On smaller play areas, pretty much all Nerf blasters can fire the greatest engagement ranges required. However, on larger play fields ordinary Nerf blasters cannot fire far enough to reach most of the field. This is where snipers and modded blasters come into play, which can fire much further than ordinary blasters and with greater accuracy. There are few true sniper blasters, but those included in this loadouts post are the ones I feel are most suited to the task. Note that I have not included airguns which are extremely powerful (e.g. Titan, 4B) as they require stefans to really shine. Stock darts just get ripped apart, but the listed blasters can do well with stock darts.
Note also that where there is a "(m)" before the blaster's name, it means that the blaster must be modified to be an effective sniper.
Scenario Description: Player is relatively well concealed, behind or near cover, and can hit enemy players/targets while not being within range of enemies.
Keys to Victory: Accuracy and patience. If you can't get a good shot off, don't waste your ammo and give away your position. Sure, if you really need to fire then go ahead, but if there isn't that urgency then keep your shots for when you can guarantee hits.
Unnecessary Burdens: Large, non-sniper primary blasters. As a sniper, you should be travelling light to be able to fire, then move from cover to cover to prevent being retaliated against. Alternatively, if you're good enough, you can prevent enemies from taking your hiding place, which is good if you've found a particularly good spot for sniping. To do this you'll need lots of ammo and quite a bit of skill. If you are constantly being shot at, then either the play field is unsuited to snipers, you're not being a good sniper, or you're holding a critical position.
Clip (Mag) System 1
Primary: (m) Longshot CS-6 (with extended barrel if necessary and aiming aids such as scopes)
Secondary: Small, multishot blaster that can use most ammo types (e.g. Spectre REV-5, Elite Strongarm)
Gear: Anything that can hold clips (mags)/drums, holster for secondary
Ammo: Clips (mags)/drums, ammo for secondary
Purpose: To provide high power, easy to reload long range fire support
Strengths: Range, reloading, accuracy if well modded
Weaknesses: Accuracy if not well modded, vulnerable when reloading
Description: The Longshot CS-6 is Nerf's premier sniper rifle. It is the only clip (mag) system blaster which both looks the part and can play the part (albeit only when modded). No other clip (mag) system blaster can match the Longshot's sheer power thanks to its large direct plunger. Of course, the LS's ROF is not as good as say, an Alpha Trooper, but as a sniper you shouldn't really be rapid-firing, but rather picking your shots carefully and taking time to aim, so as to ensure a hit. Because a Longshot is worthless when empty, you'll need a sidearm in the event someone finds you while switching clips (mags). This is one of the few times where I recommend a 35 drum. It allows you to take many, many shots without reloading, allowing you to maintain a good hiding place for a long time. Additionally, with just 2 35 drums, you can take out up to 70 people, which can probably last you an entire game, possibly even two if you make every shot count.
Clip (Mag) System 2
Primary: (m) Elite Retaliator (with extended barrel if necessary and aiming aids such as scopes)
Secondary: Small sidearm that can use most ammo types (e.g. Nitefinder EX-3, Spectre REV-5)
Gear: Anything that can hold clips (mags)/drums and ammo for secondary, holster for secondary
Ammo: Clips (mags)/drums, ammo for secondary
Purpose: To provide reasonably high power but highly mobile easy to reload long range fire support
Strengths: Range, reloading, accuracy if well modded, Retaliator can be stripped down to SMG if needed
Weaknesses: Accuracy if not well modded, vulnerable when reloading, sights may be in bad location on slide, priming may be difficult (priming a slide with a strong spring can be pretty hard, especially if the slide isn't grippy)
Description: Although it may not look like it, the Retaliator can be a sniper rifle if modded correctly. Attaining ranges of 100ft is not hard with some strong springs, and getting good accuracy is simply a matter of finding the right barrel for the Retal. You have to take in to account length and inner diametre, but find the optimum barrel material and barrel length and you can have a Retal accurate even to 100ft. Unlike the Longshot, priming the Retal with strong springs can be a pain because you can get a great grip on the Longshot's bolt handle(s), but it's much harder getting a grip on the Retal's slide. Nevertheless, modded correctly you can get an extremely powerful and accurate Retaliator thanks to its direct plunger.
Additionally, if your opponents somehow come closer to you and your secondary will not suffice, you can detach the barrel from the Retal (provided you didn't glue it in place or something) and use it as an SMG to take them down.
Airgun 1
Primary: Buzz Bee Range Master
Secondary: Small, multishot blaster that can use most ammo types (e.g. Spectre REV-5, Elite Strongarm)
Gear: Anything that can hold suitable darts and ammo for secondary, holster for secondary
Ammo: Suitable darts, ammo for secondary
Purpose: To provide high power, extremely accurate long range firepower
Strengths: Range, accuracy, dart compatability
Weaknesses: Reloading the Range Master (is airgun, so reloads are loooong), RM is only single shot
Description: Unlike the other above blasters, the Range Master was born a proper dart sniper, rather than the Longshot which has stock power comparable to ordinary blasters, and the Retal which is more of an Assault Rifle. As a stock blaster, the RM is one of the most powerful dart blasters you can get, attaining a good 60ft stock with great accuracy. Naturally then, it makes a perfect sniper. Sure you're handicapped by only having one shot, and reload times being a pain, but the natural range and accuracy of the RM, if used right, definitely make up for its shortfalls. By taking well placed shots, you can maximise the RM's great ranges and accuracy, and reduce the shortcomings of its air powered single shot nature. If you come across any enemies within closer range, switch to your sidearm; don't waste a shot from the RM.
Airgun 2
Primary: Titan AS.V-1
Secondary: Small, multishot blaster that can use most ammo types (e.g. Spectre REV-5, Elite Strongarm)
Gear: Anything that can hold rockets and ammo for secondary, holster for secondary
Ammo: Rockets, ammo for secondary
Purpose: To provide high power, extremely accurate long range firepower
Strengths: Range, accuracy, large projectile size reduces potential injury and increases hit chances
Weaknesses: Reloading, Titan is only single shot, rockets can be inaccurate
Description: The Titan is famous among the Nerfing community for being one of the most powerful Nerf airguns you can get today. It is not uncommon to see/hear of people achieving over 65m ranges with darts with simple Titan mods. However, in this scenario the Titan serves as a long range rocket slinger for when a dart simply isn't enough. The rocket, as a much larger projectile, distributes its force over a much larger area on the body, thus reducing the pressure of the impact and reducing the chance for injury. This isn't apparent when stock Nerfing, but when you get to higher power modded Nerf blasters, you can definitely feel the pressure difference between a rocket and dart.
i knew the retaliator could be a sniper rifle! thanks for the tip, since they dont sell the longshot or longstrike anymore id have to go on ebay. getting the retal is as simple as picking it up at your local toysrus. THANKS AGAIN!!!
ReplyDeleteThanks for the information!
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