Maximum Interview: We Talk Battlefield 3 with a Navy SEAL
MPC: You have extensive experience as a sniper with the USMC and SEALS. This is probably one of the areas that’s seems least likely to even model how a sniper team would operate. In most games, for example, a sniper will fire multiple rounds from the same location and operate on his own. Would a sniper ever fire more than one round from a location or is it really “one shot, one kill?”
Sawman: For traditional infantry Sniper application, one shot from a given location is ideal. However, in today’s dynamic environment, where numerous threats present themselves in rapid succession and the newer Sniper systems are semi-auto, we’re taking as many shots from one location as we need to in order to effectively cover our team.
It’s almost never one Sniper by himself for real world operations. A Sniper is vulnerable when he’s on the weapon system and focused on targets at a distance. So, we cover each other in these situations so we don’t get flanked, or ambushed from the rear. Like the old cowboy prayer I heard in a movie once: “Oh Lord, don’t let someone shoot me in the back while I’m shootin’ somebody else in the front!”
MPC: To balance how miserable a sniper team can make it for the grunts, Battlefield 3 now has “scope glare.” What happens essentially is if the sniper is looking through his scope at a target, a glare from his scope will give away his position. How prevalent is scope glare in real life and would this ever happen to a sniper?
Sawman: Well, at the higher levels, we take certain precautions to ensure we don’t have scope glare, or “flash” to deal with. Other units still might not have the technology to prevent this. It can be eliminated through simple, even crude means if the sniper has the understanding of scope glare and takes the effort to make the needed modifications to his equipment.

A belt-fed weapon such as the M249 SAW isn't ideal for getting close with your enemies but can be used in a pinch.
As for whether or not this can happen and give a sniper’s position away… I’ve seen it many times in different scenarios. It’s just a simple reality of what happens when the sunlight hits the scope’s glass at the right angle.
Some of the techniques of eliminating scope glare are: Specialized chemical coatings for the objective lenses, scope hoods and the honeycomb-shaped glare reduction devices. Even a sniper’s veil will eliminate scope glare if applied properly.
MPC: Guns Akimbo or dual pistols is another favorite video game past time. Would you ever dual wield pistols and why not?
Sawman: No, I would not. The reason is that I can shoot more quickly and more accurately with both hands controlling the recoil of one pistol at a time.
MPC: Interestingly, the most favored pistol in video games is a nickel-plated Desert Eagle, or Deagle, in .50 Action Express. Would such a heavy pistol (or HK’s massive Mk23) ever rate a role in combat?
Sawman: Yes, but not as a backup sidearm. A huge pistol like the SOCOM HK 23 is best utilized as a primary for very specialized applications when a long gun is inappropriate.
MPC: Suppressors are also gaining popularity in many video games. How prevalent are suppressors in actual operations?
Sawman: In conventional units, suppressors still aren’t used as much as I would expect. I mainly see them on certain Sniper systems. In the Special Operations community, however, suppressors are used extensively to cut down on the noise signature, thereby minimizing the likelihood of activating an enemy reaction force, and reducing muzzle flash at night, which reduces your visual signature the amount of return fire you get. Nobody wants to be signaling their position as an aiming point during a night fight. Suppressors help in that regard.
MPC: How quiet do suppressors really make a weapon, and what are the negatives to running a suppressed weapon all of the time?
Sawman: The level of sound reduction is dependent upon several factors, like the type of ammo being used, the size and design of the suppressor, etc. I personally like running a suppressor whenever possible. They do, however, have their drawbacks. The weapons tend to get much dirtier, much more quickly when running a suppressor. The mirage from a hot suppressor can make it look as though you’re under water with the amount of distortion through magnified optics. Suppressors can be heavy and bulky, but are getting lighter and smaller all the time as technology advances.
Suppressors can also alter the trajectory of the ammo being fired, so an Operator needs to know what differences to expect when he runs a suppressor, when that’s the case.
