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Sniper
Combos
NOTE: Combo pages attempt to describe useful water blaster combinations which have proven themselves worthy in a water fight. The combinations will not list every possible permutation, but will show the ones which I prefer using in battle. Substitutions can always be made based on personal preference. USAGE: Sniper gear combinations are intended for snipers/silent saturators. These weapon combos can hold up a while in large squirtfests, but are really intended for the silent soaker. Mobility is not as critical as firing range and stealth. However, the ability to get away once the shot has been made still plays a factor in weapon choice. Snipers tend to work alone, though it can be good to have the support from teammates in light/medium gear in case one finds oneself under heavy fire. Communication via walkie-talkies/hand signals between the sniper and near-by support is often critical for a successful mission. PRINCIPLE: Decent mobility weapons and gear combination though range and stealth more important than speed. BASE GEAR: Optimal clothing and stuff to keep handy:
WEAPON COMBOS: Sniper(-) Combos: XP 110/XP 310/XP 150/SC 600/CPS 1000/CPS 1200 with XP 20/XP 40/XP 220/XP 240 as back-up - good snipering combination without the weight. Will not last too long in a firefight if discovered so reinforcements should be nearby. Sniper Combos: CPS 1000/CPS 1200/CPS 1500 with XP 20/XP 40/XP 220/XP 240 as back-up - sometimes help is farther away since snipers typically work alone. The added back-up weapon will definitely come in handy if coming under fire after attacking. Sniper(+) Combos: CPS 2000/CPS 2500/CPS 2700 with XP 20/XP 40/XP 220/XP 240 as back-up - Harder first hit but reduced mobility. The range on the snipering weapon is excellent and should be put to good use since running is more hindered. Light Gear | Medium Gear | Heavy Gear | Sniper Gear |
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