling the bolt after each shot. Due to this, it is heavily recommended not to attach a compensator or bipod.

  • The M24's barrel is slightly shorter than the Mosin Nagant's.

  • The M24's velocity is 790 m/s, which is noticeably worse than the Mosin Nagant's.

    What we can gather from all this, is that the M24 is also a sufficiently versatile weapon, but overall worse than the Mosin Nagant when comparing their ballistics.

    This weapon will work well at medium to long ranges. However, it will require the shooter to be skilled in precision shooting to make the most of it, as bolt cycling will punish any missed shots. It is also possible to somewhat reliably use this weapon in close quarters for self-defence.

    This weapon will work well at medium to long ranges, however, will require the shooter to be skilled in precision shooting to make the most of it, as the bolt cycling will punish any missed shots. It is also possible to somewhat reliably use this weapon in close quarters for self-defence.

    Thanks to its decreased cost and ability to not bring a carrier, it is personally recommended to only wear (optionally) light armour and a gas mask. Not wearing a carrier will decrease your weight. Armour is up to the user's choice. However, it is a recommendation due to the fact armour tends to be most effective at medium to long ranges, which are the ranges where you will be fighting the most in.

    The use of a sidearm is recommended.

    It is also recommended to aim for center mass at all times, however, when engaging at long ranges against heavily armoured opponents, headshots may be a wiser choice if a kill is to be assured.

    The following table will display the range at which the bullet will transition from hitscan to simulated projectile. All weapons in the game start off using a hitscan system. However, depending on the velocity will switch to a simulated projectile at a specific range, which will cause a delay between the time fired and the time the target is hit.

    Note: the following values were taken from Masterjo's hit scan spreadsheet on the insurgency discord. I also double-checked these values by running tests of my own.

    Most of the time, marksmen won't be able to tell the range; however, knowing the specific range may help get a general idea of when to expect a delay.
M24 79m

 

(Insurgents) M1 Garand

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Once again, a weapon that requires no introduction. The M1 Garand was the main rifle used by the United States military and its branches during the second world war. Ingame, the rifle is the cheapest DMR, only available to the insurgents.

Despite its higher calibre, the M1 Garand's ballistics are worse than the Mosin Nagant; sporting decreased lethality and slightly lower velocity.

That being said, the M1 Garand's shots to kill actually outclasses all of the security's DMRs, as the M1 Garand maintains its 1 shot kill capability at 50m as well as maintaining higher velocity, yet is cheaper than said security options. It is also to be noted that an M1 Garand will technically be cheaper than a Mosin Nagant with a greased bolt.

The following table will display the shots required to kill an opponent, and their range and armour.
These statistics have been specifically tested by me and taken from my spreadsheet, more info in the end.

M1 Garand 5m 50m 110m
No armour 1 1 1
Light armour 1 1 2
Heavy armour 1 1 2
  • The penetration of the M1 Garand is decent. Although better than the M110, the weapon seems to struggle to kill targets behind cover. It is not recommended to rely on penetration for kills.

  • The M1 Garand may struggle at longer ranges against armoured opponents and limb shots.

  • The M1 Garand is the lightest DMR, sitting at 16% weight.

  • The M1 Garand is the cheapest DMR, costing only 2 points.

  • The M1 Garand is able to attach a unique grenade launcher. However, said grenade launcher will not allow you to attach any muzzle device or under-barrel attachments. The equip animation of said grenade launcher is also quite long, and the grenade's kill radius is quite short. Overall, the grenade launcher, although entertaining, is not very practical.

  • The M1 Garand comes with 8 rounds in each clip; this cannot be upgraded. Upon emptying the clip, the rifle will emit a loud "PING!" sound, which, however, isn't very loud.

  • The M1 Garand's recoil is the highest of all DMRs.

  • The M1 Garand's barrel is longer than the M110 and Mk14.

  • The M1 Garand seems to have a decreased fire rate compared to the other DMRs, this can be quite noticeable if the user attempts rapid fire.

  • The M1 Garand's velocity is 853 m/s, which is slightly better than its security counterparts.

