Sharpshooter (Killing Floor 2): Difference between revisions

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==Weapon List==
==Weapon List==
{{KF2WeaponList
{{KF2WeaponList
| WeaponPricing_0=200
| WeaponPricing_0=200
Line 116: Line 115:
| PerkLink_3=Sharpshooter (Killing Floor 2)
| PerkLink_3=Sharpshooter (Killing Floor 2)
|
|
| WeaponPricing_4=1500
| WeaponPricing_4=1100
| WeaponWeight_4=9
| WeaponWeight_4=7
| WeaponLink_4=Rail Gun
| WeaponLink_4=Mosin_Nagant
| WeaponName_4=Rail Gun
| WeaponName_4=Mosin Nagant (DLC)
| WeaponImage_4=KF2_Weapon_RailGun_Black.png
| WeaponImage_4=Kf2_mosin_black.png
| PerkImage_4=KF2_Perk_Sharpshooter_Black.png
| PerkImage_4=KF2_Perk_Sharpshooter_Black.png
| PerkLink_4=Sharpshooter (Killing Floor 2)
| PerkLink_4=Sharpshooter (Killing Floor 2)
|
|
| WeaponPricing_5=2500
| WeaponPricing_5=1500
| WeaponWeight_5=12
| WeaponWeight_5=9
| WeaponLink_5=M99_AMR
| WeaponLink_5=Rail Gun
| WeaponName_5=M99 AMR
| WeaponName_5=Rail Gun
| WeaponImage_5=Amr99_black.png
| WeaponImage_5=KF2_Weapon_RailGun_Black.png
| PerkImage_5=KF2_Perk_Sharpshooter_Black.png
| PerkImage_5=KF2_Perk_Sharpshooter_Black.png
| PerkLink_5=Sharpshooter (Killing Floor 2)
| PerkLink_5=Sharpshooter (Killing Floor 2)
|
|
| WeaponPricing_6=100
| WeaponPricing_6=1500
| WeaponWeight_6=2
| WeaponWeight_6=8
| WeaponLink_6=1858 Revolver
| WeaponLink_6=FN_FAL_ACOG
| WeaponName_6=1858 Revolver
| WeaponName_6=FN FAL ACOG
| WeaponImage_6=KF2_Weapon_1858Revolver_Black.png
| WeaponImage_6=Fnfal_black.png
| PerkImage_6=KF2_Perk_Gunslinger_Black.png
| PerkImage_6=KF2_Perk_Sharpshooter_Black.png
| PerkLink_6=Gunslinger
| PerkLink_6=Sharpshooter (Killing Floor 2)
|
| WeaponPricing_7=1750
| WeaponWeight_7=8
| WeaponLink_7=Compound_Bow
| WeaponName_7=Compound Bow  (DLC)
| WeaponImage_7=Kf2_weapon_compoundbow_black.png
| PerkImage_7=KF2_Perk_Sharpshooter_Black.png
| PerkLink_7=Sharpshooter (Killing Floor 2)
|
| WeaponPricing_8=2500
| WeaponWeight_8=12
| WeaponLink_8=M99_AMR
| WeaponName_8=M99 AMR
| WeaponImage_8=Amr99_black.png
| PerkImage_8=KF2_Perk_Sharpshooter_Black.png
| PerkLink_8=Sharpshooter (Killing Floor 2)
|
|
| WeaponPricing_7=750
| WeaponPricing_9=100
| WeaponWeight_7=3
| WeaponWeight_9=2
| WeaponLink_7=.500 Magnum Revolver
| WeaponLink_9=1858 Revolver
| WeaponName_7=.500 Magnum Revolver
| WeaponName_9=1858 Revolver
| WeaponImage_7=KF2_Weapon_500MagnumRevolver_Black.png
| WeaponImage_9=KF2_Weapon_1858Revolver_Black.png
| PerkImage_7=KF2_Perk_Gunslinger_Black.png
| PerkImage_9=KF2_Perk_Gunslinger_Black.png
| PerkLink_7=Gunslinger
| PerkLink_9=Gunslinger
|
|
| WeaponPricing_8=325
| WeaponPricing_10=325
| WeaponWeight_8=2
| WeaponWeight_10=2
| WeaponLink_8=Spitfire
| WeaponLink_10=Spitfire
| WeaponName_8=Spitfire
| WeaponName_10=Spitfire
| WeaponImage_8=KF2_Weapon_Spitfire_Black.png
| WeaponImage_10=KF2_Weapon_Spitfire_Black.png
| PerkImage_8=KF2_Perk_Firebug_Black.png
| PerkImage_10=KF2_Perk_Firebug_Black.png
| PerkLink_8=Firebug (Killing Floor 2)
| PerkLink_10=Firebug (Killing Floor 2)
 
