Sharpshooter (Killing Floor 2): Difference between revisions

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[[Category:KF2]]
{{KF2PerkInfo
{{KF2PerkInfo
| PerkName=Sharpshooter
| PerkName=Sharpshooter
| PerkImage=UI_PerkIcon_Sharpshooter.png
| PerkImage=KF2_Perk_Sharpshooter_White.png
|
|
| XPObjective_0=Dealing Sharpshooter weapon damage.
| XPObjective_0=Dealing Sharpshooter weapon damage.
| XPObjective_1=Head shots with Sharpshooter weapons.
| XPObjective_1=Head shots with Sharpshooter weapons.
|
|
| StartingLoadout_Weapon_Link=Winchester_1894
| StartingLoadout_Weapon_Link=Winchester 1894
| StartingLoadout_Weapon_Name=Winchester 1894
| StartingLoadout_Weapon_Name=Winchester 1894
| StartingLoadout_Weapon_Image=UI_WeaponSelect_Winchester.png
| StartingLoadout_Weapon_Image=KF2_Weapon_Winchester1894_White.png
| StartingLoadout_Pistol_Link=9mm Pistol (Killing Floor 2)
| StartingLoadout_Pistol_Link=9mm Pistol (Killing Floor 2)
| StartingLoadout_Pistol_Name=9mm Pistol
| StartingLoadout_Pistol_Name=9mm Pistol
Line 14: Line 16:
| StartingLoadout_Knife_Link=Kukri
| StartingLoadout_Knife_Link=Kukri
| StartingLoadout_Knife_Name=Kukri
| StartingLoadout_Knife_Name=Kukri
| StartingLoadout_Knife_Image=UI_WeaponSelect_SharpshooterKnife.png
| StartingLoadout_Knife_Image=KF2_Weapon_Kukri_White.png
| StartingLoadout_Grenade_Link=Freeze_Grenade
| StartingLoadout_Grenade_Link=Freeze Grenade
| StartingLoadout_Grenade_Name=Freeze Grenade
| StartingLoadout_Grenade_Name=Freeze Grenade
| StartingLoadout_Grenade_Image=UI_WeaponSelect_SharpshooterGrenade.png
| StartingLoadout_Grenade_Image=KF2_Weapon_FreezeGrenade_White.png
|
|
| Role_0=Killing big ZEDs.
| Role_0=Long Range
| Role_1=Rear Rank
| Role_2=Kill Large Zeds with Headshots
|
|
| Strength_0=Massive damage per shot.
| Strength_0=High Damage
| Strength_2=Freeze Grenade stops ZEDs.
| Strength_1=Extra Effective with Headshots
| Strength_2=Accuracy
|
|
| Weakness_0=Slow firing weapons.
| Weakness_0=Limited Ammo
| Weakness_1=Has to remain stationary.
| Weakness_1=Low Rate of Fire
| Weakness_2=Easily overrun by ZEDs horde.
| Weakness_2=Not Effective at Close Range
|
|
| Cyst=low
| AlphaClot=low
| AlphaClot=low
| Slasher=low
| Slasher=low
| Crawler=low
| Crawler=low
| Stalker=low
| Stalker=low
| Bloat=high
| Gorefast=medium
| Gorefast=medium
| Bloat=medium
| Siren=low
| Siren=high
| Gorefiend=medium
| Husk=high
| Husk=medium
| QuarterPound=high
| Scrake=high
| Scrake=high
| Fleshpound=high
| Fleshpound=high
Line 65: Line 73:
}}
}}


The '''Sharpshooters''' are the long range specialists of the team focused on taking down their targets by landing accurate lethal shots with a high-caliber weapons and projectiles.
The '''Sharpshooter''' is the sniper striking his foes from afar, destroying Zed after Zed with well-placed headshots. The Sharpshooter is the far end of the Commando-Gunslinger-Sharpshooter continuum, trading the rate and fire and mobility of the other perks for increased damage and accuracy especially at long range. The Sharpshooter is particularly adept at killing large Zeds, dishing out impressive damage with each headshots.


