Why would you pick SHARP over GL?

I recently added SHARP to the Wiki and this was the first time i went into a private server to test how strong SHARP is, i played it a couple times when it was on TM and later when it was merged like a year later.

I realized after the testings on how weak it is, specially when hitting your targets directly with a dart even with the firemode toggled the fastest it can be is 2.5 seconds, essentially a explosive with delay that does less damage than a hedp 1 tile or on their feet would do or an incendiary gas with delay that can hurt but the xeno can get patted or resist it after running, the flechette was the strongest but it does not stun and you need to sprite click atleast 3 times a warrior in a row to kill them, the same for a drone a situation that ain’t going to happen because the xenos are not stupid and the gun has a clear cooldown between the shoots.

The mines are a big part of it but they can be destroyed by bullets, bombs, acid spit or acid spray, essentially useless if there is a xeno with one of these two abilities, it also got a timelimit of 5 minutes that becomes useless after it, atleast it got a 1 tile range around it that can make it abit more useful.

I am going to list a few advantages and disadvantages that the weapon brings in comparison to the GL from what i can tell.

Advantages:

1 - Ammo Economy: You start with quite a few darts magazines(8) and you can buy 3 more with your points, req can also buy a crate with 5 dart magazines for 3k and when each dart magazine has 10 darts it is a really good deal.

2 - Max Level Mines: A max level explosion can kill a runner and potentially a lurker if they can’t find weeds, the incendiary is also quite powerful if they are alone but useless even in the max level if there are other xenos nearby. I found that it can be useful on the backline or protecting areas as below but not on a front that is trying to push.

3 - The Ability to protect Areas: Essentially you can protect flanks and areas from xenos if you put enough darts even if they take their time it takes abit to destroy them, it also warns the marines of a xeno since they can hear the explosions but it still far weaker from what a pyro with green fire can do.

Disadvantages:

1 - No IFF : For the explosives and incendiary darts they can stick into the marines but they won’t explode, it still hurts quite abit, the flechette with hurt a marine like a xeno potentially killing them in a single shoot, no IFF also means that you need to be at the front exposing yourself with a weapon that got a decent cooldown between shoots. This also reduces the chances of killing a xeno even if you stun them since if you are in a 3x3 choke, you are occupying the third position that can shoot, while the GL would have 3 marines with guns shooting the stunned xeno.

2 - Can’t use OT nades: One of the big things the GL has is the option to use the powerful OT nades, that can range from big fires to explosives twice or three times bigger than a HEDP, it don’t explodes faster with the GL but it still pretty strong.

3 - Worse Stun than the GL: While a Hedp can stun greatly a xeno basically instantly with a GL, giving the chance for marines to finish the xeno, the explosive dart explodes in a 3x3 but it gives enough time for a xeno to run into a dark corner or go inside xeno structures, essentially if a boiler is about to spit neuro or acid a GL can stop it but the SHARP won’t be fast enough.

4 - Low Variety: Argueably HEDP is the best nade you can pick for the GL but still they got a great range of options that req can give them, with also the possibility of combos since the GL can hold 6 different nades, making things like HEDP into a HIDP or m15 into a Fire Gas nade, while if you see a SHARP shooting explosive darts, they can only shoot explosive darts.

5 - Saveability/Preventing Caps : One the big things that the GL can do is prevent caps or save marines from being capped, the ability to chug nades one after one can be very strong in situation where a Queen is screech capping since you can fire multiple nades from behind the marines, killing or saving them in process, while the SHARP requiredsyou to be at the front greatly reducing your chances of acting fast and even if you shoot it got a 2.5 seconds delay for the explosion.

6 - The FF: Someone with a GL can also FF alot, specially if they are new or if they are messing up the bounce but the SHARP FF is out of control for the user, a level three incendiary mine at the front might seem nice but the moment a xeno steps into the mine radius it will greatly damage the marines more than the single xeno that was there, the same for a level 3 explosion, sometimes making your own trap that can destroy even cades.

you pick sharps because you want to cover backline in bullshit and make game unplayable for runners

its infinite claymores essentially

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i still find the scout more useful for that, the GL can have a much greater effect at the front than a SHARP throwing darts in every single spot that they find in the backline

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It looks cool.

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scout is just op its obvious youd choose that instead

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Wats the wield delay like on the SHARP? is it long or short?

Either way in direct combat it’s a combo + area control gun, so if you use it that way you’ll have a lot of pressure.

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I need to passively up my FF count. Yea, shooting someone is cool but shooting Not Someone and then having a medic set up triage on a dart only for Baneful Facehugger 467 to show up and explode their patient back to the shadow realm? Priceless.

Real talk it looks cool and feels ā€œspecialā€ enough for a specialist, given base GL (like base pyro) both are kind of underwhelming IMO.

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Absolutely not the case.

The GL spec is an amazing force multiplier when pushing the hive.

Your objective is not only stunning overextended xenos with HEDP, but primarily it is clearing any and all concentrated defenses.

HEDP will blow open any walls and doors near it. It’s amazing when marines are pushing and you’re packing 36 of those HEDPs. As long as marines keep shooting down the choke they will never bog down to resin, traps, doors, walls.

As for the SHARP, it’s almost absolutely useless in the front line. Rate of fire too slow and the timer on the darts is too long on direct hits for you to be able to follow up.

Like someone else here said SHARP is just a watered down Claymore box but in the form of a gun.

I have no idea what I would do with sharp that I can’t already do as an FTL with a motion detector in the waist that tracks down pings and shoots them in the backline, which makes me question the real utility of it.

