There is a huge lack of Sniper guides from here, and I thought instead of starting from scratch I just take the one I helped to make on the wiki, and added some extra stuff not on there and deleted the stuff made by other people. It's pretty good too. Also I didn't add the Blitz guide because I didn't help make it. I've also added a little bit more stuff that I didn't put in the wiki because that stuff goes in different categories. The Sniper is obviously based for long range combat. The main asset of the Sniper is to keep areas secure within a certain Arena. Everyone hates Snipers, even other Snipers hate Snipers, and they generally like to stay out of the sights of the Sniper. Be cause of this, Snipers can get great control of the game, even when they aren't getting kills. Snipers are excellent crowd controllers, their Flak can do alot of damage in certain area and can make a temporary wall for escaping; the Traps skill can freeze many opposing Bots and Pros in their tracks and make them sitting ducks for oncomming fire; the Piercing and Explosive rounds form the Sniper Rifle can cause massive collateral damage to anything it touches. On top of all this, the Sniper can get Juice faster than any other class in the game. Exploiting this can lead to a near easy victory in almost every game you play. Crossfire Early game * The best two skills to upgrade are Grapple and Traps if you plan on playing offensively. If you are playing a specific map like Ammo Mule and Grenade III, you can spend money on turrets and defend the base until you get as much cash as you need. * If your planning to play defence, upgrade you Traps and Passive skills to level 2 first, you'll be able to defend which spot your camping at with better ease. Not only will you be able to get multiple shots on Bots, you will be able to counter Assassins with a little frozen goodness and get easier headshots on them. Mid game * By Mid-Game, all your skills should be at least level 2 to be of any use. No matter what position your being, upgrade your Passive Skill to level 3 as quick as possible. Even if your other skills remain at level 2, a level 3 Sniper is always the best at either offence or deffence, and makes them better at crowd control. Be more cautious during the Mid-Game, Assassins, Assaults and other Pros will be able to avoid your Traps better and be able to counter your other abilities. Camping also becomes more difficult in the later game stages as more gamers will become aware of your strategy and kill you more often. A common Sniper strategy in various video games and even in real life is to never snipe in the same place. This means, change your location every few minutes; be more aggresive on the field; camp ridiculously close to the enemy base; and using Traps and Flak in nonconventional places (i.e. setting a trap on the Annihilator and sniping the Pro before he/she uses it.) Attacking a Money Ball When Snipers attack the Money Ball, they usually Juice Rush it. However, a proficient Sniper can do as much, if not more damage without Juice than other Pros. With Juice Juice rushing is very common in Monday Night Combat, even more so with Snipers, as they ususally get more Juice than any other class in the game. When Juice Rushing, throw Flak at the Money Ball to damage it and surrounding Pros (don't worry about your Flak doing damage to you.) Go close range to the Money Ball with your Sniper Rifle (your SMG wont do enough damage) and scope into it (as not scoping in does less damage.) Circle around the Money Ball and keep shooting it for massive damage. If you have exploding shots, you may also kill enemy Pros trying to kill you before you do too much damage on their Money Ball. When you run out of Juice, keep shooting, you may not do as much damage but your most likely going to die anyway because your in the other team's base. Without Juice Attempting to attack the Money Ball without Juice can prove quite the challenge. The strategy here is teamwork. When your other team mates are attacking the Money Ball on one side, flank to the other side and attack. Make sure there is no one on the side your going through first, as it could prove to be a quick death. When attacking on the other side, use your skills to make it a nightmare for the defending team. Use Flak as crowd control to force them into hiding or cause massive damage; and use Traps, not to cover yourself but to cover the team mates closer to the Money Ball, as it will give them an easier time doing damage. When all else fails, and the Money Ball still has at least more than 25% health, focus on killing the opposing team and making sure they don't get close to your Money Ball. Defending the Money Ball With the Sniper's ability to crowd control, it may be easier to defend the Money Ball than with most classes. If your team's Money Ball is under attack by the opposing team, stay on the elevated platform where you spawn and keep throwing as much Flak and Traps as you can. Switch to your SMG as sniping at close range from the platform will prove difficult, unless your attacking a deployed Tank or Gunner. Traps are a huge help with crowd control, stopping pesky supports hacking turrents, and stopping enemies from spawn camping your team. Immediately get on the offence when the threat has been repelled to take the fight to them. Weapons Sniper Rifle Always, always aim for the head. If you go for bodyshots then the enemy Pro will quickly realize what's happening and get to cover. A useful endorsement for the Sniper Rifle is Rate Of Fire, which makes it easier to get bodyshot kills. Rate