==General Information==
==General Information==


Being a snipers by the nature, the Sharpshooters mostly remain stationary while concentrating on the long range engagements of the lone big targets like [[Scrake_(Killing_Floor_2)|Scakes]] and [[Fleshpound_(Killing_Floor_2)|Fleshpounds]]. As as supprotive-type units of the team they are somehow vulnerable in close range combat and hence has to rely on their teammates quite often.
Being a sniper by nature, the Sharpshooter mostly remains stationary while concentrating on long range engagements of lone big targets like [[Scrake_(Killing_Floor_2)|Scrakes]] and [[Fleshpound_(Killing_Floor_2)|Fleshpounds]]. As a support-type unit, they are somewhat vulnerable in close range combat and hence have to rely on their teammates quite often.


Their skill choices offers them a tradeoffs between the weapon power and mobility.
Their skill choices offer them a tradeoff between weapon power and mobility.


==Weapon List==
==Weapon List==
Line 85: Line 93:
|
|
| WeaponPricing_1=650
| WeaponPricing_1=650
| WeaponWeight_1=6
| WeaponWeight_1=5
| WeaponLink_1=Crossbow (Killing Floor 2)
| WeaponLink_1=SPX 464 Centerfire
| WeaponName_1=Crossbow
| WeaponName_1=SPX 464 Centerfire
| WeaponImage_1=KF2_Weapon_Crossbow_Black.png
| WeaponImage_1=KF2_Weapon_SPX464Centerfire_Black.png
| PerkImage_1=KF2_Perk_Sharpshooter_Black.png
| PerkImage_1=KF2_Perk_Sharpshooter_Black.png
| PerkLink_1=Sharpshooter (Killing Floor 2)
| PerkLink_1=Sharpshooter (Killing Floor 2)
|
|
| WeaponPricing_2=1100
| WeaponPricing_2=650
| WeaponWeight_2=7
| WeaponWeight_2=6
| WeaponLink_2=M14 EBR
| WeaponLink_2=Crossbow (Killing Floor 2)
| WeaponName_2=M14 EBR
| WeaponName_2=Crossbow
| WeaponImage_2=KF2_Weapon_M14EBR_Black.png
| WeaponImage_2=KF2_Weapon_Crossbow_Black.png
| PerkImage_2=KF2_Perk_Sharpshooter_Black.png
| PerkImage_2=KF2_Perk_Sharpshooter_Black.png
| PerkLink_2=Sharpshooter (Killing Floor 2)
| PerkLink_2=Sharpshooter (Killing Floor 2)
|
|
| WeaponPricing_3=1500
| WeaponPricing_3=1100
| WeaponWeight_3=10
| WeaponWeight_3=7
| WeaponLink_3=Rail Gun
| WeaponLink_3=M14 EBR
| WeaponName_3=Rail Gun
| WeaponName_3=M14 EBR
| WeaponImage_3=KF2_Weapon_RailGun_Black.png
| WeaponImage_3=KF2_Weapon_M14EBR_Black.png
| PerkImage_3=KF2_Perk_Sharpshooter_Black.png
| PerkImage_3=KF2_Perk_Sharpshooter_Black.png
| PerkLink_3=Sharpshooter (Killing Floor 2)
| PerkLink_3=Sharpshooter (Killing Floor 2)
|
|
| WeaponPricing_4=100
| WeaponPricing_4=1500
| WeaponWeight_4=2
| WeaponWeight_4=9
| WeaponLink_4=1858 Revolver
| WeaponLink_4=Rail Gun
| WeaponName_4=1858 Revolver
| WeaponName_4=Rail Gun
| WeaponImage_4=KF2_Weapon_1858Revolver_Black.png
| WeaponImage_4=KF2_Weapon_RailGun_Black.png
| PerkImage_4=KF2_Perk_Gunslinger_Black.png
| PerkImage_4=KF2_Perk_Sharpshooter_Black.png
| PerkLink_4=Gunslinger
| PerkLink_4=Sharpshooter (Killing Floor 2)
|
| WeaponPricing_5=2500
| WeaponWeight_5=12
| WeaponLink_5=M99_AMR
| WeaponName_5=M99 AMR
| WeaponImage_5=Amr99_black.png
| PerkImage_5=KF2_Perk_Sharpshooter_Black.png
| PerkLink_5=Sharpshooter (Killing Floor 2)
|
| WeaponPricing_6=100
| WeaponWeight_6=2
| WeaponLink_6=1858 Revolver
| WeaponName_6=1858 Revolver
| WeaponImage_6=KF2_Weapon_1858Revolver_Black.png
| PerkImage_6=KF2_Perk_Gunslinger_Black.png
| PerkLink_6=Gunslinger
|
|
| WeaponPricing_5=750
| WeaponPricing_7=750
| WeaponWeight_5=3
| WeaponWeight_7=3
| WeaponLink_5=.500 Magnum Revolver
| WeaponLink_7=.500 Magnum Revolver
| WeaponName_5=.500 Magnum Revolver
| WeaponName_7=.500 Magnum Revolver
| WeaponImage_5=KF2_Weapon_500MagnumRevolver_Black.png
| WeaponImage_7=KF2_Weapon_500MagnumRevolver_Black.png
| PerkImage_5=KF2_Perk_Gunslinger_Black.png
| PerkImage_7=KF2_Perk_Gunslinger_Black.png
| PerkLink_5=Gunslinger
| PerkLink_7=Gunslinger
|
| WeaponPricing_8=325
| WeaponWeight_8=2
| WeaponLink_8=Spitfire
| WeaponName_8=Spitfire
| WeaponImage_8=KF2_Weapon_Spitfire_Black.png
| PerkImage_8=KF2_Perk_Firebug_Black.png
| PerkLink_8=Firebug (Killing Floor 2)
|
|
| WeaponPricing_16=---
| WeaponPricing_16=---
Line 155: Line 187:
==Bonus Experience==
==Bonus Experience==