| WeaponPricing_11=750
| WeaponWeight_11=3
| WeaponLink_11=.500 Magnum Revolver
| WeaponName_11=.500 Magnum Revolver
| WeaponImage_11=KF2_Weapon_500MagnumRevolver_Black.png
| PerkImage_11=KF2_Perk_Gunslinger_Black.png
| PerkLink_11=Gunslinger
|
|
| WeaponPricing_16=---
| WeaponPricing_22=---
| WeaponWeight_16=---
| WeaponWeight_22=---
| WeaponLink_16=9mm Pistol (Killing Floor 2)
| WeaponLink_22=9mm Pistol (Killing Floor 2)
| WeaponName_16=9mm Pistol
| WeaponName_22=9mm Pistol
| WeaponImage_16=KF2_Weapon_9mmPistol_Black.png
| WeaponImage_22=KF2_Weapon_9mmPistol_Black.png
|
|
| WeaponPricing_17=150
| WeaponPricing_23=150
| WeaponWeight_17=2
| WeaponWeight_23=2
| WeaponLink_17=Dual 9mm Pistols (Killing Floor 2)
| WeaponLink_23=Dual 9mm Pistols (Killing Floor 2)
| WeaponName_17=Dual 9mm Pistols
| WeaponName_23=Dual 9mm Pistols
| WeaponImage_17=KF2_Weapon_Dual9mmPistols_Black.png
| WeaponImage_23=KF2_Weapon_Dual9mmPistols_Black.png
|
|
| WeaponPricing_18=---
| WeaponPricing_24=---
| WeaponWeight_18=---
| WeaponWeight_24=---
| WeaponLink_18=Kukri
| WeaponLink_24=Kukri
| WeaponName_18=Kukri
| WeaponName_24=Kukri
| WeaponImage_18=KF2_Weapon_Kukri_Black.png
| WeaponImage_24=KF2_Weapon_Kukri_Black.png
| PerkImage_18=KF2_Perk_Sharpshooter_Black.png
| PerkImage_24=KF2_Perk_Sharpshooter_Black.png
| PerkLink_18=Sharpshooter (Killing Floor 2)
| PerkLink_24=Sharpshooter (Killing Floor 2)
|
|
| WeaponPricing_19=40
| WeaponPricing_25=40
| WeaponWeight_19=---
| WeaponWeight_25=---
| WeaponLink_19=Freeze Grenade
| WeaponLink_25=Freeze Grenade
| WeaponName_19=Freeze Grenade
| WeaponName_25=Freeze Grenade
| WeaponImage_19=KF2_Weapon_FreezeGrenade_Black.png
| WeaponImage_25=KF2_Weapon_FreezeGrenade_Black.png
| PerkImage_19=KF2_Perk_Sharpshooter_Black.png
| PerkImage_25=KF2_Perk_Sharpshooter_Black.png
| PerkLink_19=Sharpshooter (Killing Floor 2)
| PerkLink_25=Sharpshooter (Killing Floor 2)
}}
}}


