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M14 EBR
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== Tactics == Due the intrusive nature of the M14's iron-sights they are largely ineffective at short to medium range, necessitating the ability to effectively aim with without them. This is mostly mitigated by the laser module, toggle-able with alt-fire (and needing no power supply), which effectively acts as a crosshair. This allows the weapon to be effective even at short range, where players can easily maintain their fire on a specimen's head. Most of the time Sharpshooters prefer to pair M14 with [[Lever-action rifle]] to take out targets and long ranged threats from a distance and handle big targets easily. M14 can be pretty effective tool for hectic Sharps, dual [[Handcannon]]s or [[MK23]] are viable with it for more mobility also. While the [[Crossbow]] and the [[M99 AMR]] are best used for taking down powerful foes in a single headshot, the M14 is more general purpose, good at killing lesser beasties while still doing respectable damage to the bigger specimens. Against [[Clot]]s, [[Crawler]]s, [[Stalker]]s, [[Gorefast]]s, and [[Bloat]]s a single headshot is enough in all situations. For a lvl6 Sharpshooter, only medium threats like [[Siren]] and [[Husk]] at Hell on Earth with 6 alive players require 2 headshots. With the penalty impacting the headshot damage of [[9mm tactical pistol]] in Hell on Earth, M14 stays as the only reliable way of getting rid of Gorefasts in one shot. For bigger targets like [[Scrake]]s and [[Fleshpound]]s, it may require up to 6-10 headshots as a level 6 sharpshooter, depending on the difficulty level and number of players in the server. Fleshpound has a unique resistance against M14 EBR and [[Lever-action rifle]] shots of 25%. For an experienced Sharpshooter a Fleshpound can be taken out in merely 2.25 seconds with 10 accurate headshots at maximum. For the Scrake, 7 headshots at most will be enough to take him down as level 6 Sharpshooter, but he eventually will enrage after 3-4 rapid headshots and start his enraged dash. In Hell on Earth difficulty, the M14 is actually preferred over the Crossbow against Fleshpounds due to their innate resistance to Crossbow headshots and abundant ammo pool to deal with every target. However, the technique to perform this kill has a very little room for error and requires as many as 10 perfectly placed headshots in less than 3 seconds. To achieve that player must watch the Fleshpound's head and keep it under control while it's curling down and letting up a roar, when Fleshpound closes its arms in frustration it's required to focus shots on its neck and when he whips out his head with a loud roar player should focus on infront of its face. Along the animation, Fleshpound also turns his head and this may cause a careless Sharpshooter to miss the opportunity. M14 recoils hastily on rapidfire and that causes the second and after bullets hitting below laser pointer as weapon kicks upwards, so shots must be controlled and be done in a calm manner. By level3 perk bonuses from Sharpshooter, a 6 player health Hell on Earth difficulty Fleshpound can be killed in 15 well put shots but this requires abit of pre-damage. It's possible to kite and pre-damage Fleshpound by single fire taps until the desired distance to start the rifle combo is possible as they don't enrage at the first headshot if taps paced by 2 seconds. This may require a casual grenade toss for him to evade and reset the sightline timer at long distances. Higher Sharpshooter levels, such as level 5 and level 4 can do it in 11-12 headshots from M14 respectively and barely different than a level 6. M14 is a reliable weapon to be targeted at high-mid levels always but at low perk levels the discount gates player off or slows them down until you survive the penultimate wave to boss confrontation. As for Scrakes, players can walk up to them and mini-flinch them to death with M14 'till their head pop and decapped. Even an off-perk player like a [[Field Medic]] or [[Commando]] can walk up to a Scrake and flinch lock them with repetitive M14 shots as long as they lead the initial shots properly to control the follow up. Yet, it will take half to nearly entire magazine, up to about 17 headshots, varying on difficulty level and alive player count, unlike a Sharpshooter. Dealing with Scrakes seems abit easier when you estimate the enrage time because they have no rage animation and can be flinched as long as you're accurate. As a high level Sharpshooter, player can harass Scrake from far away to enrage it with flinching headshots to depart away from a threatening looking group of specimen. Controlled shots for mitigating recoil and tracking Scrake's head is required for recovering from recoil of shots and finish him. Long range controlled shots require precision and some forethought for Scrake's potential pathing on his dash as he'll go around specimen and steer. Against [[Patriarch]], M14 is not a preferable weapon unless you can manipulate his attacks and can take cover properly. When Patriarch spins up minigun, all non-piercing rounds don't work on his head and all piercing rounds work with lower efficiency. For that fact alone, M14 or other non-piercing perk rifles shouldn't be a weapon to be picked in the final boss wave. Being unable to headshot is a huge penalty for Sharpshooter and they can not cover that up with high fire rate or damage over time effects like other perks. Only way to utilize semi-auto or single shot perk rifles properly would be having a reliable teammate who can melee lock Patriarch in position for you to focus on its head.
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