Sharpshooters receive bonus XP for scoring head shots. It is not necessary to kill ZEDs - XP given for every shot in the head, lethal or not.
Sharpshooters receive bonus XP for scoring head shots. It is not necessary to kill ZEDs - XP is given for every shot in the head, lethal or not.


{{KF2Table
{{KF2Table
Line 166: Line 198:
| td_1_1=1
| td_1_1=1
| td_1_2=1
| td_1_2=1
| td_1_3=2
| td_1_3=1
| td_1_4=3
| td_1_4=1
}}
}}


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| Level_15_Skill_Right_Name=Tactical Reload
| Level_15_Skill_Right_Name=Tactical Reload
| Level_15_Skill_Right_Image=KF2_PerkSkill_Sharpshooter_TacticalReload_Black.png
| Level_15_Skill_Right_Image=KF2_PerkSkill_Sharpshooter_TacticalReload_Black.png
| Level_15_Skill_Right_Description=Suffer no damage reduction from shooting through Zeds to hit other Zeds with perk weapons.
| Level_15_Skill_Right_Description=Increase reload speed with perk weapons.
|
|
|
|
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|
|
| Level_25_Skill_Left_Name=ZED TIME - Assassin
| Level_25_Skill_Left_Name=ZED TIME - Assassin
| Level_25_Skill_Left_Description=Any head shots with perk weapons have a 5% chance to trigger Zed time.  During Zed time, increase head shot damage with perk weapons 35%.
| Level_25_Skill_Left_Description=Any head shots with perk weapons have a 5% chance to trigger ZED Time.  During ZED Time, increase head shot damage with perk weapons 35%.
| Level_25_Skill_Left_Image=KF2_PerkSkill_Sharpshooter_Assassin_Black.png
| Level_25_Skill_Left_Image=KF2_PerkSkill_Sharpshooter_Assassin_Black.png
|
|
| Level_25_Skill_Right_Name=ZED TIME - Ranger
| Level_25_Skill_Right_Name=ZED TIME - Ranger
| Level_25_Skill_Right_Image=KF2_PerkSkill_Sharpshooter_Ranger_Black.png
| Level_25_Skill_Right_Image=KF2_PerkSkill_Sharpshooter_Ranger_Black.png
| Level_25_Skill_Right_Description=Any head shots with perk weapons have a 5% chance to trigger Zed time.  During Zed time, your head shots with perk weapons will stun any Zed.
| Level_25_Skill_Right_Description=Any head shots with perk weapons have a 5% chance to trigger ZED Time.  During ZED Time, your head shots with perk weapons will stun any ZED.
}}
}}


