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Added info about the Sharpshooter perk, as well as team tactics they should use as guidelines. --Skunkee 24, June 2009 13:43 (EST)

Sweet! --GeneticArmor 22:45, 25 June 2009 (UTC)

Since I can't be bothered: we aim to keep the tone of our informative articles to be unbiased and accurate... things like "take out the trash" aren't appropriate.

Stuff that should be revised:

  • "In the hands of a Sharpshooter...": xbow's penetrating feature isn't unique to the sharpshooter perk, so this can be misleading.
  • "Almost always an instant kill": it's almost never an instant kill on harder difficulties/with more players, especially if you're not using the xbow; 1/3 isn't all the perk weapons either, merely "just the xbow".
  • "...anywhere along the body... will kill in one headshot": again, note the difficulty/number of players.
  • "Best used on weak specimen OR strong specimen": too much variance, makes the word "best" seem awkward, which means this is really just a poorly worded sentence rather than anything "wrong" to any certain extent.
  • "Almost always cause him to drop...": another almost-always... ~Lollerman

Have written a proper description of the Sharpshooter perk to coincide with the other classes pages. This is also up to date for the latest update as far as I know, but anyone wishing to restructure sentences or add any aditional informaiton is perfectly free to alter what I've written. I just figured it shouod be a little bit more professional and unbiased :) --undeddjester-- 02 November 2009 11.34 (GMT)

Grinding only with the 9mm[edit]

The mutators don't actually work very well and things like Fleshpounds tend to spawn on the 7th wave on a long game. So I suppose getting an M14 would be advisable, right? --Takua 09:17, 18 January 2010 (UTC)

