Enhanced Sniper

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Enhanced Sniper
Enhanced Sniper.png
Type
Handheld Weapons
Mass
5 kg
Range
600 m
Damage
350
Headshot Multiplayer
(damage and xp)
5
Compatible Ammo
link=Sniper Rifle Round}} Sniper Rifle Round
Magazine Size
10
Reload Time
3.5 sec
Stackability
1
Acquired by
Scavenge
Gamemode
Survival
Yes.png
Creative
Yes.png

The Enhanced Sniper Rifle is an Enhanced version of the Sniper Rifle, a handheld weapon in the game. It uses Sniper Rifle Round as its ammo. It can only be obtained by finding it in Alien POIs.

Characteristics[edit | edit source]

Over the Sniper Rifle (Tier 2), it features 110 additional damage (for 350 total), 100m additional range, a larger clip (10 vs 6), a higher headshot multiplier, and improved reload speed.

Appearance[edit | edit source]

The Enhanced Sniper, like all other Enhanced weapons, is painted red. It features a sleek Epic-styled scope and a non-functioning suppressor on the end of the barrel. If the player is six feet tall, the gun is almost four feet long including the suppressor.

Advantages[edit | edit source]

Insane damage per shot: This gun has the highest potential damage of any handheld gun, even more so than other enhanced weapons. Doing 350 base damage, already more than any other gun, a hit in the head does five times the damage for a total 1750.

  • Two shots in the head with the Enhanced Sniper will take down even the mighty Armored Golem, and can kill any other NPC with one shot to the body.
  • This makes it a good anti-material gun, as it can destroy unarmored doors and sentry turrets with less than six shots.

Range: With huge range, even on planets, drones and NPC's can easily be picked off from beyond their own weapons range. The gun is also great for hunting even the toughest beasts.

Ammo efficiency: Able to kill almost anything with one shot, one need not build a large number of bullets.

  • 12.7mm ammo stacks up to 500 per stack, each shot doing at least 350 damage.

Disadvantages[edit | edit source]

Semi-automatic: This gun does suffer somewhat in close quarters.

Small Magazine: A ten round magazine can go quickly, be sure not to engage too many targets at once.