===Actual Stats===
===Actual Stats===
 
{| class="wikitable"
[[File:Kf2_sharpshooter_perk_stats.png]]
|Always Prepared (extra grenades)
|25%
|-
|Always Prepared (extra maximum spare ammo)
|25%
|-
|Assassin (extra damage, on head shots)
|35%
|-
|Assassin (ZED Time chance, on head shots)
|5%
|-
|Ballistic Shock (stun power multiplier)
|x2
|-
|Combat Ready (faster reloading)
|yes
|-
|DeadEye (extra damage, while ADS)
|10%
|-
|DeadEye (weapon recoil multiplier)
|x0.9
|-
|Marksman (player speed multiplier)
|x1.1
|-
|Marksman (weapon fire interval diminution)
| -25%
|-
|Rack 'em Up (countdown timer)
|2s
|-
|Rack 'em Up (extra damage)
|10%
|-
|Rack 'em Up (maximum headshot combo)
|5
|-
|Ranger (multiplier DOES NOT stack with Ballistic Shock)
|yes
|-
|Ranger (multiplier overrides effect of Ballistic Shock)
|yes
|-
|Ranger (stun power multiplier, only on headshots, become)
|x5
|-
|Ranger (ZED Time chance, on head shots)
|5%
|-
|Sniper (extra damage, while stationary)
|25%
|-
|Stability (extra damage, while crouching)
|30%
|-
|Stability (crouch move speed, times faster)
|x1.5
|-
|Stability (reload duration while crouching, diminution)
| -20%
|}


===Perk Notes===
===Perk Notes===


* Damage modification (passive + skills): Passive damage bonus, ''Sniper'', ''Stability'', ''Rack 'em Up'' and ''DeadEye'' skills affecting damage of all on-perk weapons (including Knife) or on-perk damage types. Passive headshot damage bonus increases incoming damage by listed value which is being applied on both - actual health and head health. Damage ROUNDED UP.
* Damage modification (passive + skills): Passive damage bonus, ''Sniper'', ''Stability'', ''Rack 'em Up'' and ''DeadEye'' skills affects damage of all on-perk weapons (including Knife) or on-perk damage types. Passive headshot damage bonus increases incoming damage by listed value which is being applied on both - actual health and head health. Damage ROUNDED UP.
* Passive (Recoil): Current recoil modifier of the weapon gets lowered by up to 25%. [[Mechanics_(Killing_Floor_2)#Weapons_-_Recoil_and_spread|Recoil]] itself depend on the player stance.
* Passive (Recoil): Current recoil modifier of the weapon gets lowered by up to 25%. [[Mechanics_(Killing_Floor_2)#Weapons_-_Recoil_and_spread|Recoil]] itself depends on the player stance. Sharpshooter's passive recoil bonus works only with on-perk weapons.
* Skill (Assassin) / Skill (Ranger): Each time player scores a headshot (not necessary lethal) with on-perk weapons there is additional 5% chance for [[Mechanics_(Killing_Floor_2)#Gameplay_-_ZED_Time|ZED Time]] to appear.
* Skill (Assassin) / Skill (Ranger): Each time player scores a headshot (not necessary lethal) with on-perk weapons there is additional 5% chance for [[Mechanics_(Killing_Floor_2)#Gameplay_-_ZED_Time|ZED Time]] to appear.
* Skill (Marksman): Skill decreases refire time of the weapon by 25% which effectively increases rate of fire by 33.3%.
* Skill (DeadEye): Skill works only with on-perk weapons. Recoil reduction is multiplicative with the passive bonus: Recoil Mod = 1x0.75x0.9 = 0.675.
* Skill (Marksman): Skill decreases refire time of the weapon by 25% which effectively increases rate of fire by 33.3%. Skill as well affect toss rate of grenades making it 0.45s per grenade opposite to standard 0.6 seconds.
* Skill (Rack 'em Up): Skill becomes active with the first ever shot in the head. Each time player scores a headshot skill takes 10% of the current weapon's damage, multiplies it by amount of scored headshots and adds it to the base weapon damage. Every 2 seconds headshot combo meter goes down by 1, each headshot during this time increases the meter by 1 and resets 2 seconds timer.
* Skill (Rack 'em Up): Skill becomes active with the first ever shot in the head. Each time player scores a headshot skill takes 10% of the current weapon's damage, multiplies it by amount of scored headshots and adds it to the base weapon damage. Every 2 seconds headshot combo meter goes down by 1, each headshot during this time increases the meter by 1 and resets 2 seconds timer.
* Skill (Ranger): Stun power multiplier of this skill DOES NOT stack with the multiplier of ''Ballistic Shock'' skill, instead, during the ZED Time it overrides it (become x5 instead of x2). Skill works only on head shots.
* Skill (Stability): Skill decreases time that it takes to play reload animation by 20% making reload speed 1/0.8 = 25% faster.
* Skill (Stability): Skill decreases time that it takes to play reload animation by 20% making reload speed 1/0.8 = 25% faster.


