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Sharpshooter tips and tricks


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#21 Guiotine

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Posted December 18 2012 - 05:52 PM

 h0B0, on December 18 2012 - 05:10 PM, said:

Woa this thread is great.

I had avoided it for a long time considering i do not play the SS and expected this to be a request for tips.

But props to Guio.

I don't know if this has been mentioned but: optimizations round UP. so dont waste your points, use them wisely.

lol, like I said in the OP, I actually originally intended it to be that kind of thread, but I got to thinking that I have already picked up on some things, so I should list them. Then I thought I might as well make it a guide like this so that it would be more helpful to the community, and it became like this :lol:

ReachH said:

I dub thee, Guiotine, 'Coloxxen, the mech pokemon'

View PostAsianJoyKiller, on July 02 2013 - 03:18 PM, said:

This wall of text gets the AJK Seal of Approval.

#22 JujuMcGumbo

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Posted December 18 2012 - 06:12 PM

Don't underestimate EMP either, and learn to use it well / strategically. With it you can disable chasers and get nice multikills in dogpile situations. Hell, it will even save your hide in CQC if you get hit with it (as long as the enemy gets it too). Run to your teammates or towards another dogpile. Sure you may die in DM situations, but you also just lured your primary enemy into a situation where crossfire will probably kill them too.

Also, this doesn't seem to be mentioned (and if it has, I apologize), learn to lead your shots. Yes, Slug and Sabot are practically instant hits, but in CQC and against fast moving targets, not missing that crucial shot helps you stay alive.

And finally, WATCH YOUR HEAT. Slug and Sabot both build it up very quickly. Pace your slug shots, and use the lead time (above) to cool your weapon. Don't fire every single time its up. And in CQC, only fire Sabot when you're sure it will hit. Waste it and you'll be stuck on a heat buildup that reduces the Slug shots you can make, and you've lost your burst for a significant amount of time. If you're heating is way up high, consider EMPing the enemy and using the first second or two to cool off. It saves lives. Specifically, yours.

Edited by JujuMcGumbo, December 18 2012 - 06:13 PM.


#23 SamSlade

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Posted December 18 2012 - 06:37 PM

hmmm... some advice here is good.

The idea that you cannot pick a spot and own it is erroneous.  All you need is a Radar Jammer and an MG Turret.  MG turret is your spotter.  Radar Jammer is your Camo.  Personally I would favor a position that cannot be flanked without the enemy being spotted(Prosk and Bazaar have many, Origin a few).  If someone is closing with you and you've hit them a few times take them on, you should win.

If you have teammates near DON'T use your items... save them for CQB... dropping a turret and a radar jammer will annoy the daylights out of whomever comes up expecting to run you down.  From there you dodge, loose them(no radar for them), re-engage. This is very effective on Origin.

As to optimizations, putting all your points into mobility is a bad choice; weapon damage, heat reduction are good.  However, RoF increase for all weapons is a must.  A Sabot Slug combo will put a massive dent in anything with your damage ability active, the more you can do this the smaller the chance they will close to CQB.  I'd divide between the dodge/boost buffs and heat/RoF buffs

What has been said about staying mobile depends on your team... if they are Seagulls(flapping away after the first thing they see, running into ambush after ambush, etc...) then use them as bait and position accordingly.  If they are a dangerous roving gank squad then acting like very dangerous bait can also be effective... people really seem to get cranky at Snipers and will come looking for you.  If there's more then one of them then you'll probably need help to kill them and a swarm of angry gank squad is good to have close.  Most importantly, don't just wonder around the place looking for targets... you will get killed.  Have a plan, move from firing position to firing position, this is best timed to ensure you have an MG Turret ready to deploy when you arrive.

Also, what was said about a SS being sub-par in CQB is not true... it's one of the best... no splash damage means you can fire both weapons point blank and not injure yourself take advantage of that and crowd your enemy.  Make tracking hard for them and push them to overheat... autofire weapons are going to be fired non-stop in panicky CQB... push them to overheat then line them up and blast them

Edited by SamSlade, December 18 2012 - 07:09 PM.