    What we can gather from all this is that the M1 Garand is a surprisingly efficient yet cheap weapon, being able to maintain its lethality and good ballistics at respectable ranges for a weapon that costs so little. So much so that it will outperform its more expensive counterparts.

    The use of a muzzle device is recommended.

    This weapon will work well at medium ranges but may struggle at longer ranges if not stabilized. It is possible to use this weapon for self-defence in close quarters, but not recommended.

    The following table will display the range at which the bullet will transition from hitscan to simulated projectile. All weapons in the game start off using a hitscan system. However, depending on the velocity will switch to a simulated projectile at a specific range, which will cause a delay between the time fired and the time the target is hit.

    Note: the following values were taken from Masterjo's hit scan spreadsheet on the insurgency discord. I also double-checked these values by running tests of my own.

    Most of the time, marksmen won't be able to tell the range; however, knowing the specific range may help get a general idea of when to expect a delay.
M1 Garand 85m

 

(Security) M110 SASS

2732820515_preview_M110_SASS.jpg

The M110 Semi-automatic sniper system (SASS) was designed by Knight's Armament Company in 2007 to replace the M24 SWS. In-game, it is the cheapest DMR available to security.

Sadly, that is where the positives end, as the M110 sports worse ballistics compared to not only the M1 Garand but also the SVD and Mk14. It being the "cheapest" is also a slight misrepresentation, as the M110 is by default equipped with 10 round magazines and requires 2 points to bring up to 20, which means it will be more expensive than the Mk14 if equipped with said magazines despite being technically worse in performance.

The following table will display the shots required to kill an opponent, and their range and armour.
These statistics have been specifically tested by me and taken from my spreadsheet, more info in the end.

M110 5m 50m 110m
No armour 1 1 1
Light armour 1 2 2
Heavy armour 2 2 2

Reviewing this information, we can see that the M110 is worse ballistics-wise compared to all of its insurgent counterparts and bolt actions. And at longer ranges has damage comparable to standard battle rifles and, in some cases, assault rifles on a shot to kill basis.

  • The penetration of the M110 is decent. Its decreased damage and lack of velocity will often result in shots through walls requiring multiple extra shots to take down an opponentFiring through walls is not a recommended strategy if the opponent is not wounded.

  • The M110 struggles against heavy armour and against light armour at medium ranges. It will also struggle to kill when striking a limb.

  • The M110 weighs more than the M1 Garand and SVD, sitting at 22%. However, weighs less than the Mk14.

  • The M110's lethality over range is quite inefficient, it is recommended to shoot twice for every target regardless, or for any target wearing armour.

  • The use of extended magazines is overall not recommended as it will bring the cost of the weapon to 6, being more expensive than the Mk14 yet worse in almost every way other than recoil. If you are able to handle the Mk14's single fire recoil and want 20 rounds, just use the Mk14.

  • The M110's recoil is lower than the Mk14, but still present, minimum practice will however allow anyone to fire shots in quick succession unstabilized.

  • The M110's barrel is shorter than both the SVD and the M1 Garand.

  • The M110's velocity is 850 m/s, which is slightly worse than the Mosin Nagant's and M1 Garand'sbut slightly better than the SVD's.

  • The M110 seems to have a higher fire rate than the M1 Garand, however, said fire rate is worse than the Mk14 and SVD.

    The use of a muzzle device is recommended to make use of this weapon effectively. It is important to capitalize on its strengths, one of them being the shorter barrel. As such, a suppressor, when applicable, is recommended.

    This weapon will work well at medium ranges but may struggle at longer ranges if not stabilized. Experienced shooters may be able to fire and strike a target multiple times at longer ranges unstabilized. And it is possible and practical to use this weapon in self-defence for close quarters.

    The following table will display the range at which the bullet will transition from hitscan to simulated projectile. All weapons in the game start off using a hitscan system. However, depending on the velocity will switch to a simulated projectile at a specific range, which will cause a delay between the time fired and the time the target is hit.

    Note: the following values were taken from Masterjo's hit scan spreadsheet on the insurgency discord. I also double-checked these values by running tests of my own.