===On-perk Weapons===
===On-perk Weapons===


Following weapons and damage types are associated with the Sharpshooter. They are getting damage bonuses and buffs to their attributes from the respective skills:
The following weapons and damage types are associated with the Sharpshooter. They get damage bonuses and buffs to their attributes from the respective skills:
 
Bow_Crossbow
 
FreezeGrenade
 
Knife_Sharpshooter
 
Pistol_9mm, Pistol_Dual9mm
 
Pistol_Flare


Bow_Crossbow<br/>
Revolver_Rem1858
FreezeGrenade<br/>
 
Knife_Sharpshooter<br/>
Revolver_SW500
Pistol_9mm, Pistol_Dual9mm<br/>
 
Pistol_9mm, Pistol_Dual9mm<br/>
Rifle_CenterfireMB464
Revolver_Rem1858<br/>
 
Revolver_SW500<br/>
Rifle_M14EBR
Rifle_M14EBR<br/>
 
Rifle_RailGun<br/>
Rifle_M99
Rifle_Winchester1894<br/>
 
Rifle_RailGun
 
Rifle_Winchester1894
----
----
Ballistic_9mm<br/>
Ballistic_9mm
Ballistic_M14EBR<br/>
 
Ballistic_RailGun<br/>
Ballistic_M14EBR
Ballistic_Rem1858<br/>
 
Ballistic_SW500<br/>
Ballistic_M99
Ballistic_Winchester<br/>
 
Piercing_Crossbow<br/>
Ballistic_RailGun
 
Ballistic_Rem1858
 
Ballistic_SW500
 
Ballistic_Winchester
 
Bludgeon_FlareGun
 
Fire_FlareGun (child of Ballistic_Handgun)
 
Fire_FlareGunDoT
 
Piercing_Crossbow


==Strategy==
==Strategy==


You are not meant to fight all the ZEDs alone. As a "big ZED killer" you better stay at the middle of your team, preferably so you can have overview on the multiple paths and support your team by taking down lone tough targets like Sirens, Husks, Scrakes and Fleshpounds. It is strongly advised for you to not be a "lone wolf".
You are not meant to fight all the ZEDs alone. As a "big ZED killer" you should stay at the middle of your team, preferably so you can have an overview on multiple paths and support your team by taking down lone tough targets like Sirens, Husks, Scrakes and Fleshpounds. It is strongly advised for you to not be a "lone wolf".
 
Aim for the head - that's what all snipers do! Having slow firing weapons with limited ammunition leaves you no room for mistakes. Good Sharpshooters always know where to aim and when to shoot. However, don't forget that with a proper skill setup, your [[Winchester 1894]] will be a bit more forgiving as it would let you to one-shot-kill any basic ZED like Clots, Crawlers and Stalkers even on body shots.


Aim for the head - that's what all snipers do! Having a slow firing weapons with a limited ammunition leaves you no room for mistakes. Good Sharpshooters always know where to aim and when to shoot. But don't forget what with a proper skill setup your [[Winchester 1894]] will be a bit more forgiving as it would let you to one-shot-kill any basic ZED like Clots, Crawlers and Stalkers even on body shots.
Having a [[Crossbow_(Killing_Floor_2)|Crossbow]] in your arsenal is a wise choice if you plan to conserve the Freeze Grenades for the Fleshpounds. Even without ''Ballistic Shock'', it still can [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|stun]] a Scrake on headshot.


Having a [[Crossbow_(Killing_Floor_2)|Crossbow]] in your arsenal is a wise choice if you plan to conserve the Freeze Grenades for the Fleshpounds. Even without ''Ballistic Shock'' it still can [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|stun]] a Scrake on headshot.
A [[Rail Gun]] setup only leaves you 6 spare blocks of weight. To improve your self-defense, try out the [[Double-barreled_Boomstick|boomstick]] and a [[HMTech-101_Pistol|medic pistol]]. The boomstick will help you against a hordes of ZEDs, while the pistol can be used for taking off heads of the small ZEDs.