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#24 Eis9_M0th

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Posted December 18 2012 - 07:43 PM

Two things I've learned to do that have been helpful:

Fake Retreat: If you get in trouble run away, but stop a short distance away if they're not pursuing and keep an eye on your radar (or your team's chat) to see if the enemies have engaged someone else. Don't take the time to repair, but sneak back and try to get off a few long range shots. They'll be distracted, so you're fairly safe, and a couple of salvos can change the tide of the battle.

Slug Rationing: Don't always keep plinking away with the slug. You'll run into a lot of opponents that will stand and fight and only take cover at the last second. The slug by itself will take them low enough they'll duck without you being able to kill them. Instead, ease up on the slug shots so the target thinks it's safe and will stay in the open until your sabot recharges, then blow them away with one volley.

edit: does anyone have a good video for HE charge use_ I've seen several people say it's a great item for the SS, but I've been sticking with the MG turret because I can't seem to make the HE charge work for me.

Edited by Eis9_M0th, December 18 2012 - 07:44 PM.

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#25 Woobins

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Posted December 18 2012 - 07:50 PM

I didnt read through the thread in detail but i have been noticing alot of 'do this do that/stay hidden/stay moving' that kindof implies you must keep doing it no matter what, sorry if i am taking that out of context but to be productive about it I just wanted to add a tip or two about the hologram and how I use it often and to touch on behaviour and playstyles a bit that can be applied to the SS as well, apologese if someones already mentioned this.

this applies to anything really with games, games that have things like holograms just give you an extra tool, i always play rogue/stealth/sabotuer type classes as often as i can and im finding it alot of fun with the sharpshooter as i think it relies on dissuading aggressors while supporting your team with ranged sabot/slug fire which is a healthy mix of straight up combat and mindgames - but I think the original SS motto quote describes it best. Infiltrator is the other mech I play a lot for fast stealthy hit and run, and all my mechs use Hologram or Radar jammer and heavily invest points in the Movement tree with an emphasis on reducing radar detection, but anyway - to the point;

- exploit peoples tendencies to 'expect behaviour' or predict patterns in your playstyle.

When you do something often enough, people catch on, you can use this to your advantage when changing it up or making it look like you're not at all, the biggest one is when people habitually build expectations of others simply by looking at their scores or the overall score of their team, and these expectations are further built on as they play against you and start picking up on your habits. Rank and file you are categorized from the beginning and it is well worth understanding that and exploiting it to your opponents dismay.

When you're dropping holograms all the time, regular players will expect this tactic from you more often, while its risky, you can use yourself as a 'hologram' instead to change it up, note that a hologram mimics your torso movement but not your overall movement, staying still and simply turning in an odd direction ive managed to successfully fool a few people with even while directly looking at them. Like the trick with dropping your turret within your actual hologram you can confuse the hell out of people doing things like this by dropping it beneath yourself instead of the 'actual' hologram, making yourself the obvious target and your hologram the less-obvious one, some peeps are inclined to think the less obvious is the real target which is not always what happens.

Opening fire paints you on the map pretty quickly, so some players are reluctant to immediately fire if they suspect a hologram if they're in an awkward/open position, gives you a small but valuable window to line up a boosted sabot/slug shot nicely even in close quarters as they have a 'second take' moment walking toward you.

Ofcourse, it wont work every time, but in short, i find that most people espescially the experienced ones are habitually looking for patterns in behaviour and playstyle and tends to work better against experienced players, and its well worth keeping this in mind, the 'well i dodge left all the time, this time ill dodge right' is a basic example of this, this particular way of using the hologram can be another trick in your repertoire to further to build on the confusion and add an element of trickery for any skill level player.

- Not one playstyle is going to work for every situation, so the idea of constantly moving may not always be suitable for a given situation like I outlined above, SOMETIMES, standing can still mess with peoples heads and gives you an opportunity, the tips and tricks offered though are still valuable and certainly worth considering, what im trying to say is 'dont stop there'. They can be regarded as guides rather than rules, including what I say here, as you can take these guides and apply it to every situation of every type of skilled player and still fall into the usual debates of 'well theyre newbs, wait till you play against a REAL team' etc.

Most people build expectations to predict playstyles and opponents descisions in those frantic moments of CQC or ranged duels so that what theyre thinking is decided within the few short seconds of a fight and doesnt turn into one of those terrible animes where theyre talking to themselves in a profound kind of way about how their opponent tricked them with some long-winded deeply rooted philosphical diareha, their decisions are already made up for them on the given situation, if they dont know the player(s), its russian roulette at that point, but they atleast still have strategies to fall back on that MAY work.