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{{KF2PerkPassives
{{KF2PerkPassives
| PassiveTitle_0=Headshot Damage
| PassiveTitle_0=Headshot Damage
| PassiveDescription_0=Increase headshot damage 1% per level
| PassiveDescription_0=Increase headshot damage 1% per level.
| PassiveMax_0=25%
| PassiveMax_0=25%
|  
|  
| PassiveTitle_1=Recoil
| PassiveTitle_1=Recoil Reduction
| PassiveDescription_1=Decrease recoil 1% per level
| PassiveDescription_1=Decrease recoil 1% per level.
| PassiveMax_1=25%
| PassiveMax_1=25%
|  
|  
| PassiveTitle_2=Weapon Switch
| PassiveTitle_2=Weapon Switch
| PassiveDescription_2=Increase weapon switch speed 2% per level
| PassiveDescription_2=Increase weapon switch speed 2% per level.
| PassiveMax_2=50%
| PassiveMax_2=50%
}}
}}
Line 266: Line 289:
| Level_20_Skill_Right_Name=Always Prepared
| Level_20_Skill_Right_Name=Always Prepared
| Level_20_Skill_Right_Image=KF2_PerkSkill_Sharpshooter_AlwaysPrepared_Black.png
| Level_20_Skill_Right_Image=KF2_PerkSkill_Sharpshooter_AlwaysPrepared_Black.png
| Level_20_Skill_Right_Description=Carry up to 25% more ammo for perk weapons and grenades.
| Level_20_Skill_Right_Description=Carry one extra grenade and 25% more ammo for perk weapons.
|
|
|
|
Line 282: Line 305:
===Actual Stats===
===Actual Stats===
{| class="wikitable"
{| class="wikitable"
|Always Prepared (extra grenades)
|<small>Always Prepared (extra grenades)</small>
|25%
|<small>25%</small>
|-
|-
|Always Prepared (extra maximum spare ammo)
|<small>Always Prepared (extra maximum spare ammo)</small>
|25%
|<small>25%</small>
|-
|-
|Assassin (extra damage, on head shots)
|<small>Assassin (extra damage, only on headshots)</small>
|35%
|<small>35%</small>
|-
|-
|Assassin (ZED Time chance, on head shots)
|<small>Assassin (ZED Time chance, on each shot in the head)</small>
|5%
|<small>5%</small>
|-
|-
|Ballistic Shock (stun power multiplier)
|<small>Ballistic Shock (stun power multiplier)</small>
|x2
|<small>x2</small>
|-
|-
|Combat Ready (faster reloading)
|<small>Combat Ready (faster reloading)</small>
|yes
|<small>yes</small>
|-
|-
|DeadEye (extra damage, while ADS)
|<small>Dead Eye (extra damage, while ADS, on head shots)</small>
|10%
|<small>10%</small>
|-
|-
|DeadEye (weapon recoil multiplier)
|<small>Dead Eye (weapon recoil multiplier)</small>
|x0.9
|<small>x0.9</small>
|-
|-
|Marksman (player speed multiplier)
|<small>Marksman (player speed multiplier)</small>
|x1.1
|<small>x1.1</small>
|-
|-
|Marksman (weapon fire interval diminution)
|<small>Marksman (weapon fire interval diminution)</small>
| -25%
|<small>-25%</small>
|-
|-
|Rack 'em Up (countdown timer)
|<small>Rack 'em Up (countdown timer)</small>
|2s
|<small>2s</small>
|-
|-
|Rack 'em Up (extra damage)
|<small>Rack 'em Up (extra damage)</small>
|10%
|<small>10%</small>
|-
|-
|Rack 'em Up (maximum headshot combo)
|<small>Rack 'em Up (maximum headshot combo)</small>
|5
|<small>5</small>
|-
|-
|Ranger (multiplier DOES NOT stack with Ballistic Shock)
|<small>Ranger (multiplier DOES NOT stack with Ballistic Shock)</small>
|yes
|<small>yes</small>
|-
|-
|Ranger (multiplier overrides effect of Ballistic Shock)
|<small>Ranger (multiplier overrides effect of Ballistic Shock)</small>
|yes
|<small>yes</small>
|-
|-
|Ranger (stun power multiplier, only on headshots, become)
|<small>Ranger (stun power multiplier, only on headshots, become)</small>
|x5
|<small>x5</small>
|-
|-
|Ranger (ZED Time chance, on head shots)
|<small>Ranger (ZED Time chance, on each shot in the head)</small>
|5%
|<small>5%</small>
|-
|-
|Sniper (extra damage, while stationary)
|<small>Sniper (extra damage, while stationary)</small>
|25%
|<small>25%</small>
|-
|-
|Stability (extra damage, while crouching)
|<small>Stability (extra damage, while crouching)</small>
|30%
|<small>30%</small>
|-
|-
|Stability (crouch move speed, times faster)
|<small>Stability (crouch move speed, times faster)</small>
|x1.5
|<small>x1.5</small>
|-
|-
|Stability (reload duration while crouching, diminution)
|<small>Stability (reload duration while crouching, diminution)</small>
| -20%
|<small>-20%</small>
|}
|}


===Perk Notes===
===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.
*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 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.
*Passive (Recoil): Current [[Mechanics (Killing Floor 2)#Weapons - Recoil and spread|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) / 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, Ranger): Each time player scores a headshot (not necessary lethal) with on-perk weapons there is a 5% chance for [[Mechanics (Killing Floor 2)#Gameplay - ZED Time|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).
* 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 (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 as well affect toss rate of grenades making it 0.45s per grenade opposite to standard 0.6 seconds.
*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. Damage bonus as well affects knife and grenade damage.
* 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 (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===


The following weapons and damage types are associated with the Sharpshooter. They get 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:
 