That's if you intend to stay on a game that long. If you're playing for just headshots there isn't much point playing until the mutators break, you don't get headshots any faster on later waves and you don't get headshots any easier with bigger guns. So therefore the quickest and easiest way is to restart as soon as you run out of 9mm ammo. It may be beneficial for perks that count via damage to stay on until the end, but not for a perk that only counts removed heads.
Put simply: You can't remove a Fleshpounds head more than once and it takes longer to do than removing a Clots head, so why bother if its only for the sake of the head? — Balthazar (T|C) 15:12, 18 January 2010 (UTC)
Well, the later waves tend to have a very big difference in Clots than the earlier waves and with the M14, the Fleshpound is of no trouble at all to any experienced sharpshooter. The M14 also has the red dot sights which acts like a crosshair and makes it easier to aim while at normal speed unlike the iron-sights. So I still stand my ground saying that playing a long game (without the Pat) is a great way of earning more head shots rather than playing half-way, quit then start up a new game again. I've also noticed that more specimens spawn at a time in the later waves so I suppose that also adds to the amount of headshots gained/min. --Takua 15:52, 18 January 2010 (UTC)
I think the benefit of staying until later is that you can buy an M14, and use it to get headshots even when you arent using the ironsights, so you can still grind whilst on the move. Using the pistol is easy, but I daresay the red-dot/iron-sights on the M14 make headshots easier, in all occasions. I would always choose to continue the game, as the extra loading time (and the fact that more people spawn in the later waves) would make your headshots/min decrease quite rapidly... Just thought I'd interject >.< I'll go away now lol. --Alessio 21:16, 18 January 2010 (UTC)
I didn't think it would need to come to this but, WALL OF TEXT, I CHOOSE YOU!!!
  • You can buy a bigger gun, but you also need to kill bigger things with it.
  • While the M14 does auto-aim to a degree it has a pennant to auto-aim too low, meaning that it can kill weak specimens with a body/neck shot before having chance to re-aim for the head, and if you're having to fire twice you're wasting time and shots that could be spent decapitating smaller things with smaller guns (clots with a 9mm). Also, if you think its quicker to headshot to death a Fleshpound, a Gorefast and a Scrake with the M14 than it is to headshot to death 3 clots with a 9mm then something's up with your timing.
  • Regardless of whether a Fleshpound is a challenge to kill while using the M14,
  • The more specimens per wave is offset by the duration of each wave.
  • If you play though the first wave, without using the keyboard, and headshot all the clots as they come towards you, then forfeit and restart immediately after the wave ends (or before if one or two are stuck), you can do that first wave between 2 and 3 times in the time it would have taken for the trader time alone (dependant on computer speed obviously, but either way, loading times speed up dramatically when you're doing it every 30 seconds)
    • Also dependant on how close to the start position the specimens spawn, I've found Biotics spawns them closer than most other levels.
  • I never said this tactic was anything more than a pure monotonous grindfest; but the main questions you should be asking when choosing whether or not to go on or not should be:
    • "Do I want to get this done at a reasonable speed and possibly have fun doing it, or do I want to get this done as fast and with as little effort as possible?"
      • If you really want to level it up as fast as possible you should be willing to suffer the monotony, if not you may as well play any game mode (even, god forbid it, a normal game) and play to the end, since all specimens are worth the same amount of headshots; one each.
    • "Is the loading time really so long that it takes longer to re-load a map, than to wait through a the trader downtime?"
      • If it genuinely takes longer to load a map (or at least to re-load the same map the second time, since first is always the slowest) than the trader downtime lasts then yes, it might just be worth continuing through until you're overpowered, and if this is the case you may also want to consider de-fragmenting, terminating unnecessary background processes, cleaning out the dust from your computer, and lowering the core temperature, or , and I hesitate to say this just for the sake of an argument, but if none of that works then you may want to start considering an upgrade.
I will not back down on the fact that this tactic is faster than what is effectively just playing the game. I'm even willing to go as far as to create a heavily detailed chart of headshot kills over real time as a proper comparison of headshots per minute to add concrete indisputability to this argument if you aren't already convinced. Just to prove a point on the internet.
I am however willing to admit that my way is boring as fuck. — Sir Balthazar of Serious Business. (T|C) 03:50, 19 January 2010 (UTC)
Just to throw in my two cents, if you play up to wave six on long/hard, since you only get 1 minute trader intervals, 5 minutes total of trader downtime, it seems to work pretty well since by about wave 3 you're facing up to 50 clots at once, which goes down pretty fast. I just restart at the end of wave 6 and it works pretty well. --Goldblade 03:58, 19 January 2010 (UTC)
After testing that theory out I agree, about the hard difficulty part anyway. I still think its quicker to restart after the first wave though, going off the average time it takes for my computer to load (5 seconds) and re-load (3 seconds) a map. Which, counting the 10 seconds it takes before they start spawning, puts a 15 second(ish) downtime between waves of 25ish (I've forgotten already how many spawn in). — Balthazar (T|C) 05:46, 19 January 2010 (UTC)
After trying it out, I found out that it is in fact, quicker to start up a new game. And as you said, its boring and in my opinion, kind of troublesome due to all the clicking. However, it is the fastest way to level up. --Takua 10:21, 19 January 2010 (UTC)

This entire "restart or continue" issue can be avoided by using the Faked Players (whitelisted) mutator. By faking enough players, the first wave will last long enough that the difference between waiting and restarting will be made moot, that is if you don't simply run out of ammo, die, and restart normally. The question then becomes whether it's better to patrol the map for ammo, possibly finding a handcannon making the grinding temporarily faster, or to back into a corner and shoot till you run out then restart.

Extra damage with perk level[edit]

Are we sure that the level 4 bonus damage is 40%? Neocow has doubts and I though I would ask the community as a whole, as the value looks wrong to me =/ --Alessio 22:34, 26 January 2010 (UTC)

An image has been provided! --Takua 13:09, 27 January 2010 (UTC)
Does that mean that all the other values are wrong? It doesnt look right when you put that value into the table =/ --Alessio 13:17, 27 January 2010 (UTC)
I'm not so sure since my SS level is only 4... Maybe, TWI nerfed the perk a little or something, I dunno. --Takua 13:42, 27 January 2010 (UTC)
Hmmmm.... I think we should consider pooling resources, people with every Sharpshooter level and ask for their input on this. I have a level 3, I'll get the figure now. --Alessio 15:23, 27 January 2010 (UTC)
Level 3 increased damage is 30% --Alessio 15:25, 27 January 2010 (UTC)
Level 2 increased damage is 15% --Alessio 15:28, 27 January 2010 (UTC)
Level 6 increased damage is 60% — Preceding unsigned comment added by (talkcontribs) 13:38, 19 February 2012
The level six damage of +60% is for on-perk weapons is already represented; it stacks with the all weapon buff of +50%, making a total of +140%. — Balthazar (T|C) 15:46, 19 February 2012 (UTC)