Try to be creative with how you use the tools given to you, and be an opportunist even if someone on the opposition calls you a backdooring cloaking hacking dodging cowardly running two-faced fuzzy bunny for whatever reason.

An example of that is deliberately leading persuers into other mechs that will engage them for you hopefully without them realizing or simply being forced to stop and engage the other mech, letting you recoupe and possibly net both kills (this is more for DM though). When you're playing in a team though, dont let your team pick up your mess, keep in touch with em, the Z shortcut is great in a pinch for letting your teammates know you need help instead of just leading persuers right onto them, but you should be working with them regardless.

on a side note; SamSlades example of actually getting in close to exploit the lack of splash damage is a great use of thinking outside the square as well, people dont expect snipers to be hugging you and its true that most players frequently push their mechs into overheat in the frantic tangle of CQC, ive done this before espescially with people using shields to repair in and the slug rifle is actually really reliable here.

Edited by Woobins, December 18 2012 - 08:09 PM.

THREADS -{  Who wins_ -//- Alternative EMP -//- Hawken OST_ }

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#26 mechpilot6666

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Posted December 19 2012 - 04:18 AM

@ woobins I think that is why guiotine has been adding alot of the other peoples tips and tricks to the OP. It's a good guide and like with any guide it gives you a good starting point to mold your style around; however, you must always be smart enough to adapt and overcome different situations.

My playstyle isn't going to work for everyone Guiotine's isn't going to work for everyone Jujumcgumbo's won't work for everyone, ad infinitum. Guides like this have to be taken for what they are, generally good strategies that can be adapted to the needs of the situation.

#27 LG_Bongo

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Posted December 20 2012 - 08:48 AM

Thanks everyone for sharing your SS tips.

Do you have any pointers or strategies on using Sabot efficiently in CQC_

I find that Sabot is extremely inaccurate unless zoomed, and zooming in CQC is risky, since FOV is narrowed. If by chance Sabot shot connects I have an advantage, but chance is low (so as my skill perhaps). So I end up mostly using Slug without zoom or using Sabot at point blank, and that usually does not end well.

#28 AsianJoyKiller

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Posted December 20 2012 - 08:52 AM

 LG_Bongo, on December 20 2012 - 08:48 AM, said:

Thanks everyone for sharing your SS tips.

Do you have any pointers or strategies on using Sabot efficiently in CQC_

I find that Sabot is extremely inaccurate unless zoomed, and zooming in CQC is risky, since FOV is narrowed. If by chance Sabot shot connects I have an advantage, but chance is low (so as my skill perhaps). So I end up mostly using Slug without zoom or using Sabot at point blank, and that usually does not end well.
Effective use of the Sabot in CQC is an acquired skill. It just takes practice.
You need to learn decent target prediction, so you're zoomed in on where your enemy will pretty much walk into your crosshairs, great positional awareness, so you can move/dash while zoomed without getting caught on walls/terrain and knowledge of when to zoom in and when to risk unscoped shots.

[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:

AJK is right

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#29 TwiceDead

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Posted December 20 2012 - 08:55 AM

 LG_Bongo, on December 20 2012 - 08:48 AM, said:

Thanks everyone for sharing your SS tips.

Do you have any pointers or strategies on using Sabot efficiently in CQC_

I find that Sabot is extremely inaccurate unless zoomed, and zooming in CQC is risky, since FOV is narrowed. If by chance Sabot shot connects I have an advantage, but chance is low (so as my skill perhaps). So I end up mostly using Slug without zoom or using Sabot at point blank, and that usually does not end well.

Sabot in CQC:

Fire away while quick scoping.
Things you can do to make the shot easier:
- Wait for the enemy's dodge.
- Dodge around a corner, wait for the opponent to come around. Even better if they dodge around the corner because they'll be a sitting duck for half a second.
- Never stop hammering slug rounds into the enemy, all it takes is two sabot rounds and the game is yours, he'll go down easily after two rounds, the slug can handle the rest.

You won't get away from having to zoom in to fire the sabot in CQC unless you want to utilize it's full potential, and you don't have to zoom in for long. Far as I know the slug is unaffected by zoom, so fire your sabot, zoom out, hammer him with the slug, zoom in, fire your sabot.

