Sniper Rifle

Overview

 * The Sniper Rifle is the primary weapon of SiMo and cannot be changed for him before rank 40.
 * This weapon is unlocked at rank 20 for all characters to use as a secondary weapon and after rank 40 on they can use it as primary, too.
 * Fire modes
 * The primary fire is a single-targeted precise shot.
 * The secondary fire is a single shot, that splits into a cone of damage on impact. It damages enemies behind the target that was first hit.
 * Both fire modes have high critical damage (hitting weakspots does a noticeable bonus of 130% more damage).

Notes & tactics

 * The Sniper Rifle and the Battle Rifle naturally don't change crosshair and keep high accuracy if used for constant firing.
 * Many lumes are vulnerable to this weapon, but its best use is against lumes with invulnerable body parts - Bobble Heads, Hoverers, Hoverer Queens & Fiskeplaske. Using it on the weakspots on the backs of Armoured Heavies and Screamer Matriarchs can lead to a lot faster killing than usually. Bosses are also highly vulnerable to weakspot damage. The secondary fire can do good job vs multiple lumes in straight parts of the maze.
 * Using the weapon with Tactical juxtaposition leads to unique high recoil, which can be problematic for the aiming and accurate shooting, although this perk also can sometimes result in high damage, e.g. if close enough to big weakspots. In such a combo the player might often want to delay the shots a bit, like the situation with the Nailgun, to not lose accuracy and proper aiming, especially vs mobile, distant and small enemies.
 * Using the weapon with Hip Fire is clearly not recommended as this perk would cripple the weapon's high crit damage to weakspots.
 * High critical damage when hitting weakspots is also dealt by the primary fire of the Nailgun (+200%) and the Plasma Rifle (+100%) and both fire modes of the Ballista (+75%).