Why would you pick SHARP over GL?

Interesting build but to be real with you at that point i would just play normal GL and use the flechette nade if you really wanted

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I think the sharp is a better choice over the GL if you are a xeno agent and want to maliciously fuck over your team intentionally by ‘poor shots’ leaving mines near the medic healing area to ‘stop runners’ and so on

otherwise the GL is more useful at the front

the issue is when the sharp is great it is perhaps the most obscene unfun thing to play against in the game, you get shot with a dart, 5 seconds later you explode and die with nothing you can do about it like in the test merges

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because you want to give Marines a reason to remember how to “remove embedded object”

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lets not make the next AMR by buffing it because it’s “underperforming” - it fills a different niche than the GL in that it places long-term hazards rather than just giving damage output and destruction

This is not about buffing the SHARP, i was just seriously trying to understand why would pick it over the GL, and i found out that a good chunk of people on the forums think that it is also useless, the AMR is great but it has gottem ammo nerf making it way more expensive than the normal sniper so they can’t spam their shoots as much, it is also pure raw damage and stun while the sniper can slow down and put stuff on fire.

There is no “long-term” for the SHARP since the time limit for the darts are 5 minutes, and hitting the dart directly should be way more rewarding than it is right now, considering that you need to stay at the front, while if a GL with IFF can hedp a xeno stunning and heavly injuring them doing without the need to sprite click that a SHARP needs to do while the SHARP Explosive dart is weaker and got a 2.5 seconds to explode giving them enough time to run away, incendiary being weaker than a HIDP in the same way and the flechette being basically the GL flechette nade.

If the darts lasted more time and were not so easily destroyed by acid spit, acid spray and literally a t3 walking into like a crusher, ravager or prae, i would say it was indeed a long-term hazard but so far as Steelpoint pointed out

Nothing more than that.

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One thing that the operations manual states that is not the case for the IG version of sharp is that a dart that directly hits the target dedonates instantly. Other than that it seems sharp was meant to be a timed explosive launcher. Maybe it’d be good to increase damage to structures (?). Other than that idk what else can be done about it

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SHARP can sprite click and deal full damage. That means reliable, anti-armor hits. Not the same, when fragmentation airbursts suffer like 50% RNG misses on the frags and overpenetration.

It’s the best part of SHARP, and it precisely what a grenadier would want against a crusher. But SHARP is sort of a bait, people don’t consider a wider arsenal when its their first time in the slot, many other specialists aren’t setup like it. The sniper optimally has infinite sniper ammo, scout infinite scout ammo, demo infinite rockets. Pyro’s know the deal, ravagers are immune to fire so you might want a gun with armor piercing rounds - so do grenadiers but the moment you’re SHARP its sort of backwards:

The SHARP rifle has two modes, hyper-specialized 5 minute mine maker and unwieldy short range AMR without stun. Depending on what magazine is loaded, your backup arsenal’s duty changes.

Explosive or Incendiary darts loaded? You need a weapon that can deal damage.

Flechette darts loaded? Well uh…that sure feels like you’re missing a ‘specialist’ weapon suddenly. Grenades are accessible however, and it sure works to round out the kit.

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Good, if you play well as a scout,pyro,GL and AMR sniper you can get many kills and many assists as well.

If you put it on an average of rounds a decent GL has a much bigger impact than a decent SHARP, now a good GL and a good SHARP will probably similar, the thing is i have yet to see a good SHARP round and i believe many never experience it as well.

I would bet if you were playing HEDP GL with MOU, you would get atleast 10+ kills and many assists, it is just straight up a better and more reliable stun, unless you are a god at sprite clicking flechettes

Also sorry about the rant above.

But uh @Wgtjunior , if you wrote that wiki entry, it was a huge help so I appreciate it. It’s well-written and I appreciated your advice about not fucking over marines with poorly placed mines

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