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m →Sniper: Added a section for the sniper role. |
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** If you have no propulsion module, you might have to start at the end of the first wave or middle of the second. | ** If you have no propulsion module, you might have to start at the end of the first wave or middle of the second. | ||
** If you have an afterburner, you can usually start after the last wave spawns or near the end of the second wave. | ** If you have an afterburner, you can usually start after the last wave spawns or near the end of the second wave. | ||
== Sniper == | |||
''Primary function:'' | |||
* Carry out your primary role as a damage dealer. | |||
* Engage targets at long range, up to 150km. | |||
''Requirements:'' | |||
* Able to lock and shoot targets up to 150km away. | |||
<p>'''<font size=2>Ways to improve</font>'''</p> | |||
Previous recommendations for damage dealers apply to the sniper as well. | |||
''Ships & modules:'' | |||
* Try to aim for as much optimal range as possible, although not more than needed. | |||
** If your optimal is above 150km, try to use a different ammo type with less range and more damage and tracking, or swap out tracking enhancers for direct damage modules. | |||
** If you cannot get your optimal high enough, try to at least get your optimal plus half your falloff to 150km. With an optimal of 120km and a falloff of 60km for example, you'll perform at around 75% efficiency. | |||
** Bring short range ammunition as well, as you will be shooting normal targets once the sniper targets are dealt with. | |||
* Some ships will have better base locking range than others, consider running your sensor booster unscripted if you get enough range without the targeting range script. That way you'll get a minor boost to your locking speed as well. | |||
''Gameplay:'' | |||
* Pre-load the correct scripts before every site and wave. | |||
** Remember that you only need to keep the targeting range script in the sensor booster to have ships locked up at range. If you've swapped to scan resolution for faster locking speed during ''"short range"'' waves, you can pre-load the range scripts once you've locked up all the ships in the wave, in preparation for the next wave. | |||
* Most fleet commanders will tag sniper targets with letters, A through Z. | |||
** Don't confuse Juliet (J) as a sniper target, it is a common tag for things you're not supposed to shoot. | |||
** Once you're done with primary sniper targets, swap to short range ammo and follow regular numeric tags. | |||
== Tagger == | == Tagger == | ||