    Most of the time, marksmen won't be able to tell the range; however, knowing the specific range may help get a general idea of when to expect a delay.
M110 85m

 

(Insurgents) M99

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The M99 is the anti-material rifle used by the People's liberation army marine corps and Navy, it was introduced in 2005 and manufactured by the Zijiang Machine company. In-game, the rifle is the longer yet lighter counterpart to the M82A1.

This rifle class is quite unique, sporting outstanding lethality and ballistics, at the cost of every other statistic. However, minus for the decreased weight and longer barrel, there are no remarkably noticeable performance differences between this rifle and the M82A1.

The weapon punishes mobility quite noticeably, slowing down your time to aim down sights, and movement speed. Paired with its high sway and recoil when unstabilized as well as slow reload time, it is obvious this weapon is meant to be used only from a stabilized position.

M99 5m 50m 110m
No armour 1 1 1
Light armour 1 1 1
Heavy armour 1 1 1

This table gives us a simple picture, the weapon sports amazing lethality. It is also to be noted that even Limb shots and targets at further ranges will still only require 1 shot and will often dismember if not launch the target.

  • The penetration of the M99 is, overall, outstanding. Being the highest in the game for a primary, firing through walls will often reward the shooter with a one-shot kill.

  • The M99's lethality over range is unbeaten by any and all weapons in the game, minus for emplacements, fire support and the M82A1, the latter of which has the same lethality.

  • The M99 has access to a unique 7x scope at the cost of only 1 point, unlike the M82A1. The scope isn't the greatest for target acquisition but is a cheaper option.

  • Although the rifle weighs 26% compared to the M82A1's 28%, this weight is still quite high for a single primary.

  • The M99 sports a decreased fire rate compared to other semi-automatic rifles, which may help with recoil. However, it may prove to be an issue when missing single-shots.

  • The M99 starts by default with 5 rounds in its magazine. Which can be upgraded to 10 for 2 points.

  • Firing 3 shots with this weapon in quick succession without stopping will cause loud ringing and will suppress your own character, causing them to shout due to their ears being hurt.

  • The M99 and M82A1 have a higher suppression value than all battle rifles and assault rifles. A single shot will suppress any enemy target if landed nearby and will often cause them to shout immediately.

  • The M99 is also unable to attach any muzzle device, as the rifle already has a compensator attached. Paired with its distinct and rather loud sound, stealth is heavily impaired.

  • The M99's barrel is longer than the M82A1.

  • Striking the engine of an armoured car will disable the car in 2 successful hits.

  • What we can gather from all this is that the M99 is a stationary non-stealth-based weapon, sacrificing mobility and self-defence for lethality. This weapon shines when performing overwatch on an objective area, as the enemy may be unable to fire back, while you are able to strike targets through walls reliably.

    It is worthy to note that this weapon's loudness and distinct sound may work both ways, as it will often cause enemies to panic.

    This weapon will work well, especially at longer ranges and decently at medium ranges. Engaging targets at close range is discouraged due to the weapon's limited fire rate, increased recoil and sway.

    Due to the weapon's weight, it is recommended to limit the amount of equipment brought when possible.

    The use of a sidearm is heavily recommended.

    The following table will display the range at which the bullet will transition from hitscan to simulated projectile. All weapons in the game start off using a hitscan system. However, depending on the velocity will switch to a simulated projectile at a specific range, which will cause a delay between the time fired and the time the target is hit.

    Note: the following values were taken from Masterjo's hit scan spreadsheet on the insurgency discord. I also double-checked these values by running tests of my own.

    Most of the time, marksmen won't be able to tell the range; however, knowing the specific range may help get a general idea of when to expect a delay.
M99 80m

 

(Security) M82A1 CQ

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Heavy yet deadly more than any other, the M82A1 was designed by Ronnie Barrett, a photographer in 1982. In-game it is depicted as the shortened barrel CQ variant.

This weapon shares many attributes with its insurgent counterpart, the M99. However, sports increased weight, for a shorter barrel. The weapon also sports a slightly higher hit scan range.

The weapon punishes mobility quite noticeably, slowing down your time to aim down sights and movement speed. Paired with its high sway and recoil when unstabilized as well as slow reload time, it is obvious this weapon is meant to be used only from a stabilized position.