A [[Rail Gun]] setup only leaves you 5 spare blocks of weight. To improve your self-defense try out the [[Double-barreled_Boomstick|boomstick]] and a [[HMTech-101_Pistol|medic pistol]]. The boomstick will help you against a hordes of ZEDs while the pistol can be used for taking off heads of the small ZEDs.
[[M99 AMR]] is your most powerful weapon, capable of destroying Scrakes and Fleshpounds easily. But bewere, it only leaves you 3 spare blocks of weight. While it is enought to get yourself sidearm for self-defense, stay close to your team, preferably behind. As an AMR user you're not meant to deal with small ZEDs.


The [[Freeze Grenade|Freeze Grenades]] are very helpful when you fighting big ZEDs as its explosion stops their movement and leaves them exposed to headshots. But keep in mind that freezing enraged [[Fleshpound_(Killing_Floor_2)|Fleshpound]] is almost impossible.
The [[Freeze Grenade|Freeze Grenades]] are very helpful when you are fighting big ZEDs, as its explosion stops their movement and leaves them exposed to headshots. However, keep in mind that freezing an enraged [[Fleshpound_(Killing_Floor_2)|Fleshpound]] is almost impossible.


==Trivia==
==Trivia==


* According to the [[Characters_(Killing_Floor_2)|character]]'s favourite weapon lines, Reverend Alberts and Anton Strasser are both the Sharpshooters of the team. Although many other characters are enjoying the various Sharpshooter weapons, but only DJ Scully and Rae Higgins prefer the [[Rail Gun]].
* According to the [[Characters_(Killing_Floor_2)|character]]'s favourite weapon lines, Reverend Alberts and Anton Strasser are both the Sharpshooters of the team. Other characters enjoy using the various Sharpshooter weapons as well, though only DJ Scully and Rae Higgins prefer the [[Rail Gun]].


{{KF2NavBox}}
{{KF2NavBox}}

Latest revision as of 21:46, 21 July 2018


Killing Floor 2 perk
Sharpshooter
General Information
XP Objectives
• Dealing Sharpshooter weapon damage.
• Head shots with Sharpshooter weapons.
Starting Loadout
Winchester 1894 9mm Pistol
Kukri Freeze Grenade
Perk Information
Role
• Long Range
• Rear Rank
• Kill Large Zeds with Headshots
• {{{Role_3}}}
• {{{Role_4}}}
Strength
• High Damage
• Extra Effective with Headshots
• Accuracy
• {{{Strength_3}}}
• {{{Strength_4}}}
Weakness
• Limited Ammo
• Low Rate of Fire
• Not Effective at Close Range
• {{{Weakness_3}}}
• {{{Weakness_4}}}
Target Priority
HIGH
MEDIUM
LOW
SURVIVALIST EFFECTIVENESS AGAINST ZEDS IS DETERMINED BY THEIR SKILL AND WEAPON CHOICES
Technical Information
Related Achievements
PS4 Trophies


The Sharpshooter is the sniper striking his foes from afar, destroying Zed after Zed with well-placed headshots. The Sharpshooter is the far end of the Commando-Gunslinger-Sharpshooter continuum, trading the rate and fire and mobility of the other perks for increased damage and accuracy especially at long range. The Sharpshooter is particularly adept at killing large Zeds, dishing out impressive damage with each headshots.

General Information

Being a sniper by nature, the Sharpshooter mostly remains stationary while concentrating on long range engagements of lone big targets like Scrakes and Fleshpounds. As a support-type unit, they are somewhat vulnerable in close range combat and hence have to rely on their teammates quite often.

Their skill choices offer them a tradeoff between weapon power and mobility.

