Deadzone: Rogue/Weapons/Scoped Weapons: Difference between revisions
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Voidseer got a debatably edgier name |
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262 (charged){{verify}}|notes=Charge sniper; deals high damage based on time spent aiming}} | 262 (charged){{verify}}|notes=Charge sniper; deals high damage based on time spent aiming}} | ||
{{WeaponInfoBoxDZR|title=MP18-L Revenant|mindamage=60{{verify}}|reloadduration=2.9s|firerate=4/s|clipsize=12|notes=Tap DMR; fires quickly}} | {{WeaponInfoBoxDZR|title=MP18-L Revenant|mindamage=60{{verify}}|reloadduration=2.9s|firerate=4/s|clipsize=12|notes=Tap DMR; fires quickly}} | ||
{{WeaponInfoBoxDZR|title= | {{WeaponInfoBoxDZR|title=Darkseer EX2|mindamage=30 (uncharged) | ||
75 (charged){{verify}}|maxdamage=45 (uncharged) | 75 (charged){{verify}}|maxdamage=45 (uncharged) | ||
113 (charged)|reloadduration=2.85|firerate=3.57/s|clipsize=16|notes=Charge DMR; fires quickly, deals extra damage based on time spent aiming}} | 113 (charged)|reloadduration=2.85|firerate=3.57/s|clipsize=16|notes=Charge DMR; fires quickly, deals extra damage based on time spent aiming}} | ||
Revision as of 02:31, 27 February 2025
Scoped weapons are semi-automatic weapons. They all have perfect accuracy and increased zoom while aiming, but poor accuracy while not aiming. They are best used at medium-long to long ranges.
Scoped weapons can be categorized as slow-firing sniper rifles or fast-firing designated marksman rifles (DMRs). They can also be categorized as charge weapons that deal improved damage after spending time while aiming, and tap weapons that always deal full damage.
Included Weapons
| M-100 Crosspoint | |
|---|---|
| Statistics | |
| Minimum Damage | 150 |
| Maximum Damage | 374[verification needed] |
| Reload Duration | 3.5s |
| Fire Rate | 1/s |
| Magazine Size | 7
|
| Notes | Tap sniper; deals high damage |
| Ion Driver | |
|---|---|
| Statistics | |
| Minimum Damage | 30 (uncharged)[verification needed]
183 (charged)[verification needed] |
| Maximum Damage | 43 (uncharged)[verification needed]
262 (charged)[verification needed] |
| Reload Duration | 3.1s |
| Fire Rate | 1.33/s |
| Magazine Size | 5
|
| Notes | Charge sniper; deals high damage based on time spent aiming |
| MP18-L Revenant | |
|---|---|
| Statistics | |
| Minimum Damage | 60[verification needed] |
| Reload Duration | 2.9s |
| Fire Rate | 4/s |
| Magazine Size | 12
|
| Notes | Tap DMR; fires quickly |
| Darkseer EX2 | |
|---|---|
| Statistics | |
| Minimum Damage | 30 (uncharged)
75 (charged)[verification needed] |
| Maximum Damage | 45 (uncharged)
113 (charged) |
| Reload Duration | 2.85 |
| Fire Rate | 3.57/s |
| Magazine Size | 16
|
| Notes | Charge DMR; fires quickly, deals extra damage based on time spent aiming |
Strategy
- If used correctly, either sniper rifle is potent. DMRs, meanwhile, should be avoided on higher difficulties, as the recoil prevents them from being effective at long range. However, the low HP of enemies on lower difficulties allow DMRs to excel.
- Sniper rifles excel at safely and methodically picking apart rooms. They are least effective when fighting multiple enemies. These mean that they are least effective in the first three Security Levels, due to the large number of enemies per room and lack of individually threatening targets. Effective use of sightlines is key to using Scoped Weapons effectively. A secondary weapon, like a shotgun or SMG, should be used to mitigate these weaknesses.
- On Nightmare, sniper rifles can't one-shot most enemies with a weakpoint shot. As such, damage bonuses should be prioritized.
- Tap weapons are usable in extreme close range as they deal full damage while unscoped. The accuracy penalty is less pronounced at this range.