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The Sniper's game, top to bottom. On your feet you hold an SMG with 10 range. The rifle, the special rounds and the height bonus exist only while you are prone, so most of the class is choosing where to lie down. One Sniper per game.
first
Lie down where you can see
Prone swaps the SMG for the rifle: 400 to 485 damage at range 50, one shot every 4.6 s, 4 rounds a shot. Your own sight is 22, so anything past that needs vision from someone else, a
binoculars look, a camera or the drone.
then
Put a round type on
Ammunition gives one per level: F1 shredding, F2 explosive, F3 plasma, F4 tranquilizer, F5 back to normal. Each costs energy on every shot, and they only fire prone.
once you can
Camp
Camp, from
Soldier Skills 2, 50 energy. The script disables your move order and sets your speed to 0 while it is on, and the critical roll from
Marksmanship is doubled. Switch it off to move again.
always
Lie on high ground
Every second, if you are prone, the script reads the ground height under you minus 7.9. At 1.5 or more the rifle's period and cooldown are multiplied by 0.8 (4.6 s becomes 3.7 s); at 3.5 or more, twice (2.9 s). The special rounds get it too. It is reset on the next one-second tick after you stand.
Two guns, one stance
Standing
- The MP75R: 20 to 26 damage, range 10, 8 shots a second. It is what you have while you walk.
- Standing up turns the special rounds off with the rifle: they are disabled unless you are prone.
Prone also switches off
Sprint, which its tooltip does not say; the speed is the tooltip's 45 % cut. The improved prone from
Soldier Skills 3 has the same 55 % speed and the same Sprint lock.- Going prone with fewer than 4 rounds left reloads on its own, and so does starting a prone shot with fewer than 4. The other infantry only auto-reload at 0; the Sniper gets the check at 4 because one shot is 4 rounds.
- 80 rounds a magazine is 20 rifle shots. Reload is 4.0 s before
Soldier Skills and
Quick Thinking shorten it.
Prone
- Criticals only land on biological targets: the trigger checks the target's attribute before it rolls. The bonus is the multiplier from the Marksmanship level, 2x to 5x, on that one hit.
- The cone. Each rifle hit also deals half damage in a narrow cone past the target, radius 4 and 15 degrees. That cone's search filter does not leave out allies.
- The rifle's shot cost has no energy; the rounds below add 10 to 20 a shot on top of the 4 rounds.
- Each
Marksmanship point multiplies the rifle's cooldown by 0.92 and each
Soldier Skills point by 0.96, to 4 levels each. Four Marksmanship points leave it at 0.72. The four round weapons get both upgrades too.
The rounds
| Round | Key | Ammunition | Energy a shot | What the tooltip leaves out |
|---|---|---|---|---|
| F1 | 1 | 15 | One bleed per shooter on a target. The hit does -20 % against armored and -50 % against mechanical. | |
| F2 | 2 | 15 | The 400 is 80 % of the 500, in a radius of 2 (the map cuts the tooltip's 3). The area's own filter leaves out your side: allies and neutrals are not in it, whatever the tooltip warns. The hit does -50 % against armored and massive, -40 % against mechanical. | |
| F3 | 3 | 10 | -20 % against mechanical. | |
| F4 | 4 | 20 | The slow on a massive target is to 80 % speed. The hit does -20 % against armored and -50 % against mechanical. |
The percentages are the damage effects' own attribute factors. The plain rifle hit has its own: -20 % against armored and -20 % against mechanical. The rifle and all four rounds do -75 % against heroic targets.
Each shot still spends 4 rounds. Turning one on turns the others off, and F5 clears all four. The keys and the panel buttons only answer while the class mini panel is shown (the Class Mini Panels checkbox). The energy is the round weapon's own cost, from the weapon data; the wiki's table has the same four numbers but puts the rounds in the wrong level order, so trust the skill tooltip for which level gives which.
Recon
| Ability | Recon | Energy | Cooldown | What you get |
|---|---|---|---|---|
| 1 | 9 | 17 s | Reveals radius 12 for 8 s and detects invisible units there, on any point within 46 of you. One level only: the three-level version on the wiki is the | |
| 2 | 55 | 180 s | An invisible camera placed at your feet: sight 15 for 300 s, 80 life. Friendly fire kills it. | |
| 2 | 190 | 90 s | A flying drone off a 3 s cast with a progress bar, 180 life, speed 3. It sees 1 while it flies and 21 while it hovers still, and it cannot be hurt while still. It detects cloaked units within 15. No timer and only one at a time: the button is gated on having no drone alive, so it stays dark until something kills the one you have. | |
| Target Lock | 3 | The drone's own button. Massive targets only; the target takes extra damage for as long as the drone stays locked on it. | ||
| 4 | 40 | 270 s | Placed at your feet, 80 life, lasts 270 s. A radar of radius 55: enemy movement inside it shows on the map through the fog. |
21 is the widest sight you can put anywhere: the camera is 15, the binoculars reveal 12. The rifle still outranges all of it. At 190 energy the drone is most of your 205 pool, so one means nothing else for a while.
Precision Shot and the energy it competes with
Precision Shot
- The range of
Precision Shot grows with the level: 45, 50, 55, 60. The rifle starts at 50 and gains 1 range per
Marksmanship level plus 1 from improved prone, so with Marksmanship 4 and improved prone the level 4 shot only reaches 5 past it. - It spends energy, not rounds, so an empty magazine does not stop it.
- The cast shows a progress bar and can be interrupted.
The energy budget
From a pool of 205:
- Camp 50, camera 55, motion sensor 40, drone 190.
- Precision Shot 80 down to 65 by level.
- Rounds 10 to 20 every shot while they are on.
The drone and a Precision Shot together are more than the pool. The wiki's all-rounder build skips Precision Shot because, it says, the energy is always low, and two of its three builds pick
Energetic.
Kinetic Integrator and
Energy Cell are on your list; the Gear tab has the rest.
What the community recommends
Three builds
The wiki's page gives three, by what the team needs.
- Damage.
Marksmanship first (the page says dexterity, which Marksmanship raises 4 a level),
Soldier Skills to 2 for Camp, two levels of
Ammunition, then all of
Precision Shot for the T1 and T2 targets, spare points in
Recon Skills. SIs
Reactive Fire and
Discipline. The skill list above is this guide's reading of that order: the page gives no point counts for Marksmanship or the spare Recon points. - All-rounder.
Ammunition from level 1 to reach the explosive rounds, then
Recon Skills in full for map control, then the rest of Ammunition for hit-and-run with shredding and tranquilizer rounds; spare points in Marksmanship and Soldier Skills to 2. No Precision Shot: the energy is never there. SIs
Energetic and
Veteran. - Recon. When the team already kills a T1 in seconds:
Recon Skills and
Precision Shot first, then Marksmanship and Ammunition. The wiki's role for it is roaming the map and gathering items. SIs
Twinkle Toes and
Energetic.
Gear worth knowing
Artic is the Sniper's own gun: no other class can use it. +50 % damage for 5 % of your speed, from the two item spawn tables.
Muscle Relaxant is +50 % damage, +15 % attack speed and +5 range for 90 seconds, one charge, from Item Spawn 2 and the competitive table.- A
Scope or the crafted
Improved Scope adds 2 or 2.5 range on top of whatever the rifle is at;
Hawk Eye adds 2 more and detection.
Numbers are read from the map file: its weapon, ability, behaviour and upgrade data and its trigger script. The builds and SI picks are the community wiki's, kept where they matched the data.