M82A1 5m 50m 110m
No armour 1 1 1
Light armour 1 1 1
Heavy armour 1 1 1

This table paints yet again a simple picture, the weapon sports amazing lethality. It is also to be noted that even Limb shots and targets at further ranges will still only require 1 shot and will often dismember if not launch the target.

  • The penetration of the M82A1 is overall outstanding. Being the highest in the game for a primary, firing through walls will often reward the shooter with a one-shot kill.

  • The M82A1's lethality over range is unbeaten by any and all weapons in the game, minus for emplacements, fire support and the M99, the latter of which sports the same lethality.

  • The rifle weighs 28%, making it slightly heavier than the M99.

  • The M82A1 also sports a decreased fire rate compared to other semi-automatic rifles, which may help with recoil. However, it may prove to be an issue when missing single-shots.

  • The M82A1 starts by default with 5 rounds in its magazine. Which can be upgraded to 10 for 2 points.

  • Firing 3 shots with this weapon in quick succession without stopping will cause loud ringing and will suppress your own character, causing them to shout due to their ears being hurt.

  • The M99 and M82A1 have a higher suppression value than all battle rifles and assault rifles. A single shot will suppress any enemy target if landed nearby and will often cause them to shout immediately.

  • The M82A1 is also unable to attach any muzzle device, as the rifle already has a compensator attached. Paired with its distinct and rather loud sound, stealth is heavily impaired.

  • The M82A1's barrel is shorter than the M99.

    What we can gather from all this is that the M82A1 is also a stationary non-stealth-based weapon, sacrificing mobility and self-defence for lethality. This weapon shines when performing overwatch on an objective area, as the enemy may be unable to fire back, while you are able to strike targets through walls reliably.

    It is worthy to note that this weapon's loudness and distinct sound may work both ways, as it will often cause enemies to panic.

    This weapon will work well, especially at longer ranges and decently at medium ranges. Engaging targets at close range is discouraged due to the weapon's limited fire rate, increased recoil and sway.

    Due to the weapon's weight, it is recommended to limit the amount of equipment brought when possible.

    The use of a sidearm is heavily recommended.

    The weapon's shorter barrel may help when the shooter stabilizes the weapon using a window.
    Note: said option is not recommended, as this will often silhouette yourself, and the barrel may still stick out.

    The following table will display the range at which the bullet will transition from hitscan to simulated projectile. All weapons in the game start off using a hitscan system. However, depending on the velocity will switch to a simulated projectile at a specific range, which will cause a delay between the time fired and the time the target is hit.

    Note: the following values were taken from Masterjo's hit scan spreadsheet on the insurgency discord. I also double-checked these values by running tests of my own.

    Most of the time, marksmen won't be able to tell the range; however, knowing the specific range may help get a general idea of when to expect a delay.
M82A1 85m

 

(Insurgents) SVD

2732820515_preview_Insurgency_Sandstorm_Screenshot_2022.03.10_-_10.59.48.68__2_.png

Quite the iconic cold war weapon, designed by Yevgeny Dragunov in 1963, the rifle holds quite the reputation for being lightweight and deadly; in-game the rifle holds a similar reputation. The rifle outperforms ballistics-wise all of its security counterparts, as well as beating the insurgent's rifles. Thanks to a combination of good velocity, penetration and damage.

The following table will display the shots required to kill an opponent, and their range and armour.
These statistics have been specifically tested by me and taken from my spreadsheet, more info in the end.

SVD 5m 50m 110m
No armour 1 1 1
Light armour 1 1 2
Heavy armour 1 1 2
  • The penetration of the SVD is good. It surpasses its security counterparts and all battle rifles.

  • The SVD is the second lightest DMR, sitting at 18% weight.

  • The SVD is the most expensive DMR available to insurgents, costing 4 points.

  • The SVD is able to attach a unique 4x scope at the cost of only 1 point.

  • The SVD comes equipped with a 10-round magazine. This can be upgraded to a 20-round magazine at the cost of 2 points.

  • The SVD's recoil is the lowest of all DMRs.

  • The SVD's barrel is longer than all other DMRs.