Of Fire combined with the Sniper's Passive level 3 Explosive Rounds can kill Bots, turrets and Pros very quickly. The Sniper Rifle is also the best weapon for maxing your Juice meter. SMG The SMG has a high rate of fire, low accuracy and a generally low clip, but can still be effective when used properly. Obviously, Clip Size is a must if you can't stand reloads. Also if you want to do more damage then you should go with Rate Of Fire. The SMG should only be used in close counters, or when you need to suppress the enemy when making an escape. Skills Flak Flak is the Sniper's primary tool for crowd control, most Pros generally avoid the Flak field as they don't want to lose more health than neccesary. Due to this, you can pretty much make anyone go where you want them to by throwing an orb of massive hurt in their direction (but this takes alot of practice.) It can get Supports away from there Firebases and cause Gunners to unDeploy and lose their defences (or they can just sit there and die slowly.) It is also a great tool for escaping the enemy's clutches. Throwing a Flak when they're chasing you can either force them to back off, or cause them pain, making it easier to pick them off. Traps The Traps skill is the most used skill for the Sniper. Traps are ment to freeze and slow down enemies to gain a defensive edge. The primary strategy for the Traps is camping and tricking enemies to setting themselves up for easy kills. You can have as many Traps set at once as your current Traps skill level (up to three when fully upgraded), so you have to plan out where you want them. If you're playing a defensive position, or you're planning on camping, this is a major skill for your role. Sniper Grapple The Sniper Grapple is one of the most deadly grapples in the game. It can kill the lighter classes, and Ring Out the bigger ones at level 2 alone. It also knocks the enemy the most distance away out of any Grapple in the game, so there is a low chance of retaliation unlike other grapples. Endorsements My favorite class setup is: Gold:Rate of fire Silver:Armor Bronze:Clip Size Rate of Fire and Clip size is to help the Sniper's SMG capability, and armor is to avoid being picked off by the assassins. You really don't need speed because the Sniper has range on his side. Juice The Sniper can get Juice faster than any other Pro in the game. Due to the Sniper's piercing and exploding rounds; hitting many things at once, added to the damage done by one Sniper Rifle shot alone getting significant juice, you may end up Juicing every two minutes in a round. Because of this, you want to exploit it. Don't save it for an emergency, otherwise you may end up getting assassinated before you get the chance to Juice. Arenas AmmoMule Arena AmmoMule is considered the most hated arena in the Monday Night Combat. Because of it's relatively small size and great ease to move anywhere on this arena, one may think it's a Sniper nightmare. On the contrary, since the Snipers main strength is crowd control, a proficient Sniper can control the entire area of this arena. The center of the arena you can be controlled through the use of skills like Flak and Traps, the left and right sides can be controlled through camping on one of the elevated platforms (or more accurately, bridges,) the tiny underground portion can be controlled easily, because no one ever goes down there and the base can be easily defended; as you can cover all sides. It's also possible to Snipe the enemy turrents all the way from your base, and you can easily obtain juice by using Sniper 3 and controlling bot flow from your base. GrenADE III Arena Grenade III is an amazing arena for the Sniper. You can attack Pros and Bots directly from your base with great ease. You can even set up Traps on the center platform from this area, and snipe unsuspecting Pros who are trying to use the Annihilator. Just about any area here can be used as an effective camping spot (depending on how good you are.) Be careful for Assassins though, as they are very akin to this map as well for it's large area. But as long as you use Traps efficiently you should be good. LaseRazor Arena Being a sort of "maze" like Arena, Lazor Razor is not the best map for Snipers. When it comes to covering an area, in most cases you may only get one strip, and that's for killing Bots. There is alot of different ways for people to duck away from your shots and getting flanked and outnumbered can be a nightmare. On the other hand, if your playing offence, your going to become a massive pain in the *** for the other team. Spamming Flak, Traps, mowing down the opposing team's Bots and being able to get away with it at the same time can really put an advantage on your team. Steel Peel Arena The best map for Snipers, hands down. A wide open map with the Pros behaviors being easily tracked can serve a great deal for the Sniper, as he's all about easy headshots and controlling the environment. You can practically snipe anywhere possible, the base is easy to defend (and attack,) setting Traps on the elevated platforms are almost unaviodable and the enemy turrets can be destroyed with ease (your turrets can be destroyed just as quickly if there is another Sniper on the opposing team.) Flanking however, is and always will be a Snipers worst nightmare and can easily be done in this arena. A good camp must be made to perfection if you have any hope of survival. Also, if there's another Sniper on the opposing team, your main conflict will be with said Sniper, and prove all your other plans to be more challenging. Hope the guide helps.