DON'T MISS.
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#30 RedVan

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Posted December 20 2012 - 08:56 AM

 SamSlade, on December 18 2012 - 06:37 PM, said:

Also, what was said about a SS being sub-par in CQB is not true... it's one of the best... no splash damage means you can fire both weapons point blank and not injure yourself take advantage of that and crowd your enemy.  Make tracking hard for them and push them to overheat... autofire weapons are going to be fired non-stop in panicky CQB... push them to overheat then line them up and blast them

The lack of splash damage is hardly warranting of saying the SS isn't sub-par in CQC.  Any half descent player isn't going to have the issues of self splash damage or overheat anyway.  So yes, SS is great CQC against people that are terribad.  Against anyone else, it is the hardest way to play the game.

#31 LG_Bongo

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Posted December 20 2012 - 09:58 AM

Sabot in CQC :
I agree with quick scoping while waiting for the enemy to come around the corner. However I noticed that the more people play the more unpredictable they try to become. I.e. instead of walking/dashing I’ve seen players flying out, just above my expected aim. So, I guess, the solution would be to aim at head level, then adjust while scoping depending on enemy location. But while moving, Sabot will fire above the actual aim.

On another note:
Did anyone try to remap the default controls for more efficient layout_ More specifically clicking mouse wheel for scope.

#32 mechpilot6666

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Posted December 20 2012 - 10:03 AM

@ bongo i have my scope on a mouse thumb button and it works great for me. Also aiming at the mechs "groin" is still the best aimpoint IMO because if he jumps in a CQC fight its an easy readjust up to crack a shot into his legs. I personally love when people go airborne against me! he might as well be screaming PULL!!!! because it's gonna end badly very quickly (for him) from that point on.

Also in CQC I'm 90% in scoped mode. I have a very high sensitivity setting so it doesn't bug me as much.

#33 LG_Bongo

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Posted December 20 2012 - 10:27 AM

@mechpilot6666: So you basically engage in CQC in scoped mode with high sensitivity_ That’s radically different from anything I tried so far. I didn’t know it's even possible.

#34 TwiceDead

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Posted December 20 2012 - 10:30 AM

Sensitivity doesn't matter since there's a turn-rate cap on the game. And that turn-cap is even further capped while zoomed in. At least that's my impression. A high sense in this game is more like to make you less accurate depending if you are used to such a high sense or not.
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#35 ApoC_101

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Posted December 20 2012 - 10:51 AM

regarding key mapping for better effectiveness with the sharpshooter:

-dodge on spacebar
-zoom on shift key and thumb button
-jump on alt and middle mouse

that helps a ton for me. I use shift for quick scoping, don't really need it on thumb button but it's nice to have the extra key. jump is easy enough on alt/middle mouse. personally I find spacebar for dodge to be way better than the default :)
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#36 Guiotine

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Posted December 20 2012 - 11:07 AM

I take my eyes off for one second..... Ill update the OP with the extra tips when I get back from lunch, I'm leaving in about half an hour, maybe.

ReachH said:

I dub thee, Guiotine, 'Coloxxen, the mech pokemon'

View PostAsianJoyKiller, on July 02 2013 - 03:18 PM, said:

This wall of text gets the AJK Seal of Approval.

#37 Gree

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Posted December 20 2012 - 11:17 AM

I think the maps doesn't like sharpshooters at all,i mean,there are no good spots for sniping.Some are hidden,but have no view,some have view but are obvious,and some are just empty of enemies...

#38 ApoC_101

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Posted December 20 2012 - 11:26 AM

there are lots of good spots.
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#39 LG_Bongo

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Posted December 20 2012 - 11:28 AM

@ApoC_101: If you map Jump on Alt and Dodge on Space, you cannot use them in the same time. However you seem to overcome this by double mapping Jump. But if you use Space for Dodge, Wheel for Jump, you have to keep three fingers on your mouse, one pressing the Wheel, I find moving mouse gets clunky at this point.
I tried this, but at some point I realized that I am not using Jump+Dodge anymore, that’s a bad habit IMO, since other mechs do benefit from it.

Edited by LG_Bongo, December 20 2012 - 11:28 AM.


#40 RedVan

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Posted December 20 2012 - 11:31 AM

My zoom key (weapon function key, or whatever they call it) is Q




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