KF2 Sharpshooter Off-Perk Build: Spitfire + .500 Magnum
This is the second version of a community Sharpshooter guide that plays the perk in an unusual, cheap way. Instead of the classic rifle line-up, you take just two weapons and the skills that maximise damage. The author notes that the images come from the Tripwire wiki.
Pros and cons
Cons
- You do not use the usual Sharpshooter weapons.
- It is more dangerous.
Pros
- It is a lot of fun and a different way to play.
- It is cheap, so you can save money for the Medic.
- You reload faster.
- You have better personal defence.
Perk skills
Take all the left-hand skills for the most damage possible:
- Sniper
- Stability
- Rack 'em Up
- Dead Eye
- ZED TIME - Assassin
Weapons
You only need two.
Spitfire
The Spitfire.
Many people would call this the wrong weapon for a Sharpshooter, but it lets you defend yourself quickly: six rounds in the cylinder and a fast reload. The damage is enough, and the fire it lays down easily kills crawlers and other weak ZEDs. Aiming for the head is not easy, but it is an effective weapon for this build.
.500 Magnum
The .500 Magnum.
Take it out only when big ZEDs approach (Scrake, Fleshpound, Quarter Pound, boss). Combined with an ice grenade, you can kill a Scrake with about five bullets. A Fleshpound takes more.
How to play it
Use the Spitfire to clear the area, and fire the Magnum only when you have a clear aim at a big ZED's head. Be careful with the Spitfire so that you do not enrage the big ZEDs. Always check the current damage values, as weapon balance has changed since this guide was written.
FAQ
- Which Sharpshooter skills does this build use?
- All the left-hand ones: Sniper, Stability, Rack 'em Up, Dead Eye and ZED TIME - Assassin.
- Why carry the Spitfire and the .500 Magnum?
- The Spitfire (6 shots, quick reload, fire damage) cleans up crawlers and other small ZEDs, while the .500 Magnum is saved for large ZEDs like Scrakes, Fleshpounds, Quarter Pounds and bosses.
- How many Magnum shots does a Scrake need?
- The author says about five bullets when combined with an ice grenade; Fleshpounds need more.