KF2 Sharpshooter Guide (Portuguese Source): Weapons, Builds and Skills
This page translates and condenses a Brazilian Portuguese guide to the Sharpshooter (marked as outdated by its author, so check numbers against the current game). It explains the role, the weapons and two builds: the "Deadly Bullet" (Rail Gun) and the "Sentinel".
Perk bonuses
- Headshot damage: +1% per level
- Recoil: -1% per level
- Weapon switch speed: +2% per level
Role
The Sharpshooter is the team's eagle eye. Where many perks are limited to medium range, he can hit very distant targets, deal heavy damage in a few shots and help against tough zeds. You either act as a sentinel killing small and medium zeds while the team handles the dangerous ones, or as a deadly shooter using the Rail Gun on Scrakes and Fleshpounds with the Winchester 1894 for self-defense. His weakness is a slow rate of fire and being useless at close range.
Priority targets: Cyst/Clot/Slasher, Gorefast, Gorefiend, Siren, Husk, Scrake, Fleshpound. Stay behind the team and aim for headshots, since rifle body shots do not kill most zeds in one hit. Fleshpounds are realistic targets only with the Rail Gun.
Ignore: Crawlers (too low), Stalkers (invisible and fast) and Bloats (too tanky).
Arsenal

Winchester 1894, the starting rifle: good damage, kills most zeds easily.

Crossbow: fast and deadly, strong stun, pops the heads of Sirens and Husks.

SPX 464 Centerfire: a Winchester 1894 with a scope, otherwise the same.

M14 EBR: an improved rifle with a magazine and a scope that helps with weak points such as the Husk backpack or the Siren head.

Rail Gun: the strongest Sharpshooter weapon, single-shot like the Crossbow. Its beam vaporizes lines of zeds and can pierce Dr. Hans Volter's defense. It has an auto-aim mode and a manual mode that does more damage.

Freeze Grenade: freezes enemies in a small area to support the team; larger zeds need more than one.
Loadouts

Optional sidearm and grenade choices.

Alternative optional item.
- Deadly Bullet: Rail Gun plus Winchester 1894 (or Crossbow).
- Sentinel: M14 EBR (or SPX 464) plus the Winchester 1894 or Crossbow. Optionally the Medic pistol.
Economy
Deadly Bullet: the Rail Gun is expensive and you should not be without the Winchester at wave 5, so buy the Rail Gun without selling the Winchester, and buy Rail Gun ammo by the magazine since it is for Scrakes and Fleshpounds only.
Sentinel: cheaper. Survive to wave 5, buy the M14 EBR and optionally keep the Winchester or Crossbow. The author recommends mostly the M14 EBR for its large ammo pool; the Crossbow is less effective even with the stun skill.
Skills

Deadly Bullet skill choices: only the fourth tier changes, because the third-tier skill needs fast, precise timing.

Sentinel skill choices: tiers three and four can be customized.
See also Sharpshooter weapons and builds (PT).