![]() Snipers kill from afar and kite pretty well but melee enemies WILL close in from time to time, be it from missing to hit, surprise/stealth attack, lack of ground to cover, loss of initiative roll or the need to dispatch someone more dangerous first. A full 24 AP sniper hit is an overkill here. They need a secondary firearm, not only for melee oponents but also for all those kills where the enemy is good as dead and vs little pests like burrower spawns. Snipers are fairly over powered so you should be dominating most enemies by lvl 10įirst of all, snipers are not suitable as standalone weapons. In larger groups use grenades to thin them out or a flashbang to escape Most encounters as a sniper involve dropping 2 enemies in the first turn from 100->0 with the aid of adrenaline/sprint+blitz You'll need 69 effective chemistry to make themĬrafting at first may not be all that helpful but pays out immensely as you progress I feel as a sniper investing points into dodge/evasion to be a wasteĭodge in particular as rifle accuracy suffers greatly at melee rangeĮvasion is honestly perfectly fine but I'm a stubborn one I ended up picking up Opportunist dead lastĪmbush 2nd to last as it is rarely naturally useful The crafting skills should be near to last Take offensive skills first - Snipe/Sharpshooter/Critical Power/Blitz Your first 2 feats should definitely be Aimed Shot and Sprint ![]() I find most ask how much lockpicking/hacking they need for the highest checks Snipers benefit greatly from stealth since it directly increases the damage of the Snipe feat Sniper rifles need 5 str to effectively wield them without penalties Feel free to change the perception stat as 15 is a bit overkillġ0 is perfectly adequate but I'm a fan of maxing out damage
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