Hello everybody, I know that most have by now moved on to BO, but those who still play MW2, here's a little bit of my insight on how to play your best with the Intervention.
The Intervention, for the newbies, and illiterates looks like this:
It is the first sniper unlocked in Create-a-class, meaning you get it almost immediately. It is a high power, 5-shot, bolt-action killing machine. Now, many people prefer to use the Barrett, because it's statistically better in most ways. To that, I only have 1 rebuttal... The Intervention is a blast to use. There is a sense that every shot is crucial with this gun, a feeling no other gun will give you.
Now, before I go into detail on the Intervention, I want to go over some basic sniping info. Advanced players can skip this, you cats already know about this! There are two main forms of play when using any sniper rifle.
1) Hard scoping
-What most people consider "sniping." Bring up the scope, steady, and fire. Using the environment, and range to your advantage.
2) Quick scoping
-A unconventional form of sniping where the scope is brought up, and as soon as the crosshairs appear, the shot is fired (sometimes even before the scope zooms in). This method relies on timing as well as pre-aiming. Closer ranges is where this form shines.
There is a lot of hate in the air, for which one is better, but to tell the truth, most snipers who are successful use both in harmony. A truly good sniper knows his limits, and knows when to use each one. Just because you aren't the best quick scoper doesn't mean you can't use it successfully.
The hard scope (HS), or normal scope, is the basic form of sniping. It may be slow, but the ability to hit a target accurately with it makes it logical for most long range encounters. Like any play style, it takes practice. When you are in the scope, try to follow the target by moving your look joystick towards the person, leading them off by a little bit. The amount of leading largely is determined by your connection speed. Fast connection=less lead. While leading, the aim-assist will help you keep the target centered. Take the shot when the + of the crosshairs sit on the target.
The quickscope is basically using aim-assist to your advantage by auto-locking on the target, and taking the shot while the aim-assist is calibrated. This requires the user to know when to bring up the scope, as well as to know when to pull the trigger. Sleight of Hand Pro is a necessity for this play style, so unlock that first. The best way to QS (quickscope) is to be prepared. And by this, I mean have your screen ready to shoot even before you know where the enemy is. This is called pre-aiming. When you are moving around, try to keep the crosshairs level to the chest height of a target. When you round corners, always assume that there will be an enemy around it. While HS take more strategy, and positioning, the QS benefits from movement, and run-and-gun. This means that your movement style should loosely resemble that of an assault rifle. I have found that although I'm not the most skilled QS player, movement and pre-aiming helps balance that out.
Now on to the actual shot:
When you see a guy, chances are you have less than a second to react before he pulls up his sights, and turns you into a t-bagged piece of swiss-cheese. Since no-scoping is inaccurate, the only viable option is to QS. This is where the pre-aiming comes into play. This is a skill that is subconsciously picked up through experience, and knowledge of the level. If all is good so far, pull up the scope as soon as you see the guy, while simultaneously dragging the look joystick in the direction he's headed. Don't pull too hard, but just do enough to keep the aim-assist activated. As soon as the scope comes up, pull the trigger. If done right, the aim-assist should lock on to the guy, and register the kill.
Now, to all of the "n00bs" I feel for you. This is not an easy skill to learn, nor is it effective if not done right. The best way to truly become a quickscoper is to practice. Get together with friends in a private match on rust, and set the health to minuscule. Equip Intervention to every one, and work on pre-aiming, as well as the motion of quick scoping. Don't worry if you can only land a hit once in every 5 shots. With practice, you'll be ready for public matches eventually.
For all those people who thinks aim-assist is cheap, think about this: on console versions, aim-assist is turned on as default, and most people leave it on. Why? Let's say you are walking down the road, and someone offers free, delicious ice-cream. Sure you could pass it up, and still continue walking, or you could continue walking, and enjoy some scrumptious ice-cream on the way. Either result gets you to the same point.
Sensitivity is largely a personal thing, but for sniping, I would suggest anywhere from 6 to 10. I personally play on 10, which is the most responsive, but I know many people who play on 6 and can still whoop ass. QS requires a higher sensitivity then normal as a general rule. Adjust, and find what is best for you.