  • The SVD's single-shot fire rate is much slower than the Mk14

    What we can infer from all this is that the SVD is a lightweight and effective weapon. Its cost may seem excessive; however, it should be noted that 4 points for such lethality and a 1-point 4x scope should not be underestimated.

    The use of a muzzle device is recommended, though suppressors will force the barrel to be excessively long.

    This weapon will work well at medium ranges and quite well at longer ranges, only struggling against armoured opponents.

    This weapon can reliably be used in close quarters as a fall-back weapon and, depending on the enemy, offensively as well. Its lethality and the relatively high-capacity magazine will allow you to use this defensively without issue.

    The following table will display the range at which the bullet will transition from hitscan to simulated projectile. All weapons in the game start off using a hitscan system. However, depending on the velocity will switch to a simulated projectile at a specific range, which will cause a delay between the time fired and the time the target is hit.

    Note: the following values were taken from Masterjo's hit scan spreadsheet on the insurgency discord. I also double-checked these values by running tests of my own.

    Most of the time, marksmen won't be able to tell the range; however, knowing the specific range may help get a general idea of when to expect a delay.
SVD 83m

 

(Security) Mk14 EBR

2732820515_preview_Insurgency_Sandstorm_Screenshot_2022.03.10_-_10.03.21.70__5_.png

Originally developed in 1954 by Springfield armoury as the M14, then made into the Mk14 Enhanced battle rifle in 2001. At the beginning of its life, it didn't hold a very pleasant reputation. Being known for scarce accuracy and reliability, this weapon has been held throughout many wars. In-game, it acts as the most expensive DMR available to security. And the unique ability to use fully automatic fire.

Its ballistics are also quite high-performance compared to other Security rifles. However, this rifle tends to perform worse than its insurgent counterparts on a single-shot basis.

The following table will display the shots required to kill an opponent, and their range and armour.
These statistics have been specifically tested by me and taken from my spreadsheet, more info in the end.

Mk14 5m 50m 110m
No armour 1 1 1
Light armour 1 2 2
Heavy armour 1 2 2

Similar issues present with the M110 present themselves here. The damage and ballistic performance are more comparable to battle rifles than insurgent counterparts for DMRs.

  • The penetration of the Mk14 is decent. It surpasses standard battle rifles; however, its lack of damage at range may render firing through walls inconsistent. The same issues with the M110 present themselves here.

  • The Mk14 is the heaviest DMR, sporting 24% weight.

  • The Mk14 is the most expensive DMR, costing 5 points.

  • The Mk14 comes equipped with a 20-round magazine by default, which is higher than all other DMRs.

  • The Mk14 has the highest recoil out of all DMRs.

  • The Mk14 has the highest fire rate out of all DMRs.

  • The Mk14 is able to be toggled to fully automatic fire; however, its recoil will be extremely strong.

    What can be taken from all this is, at first sight, this is the heaviest DMR but is also relatively sufficient performance-wise. It should, however, be noted that the M110 with a 20-round magazine will weigh just as much as an Mk14, which wouldn't make it the heaviest but rather tied with the M110.

    The use of a muzzle device is recommended.

    This weapon will work well at medium ranges and decently well at longer ranges but will struggle against armoured opponents and limb shots at longer ranges.

    This weapon can reliably be used in close quarters as a fall-back weapon and, depending on the enemy, offensively as well. Experienced players are able to use single fire in close quarters reliably, but full auto may be used to ensure a kill. This is recommended for newer players.

    The use of fully automatic fire is practical but not recommended if unstabilized; 700 rpm will also quickly empty your 20-round magazine.

    The following table will display the range at which the bullet will transition from hitscan to simulated projectile. All weapons in the game start off using a hitscan system. However, depending on the velocity will switch to a simulated projectile at a specific range, which will cause a delay between the time fired and the time the target is hit.

    Note: the following values were taken from Masterjo's hit scan spreadsheet on the insurgency discord. I also double-checked these values by running tests of my own.

    Most of the time, marksmen won't be able to tell the range; however, knowing the specific range may help get a general idea of when to expect a delay.

    Mk14 85m

Positioning, line of sight

This will be similar to the section we have explained for gunners. I will very quickly go over what we have already mentioned in said guide.