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Both GL and Pyro are amazing specs, the Pyro got a huge area of control ability (green fire) that can block flanks, buy time for the marines to heal or build and counter push a queen screech if you are fast enough.
A good Pyro can make any t3 besides the Rav scared of them and increase their likelyhood of dying by a good amount, the green fire can also be used to save marines and nowdays buy time for BRUTE to work if you block the xenos exit/entrance with green fire, i am pretty sure green fire also slows down the queen if she walks on it, i am not 100% on that doe.

The wield delay is much like the GL if not abit faster, nothing crazy.
I agree that it is an area of control + combo gun but as a combo gun the GL is way better and as an area of control the Pyro is miles better than the SHARP, so why pick it when you got way better choices.

Guys help what does ā€œIMOā€ mean, it means it’s written-in-stone fact, right?

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From a xenos perspective the SHARP is usually an annoyance.

A frontline SHARP feels like a very weak threat, direct hits are only a minor annoyance with you having plenty of time to retreat to cover before it goes off. A SHARP firing off mines on the frontline is useless, a Defender or any T3 can walk up to the mines to detonate them with no drawback, and anyone can trigger the incin mines and then easily find someone to pat them down.

I suppose a backline SHARP might be useful, but it feels boring, and I’ve never encountered a backline SHARP.

The best use of SHARP I’ve seen as a Xeno is them using it to try to block off flanks. This becomes a waste of time when you just wait for any T3 to walk up and ā€œdisarmā€ the explosives.

SHARP feels too weak to justify its use. You could add the SHARP as a squad role and I don’t think it’d make any real impact.

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Captain. Our le.. spec… is le specialised…?

This is honestly what all specs should be really. You have a specific job, and you… specialise in it…

GL meanwhile is too broad by itself, it does everything, and nothing at all, simultaneously. Useless against many castes, super dangerous against others, but it doesn’t really matter which tier. Just as deadly for Warrior and Zerk to get hit by hedp. Clears buildings very well. Does nothing to help cover flanks, except act as backup, using marines as bait to secure kills. Needs way too much ammo, but payoff is inconclusive. Are HEDPs in GL’s hands more important than giving them out to a few marines in a more fair manner? UGL and GL are functionally similar, after all. All other nades are a meme.

Sharps getting buffed might make backlining too ass, however.

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Oh my goodness he’s making the req line socialist

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I use the SHARP rifle as a secondary to grenades. I still play as a ā€˜grenadier’, but I get a req launcher and I pay for HEDP. The grenadier’s starting payload is inferior to what you get overall with the SHARP in my opinion.

If there’s nothing to grenade, I can spend my time securing the flanks or whipping out that flechette dart to punish the ravager who thinks they can just walk around in the open because hedgehog.

Lots of people forget how little the grenadier has without stopping by requisitions, and since the SHARP takes the spot of the Grenadier requisitions doesn’t have much reason to deny you access to a whole lot of grenades.

On their own, SHARP munitions are terrible.

Flechette is exactly where it needs to be, its basically a hip-fired Anti-Material Rifle that’s hard to use. It compliments the rest of the kit, but the SHARP rifle is rather unwieldy, you have to eject a dart each time when swapping magazines to get the new ammo ready to fire. High wield time, big slowdown when aiming, Flechette is only going to help if its already loaded.

Incendiary is usable, its used for covering the flanks, dealing with a crowd and can deny an area (what your niche as SHARP Operator is trying to be). The burn duration on the darts is overall pathetic. However the max charge flame I’d call overturned and not at all in line with the rest of the charge levels.

You may as well throw away the explosive darts, they just kill marines, earn you death threats, and get repeatedly ā€˜disarmed’ by the hive. I’d like to see the area reduced on these, with SIGNIFICANTLY increased damage for direct hits.

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GL can chuck nades faster and their nades also explode faster than normal GLs (besides the OT nades), the only thing GL is useless against are the Queen , Crusher and Defender on their defender form, because of their very high blast resistance, a hedp nade can stun a rav (not for long) but can also stun a prae, and boilers easily,.

But i agree it needs too much ammo and if you don’t get req on your side hoarding abit of nades to send when you need you will ended up as rifleman with the spec title.

I always like to hold some hidp as a GL and i usually make a build with a mix of HEDP and HIDP to both zone out areas and deal with defenders/Queen pushes i even got some kills when i hedp and then hidp the xeno to finish them off

It just feel to me that i can barely see the SHARP doing any impact all, while specs like Pyro, Sadar, Scout(sometimes) , Sniper and GL can greatly help marines if they do a good job, what i usually see is the SHARP throwing darts, throwing darts into me and when they die i don’t even realize since they actually made no difference

One thing i can say for sure, i see WAY more SHARP users than GLs, i atleast think that it is a shame, since i find the GL pretty fun and pretty effective but since SHARP is really simple and you don’t need to think alot just throw darts everywhere and maybe something will happen and a runner will step on the max level explode dart, i just feel like what steelpoint said, too weak to justify their use.

I guess we could blame the lack of an ingame tutorial on specs for that, i also thought GL was useless until i saw some really good GL players and started playing it, since barely anyone plays it people just pick the SHARP over and over.

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don’t forget about hedgehog ravs they also got stupidly high Exp resistance if you got full health and are resting Hog ravs can face tank HE OBs with little issue.

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There isn’t really a reason to pick SHARP over GL

An unga with a GL can frag and contribute to fragging bugs reliably simply with HEDP spam

The same unga will massively struggle to kill even a third the number of xenos with SHARP as they could with GL

Ergo, SHARP is dogshit. It’s the M10 of spec weapons.

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sharp’s main purpose is blowing up marines (and lighting them on fire)

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The Alpha Spec of Choice I see.

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