Sniper

### Special

Eagle Eye : Reload reduced by 0.5 seconds, 1/2 build time | Scattershot : Reload 3.15 seconds, fires 2 projectiles, stddev doubled

### Overview

The Sniper fires a very accurate and fast moving projectile. This projectile is affected by gravity, and accounting for its bullet drop is an important part of aiming with it.

While Snipers do very low damage to materials and devices, they have a massive damage bonus against any and all weapons. This is their primary function, the accurate removal of weapons from the fort of the opponent. Snipers do 15 damage to materials and devices - 1/10th the hp of a piece of foreground bracing - but they do 130 damage to weapons, over **850%** more damage. This means they are capable of easily destroying exposed Weapons, since most have under 300 HP.

Snipers are one of the two weapons (along with Machine Guns) that can be built from the very start of the match, since they do not require technology to build.

Snipers are highly affordable, at only 100 metal and 300 energy with a 30 energy firing cost. They only take 20 seconds to build; this is the shortest build time — along with Machine Guns — of any weapon, further emphasizing their throwaway nature. They're extremely brittle at just 30 HP.

Sniper bullets deflect off angled Armour and Shields. If set ablaze, sniper shots last 0.2 seconds before expiring.

### Strategies

While Snipers themselves aren't central to any strategy in particular, thanks to their sharpshooting capability they are paramount to the success of any strategy. Sniping Turbines or Mines at the start of the match can be effective in applying a small amount of pressure for a low cost.

Snipers can be placed in poorly defended spots in the fort without a great fear of losing them, due to their dirt cheap price paired with a short rebuild time.

Regardless of what strategy the opponent is going for, Snipers can be useful in punishing a greedy opponent. In cases where the opponent leaves their weapons exposed, just a few well-aimed shots from a Sniper will destroy them. Using Buzzsaws along with Snipers is great for this exact reason; The buzzsaw can destroy the wood in front of a weapon, leaving it vulnerable to a Sniper. A heavy weapon that has just lost its defenses is a prime target for sniping as well; for example, after losing two doors to a Plasma Laser.

Even doored weapons are vulnerable to snipers, when they open to fire. Miniguns, Flak, 20mm Cannons, and Lasers are all particularly vulnerable due to their extended firing duration, giving a Sniper more than enough time to take them out.

They are also very useful in tandem with projectile weapons such as Warheads or Howitzers. They can quickly and cheaply take out walls of opposing Machine Guns, without needing any new tech beforehand. They can also technically be used as Anti-Air themselves; with good aim, a Sniper can deny an interceptable attack.

### Counters

It's important to note that Snipers are capable of being counter-sniped. A tiny-doored Sniper gives a huge advantage in this regard; the tiny opening can be extremely hard to hit, especially on larger maps.

In a pinch, Machine Guns and Flak can also be used to take out snipers. Due to the Sniper's low HP, it only takes a couple Machine Gun bullets or Flak shrapnel to destroy it.

Sandbags are also very good at blocking sniper shots. They can be used to protect vulnerable Devices, or even Weapons, provided space is made.

### Snipe Table:

\*It takes one more snipe to destroy Howitzers and Plasma Lasers if they are repaired immediately after being shot (4 and 3 shots respectively). \*\*Firebeams can die in 1 shot if the sniper shot gets set on fire before hitting the Firebeam.