Post by Troll on Nov 21, 2015 12:07:21 GMT
Hi people
I saw the builds available on the TS. I have quite some TC sniper experience, and there are a few things I didn't like about these builds, I will explain myself.
First, neither the mid level or the maxed level have any crit resistance, no bonehead, no man of steel. From what I experienced, THESE PERKS ARE NOT AN OPTION!!!
You do need one at least, both is very good. If you make a damage sniper, you may prefer bonehead (-10 crit power in the head/eyes), MOS is easier to take if you are finesse (it's also better, it's -10 crit power everywhere). I tested a MOS+bonehead damage sniper previous session, you almost never get KO, only a statted weapon (+ crit power) can knock you out. Remember that as a sniper, you will fight other snipers.
Second, both builds use jet. I know it's sweet to have 2 more AP and 20% faster AP regen, BUT, it makes you even more paper than your are already. A jet sniper with a combat armor has no damage reduction VS normal damage (not exactly, you have a few DT points but it won't change shit). Another thing, jet reduces strenght (-2), and good snipers aim hands on other snipers, make the deduction yourself.
Another thing, hit the gap. It may seem a good idee, but it's a perk requiring to lvl up much more, since you loose tons of skill points in HtH, and all this for only 5 crit chance in body shots (it doesn't work in the helmet). 5% crit chance is a small bonus, it's 1 shot in 20. You better spend your last perk on something much more likelly to help you, even tougher, MOS, a second lifegiver, whatever.
We will be fighting UV mostly, so we have to counter UV tactics. And UV tactics are simple: make a BG sneaker flank the snipers, equip a LSW, double burst and run away. Each time this happens, a sniper with super paper build dies. It's a situation I've seen countless times, and good coordination between sniper assassination and tank rush leads to certain defeat. The build I'm about to give you is sniper resistant (not proof duh!) it can take 2 LSW bursts and survive, then you have to be reactive and eat stimpacks or the third burst will kill you. Remeber that as a sniper, you won't get hit by rockets or gatlings that much, most sneakers use normal damage. And thus, crit resistance and damage resistance are much more important than HP.
So I said more or less everything that needed to be said, here it is:
S P E C I A L
1 9 10 1 1 9 10
2 8 10 1 1 10 10 (on drugs)
Traits: finesse and small frame
Tag: small guns, first aid, doctor
Start by reading all the first aid, SG and outdoorsman books.
Raise SG to 300, doctor to 100+ and FA to 130+ (it is good to carry a first aid kit, it allows you to heal for 3 AP instead of 5, and for more HP than a SS if you raise FA), 100 outdoorsman (to regear while avoiding as many encounters as possible).
Perks: more criticals, even more criticals, sharpshooter, better criticals, even tougher, life giver, bonus rate of fire, man of steel
Drugs: cigarettes, psycho, nuka cola (if you have an agility armor, use also buffout, it's not needed, but it will increase chances against arm shots)
Stats: 50 hexes sight
65 damage resistance
231 HP
25% crit chance
If you have a +2 range sniper rifle, you can skip the psycho, but it's risky, better use a perception armor.
This build should be played as any long range crippler, I added something to Fear's plp tutorial (if you didn't read it, do it right now!!!) but I will repeat myself for the aiming:
xx1 or xx2 HP => aim hands
xx6 or xx7 HP => aim eyes
xx5 HP => aim groin
This build has a weakness, the ST is only 2, MOS will help, but you can still get weapon dropped sometimes (less than before still).
This is the build I play with since session start, so it's more than tested on the field, and it works. If you have some comments, share.
Voilà.
I saw the builds available on the TS. I have quite some TC sniper experience, and there are a few things I didn't like about these builds, I will explain myself.
First, neither the mid level or the maxed level have any crit resistance, no bonehead, no man of steel. From what I experienced, THESE PERKS ARE NOT AN OPTION!!!
You do need one at least, both is very good. If you make a damage sniper, you may prefer bonehead (-10 crit power in the head/eyes), MOS is easier to take if you are finesse (it's also better, it's -10 crit power everywhere). I tested a MOS+bonehead damage sniper previous session, you almost never get KO, only a statted weapon (+ crit power) can knock you out. Remember that as a sniper, you will fight other snipers.
Second, both builds use jet. I know it's sweet to have 2 more AP and 20% faster AP regen, BUT, it makes you even more paper than your are already. A jet sniper with a combat armor has no damage reduction VS normal damage (not exactly, you have a few DT points but it won't change shit). Another thing, jet reduces strenght (-2), and good snipers aim hands on other snipers, make the deduction yourself.
Another thing, hit the gap. It may seem a good idee, but it's a perk requiring to lvl up much more, since you loose tons of skill points in HtH, and all this for only 5 crit chance in body shots (it doesn't work in the helmet). 5% crit chance is a small bonus, it's 1 shot in 20. You better spend your last perk on something much more likelly to help you, even tougher, MOS, a second lifegiver, whatever.
We will be fighting UV mostly, so we have to counter UV tactics. And UV tactics are simple: make a BG sneaker flank the snipers, equip a LSW, double burst and run away. Each time this happens, a sniper with super paper build dies. It's a situation I've seen countless times, and good coordination between sniper assassination and tank rush leads to certain defeat. The build I'm about to give you is sniper resistant (not proof duh!) it can take 2 LSW bursts and survive, then you have to be reactive and eat stimpacks or the third burst will kill you. Remeber that as a sniper, you won't get hit by rockets or gatlings that much, most sneakers use normal damage. And thus, crit resistance and damage resistance are much more important than HP.
So I said more or less everything that needed to be said, here it is:
S P E C I A L
1 9 10 1 1 9 10
2 8 10 1 1 10 10 (on drugs)
Traits: finesse and small frame
Tag: small guns, first aid, doctor
Start by reading all the first aid, SG and outdoorsman books.
Raise SG to 300, doctor to 100+ and FA to 130+ (it is good to carry a first aid kit, it allows you to heal for 3 AP instead of 5, and for more HP than a SS if you raise FA), 100 outdoorsman (to regear while avoiding as many encounters as possible).
Perks: more criticals, even more criticals, sharpshooter, better criticals, even tougher, life giver, bonus rate of fire, man of steel
Drugs: cigarettes, psycho, nuka cola (if you have an agility armor, use also buffout, it's not needed, but it will increase chances against arm shots)
Stats: 50 hexes sight
65 damage resistance
231 HP
25% crit chance
If you have a +2 range sniper rifle, you can skip the psycho, but it's risky, better use a perception armor.
This build should be played as any long range crippler, I added something to Fear's plp tutorial (if you didn't read it, do it right now!!!) but I will repeat myself for the aiming:
xx1 or xx2 HP => aim hands
xx6 or xx7 HP => aim eyes
xx5 HP => aim groin
This build has a weakness, the ST is only 2, MOS will help, but you can still get weapon dropped sometimes (less than before still).
This is the build I play with since session start, so it's more than tested on the field, and it works. If you have some comments, share.
Voilà.