Sniper juice is, debatable, one of the easiest juices to acquire, but also one of the weakest. This is due mainly because of the snipers weapon arsenal. On bad players, you can expunge your juice to take down their unprotected turrets faster. If in competitive play, your juice is used in a few different ways. A: Offensively on a base, but not alone. You enter as an aid to other players pushing. B: Defensively as a survival tactic when finally confronted with a nearby, skilled opponent. C: Defensively on a base, as to negate enemy entry or shell yourself as you close in to grapple a juiced adversary. D: Offensively suicide rushing, where you use the juice as both a shell to allow access into the enemy base and a tool to deal punishing damage to the Moneyball. Used for finishing off balls or resetting 30 second shield timers. (Of course, you can do so without juice as well) Edit: I don't recall, is Flak affected by juice? I'm guessing that as a skill, like grapple, it is not.
Juice does NOT affect skills and grapple damage. Like already said Sniper has one of if not thee weakest juices. Imo it is really only useful in a couple of ways. Number one is "a backup plan" for staying alive during a push. If you are back in your base and are about to die just run for safety. If you are on the front lines pop juice to stay alive and intimidate the enemy to retreat. Due to low rate of fire and a small clip using your rifle is basically a wasted juice since it only lasts for 10 seconds. Chasing Pros down with the SMG is the best way to go. Most importantly don't run in solo juicing. For one it's not going to help your teams push, unless it is that final bit that could potentially bring the enemy Moneyball down. The second reason why you should run in solo is the lack of backup. Sniper is a squishy, scrawny, little guy which means he is easy to kill even with the extra health given by juice. The worst situation you could get yourself into is your juice has ran out and now you are surrounded by enemies. As for being on Defense, you could either use it as a counter juice or that last line of defense if you have Sniper Passive 3. This is the only time I would recommend using the Sniper rifle while juiced because of his explosive damage at Passive 3 it is great for taking out that group of bots you are about to drop your shields. When using it to counter juice don't try to outgun your enemy, simply walk up to them and grapple them. Grappling is THEE best way to deal with a juiced opponent not for the fact of the damage dealt but for the fact that you are wasting time on their 10 seconds of juice. If you have a level 2 or higher Red Skill grapple you will send the enemy flying away from their intended target which is usually your turret or high threat targets.
What about using it just to taunt for extra money? Isn't it something like $100 for a full taunt while juiced? Could help level up the sniper's many useful skills in the early game. Then again a sniper usually has no lack of targets to be shooting.
You know I tested that on assassin by just spamming taunts in my juice - I still got 5 bucks each. A juiced kill-taunt will net 100 bucks, but the chance of finishing your taunt within the 10 seconds always seems to be a hassle, and I usually up with 50. Course as a sniper, you're not blazing around killing turrets in your juice, so perhaps you could kill, juice, then taunt?
you sure you tested it accurately? coz only the first complete taunt without killing while juiced will get you $50 and all remaining taunts only get you $2.5 (rounded but not actually shown in the HUD). but, as you said, it's true the hardest part is to finish a kill and juice within that 10 seconds, which i find easier as assassin coz her sword taunt is one of the fastest taunts. OT: for me, sniper juice is only used as a heal
Shuriken taunt is the fastest, especially CTS shuriken taunt. I always swap to it after the kill. Also, only ONE taunt in juice gives you 50 bucks? I'd say it's nowhere near worth it on assassin, then. You've got way better uses for that 3-5 seconds of juice.
I find juice works best simply as a damage buffer. A full health refill and damage resistance for use in a pinch. Useful for flak-ing hard-to-reach turrets, longshots and laserblazers are especially vulnerable. Other times it can give you the edge combined with your small hitbox to distract another juiced player or take out an enemy encroaching on your territory. One mistake snipers make far too often is that they save it. You save it for so long for that one emergency that you could've built up another juice in that time and you become EXCESSIVELY wasteful. If for nothing else, you should act crazy and charge ahead. Your damage resistance and extra damage can make dispatching classes that don't take you seriously a cinch. Others might be smart and retreat. This allows more vulnerable classes such as tanks, supports, and gunners find areas where they can get into the action and hold ground by pushing pros that would decimate them out of the area.
flak+smg works on low level rokits, lasers and long shots, but if you're juicing to take out a laser or longshot you need to play another class.
It's not just about juicing to take them out, but rather it's to take them out effectively. Running in enemy territory as a sniper is a gamble. He's just as vulnerable as an assassin, only he can't run, lunge, cloak, or high jump. Now, maxed flak ON ITS OWN, is enough to take out a level 3 longshot, a level 3 lazerblazer, and sometimes a level 1 rockit with a little encouragement - but it means heavily reducing the effectiveness of his primary weapon and mainly relying on a wildly inaccurate backup weapon. However, with juice, you can use juice to weather the storm of opposition with its damage resistance, flak turrets other pros might find difficult to mount an assault on, and use the SMG to assist your team in the push forward by taking out unwary pros using the insane damage bonus. On top of this, the wiki seems to be under the idea that juice enhances skill recharge, but regardless if this is true or not flak recharges fairly quickly, making it not impossible to lay down a second flak by the time the sniper has to flee, if he times his juice appropriately, making the ENTIRE run much more effective overall.