KF2 Sharpshooter: .500 Magnum + M99 Build and M14 Alternate
This guide from a Sharpshooter player presents two builds for Hell on Earth: a high-damage main build that relies on staying still and crouched, and an easier alternate build with a rapid-fire rifle. Skills and numbers come from the author's own testing, and the guide was updated in 2023 with the alternate build.
Main build: skills
The main build skill choices.
- Sniper: damage bonus while standing still, none if you move. Marksman is an alternative on Normal or Hard and in solo, but Sniper is preferred in full Suicidal and Hell on Earth matches.
- Stability: more damage, movement speed and reload speed while crouched with perk weapons. Combined with Sniper, even weak Zeds die in one body shot on Hell on Earth and about half of all Zeds die to a headshot, including Rioters with helmets.
- Tactical Reload: stacks reload speed with Stability, useful for low-capacity guns such as the Magnum and M99, and lets you handle hordes without relying on teammates.
- Always Prepared: one extra grenade and more perk weapon ammo.
- Zed Time Assassin: more headshot damage, which lets certain Sharpshooter guns nearly one-shot a Fleshpound or Scrake.
- Zed Time Ranger: headshots stun Zeds, even a raging Fleshpound. Choose Assassin or Ranger according to taste.
- Skipped: Ballistic Shock, Rack 'em Up and Dead Eye, because the damage is already high and the author wants survivability.
Main build: weapons
Winchester 1894, .500 Magnum Revolver and M99 AMR.
- Winchester 1894 (starter, 200 dosh): use like a Commando on wave 1. Headshots still matter. Weaker Zeds may die in one shot with perk abilities.
- .500 Magnum Revolver (750 dosh): buy it first, often after 2-3 waves, or sooner if teammates lend you 50-100 dosh. With the recommended skills, crouched and still, it kills most weaker Zeds in one body shot and almost all with a headshot, except EDARs, Quarter Pounds, Fleshpounds, Scrakes and bosses. Reload while crouched for speed; you can stand and move after starting the reload without changing the animation. The ammo is expensive, so shoot carefully. Keep it for the entire game.
- M99 AMR (2500 dosh): the last weapon, and the most expensive weapon and ammo. Together with the Magnum you reach max weight. Use it only on large Zeds: a headshot kills a Scrake and a Fleshpound needs 2-3 headshots on Hell on Earth. It takes about 2-3 body shots for a Quarter Pound, one with a headshot. Headshots are a must because the ammo is costly.
Usage:
- Magnum on weak Zeds, including EDARs and sometimes Quarter Pounds. If Scrakes or Fleshpounds appear before you own the M99, headshot them with the Magnum, using a freeze grenade to hold them still.
- M99 only on large Zeds. Use a freeze grenade against raging Scrakes or when aiming at close heads is hard.
- Against a stampede of large Zeds, switch to the knife and block, or parry, to avoid losing health.
Alternate build: skills
The alternate build skill choices.
The alternate build is not necessarily stronger but has more ammo, cheaper guns and ammo, and helps survival.
- Marksman: higher fire rate and run speed, great for rapid fire and retreating.
- Stability: 30% damage while crouched, plus faster reloads and crouch speed. You can move and shoot while crouched.
- Rack 'em Up: each headshot adds 10% damage, up to five stacks (50%). Tactical Reload is unneeded thanks to Stability.
- Always Prepared: more ammo and a grenade, preferred over Dead Eye.
- Zed Time Ranger: stuns any Zed, bosses included, so you can execute large ones before they recover. Assassin is the alternative.
Alternate build: weapons
SPX 464 Centerfire, M14 EBR and 9mm pistol.
- SPX 464 Centerfire (+1): an early stepping stone; sell it when you want the M14, rebuy afterwards for trash and large Zeds.
- M14 EBR (+2): the real starting weapon, good for trash and large Zeds. The laser sight helps when running and shooting.
- 9mm pistol: upgrade it last; perk abilities work with it.
- Alternate: HV Storm Cannon with the M14 (the M14 then cannot be upgraded). It electrocutes large Zeds so you can hit them before they act: Scrakes keep walking, and Fleshpounds and Quarter Pounds do not rage. A headshot can also kill several nearby Zeds.
Downside: do not engage large Zeds at close range, especially without freeze grenades. Damage them quickly from a distance, with Ranger's stun as help.
Tips
- Main build: buy the Magnum or SPX first, save dosh, survive until you own the M99 (selling the SPX if needed), then focus Scrakes with the M99 and use freeze grenades when they get close. Fleshpounds take about three shots.
- Alternate build: get the SPX (cheap), swap to the M14 and keep it. Then buy the HV Storm Cannon or SPX. If you buy the SPX, upgrade the M14 fully first, then the SPX, then the 9mm.
Objective and conclusion
Kill both trash and large Zeds, using each weapon for its purpose, and eliminate large Zeds quickly so they do not threaten the team. Sharpshooter is not invincible: you still need a Medic or teammate to heal you. Dying with an M99 hurts, but you can recover with the Magnum. Both builds work in their own way, so pick the one that suits you.
For other Sharpshooter material see Sharpshooter in depth: shot counts.
FAQ
- How many shots does the M99 need on a Scrake or Fleshpound?
- With the recommended skills a headshot kills a Scrake, and a Fleshpound takes about 2-3 headshots on Hell on Earth.
- Why must I crouch with the main build?
- Sniper adds damage only while standing still and Stability adds damage, reload and movement speed while crouched, so crouching without moving stacks both.
- Which build is easier?
- The M14 EBR alternate build. It has more ammo, cheaper guns and ammo, and the author found it easier though not necessarily stronger.