Sharpshooter (Killing Floor 2): Difference between revisions
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| rowspan="1" |<small>HRG_SonicGun, Proj_SonicBlastUncharged_HRG_SonicGun,<br />Proj_SonicBlastFullyCharged_HRG_SonicGun</small> | | rowspan="1" |<small>HRG_SonicGun, Proj_SonicBlastUncharged_HRG_SonicGun,<br />Proj_SonicBlastFullyCharged_HRG_SonicGun</small> | ||
| rowspan="1" |<small>Ballistic_MosinNagant, Piercing_MosinNagant</small> | | rowspan="1" |<small>Ballistic_MosinNagant, Piercing_MosinNagant</small> | ||
|- | |||
|<small>HVStormCannon</small> | |||
| rowspan="1" |<small>Ballistic_ParasiteImplanter, Ballistic_ParasiteImplanterAlt, Toxic_ParasiteSeedExplosion</small> | |||
|- | |- | ||
| rowspan="1" |<small>Knife_Sharpshooter</small> | | rowspan="1" |<small>Knife_Sharpshooter</small> | ||
| rowspan="1" |<small> | | rowspan="1" |<small>Ballistic_RailGun</small> | ||
|- | |- | ||
| rowspan="1" |<small>Pistol_9mm, Pistol_Dual9mm</small> | | rowspan="1" |<small>Pistol_9mm, Pistol_Dual9mm</small> | ||
| rowspan="1" |<small> | | rowspan="1" |<small>Ballistic_Rem1858</small> | ||
|- | |- | ||
| rowspan="1" |<small>Pistol_Flare</small> | | rowspan="1" |<small>Pistol_Flare</small> | ||
| rowspan="1" |<small> | | rowspan="1" |<small>Ballistic_SW500</small> | ||
|- | |- | ||
| rowspan="1" |<small>Revolver_Rem1858</small> | | rowspan="1" |<small>Revolver_Rem1858</small> | ||
| rowspan="1" |<small> | | rowspan="1" |<small>Ballistic_Winchester</small> | ||
|- | |- | ||
| rowspan="1" |<small>Revolver_SW500</small> | | rowspan="1" |<small>Revolver_SW500</small> | ||
| rowspan="1" |<small> | | rowspan="1" |<small>Bludgeon_FlareGun</small> | ||
|- | |- | ||
| rowspan="1" |<small>Rifle_CenterfireMB464</small> | | rowspan="1" |<small>Rifle_CenterfireMB464</small> | ||
| rowspan="1" |<small> | | rowspan="1" |<small>Blast_HRG_CranialPopper (child of Ballistic_Rifle), Piercing_HRG_CranialPopper</small> | ||
|- | |- | ||
| rowspan="1" |<small>Rifle_M14EBR</small> | | rowspan="1" |<small>Rifle_M14EBR</small> | ||
|<small> | | rowspan="1" |<small>Bludgeon_HRGWinterbite</small> | ||
|- | |- | ||
| rowspan="1" |<small>Rifle_M99</small> | | rowspan="1" |<small>Rifle_M99</small> | ||
| rowspan="1" |<small> | | rowspan="1" |<small>Fire_FlareGun (child of Ballistic_Handgun), Fire_Ground_FlareGun (child of Fire)</small> | ||
|- | |- | ||
| rowspan="1" |<small>Rifle_MosinNagant</small> | | rowspan="1" |<small>Rifle_MosinNagant</small> | ||
|<small> | |<small>Ballistic_HRG_SonicGun_SonicBlastUncharged, HRG_SonicGun_SonicBlastFullyCharged<br />(both child classes of Ballistic_Rifle)</small> | ||
|- | |- | ||
|<small>Rifle_ParasiteImplanter</small> | |<small>Rifle_ParasiteImplanter</small> | ||
|<small> | |<small>EMP_HVStormCannon</small> | ||
|- | |- | ||
| rowspan="1" |<small>Rifle_RailGun</small> | | rowspan="1" |<small>Rifle_RailGun</small> |
Revision as of 01:08, 18 November 2022
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 | |||||
Strength | |||||
• High Damage | |||||
• Extra Effective with Headshots | |||||
• Accuracy | |||||
Weakness | |||||
• Limited Ammo | |||||
• Low Rate of Fire | |||||
• Not Effective at Close Range | |||||
Target Priority | |||||
HIGH | |||||
MEDIUM | |||||
LOW | |||||
Related Achievements | |||||
Console Achievements / 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 | ||
1100 |
7 |
HRG Beluga Beat | ||
1100 |
7 |
HRG Head Hunter | ||
1100 |
7 |
Mosin Nagant (DLC) | ||
1400 |
8 |
HV Storm Cannon (DLC) | ||
1500 |
9 |
Rail Gun | ||
1500 |
8 |
FN FAL ACOG | ||
1750 |
8 |
Compound Bow (DLC) | ||
2500 |
12 |
M99 AMR | ||
100 |
2 |
1858 Revolver | ||
325 |
2 |
Spitfire | ||
750 |
3 |
.500 Magnum Revolver | ||
1500 |
7 |
Corrupter Carbine (DLC) | ||
--- |
--- |
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 | |
---|---|---|---|---|
Bonus Experience | 1 | 1 | 1 | 1 |
Perk Bonuses
This table represents the passive stat bonuses the Sharpshooter receives.