{| class="wikitable"
Bow_Crossbow
!<small>Weapons</small>
 
!<small>Damage Types</small>
FreezeGrenade
|-
 
| rowspan="1" |<small>AssaultRifle_FNFal</small>
Knife_Sharpshooter
| rowspan="1" |<small>Ballistic_9mm</small>
 
|-
Pistol_9mm, Pistol_Dual9mm
| rowspan="1" |<small>Bow_CompoundBow</small>
 
| rowspan="1" |<small>Ballistic_CenterfireMB464</small>
Pistol_Flare
|-
 
| rowspan="1" |<small>Bow_Crossbow</small>
Revolver_Rem1858
| rowspan="1" |<small>Ballistic_FNFal</small>
 
|-
Revolver_SW500
| rowspan="1" |<small>FreezeGrenade</small>
 
| rowspan="1" |<small>Ballistic_M14EBR</small>
Rifle_CenterfireMB464
|-
 
| rowspan="1" |<small>Knife_Sharpshooter</small>
Rifle_M14EBR
| rowspan="1" |<small>Ballistic_M99</small>
 
|-
Rifle_M99
| rowspan="1" |<small>Pistol_9mm, Pistol_Dual9mm</small>
 
| rowspan="1" |<small>Ballistic_MosinNagant, Piercing_MosinNagant</small>
Rifle_RailGun
|-
 
| rowspan="1" |<small>Pistol_Flare</small>
Rifle_Winchester1894
| rowspan="1" |<small>Ballistic_RailGun</small>
----
|-
Ballistic_9mm
| rowspan="1" |<small>Revolver_Rem1858</small>
 
| rowspan="1" |<small>Ballistic_Rem1858</small>
Ballistic_M14EBR
|-
 
| rowspan="1" |<small>Revolver_SW500</small>
Ballistic_M99
| rowspan="1" |<small>Ballistic_SW500</small>
 
|-
Ballistic_RailGun
| rowspan="1" |<small>Rifle_CenterfireMB464</small>
 
| rowspan="1" |<small>Ballistic_Winchester</small>
Ballistic_Rem1858
|-
 
| rowspan="1" |<small>Rifle_M14EBR</small>
Ballistic_SW500
| rowspan="1" |<small>Bludgeon_FlareGun</small>
 
|-
Ballistic_Winchester
| rowspan="1" |<small>Rifle_M99</small>
 
| rowspan="1" |<small>Bludgeon_HRGWinterbite</small>
Bludgeon_FlareGun
|-
 
| rowspan="1" |<small>Rifle_MosinNagant</small>
Fire_FlareGun (child of Ballistic_Handgun)
|<small>Fire_FlareGun (child of Ballistic_Handgun), Fire_Ground_FlareGun (child of Fire)</small>
 
|-
Fire_FlareGunDoT
| rowspan="1" |<small>Rifle_RailGun</small>
 
|<small>Piercing_CompoundBowCryoImpact, Piercing_CompoundBowSharpImpact,<br/>Freeze_CompoundBowCryExplosion</small>
Piercing_Crossbow
|-
 
| rowspan="1" |<small>Rifle_Winchester1894</small>
|<small>Piercing_Crossbow</small>
|}
==Strategy==
==Strategy==


Line 417: Line 442:
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 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.


[[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.
[[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 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.
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.
Attack / defend, it's your choice: When in [[Scrake (Killing Floor 2)|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 [[Cyst|Clots]] in close quarters combat! And wait, that's not all - comes out it shoots bullets too!


==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. Other characters enjoy using the various Sharpshooter weapons as well, though 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}}

Revision as of 13:20, 4 March 2020


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
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
Mosin Nagant (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
{{{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}}}
{{{WeaponPricing_16}}}
{{{WeaponWeight_16}}}
[[{{{WeaponLink_16}}}|{{{WeaponName_16}}}]] link={{{WeaponLink_16}}}
{{{WeaponPricing_17}}}
{{{WeaponWeight_17}}}
[[{{{WeaponLink_17}}}|{{{WeaponName_17}}}]] link={{{WeaponLink_17}}}
{{{WeaponPricing_18}}}
{{{WeaponWeight_18}}}
[[{{{WeaponLink_18}}}|{{{WeaponName_18}}}]] link={{{WeaponLink_18}}}
{{{WeaponPricing_19}}}
{{{WeaponWeight_19}}}
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9mm Pistol
150
2
Dual 9mm Pistols
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Kukri
40
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Freeze Grenade
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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.


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 multiplier, only on headshots, become) x5
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).
  • 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): 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:

Weapons Damage Types
AssaultRifle_FNFal Ballistic_9mm
Bow_CompoundBow Ballistic_CenterfireMB464
Bow_Crossbow Ballistic_FNFal
FreezeGrenade Ballistic_M14EBR
Knife_Sharpshooter Ballistic_M99
Pistol_9mm, Pistol_Dual9mm Ballistic_MosinNagant, Piercing_MosinNagant
Pistol_Flare Ballistic_RailGun
Revolver_Rem1858 Ballistic_Rem1858
Revolver_SW500 Ballistic_SW500
Rifle_CenterfireMB464 Ballistic_Winchester
Rifle_M14EBR Bludgeon_FlareGun
Rifle_M99 Bludgeon_HRGWinterbite
Rifle_MosinNagant Fire_FlareGun (child of Ballistic_Handgun), Fire_Ground_FlareGun (child of Fire)
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 - comes 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.