It's because sniper is easy to play. Anyways, regardless of how I plan on playing the game, I always get passive to 3 before anything else. After passive 3, money just pours in. Also, I upgrade grapple last. If you're good, you shouldn't have to worry about anyone getting close to you. And if you do, bunnyhop and uzi.
TRAPS AND GRAPPLE... hear me pohtaytoez? its a sniper, its supposed to camp, defend base, be a defence force with long-range limited-area choke-point offence. if you can destroy things from your base, shouldnt you? just defending my earlier stance... your a mighty fine sniper pohtaytoes. but either upgrade-chain works when sniping, depending on how you snipe and the circumstances. camping=trap&grapple, pushing=flak&passive but some of this guide might need updating after the DLC (you should still be able to get juice easily tho, especially if you play this safe sniper), idk... i havent seen the update yet
i hate camping snipers. i go out of my way to kill them, whether i die afterwords or not. i will take a rocket turret to the head if it makes that sniper just a little more nervous.
Haha, I'm getting called out in a thread I haven't even posted in. I know how a sniper is traditionally played in most games, but it's my opinion that the sniper in this particular game has a skill set that is at least equally suited to offense as to defense. However, it's my belief that defense should never be your first choice of gameplay. Defense is something you do only when you're forced into it, ideally you should be forcing your opponent into playing defense, meaning that you have control over the map and have the overall advantage. That aside, I don't think that there is anything you could say to convince me that flak/passive is ever a better opening upgrade than trap/grapple. What it comes down to is that trap and grapple are the two skills that are of little use before upgrading. By upgrading them first you have four very useful skills, but if you upgrade flak/passive first you're depriving yourself of two excellent skills early game. The interesting part here is that you're advocating my upgrade sequence for a camping sniper even though I'm an offensive sniper. I'm not sure you're familiar with the offensive power of traps. I know on the surface they appear to be solely a defensive skill, but that is not the case. Let me give you an example of what I mean. On GrenADE III, my typical opening tactic is to get to the middle upper level of either side as fast as possible. From there I can toss a trap to where their jump pad brings them to the upper level, where they should be coming shortly. By doing this I'm able to score an early kill or two and establish a line of combat right at their base. If I can hold this position I've effectively pushed that lane all the way up to their base, basically from the very start of the game, giving my team a nice head start. Anyway, that is why I find traps to be an essential opening upgrade. Grapple isn't quite as important, and I could definitely see the justification of going for passive two first, but I just can't see flak two being a good opening upgrade.
I never said that the Sniper's traps and Grapple were to be used for defense only, in fact I said that Traps are great for tricking enemies to get easy kills. You should be constantly switching camp points/stop camping and build turrents or help out the team were they need it (Annihalator on AmmoMule is a perfect place).And grapples can get you out of some tough situations, but it's not reliable for kills. I never said to upgrade grapple to 3. Also I said the Sniper is amazing for crowd control. I find myself fighting the entire teams at times, and they're too scared to get close because they'll get frozen by a trap, grappled, flak or lucky headshoted. So they just stand back trying to hit me with their long range weapons, were I can easily beat them. Remember that the Sniper is the only class with a definite ONE HIT KILL. You're going to be doing a lot more for your team by killing bots with passive 3, getting butt loads of juice from it, breaking turrents, defending strips, and juice rushing then stupidly running around with your SMG (derp). TL;DR this isn't COD
I like you PohTayToez, in a totally homo way. You're smart, yes Traps and Grapple are the best skills to upgrade first. Otherwise you'll be depriving yourself of some of Sniper's best skills because level 1 traps and grapples don't do squat.
Many people overlook the offensive capabilities of traps. While flak is a visual cue to the opponents telling them to go in a direction of your choosing, traps are a much more powerful conditioning tool, and in this respect, can be used to defend frontline positions, like the top ring overlooking the enemy base on Steel Peel. One trap where the spawn ring's jump pad drops them, and one trap aimed high and thrown into their base next TO the jump pad will, after numerous sacrificial deaths, condition pros to drop off of the top ring of their base and disadvantageously enter into the arena from the sides, which will deny them the best chance to capture ground. Normally, though, I would like to upgrade trap and grapple first, but I'd rather get passive 2 before grapple 2 so that I'll have Passive 3 that much sooner, and be able to wreak havoc a bit earlier than usual.
It's easier to get more cash with useable skills, so I'd go for grapple 2 and traps 2 and then upgrade passive.
That's kind of my theory on it. A single ringout covers 2/3 of the cost of the upgrade. Also, <3 you too, Grec, but not in a homo way. More of a "I'm still a bit confused but lets have a few drinks and see where the night takes us" way.