Headshot Damage
|
max. 25%
|
( Increase headshot damage 1% per level. )
| |
Recoil Reduction
|
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 one extra grenade and 25% more ammo for perk weapons. | |||
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, only on headshots) | 35% |
Assassin (ZED Time chance, on each shot in the head) | 5% |
Ballistic Shock (stun power multiplier) | x2 |
Combat Ready (faster reloading) | yes |
Dead Eye (extra damage, while ADS, on head shots) | 10% |
Dead Eye (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 of the weapon, become, on shot in the head) | 10000 |
Ranger (ZED Time chance, on each shot in the head) | 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 Dead Eye skills affect damage of all on-perk weapons (including Knife) or on-perk damage types. Passive damage bonus and Dead Eye skill work only on headshots and act like a normal bonuses - both provide more damage to body AND head health. All damage bonuses as well affect DOT damage of the Spitfire revolver. Damage ROUNDED UP.
- Passive (Recoil): Current recoil multiplier of the weapon is being decreased by up to 25%. Firstly game calculates current recoil multiplier of the weapon and then decreases it by up to 25%. Sharpshooter's passive recoil bonus works only with on-perk weapons. Recoil reduction is multiplicative with the Dead Eye skill: Recoil Mod = 1 x 0.75 x 0.9 = 0.675.
- Skill (Assassin, Ranger): Each time player scores a headshot (not necessary lethal) with on-perk weapons there is a 5% chance for ZED Time to appear. Like with the other ZED Time probabilities, odds grow over time if no ZED Time events has occured recently. The same shot that triggers ZED Time also gets bonuses from either of level 25 skills (more damage or stun power). ZED Time can also be triggered by either of player's knife attacks on the ZED's head. Often (but not always), especially when attacking small ZEDs, the same shot that triggers ZED Time might also kill ZED which will be treated as if player has extended ZED Time right away.
- Skill (Dead Eye): On-perk weapons only. Extra damage works only on shots in the head. Recoil reduction is multiplicative with passive bonus.
- 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. Damage bonus as well affects knife and grenade damage.
- Skill (Ranger): During the ZED Time stun power of the on-perk weapon become 10000, even if it does not have any stun power on it normally. But only if player scores a shot in the head.
- 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:
Weapons | Damage Types |
---|---|
AssaultRifle_FNFal | Ballistic_9mm |
Bow_CompoundBow | Ballistic_CenterfireMB464 |
Bow_Crossbow | Ballistic_FNFal |
FreezeGrenade | Ballistic_M14EBR |
HRG_CranialPopper | Ballistic_M99 |
HRG_SonicGun, Proj_SonicBlastUncharged_HRG_SonicGun, Proj_SonicBlastFullyCharged_HRG_SonicGun |
Ballistic_MosinNagant, Piercing_MosinNagant |
HVStormCannon | Ballistic_ParasiteImplanter, Ballistic_ParasiteImplanterAlt, Toxic_ParasiteSeedExplosion |
Knife_Sharpshooter | Ballistic_RailGun |
Pistol_9mm, Pistol_Dual9mm | Ballistic_Rem1858 |
Pistol_Flare | Ballistic_SW500 |
Revolver_Rem1858 | Ballistic_Winchester |
Revolver_SW500 | Bludgeon_FlareGun |
Rifle_CenterfireMB464 | Blast_HRG_CranialPopper (child of Ballistic_Rifle), Piercing_HRG_CranialPopper |
Rifle_M14EBR | Bludgeon_HRGWinterbite |
Rifle_M99 | Fire_FlareGun (child of Ballistic_Handgun), Fire_Ground_FlareGun (child of Fire) |
Rifle_MosinNagant | Ballistic_HRG_SonicGun_SonicBlastUncharged, HRG_SonicGun_SonicBlastFullyCharged (both child classes of Ballistic_Rifle) |
Rifle_ParasiteImplanter | EMP_HVStormCannon |
Rifle_RailGun | Piercing_CompoundBowCryoImpact, Piercing_CompoundBowSharpImpact, Freeze_CompoundBowCryExplosion |
Rifle_Winchester1894 | 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 beware, it only leaves you 3 spare blocks of weight. While it is enough 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.
Attack / defend, it's your choice: When in trouble - parry. That's what Mosin Nagant allows you to do. No? Then stab stab stab, luckily for you this rifle is equipped with bayonet so go out and spill the blood of them Clots in close quarters combat! And wait, that's not all - turns out it shoots bullets too!
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.