On-perk/off-perk bonus are 2 different stats, I used to 1shot Scrakes on Suicidal with the xbow before the last xmas event, now I need 2 shots with the xbow. Together they might give 140% for 6, but it looks like miss-info the way it's represented here. 15:30, 20 February 2012 (UTC)

Scrakes now have crossbow headshot resistance on Suicidal and Hell on Earth. —Weldindisdowa T/C 17:16, 20 February 2012 (UTC)

Potential addition[edit]

I've found that a good way to level up sharp is to go on Manor, and while the rest of your team focuses on bigger threats, to stand between the tunnels facing away from the house with dual hand cannons. On normal they oneshot stalkers and crawlers that spawn from the building with the trader's roof, and can get multiple headshots on clots and gorefasts coming from the tunnels and up the hill. I consistently get most kills for the game when I do this as I'm basically covering 180 degrees by myself. Grab a crossbow when you can and now the only real danger is fleshpounds and getting overrun on later waves. But with the HC's you've got basically 15-20 kills every reload at level 4, enough to take two or three whole groups spawning without moving one step. Later waves take any extra money and grab a pair of pipe bombs, and drop one at the end of each tunnel.

Another tip: load up a game that has a scoped weapon and no sight drift, for example I used MW2 with a SCAR ACOG while prone, and draw a sight on your screen with a dry erase marker. Some people may consider this cheating, but it makes the sharp(and in fact any game where they don't give you a crosshair sometimes for "realism") alot easier to play. --TotorOWNED 09:26

I'm not very fond of adding the level-specific tip because most levels have certain locations that favour Sharpshooters. As for the marker trick, it's effective for most other classes, so I'm not sure where to put it. Any ideas? —Weldindisdowa T/C 20:02, 23 January 2011 (UTC)
P.S. Please add ~~~~ to the end of your talk page messages, thanks.

Stunning Scrakes[edit]

I added using xbow to stun Scrakes in tactics and edited the wording about stunning Scrakes with the LAR, it was very confusing. I got the hitbox info from higher up on the tactics section, not sure if it's 100% accurate. Does anyone know if any class could stun scrakes with xbow? Or is it sharpie only? And if so do you have to be a certain level? Acthar 8:51 am, 20 October 2011

I'm quite sure that the Scrake is stunned iff the amount of damage it takes from a single hit exceeds a fixed percentage of its maximum health. I remember non-Sharpshooters being able to stun Scrakes with a crossbow, but whether it's possible in a given wave depends on the difficulty setting and number of players in the server at the beginning of the wave. —Weldindisdowa T/C 19:37, 20 October 2011 (UTC)

Damage/Headshot Damage[edit]

Not sure if this goes here...but, the readout on the Sharpshooter Perk in-game states "% more damage" with on-perk weapons, not "% more headshot damage" that only says for all weapons.... Could it be the perk gives overall damage for on-perk weapons, a boost...and then universal headshot damage? - ip208.66.88.197 18-February 2013 20:06

Hi, the in-game readout is wrong. (Out of date to be more specific.) A long time ago, sharpshooters used to have a general damage bonus for on-perk weapons but play-testing found that this made the commando redundant. Therefore, the developers changed it to the current system of only giving headshot bonuses to sharpshooters. To confirm this, play a solo game on Suicidal difficulty & try to bodyshot a crawler(109 health) with a .44 magnum(105 base damage). Regards, -Porkchops 11:11, 19 February 2013 (GMT)  :-) note that the change happened before i started playing(dec 2011) so pls take my explanation with a pinch of salt.