Sharpshooter (Killing Floor 2): Difference between revisions

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* 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.
* 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 depends 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. Unlike Gunslinger's counterpart, Sharpshooter's passive recoil bonus works with all weapons, even off-perk.
* 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 (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 (Marksman): Skill decreases refire time of the weapon by 25% which effectively increases rate of fire by 33.3%.
* 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.

Revision as of 15:24, 26 April 2017

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
• Killing big ZEDs.
• {{{Role_1}}}
• {{{Role_2}}}
• {{{Role_3}}}
• {{{Role_4}}}
Strength
• Massive damage per shot.
• {{{Strength_1}}}
• Freeze Grenade stops ZEDs.
• {{{Strength_3}}}
• {{{Strength_4}}}
Weakness
• Slow firing weapons.
• Has to remain stationary.
• Easily overrun by ZEDs horde.
• {{{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 long range specialist of the team, focused on taking down its targets by landing accurate lethal shots with high-caliber weapons and projectiles.

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
6
Crossbow
1100
7
M14 EBR
1500
10
Rail Gun
100
2
1858 Revolver
750
3
.500 Magnum Revolver
325
2
Spitfire
{{{WeaponPricing_7}}}
{{{WeaponWeight_7}}}
[[{{{WeaponLink_7}}}|{{{WeaponName_7}}}]] link={{{WeaponLink_7}}}
{{{WeaponPricing_8}}}
{{{WeaponWeight_8}}}
[[{{{WeaponLink_8}}}|{{{WeaponName_8}}}]] link={{{WeaponLink_8}}}
{{{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}}}
{{{th_8_0}}}
{{{th_9_0}}}
{{{th_10_0}}}
{{{th_11_0}}}
{{{th_12_0}}}
{{{th_13_0}}}
{{{th_14_0}}}
{{{th_15_0}}}
{{{th_16_0}}}
{{{th_17_0}}}
{{{th_18_0}}}
{{{th_19_0}}}
{{{th_20_0}}}
{{{th_21_0}}}
{{{th_22_0}}}
{{{th_23_0}}}
{{{th_24_0}}}
{{{th_25_0}}}


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

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. Unlike Gunslinger's counterpart, Sharpshooter's passive recoil bonus works with all weapons, even off-perk.
  • 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 (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 (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_M14EBR
Rifle_RailGun
Rifle_Winchester1894


Ballistic_9mm
Ballistic_M14EBR
Ballistic_RailGun
Ballistic_Rem1858
Ballistic_SW500
Ballistic_Winchester
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 5 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.

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.