It is fine to use the highest area possible for 1-3 kills, but remember to reposition yourself in those cases. You are looking for a trade-off between being able to see the enemy, being able to retreat to cover easily or not being easily flanked, and limiting the areas from where the enemy can fire back at you.

You won't always get the best position, so try to fit one or two of the previous criteria.

Cover is something that can actively stop bullets and protect you, such as a solid wall.

Most good covers can also act as concealment, minus bulletproof glass.

Concealment is something that stops the enemy from seeing you but doesn't necessarily block bullets, such as a bush, wood, or walls that can be penetrated easily by SBRs, carbines and such.

With this out of the way, let's use a few examples of positions. All of these screenshots were taken from live games and from other players.

2732820515_preview_Positioning.jpg

As you can see from this picture, our marksman on the right, which is indicated by the green circle, has taken position on this balcony. There are both good attributes to said position and bad attributes.

  • + The player has both cover and partial concealment.

  • + The player has one of their flanks covered by a friendly and is also in his own territory but remains in the frontlines.

  • + The player has a wide view of the main road leading to the objective and can turn toward other areas to look elsewhere. The player can also guard part of the objective.

  • - The player can easily be flanked or taken out upon being spotted.

  • - The player's cover will work well against carbines but can easily be penetrated by battle rifles. If the player is engaged, they would either have to crawl to safety or fire back.

All of this means that this position will function quite well for a reinforcement wave or so; however, will require repositioning to avoid being taken out by a demolitionist or a flanker.

2732820515_preview_Positioning_2.jpg

  • + The player has great cover. and can fall back to safety easily.

  • + The player has a wide view of the main road leading to the objective and can turn toward other areas to look elsewhere. The player can also guard part of the objective.

  • - The player can easily be flanked or taken out upon being spotted.

  • - The player, however, also can be spotted and or killed from 11 different positions.s.

  • - The player is very exposed and overall will have to constantly check all areas to avoid being taken out

And once again, the player has effectively made an outline of themselves and, as you can see from the picture below, stand out. Their camo is also failing to assist them.

2732820515_preview_20220310115846_1.jpg

Overall, this position is an example of a hit and run positionstrike someone and then immediately switch position if you are forced to use it. Otherwise, this position would require 3 teammates to check your exposed flanks.

2732820515_preview_Positioning_3.jpg

  • + The player has good concealment and is blending in with the terrain/foliage.

  • + The player has a wide view of the main road leading to the objective and can turn toward other areas to look elsewhere. The player can also guard part of the objective.

  • - The player can easily be flanked or taken out upon being spotted.

  • - The player, however, also can be spotted and or killed from anywhere and effectively everywhere on the map.

  • - The player is very exposed and overall will have to constantly check all areas to avoid being taken out.

  • - The player has no cover, and being engaged would force the player to fire back, as attempting to retreat to safety would have no cover to do so.

This is very similar to the position I used before in one of the stealth videos. In fact, that is me in the picture; this position is fine for hit and run tactics. However, if you are spotted or eliminate 1-3 targets, it's time to move on before you are taken out. This is not a good long-term position and relies on stealth to work.

 

(Extra) Armour + Grenades

This is my spreadsheet, here you can see all of the weapon's shots to kill against armour up to 110m.

2732820515_preview_Grenade_spreadsheet.jpg

And this is the F1 frag grenade and M67 Frag grenade against armour, factoring in your stance as well.

In short, for most classes, armour is optional. But in my opinion, seeing as marksmen tend to engage from long distances and often do not require a carrier, the weight of light armour and relatively cheap cost of only 1 point can be justified.

But once again, I suggest reading through this spreadsheet, analyzing your own playstyle and deciding based on your own decision.

 

(Extra) Fire support

This is more so to act as a quick reminder. Your weapons can down helicopters. 2 to 5 shots from any AMR to the rotors of a helicopter will force it to crash.

It is also possible to kill the pilot and gunners of the helicopters. It is, however, not recommended due to the associated difficulty.

 

Conclusion

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This concludes this in-depth guide to the marksman class.

I hope this guide proved to be useful information for anyone who is looking to improve or is learning to use the marksman class.

The original guide can be found here.

Still have questions? We'd love to help.