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==Combat Tactics== *An experienced Sharpshooter will know the general layout of the map, whether it's a close-range or a distant map, and will choose their gear appropriately. Due to the extensive variety of weapons to choose from, the Sharpshooter is a rather flexible class. When kiting; the M14, lever-action rifle, MK23, Handcannon, .44 Magnum, and/or 9mm are great for scoring critical headshots and feature a higher rate of fire. The M99, lever-action rifle and Crossbow can eliminate dangerous threats with great efficiency over mid- to long-range distances. *Accuracy with any pistol can be sacrificed for [[Weapon damage table|DPS]] by purchasing or finding another gun of the same type, allowing one to dual-wield. While dual-wielding, the Sharpshooter will not gain any extra ammo and long-range targets will be harder to hit, due to the lack of being able to look down the sights properly; however, he or she will be able to fire much more rapidly and deal almost double the damage to nearby foes in a short time span compared to a single pistol. The accuracy penalty while dual wielding can be removed by getting a drywipe marker and marking on the crosshair of a weapon with one, this way when dual wielding all you have to do is aim for the black dot and you'll get headshots every time. NB Make sure the marker is dry-wipe and test on a corner of the screen first to make sure it will wipe off. *Due to their programming, the Specimen will most likely attack the player closest to them. Sharpshooters can use this to their advantage. They should look for places above-and-behind the other players, places with extremely long sightlines and take up a sort of "overwatch" position, allowing the player to call out and take down more powerful specimen and assassinate lesser ones that tend to disregard far-off opponents. Notable locations that allow for overwatch include the overpass or the tunnel overlooking the road on Mountain Pass, or the higher levels of the Church or farmhouse on Farm. *Sharpshooters should focus on killing Husks and Sirens at a distance. These can cause major problems for the team if they are not promptly dealt with, and the Sharpshooter's long-range attacks prove very useful for this task. At higher difficulties where multiple Husks and Sirens are present, a loner Sharpshooter may use some help from another Sharpshooter to work together to eliminate those threats, or a sneaky [[Commando]] or [[Firebug]] could cut through the crowd behind the big target and kill them. *As a rule of thumb, the Sharpshooter should use their main weapon for larger threats to the team, while using a sidearm to eliminate weaker specimens. Landing headshots can be a problem because the head hitboxes are not very consistent. Unsuccessful shots waste sometimes expensive ammo without taking advantage of the Sharpshooter's damage bonus and may cost vital seconds taking down a dangerous foe. *Although it may be tempting for the Sharpshooter to play much like the [[Commando]] and shoot at anything that moves with the faster weapons, it is generally ill-advised to do so. The Sharpshooter is most effective in eliminating any larger targets; however, his rather large ammo supply and decent damage output can lead players to simply shoot foes in the body until they die. On the earlier waves, the Sharpshooter may get away with this tactic; however, on later waves and harder difficulties, this may prove to be ineffective. <!--The Sharpshooter receives only up to 60% bonuses for body damage, while doing up to about +140% damage with headshots.--> In later waves, and on harder difficulties, headshots become far more important. A vigilant Sharpshooter who maximizes the effectiveness of his perk bonuses by focusing on large targets may appear lower down on the scoreboard, but is actually far more valuable to the squad. However, when there are no large threats in sight, the Sharpshooter should still help the team by taking out weaker specimens with headshots. *The Sharpshooter has his own place in the Patriarch round, as his high damage with the crossbow, M14 or M99 when it headshots can be enough to kill the Patriarch on lower difficulties. However, the Sharpshooter does not have any special resistance or speed, and also suffers from the large smoke effects from pipe bombs. If Patriarch is close, his retaliation against a Sharpshooter might be deadly. *For the first wave, if you do not have a level 5 or 6 perk that would let you spawn in with a weapon, select the Sharpshooter. You'll get the perk's damage and headshot damage bonuses with the 9mm pistol that you spawn with. After the end of the first wave you can change perks and spend the money you collected during the first wave, or if you're looking to save up for a tier 2 or tier 3 weapon for another perk, remain a Sharpshooter and just spend the small amount of cash to resupply the 9mm's ammo. For the second and even third (on long) wave this is a viable option, ''if'' you have no trouble landing headshots. *Aiming for headshots requires some practice as the head's hitbox can