Weapon List

200
5
Winchester 1894
650
5
SPX 464 Centerfire
650
6
Crossbow
1100
7
M14 EBR
1500
9
Rail Gun
2500
12
M99 AMR
100
2
1858 Revolver
750
3
.500 Magnum Revolver
325
2
Spitfire
{{{WeaponPricing_9}}}
{{{WeaponWeight_9}}}
[[{{{WeaponLink_9}}}|{{{WeaponName_9}}}]] link={{{WeaponLink_9}}}
{{{WeaponPricing_10}}}
{{{WeaponWeight_10}}}
[[{{{WeaponLink_10}}}|{{{WeaponName_10}}}]] link={{{WeaponLink_10}}}
{{{WeaponPricing_11}}}
{{{WeaponWeight_11}}}
[[{{{WeaponLink_11}}}|{{{WeaponName_11}}}]] link={{{WeaponLink_11}}}
{{{WeaponPricing_12}}}
{{{WeaponWeight_12}}}
[[{{{WeaponLink_12}}}|{{{WeaponName_12}}}]] link={{{WeaponLink_12}}}
{{{WeaponPricing_13}}}
{{{WeaponWeight_13}}}
[[{{{WeaponLink_13}}}|{{{WeaponName_13}}}]] link={{{WeaponLink_13}}}
{{{WeaponPricing_14}}}
{{{WeaponWeight_14}}}
[[{{{WeaponLink_14}}}|{{{WeaponName_14}}}]] link={{{WeaponLink_14}}}
{{{WeaponPricing_15}}}
{{{WeaponWeight_15}}}
[[{{{WeaponLink_15}}}|{{{WeaponName_15}}}]] link={{{WeaponLink_15}}}
---
---
9mm Pistol
150
2
Dual 9mm Pistols
---
---
Kukri
40
---
Freeze Grenade


Bonus Experience

Sharpshooters receive bonus XP for scoring head shots. It is not necessary to kill ZEDs - XP is given for every shot in the head, lethal or not.

Normal
Hard
Suicidal
Hell on Earth
{{{th_0_5}}}
{{{th_0_6}}}
{{{th_0_7}}}
{{{th_0_8}}}
{{{th_0_9}}}
Bonus Experience
1
1
1
1
{{{th_2_0}}}
{{{th_3_0}}}
{{{th_4_0}}}
{{{th_5_0}}}
{{{th_6_0}}}
{{{th_7_0}}}
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Perk Bonuses

This table represents the passive stat bonuses the Sharpshooter receives.

Headshot Damage
max. 25%
( Increase headshot damage 1% per level )
Recoil
max. 25%
( Decrease recoil 1% per level )
Weapon Switch
max. 50%
( Increase weapon switch speed 2% per level )


Perk Skills

This table represents the active abilities the Sharpshooter has access to. You have the option of choosing one per tier.

Movement
Sniper
5
Marksman
Increase damage 25% while stationary and using perk weapons. Increase shooting speed by 25% and movement speed by 10% when using perk weapons.
Basic Technique
Stability
10
Ballistic Shock
Increase damage 30%, movement speed 50%, and reload speed 20% while crouching and using a perk weapon. Increase stun power of perk weapons 100%.
Skill
Rack 'em Up
15
Tactical Reload
Each consecutive headshot with a perk weapon increases damage 10%, up to a maximum of 50%. Increase reload speed with perk weapons.
Equipment
Dead Eye
20
Always Prepared
Reduce recoil 10% and increase head shot damage 10% when using iron sights with a perk weapon. Carry up to 25% more ammo for perk weapons and grenades.
Master Techniques
ZED TIME - Assassin
25
ZED TIME - Ranger
Any head shots with perk weapons have a 5% chance to trigger ZED Time. During ZED Time, increase head shot damage with perk weapons 35%. Any head shots with perk weapons have a 5% chance to trigger ZED Time. During ZED Time, your head shots with perk weapons will stun any ZED.


Actual Stats

Always Prepared (extra grenades) 25%
Always Prepared (extra maximum spare ammo) 25%
Assassin (extra damage, on head shots) 35%
Assassin (ZED Time chance, on head shots) 5%
Ballistic Shock (stun power multiplier) x2
Combat Ready (faster reloading) yes
DeadEye (extra damage, while ADS) 10%
DeadEye (weapon recoil multiplier) x0.9
Marksman (player speed multiplier) x1.1
Marksman (weapon fire interval diminution) -25%
Rack 'em Up (countdown timer) 2s
Rack 'em Up (extra damage) 10%
Rack 'em Up (maximum headshot combo) 5
Ranger (multiplier DOES NOT stack with Ballistic Shock) yes
Ranger (multiplier overrides effect of Ballistic Shock) yes
Ranger (stun power multiplier, only on headshots, become) x5
Ranger (ZED Time chance, on head shots) 5%
Sniper (extra damage, while stationary) 25%
Stability (extra damage, while crouching) 30%
Stability (crouch move speed, times faster) x1.5
Stability (reload duration while crouching, diminution) -20%

