|Weapon Type||Primary Weapon|
|Weapon Class||Sniper Rifle|
|Rank Prerequisites||Rank 0|
|Damage||85 -> 70|
|Range||50 max -> 200 min|
|Magazine Size||7, 8|
|Rate of Fire||35 RPM|
The Intervention is an American Sniper Rifle. It is unlocked by default.
The CheyTac M200 Intervention is a bolt-action Sniper Rifle manufactured by CheyTac LLC, but also can be considered as an anti-material rifle. It can be chambered in either .408 CheyTac (10.36x77.21mm) or .375 CheyTac. It is based on the EDM Arms Windrunner M96. The caliber was designed for long-range use. It was designed for a potential military requirement for an anti-personnel, anti-sniper and anti-material roles with a precision range of 2,200 yards (2000 meters). CheyTac claims the weapon has a sub-Minute Of Angle (MOA) accuracy up to 2500 yd (2,286 m), one of the longest ranges of any modern day Sniper Rifle.
The cartridge is optimized for accuracy by a balance of the rotational and linear drag which reduces yaw and precision and keeps the tip of the projectile pointed along the trajectory. The receiver is made from solid milled steel for high reliability. Even though it shoots a smaller projectile than the .50 BMG, the barrel of the M200 Intervention is slightly thicker than the Barrett M82/107 for the best accuracy at long range.
The Intervention is considered one of the most accurate Sniper Rifles in the world, holding the world record for the best grouping of bullets at a distance, landing three bullets within 16.625 inches (42.23 centimeters) at 2,321 yds (2,122 m). However, the record holder for the worlds longest kill shot belongs to the McMillan Tac-50 at a distance of 3,540m.
The Intervention is the first sniper rifle unlocked in-game. It sports high damage, dealing a one-shot-kill (1SK) to the torso up until around 100 studs and a 1SK to the head at all ranges. Range is respectable for its class, with its damage drop-off commencing at 50 studs and ceasing at 200 studs. Muzzle velocity is quite good, at 3000 studs per second; on par with all other snipers (not including the AWS). Subsequenlty, bullet drop is quite minimal. The Intervention also has a generous steady time when scoped in, only surpassed by the BFG and the Hecate II.
The Intervention also has some major detractions. It does not have as high a rate-of-fire (RoF) as other sniper rifles such as the Remington 700, being on the slower end of its class. It also has very poor handling characteristics. Aim-down-sights (ADS) time is quite slow, as is its walk speed. Reload times are painfully sluggish, taking 3.2 seconds for a tactical reload, but an even lengthier 5.7 seconds for an empty reload.
Magazine capacity is quite generous however. At seven rounds per magazine plus one in the chamber, the Intervention sports the second highest capacity in-class. When paired with the slow RoF,reloads become infrequent, although still remain an issue for the player.
Usage & Tactics
The Intervention is well-rounded sniper rifle that can be used by players new to sniping, providing the user with a easy introduction to sniping mechanics in Phantom Forces. But it can also be quite powerful in the hands of a skilled marksman.
The Intervention is mostly ill-suited to close-quarters-combat (CQC) given its very poor handling traits. Such statistics prevent the weapon from performing well in such a fast-paced environment. It should not be used in a very aggressive sniper role. However, given the 1SK to the torso up close, one may hipfire when switching to their secondary is not a viable option and is in a dire situation. Hipfiring is surprisingly O.K. with the Intervention, at least in very close-quarters scenarios. Paired with a laser sight, hipfiring becomes more precise, predictable and easier to perform. If one should miss, however, the slow RoF will punish the user severely, so hipfire should only be used as a last-resort.
The Intervention's ideal range engagement is from medium to long-range, where its high damage and high muzzle velocity make it perform much better than most of its peers. It rewards a more defensive-orientated playstyle, where one watches an objective or chokepoint on the map from further away or sits on the objective and picks off enemies from afar. It is much better suited to a traditional marksman's role.
Various attachments are available for the Intervention, with some well-suited towards it and others not much of usefulness. Optical attachments are generally not needed if one is to use the weapon in a long-range role. However, most optics will reduce the slow ADS time of the weapon, making it more suited in a medium-range role.
If one is willing to sacrifice the high level of magnification for faster ADS time as well as better peripheral vision, the ACOG is a wise choice for those who can place their shots accurately and retain precision at all ranges but desire a view of their surroundings and removal of tunnel vision. If one only wants a wider field-of-view (FOV) when ADS, the VCOG 6x Scope is a good choice as well, although lacks the faster ADS time of the ACOG.
Barrel attachments are generally not needed, although the Flash Hider is quite helpful, particularly when using an optic such as the ACOG or one of lower magnification. Suppressors are best avoided given the worse muzzle velocity and subsequenlty higher amount of bullet drop.
Grips too are not required. In order to achieve the maximum RoF, users must not be ADS in order to cycle the bolt, thus the weapon's aim recoil and kick are not observed, making the necessity of a grip less. In addition to this, attaching a grip will increase the already slow ADS time, making the detriment even worse.
In regards to Other attachments, equipping a Ballistics Tracker makes long-ranged engagements easier, pairing nicely with the Intervention's focus on long-range precision. A laser sight is also of benefit, improving hipfire performance and making a last-ditch effort to kill an enemy via hipfiring more plausible.
In the end, the Intervention is a really well-rounded sniper rifle and great for newcomers to get used to sniping. It has great potential as well, working really well for experienced snipers.
Pros & Cons
- Tied with Hecate II for third highest magazine capacity in-class.
- Relatively high steady time of 6 seconds.
- 1SK to the torso inside 100 studs.
- Low bullet drop.
- Highest muzzle velocity in-class (tied with all sniper rifles except the AWS).
- Third highest damage values in-class (beaten by the BFG and Hecate II).
- Unlocked by default.
- Wallbang increased by 1 wall.
- Slow ADS time.
- Long reload time.
- Slow walk speed.
- Distinctive and loud firing sound.
- The Intervention's old firing sound sounded similar to the SRR-61 Sniper Rifle from Battlefield 4, which is the Intervention under a different designation.
- Before its overhaul, when a grip was equipped on the Intervention, its unique built-in handle was removed; It now sits in front of the built-in handle.
- Additionally, using different scopes with the Ballistics Tracker would prove strangely ineffective when aiming for the headshot. It was, however, accurate when used with the standard scope. This has since been fixed and all sights work properly with the Ballistics Tracker.
- The Intervention is used by a small selection of armed forces, such as the Turkish Special Forces Command (aka the Maroon Berets) and the Polish GROM.
- The Intervention is the heaviest weapon featured in-game, weighing at 31 pounds (14 kg) without a scope.
- The Intervention, alongside the first three sniper rifles in-game and the VCOG scope, had their scope reticles changed with the 2.2.0 update.
- The Intervention's carry handle is interesting as it's located underneath the barrel.
- In real life, the Intervention is the most expensive weapon to purchase out of all the sniper rifles in-game.
- ↑ https://metro.co.uk/2017/05/22/bullseye-sas-sniper-kills-isis-terrorist-from-1-5-miles-away-6652328/
- ↑ https://www.militaryfactory.com/smallarms/by-country.asp?Nation=Jordan
- ↑ https://www.militaryfactory.com/smallarms/detail.asp?smallarms_id=474