The "rape stick" aka Intervention:
Now, the intervention itself has high damage, as well as being the generic QS weapon. However the thing that scares many away, is the fact that it is a bolt action, thus having a slow Rate of Fire (ROF).
Here are the pros and cons:
+Quick Scope ability
+One Hit Kill Ability
-Scoped not great for close quarters
-Low volume of fire
-Below Average hip accuracy
When using the Intervention, keep in mind that in most cases, you WILL NOT get the opportunity of a second shot, therefore it is important to make sure to the best of your ability that you hit the target. This being said, the Intervention takes full advantage of the aim-assist making it extremely accurate. (you still have to pull the trigger tho) When using it, the best strategy is to balance the two methods of sniping. With this being said, timing is the most important thing in using it. With a gun like this, you only have 1 shot on the enemy in most cases, so making sure you pull the trigger at the right time is important.
I know you all know the perks, so I wont go into those, except for those which directly help.
Sleight of Hand Pro
This is by far the most important perk for a sniper if you want any chance to QS the guy. What it does is the Pro version speeds up the ADS time, making it possible to not only locate targets faster, but to get an accurate shot off as well.
Sleight of Hand Pro may have been the most important QS perk, but this is the most important overall perk. Although the Intervention is already powerful at 70 damage, the base health in MW2 is 100, and SP increases damage by a multiple of 1.4 (1.4 x 70 = 98). Now, you may wonder where the other damage comes from then, seeing how Stopping Power would still leave the person with 2 health. Well, this extra damage comes from what is called "multipliers" which multiplies damage based on where on the enemy the bullet hits. The Pro version has no effect against enemies.
These multipliers are as follows:
Lower Body(Low blow)-1.1
Now, by doing math, the 1.5 multiplier would already kill in 1 hit, but the 1.1 would leave them still standing. With SP, the 1.1 is multiplied by the 98 damage found above, giving the Intervention it's 1 hit kill ability.
Steady Aim Pro
Not only does this perk increase hip accuracy, making the chances of a no-scope higher, but the Pro version also increases the hold breath from 4.5 seconds to 9.5 seconds. Great for hardscoping.
Of course, these perks are not required, but highly recommended. I wouldn't QS without Sleight of Hand Pro and Stopping Power, and I wouldn't hardscope without at least Stopping Power. But try out things, and find out what works best for you. For example, I use Ninja Pro in place of Steady Aim, because I lean more towards QS.
Most attachments are pretty self explanatory (ie. extended mags) or are the same between many weapons, but I'm going to go into the ones that actually effect play dynamic, not just a variation of some other thing.
Ok, so I wont redo the math, but pretty much, the silencer reduces damage to 50, so the gun loses it's 1 hit kill ability. This can be negated with Stopping Power, which brings the damage back to normal. In other words, Intervention+Silencer+Stopping Power= Intervention without Stopping Power+any other attachment. So if you choose to use this, also use SP. Being a bolt action, you may not have time to get the second shot off. The only reason I used this was to unlock the Heartbeat Sensor.
Does not change the stats of the weapon, but does reduce the aim down sight time (good), but decreases the magnification (good and bad). Most QS players do not use this attachment, but it's all preference.
This attachment, contrary to the stats on screen, does not increase damage, but rather helps conserve damage through walls and other bullet penetration objects. This is the most popular attachment, because even weak, easy to penetrate materials can take away one hit kill ability.
Some custom classes:
Primary: Intervention: FMJ
Equipment: Throwing Knife
Any special Grenade
P1:Sleight of Hand Pro
P2:Stopping Power Pro
P3:Steady Aim Pro
Primary: Intervention: FMJ
Secondary: Stinger Missile
Special Grenade: Smoke
P1:Sleight of Hand Pro
P2:Stopping Power Pro
Primary: Intervention: Silencer
Equipment: Tactical Insert
Special Grenade: Stunx2
P1:One Man Army
If you haven't been bored off your rocker by this guide, I thank you for reading this far. I know, I should write a book or something instead of ranting to you forum-ers. Happy Shooting!