MPC: Video games make a reality compromise by allowing you to make tactical reloads, or swapping a half expended magazine for a full magazine at any time and simply adding the remaining half empty magazines to your total round count. We can accept that, but how often do you think a tactical reload should be performed? Is it better to have a half empty mag in a charged weapon, or be caught mid-reload by an opponent (assuming you have no partner to cover you during a reload).
Sawman: The answer to this question lies in the quality and amount of training an Operator has. On the higher end, we ditch half-loaded mags in a heartbeat before entering a new space with an unknown threat. With the right preparation, magazine changes get to where they’re so quick, they’re almost a non-issue. It’s just a slight pause on the move as we top off our systems out of instinct.

Guns akimbo or dual-wielding guns would decrease your chances of hitting your target but enhance your style by 25 percent.
Even this, though, can depend on the mission. If a target location is remote and support is limited, we’ll tend to run a mag longer before swapping it out.
I still do a lot of tactical instruction for various groups and I notice some are geared more towards conventional units, encouraging them to run magazines completely dry before swapping out in a fierce fight, and even then, they’re putting the empties away in a dump pouch first. This is a slow method and is mandated by large units with small budgets. It’s backwards thinking from an Operator’s perspective whose life is on the line right there, right then. For me, I’m not worried about saving my unit commander some money or paperwork, I’m concerned with solving the task at hand, which is winning this particular fight and living to do it again next mission.
MPC: Let’s settle all of the Internet arguments: AK or AR?
Sawman: AK for absolute reliability and ammo effectiveness, AR for better refinement and accuracy. It’s a preference issue.
I know gunsmiths now who are making some nice AK modifications, causing them to be used as accurately as an AR and with upgraded furniture. In that configuration, you get the best of both worlds.
MPC: Pistol caliber: 9mm or .45?
Sawman: .45! The contest isn’t even close. However, the .40 S&W is performing terminally (when it hits human tissue) as well as the .45 and is much smaller, allowing the same firepower with a much higher mag capacity.
MPC: Pistol: Glock vs. 1911?
Sawman: Glock! It's simpler and more reliable than the 1911 for combat use.
MPC: Rifle caliber: 5.56 or .308?
Sawman: .308! Again, there are new advances that change that, too. The new .300 Blackout round is currently under development and is performing very impressively in the smaller package. Time will tell how that one works out, but it’s looking good so far. Until then, it’s .308 all the way for me.
The reason is that 5.56 was never designed to kill man. It’s a varmint round that made its way into the military system only through a survival weapon for pilots, which eventually became the M16 and was put into service as an infantry weapon. Bad politics there. They’re still trying to fix that mistake almost 50 years later. 5.56 just doesn’t perform on humans like .308.
MPC: Do you think any of the new wildcat rounds; 5.7x28mm, 4.6x30mm; 6.8 SPC, .408 CheyTac have any chance of ever supplanting standard NATO rounds?
Sawman: Yes, some of these rounds look very promising and if allowed, can make a significant contribution.
MPC: Piston-based AR or old school direct impingement system just as Eugene Stoner intended?
Sawman: I think Stoner had a good handle on what worked for that system. I do like the piston-driven concept, but only for larger weapons. The smaller 5.56 just seems to run better and more efficiently with direct gas impingement. The piston-driven 5.56 rifles tend to be over-driven and suffer from increased recoil, weight and metal fatigue.
MPC: Do you have a preferred optic for CQB work? What about up to say, 300-500 meters? Beyond 500 meters?
Sawman: Some of the variable optics now are high quality and reliable enough to use as a primary, allowing an Operator to run CQB with zero magnification and then zoom in on a target at 800 yards and make positive identification and ventilate that target appropriately. My preferences all seem to be coming out of the same shop lately, U.S. Optics. Those guys aren’t playing around.
MPC: What weapon system that is available now would you have like to have had when you were a SEAL?
Sawman: Ya know, I really like the Patriot Ordnance Factory piston-driven .308 assault rifle. It’s got a massive heat sink on the chamber, piston driven reliability, an adjustable gas system so you’re not over-driving the weapon, billet aluminum construction and their bolt carrier groups and receivers are nickel plated for maximum reliability under adverse conditions. With a variable optic, a short barrel and a collapsible stock, this weapon is extremely versatile and reliable, from CQB, all the way out to a good 900 yards, depending on ammo and shooter skill. Hard to beat that combo for all-around effectiveness in my book.