change position when a specimen is on the move, or when the specimen is rooted or charging. The hitbox does not follow the model animations and may fall behind or may glide to side of the head. Leading the shots in a specimen's path by watching where they're currently facing when they're on the move, and aiming for throat when they are charging, is an efficient way to decapitate them easily. In case the specimen is in one spot, such as when they are stunned, pinned, (Stalkers, Scrakes and Husks) or plain turning around, the Sharpshooter should aim at the back of their neck, so as to shoot where their heads will be when they react and turn to him. If specimen is too close and moving toward, it'd be wise to aim for their forehead and when they're distracted by another player leading the shot by aiming in front of their face is a nice trick. *Remember, when you stun a Scrake, it can go into one of two animations: one shows the Scrake standing still, looking from side to side; the other showing him slumping forward with his head down. On both occassions his head hitbox is only remain at one place; his neck. Sharpshooter should aim for back of its neck for decapitation. *The Handcannon is an excellent companion to the Crossbow. This allows you to take either pipebombs or a melee weapon, and the handcannon is usually more than sufficient to wipe out Lesser and Middle Specimens. For Scrakes and Fleshpounds, you have your Crossbow. *MK23 can decapitate a Scrake easily even at Hell on Earth difficulty when fired by a level 6 Sharpshooter. If user can keep a distance and reloads as soon as Scrake enrages a full magazine to the enraged Scrake's throat will decapitate him. That tactic is useful to combine MK23 with M14 or SPL Musket for Fleshpounds. *A good Sharpshooter should be aware of areas to hole up in on the map, and choose his weapons wisely. Most Sharpshooter weapons aren't made for close-combat purposes, so it's a good idea to carry a reliable sidearm. Even with high-tier gear, remember that Sharpshooters still need others to wipe out larger groups of weak specimens, and a clear field of view to be effective. *Your target priority may change if there's a ranged threat like Husk or Siren. Both specimens will cause players' screens to shake and may make it hard to for them to aim - at higher difficulties especially, they can be deadly and swift. If you ever see one or more of them near a big target, focus on killing them first; bigger targets can then be handled safely by your teammates. *When you're in an open area, watch your back for specimens. Sharpshooters' stand-and-aim play-style may cause bad surprises, like Bloats, Stalkers, and Crawlers, to sneak up on you while your attention is focused elsewhere; on higher difficulties, this will shred through your armor or health in no time. *The erratic movement of specimens when they jump over obstacles, strafe, and walk backwards can be countered with a carefully thrown grenade; this will distract the specimens and provide a better opportunity for a headshot. *When you're at the Final Wave against the Patriarch, be sure you're fully outfitted to take him on. Handling the Patriarch requires the team to hole up, place pipe bombs, and assign damage sponges. If you're holed up, approaching him in an enclosed space will surely get you killed, so stay behind the pipe bombs and let the Demolition or Support perk users do their jobs for his first attack. On the Patriarch's second and third attack, you may go outside with some escorts and take a chance at headshotting him, which will stun him if fired at the right moment. *A Level 6 Sharpshooter is one of the cheapest classes to manage, which goes against most player's ideas of the perk. On Hell on Earth difficulty, if a Sharpshooter dies and doesn't have enough money to to buy new gear for the next wave, he can simply sell his Crossbow for Β£600 and gather Β£700 total. That amount of money will be enough to buy a Lever-action Rifle, a Handcannon and kevlar. With the help of teammates he can gather more ammunition as well. Handcannons can be dual wielded on later waves if the Sharpshooter wants a quick firing weapon to retreat with. *Reloading the dual handcannons, MK23s, .44 magnums and 9mms require more time than a single gun; therefore, always check your surroundings before starting to reload them. Always remember not to use the entire magazine before reloading; it is common for beginners to die surrounded by specimens, unable to shoot because of the long reload time. *A high level Sharpshooter can even outright 1-hit-kill Scrakes on lower difficulties. Even on Hell on Earth difficulty, a skilled Sharpshooter can stun a Scrake with headshots from the LAR or SPL Musket, with repeated headshots allowing you to keep it stunned until it dies. Crossbow bolts will also stun Scrakes if you headshot them, and will do more damage, but the reload time would make it easier to finish it off with other weapons. If the crossbow is fired as soon as you reload, it's capable of decapitating him just as the stun wears off.
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