Scoped Death: The Dust 514 Sniper

Pretty cool! I have several thoughts on Logistics if you ever decide to write an article for them!
Surely Light Weapon Sharpshooter is worthless? Until we get larger maps, as of current we dont even reach out of our optimum range.
Fair point, though there may be instances where you go beyond optimum, depends how you play. The base optimum of all the sniper rifles is just short of 600m, so you could potentially go outside it.
The first article I had posted on the site was about logistics, the role more than the actual dropsuit. It may be worth revisiting, especially when a new build comes out. Here's a link to it:
Ergh, last thing I want is people reading this and thinking being a sniper in an objective game type when you're not very good is a good idea!However you also missed out the weaponry sill improves damage by 2% per level and is easy to train to 5.
I did mention you should still train your core skills, which I would consider weaponry among them.
A good sniper can lock down an entire control point on their own.A bad sniper will sit around padding their K/D ratio on easy militia-gear targets while the core of the opposing team sits back in a nice chokepoint with a couple of logistics supported heavies until the MCV dies. Shoot the medics, damn it.
That's fair enough, however I'd say it was probably worth mentioning specifically as the extra damage is important for a sniper class, and most people ignore it when you have it to the minimum.It's a pertty good article though, I'd like to see one on Heavys myself as thats what I tend to play.
It's in the works, have a intro video ready for it
I'd go for the charge rifle when you're getting into it. With 2 10% damage mods, you can start headshotting heavies, as well as oneshotting various assaults and below in the chest. The RL equivalent of a charge rifle would be the 50 cal Anti-material rifle.


With a decent rifle, good positioning, and plenty of skill, a sniper can keep a horde of targets at bay without sustaining damage. The role of the sniper is a lofty position (hah), but hopefully by reading this guide you’ll be one step closer to adding to your headshot collection.


The first choice you have to make when rolling out as a sniper is which dropsuit to use. All of them have their place as a sniper, albeit in different roles.

The assault suit a good choice for a well-rounded sniper. With decent mobility, hit points, and slot layout, it will fare well in most situations.

The scout suit is for the mobile sniper. What it lacks in hit points it makes up in speed and scanning strength. This suit is ideal of taking a shot and then going back on the move. Mobility is critical, as one shot from an enemy sniper will often be enough to take you out.

While it seems a bit counter intuitive, the heavy type makes for a good sniping suit. It particularly excels at counter-sniping. With its copious amounts of HP, the heavy can take a fair amount of sniper rounds and still have enough life in him to take out the offending sniper. It is, however, very slow and generally has no equipment slots, so it is wise to have a few friends with you for support.

The logistics suit is for the pack rat sniper. With its excess of equipment slots and higher than average CPU and PG, it can carry almost anything the sniper might need, except for a sidearm. The logi suit is ideal for holding down a single position for an extended period, relying on his equipment to resupply and respawn nearby.


There are three types of sniper rifles to choose from: the standard model, the charge model, and the tactical model. Each has its own niche.

The tactical sniper rifle has a higher rate of fire than the other types, as well as more reserve ammunition. The catch is that each shot does less damage. The idea is to fire in quick succession, as a single shot is rarely enough to take down an unhurt target. This type of rifle is a bit more forgiving in terms of ammo, but does require a bit of skill to follow a spooked target after you fire the first shot.

The charge sniper rifle is rather interesting. Depending how long you hold the fire button, the more damage the round will do. The end result is a variable rate of fire and damage per round. If you only tap the fire button, you have a quick, low damage series of shots, similar to the tactical sniper rifle. If you hold the button, you have a slower, higher damage weapon. This version is useful as you can control the amount of damage to suit your target.

The standard sniper rifle is simply that: a standard sniper rifle. It doesn’t have the bells and whistles of the other two models and is ideal for those who are new to sniping or prefer its functionality, as it behave more similarly to sniper rifles from other games.

Equipment and Fittings

In terms of equipment, there are two deployables that are particularly useful to a sniper. The first is the drop uplink. Oftentimes, sniping requires you to position in hard to reach places. The drop uplink ensures that you can get back into position quickly if you are taken out.

The second useful deployable is the nanohive. A sniper will often be in out-of-the-way areas for long periods of time, so ammo can become an issue. The nanohive will make sure you have extra rounds to put in more pixelated noggins.

As far as modules go, your choices are comparable to any other damage-oriented fit. Light weapon damage mods are always useful, some tanking mods are recommended, and some mobility upgrades are great if you plan to be on the move. All standard stuff.

Besides the standard selection of damage mods, sensor boosters are often—and usually only—seen on Snipers. It’s debatable whether they are needed, but they are nonetheless useful. There are two types of sensor booster: range amplifiers and precision enhancers. Your sensors control how well your merc notices enemies. Range amplifiers increase this sensing range, while precision enhancers decrease the noise an enemy has to produce in order for them to show up on your radar without you looking at them. Again, sensor mods aren’t exactly essential, but they bear noting.

Oh, look they fixed the layout. Wait.. spoke too soon, it's broken again.