MPC: If you were serving today in a general patrol mission, what would be your ideal weapon selection and loadout?
Sawman: The biggest belt-fed machine gun in the lineup! On the SEAL teams, that would be the MK 48. I just like being able to change the course of a fight by aggressively chewing through barricade material, like walls, vehicles, etc.
In fact, that’s one thing I wish they’d give more credit to in video games. If you’re going to bother picking up a heavy, belt-fed machine gun and endure the weight and heavy handling that comes with that, you should enjoy the benefits, like being able to penetrate barricade material the lesser weapons can’t.
MPC: So using a MK 48 (the 7.62mm version of the M249 SAW) would it mostly be in a suppressive fire role? Or do you feel you can be as effective with it in a CQB situation as with a carbine with it? Can a belt-fed be used as effectively as a carbine up close?
Sawman: No, a belt-fed machine gun is an area weapon and isn't suitable for CQB. You can clear a house with one, but you definitely wouldn't want to try to do a hostage rescue mission with it. One exception is the HK 21, which is pretty accurate, can be fired semi-auto, has a solid rail system on top, because the feed tray opens from the bottom, and it fires from the closed bolt. This weapon is the closest a belt-fed machine gun comes to also serving as a potential sniper rifle, or assault rifle. While useful in those alternate roles, it still wouldn't be suitable for CQB.
MPC: What else would you like to see fixed in video games as it pertains to weapon’s handling and tactics while keeping in mind that it still has to be fun for most people playing?
Sawman: Well, FUN is the main objective with a video game, so anything goes, really.
MPC: Is it preferred to make center mass or headshots due to the amount of body armor in use today? Or is the classic failure drill of two in chest and one in the head actually preferred?
Sawman: I shoot to the body unless I'm at closer ranges. When I can take head shots with relative certainty, that's my preferred choice. Ya just shoot until the guy goes down, but head shots bring that about much more reliably, when you can get them.
MPC: Firing while moving is normal, but, sorry we have to ask, is there any training for firing while jumping? What would actually happen if you started to jump around while firing your weapon?
Sawman: Maybe in the future some super-human Operators will be able to shoot effectively while jumping, but for now, shooting while jumping is a non-issue.
MPC: So, if a team mate started jumping up and down with his knife out, he’d be an idiot right?
Sawman: I can’t think of a reason to jump around with a knife in your hand. Keep in mind, in a real combat loadout, you can hardly jump to begin with. If you pull your knife out, it’s because something need to be cut. Why not just cut the item and return your knife to the sheath and carry on with the mission?
MPC: In many games, slinging your rifle and pulling out your knife lets you run faster. Yes, silly, but is there ever a time where slinging your weapon and running (without the knife) would make you run faster because you are pumping your arms faster or is it not tactically sound not to have your weapon in your hand?
Sawman: If you have a good sling that will allow you to snug the rifle against your torso while you run, I could see doing it in rare instances where there are no threats within visual distance, if absolute speed is essential. Maybe bolting for a waiting helo while other guys cover you, or something like that. As a general rule, though, guys don’t do that, we just run with our primary in our hands at the ready.
MPC: Just what is the color of the boathouse at Hereford? Sorry, I know it’s an SAS joke, but I had to ask.
Sawman: I’ve actually cross-trained with the boys at Hereford and I don’t remember there being a “boathouse” but we were traveling around the country quite a bit from one training site to the next. If there was a “boathouse” there on their home compound, I wasn’t aware of it. That’s the truth. Now, even if there had been, I would not talk about it. That’s the code we keep.
Now, if you’ll excuse me, I have to get back to training. Today’s topic; ambushing someone with a cup of coffee. : )
Want to ask the Sawman a burning question about video games and weapons? Post your question here, we’ll collect the top few and ask the Sawman to respond.