Perk Notes

  • Damage modification (passive + skills): Passive damage bonus, Sniper, Stability, Rack 'em Up and DeadEye skills affects damage of all on-perk weapons (including Knife) or on-perk damage types. Passive headshot damage bonus increases incoming damage by listed value which is being applied on both - actual health and head health. Damage ROUNDED UP.
  • Passive (Recoil): Current recoil modifier of the weapon gets lowered by up to 25%. Recoil itself depends on the player stance. Sharpshooter's passive recoil bonus works only with on-perk weapons.
  • Skill (Assassin) / Skill (Ranger): Each time player scores a headshot (not necessary lethal) with on-perk weapons there is additional 5% chance for ZED Time to appear.
  • Skill (DeadEye): Skill works only with on-perk weapons. Recoil reduction is multiplicative with the passive bonus: Recoil Mod = 1x0.75x0.9 = 0.675.
  • Skill (Marksman): Skill decreases refire time of the weapon by 25% which effectively increases rate of fire by 33.3%. Skill as well affect toss rate of grenades making it 0.45s per grenade opposite to standard 0.6 seconds.
  • Skill (Rack 'em Up): Skill becomes active with the first ever shot in the head. Each time player scores a headshot skill takes 10% of the current weapon's damage, multiplies it by amount of scored headshots and adds it to the base weapon damage. Every 2 seconds headshot combo meter goes down by 1, each headshot during this time increases the meter by 1 and resets 2 seconds timer.
  • Skill (Ranger): Stun power multiplier of this skill DOES NOT stack with the multiplier of Ballistic Shock skill, instead, during the ZED Time it overrides it (become x5 instead of x2). Skill works only on head shots.
  • Skill (Stability): Skill decreases time that it takes to play reload animation by 20% making reload speed 1/0.8 = 25% faster.

On-perk Weapons

The following weapons and damage types are associated with the Sharpshooter. They get damage bonuses and buffs to their attributes from the respective skills:

Bow_Crossbow

FreezeGrenade

Knife_Sharpshooter

Pistol_9mm, Pistol_Dual9mm

Pistol_Flare

Revolver_Rem1858

Revolver_SW500

Rifle_CenterfireMB464

Rifle_M14EBR

Rifle_M99

Rifle_RailGun

Rifle_Winchester1894


Ballistic_9mm

Ballistic_M14EBR

Ballistic_M99

Ballistic_RailGun

Ballistic_Rem1858

Ballistic_SW500

Ballistic_Winchester

Bludgeon_FlareGun

Fire_FlareGun (child of Ballistic_Handgun)

Fire_FlareGunDoT

Piercing_Crossbow

Strategy

You are not meant to fight all the ZEDs alone. As a "big ZED killer" you should stay at the middle of your team, preferably so you can have an overview on multiple paths and support your team by taking down lone tough targets like Sirens, Husks, Scrakes and Fleshpounds. It is strongly advised for you to not be a "lone wolf".

Aim for the head - that's what all snipers do! Having slow firing weapons with limited ammunition leaves you no room for mistakes. Good Sharpshooters always know where to aim and when to shoot. However, don't forget that with a proper skill setup, your Winchester 1894 will be a bit more forgiving as it would let you to one-shot-kill any basic ZED like Clots, Crawlers and Stalkers even on body shots.

Having a Crossbow in your arsenal is a wise choice if you plan to conserve the Freeze Grenades for the Fleshpounds. Even without Ballistic Shock, it still can stun a Scrake on headshot.

A Rail Gun setup only leaves you 6 spare blocks of weight. To improve your self-defense, try out the boomstick and a medic pistol. The boomstick will help you against a hordes of ZEDs, while the pistol can be used for taking off heads of the small ZEDs.

M99 AMR is your most powerful weapon, capable of destroying Scrakes and Fleshpounds easily. But bewere, it only leaves you 3 spare blocks of weight. While it is enought to get yourself sidearm for self-defense, stay close to your team, preferably behind. As an AMR user you're not meant to deal with small ZEDs.

The Freeze Grenades are very helpful when you are fighting big ZEDs, as its explosion stops their movement and leaves them exposed to headshots. However, keep in mind that freezing an enraged Fleshpound is almost impossible.

Trivia

  • According to the character's favourite weapon lines, Reverend Alberts and Anton Strasser are both the Sharpshooters of the team. Other characters enjoy using the various Sharpshooter weapons as well, though only DJ Scully and Rae Higgins prefer the Rail Gun.