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AutoTek 51 RSG Sniper Sentry | |
---|---|
Details | |
Weapon type |
Tool |
Tool type |
Offensive |
Firemode |
Semi-Automatic |
Max ammo Bullet Cost |
32 16 |
Starting ammo |
21.93 (68.53%) |
Ammo per refill |
6.58 (20.56%) |
Damage |
48.1 |
1x | |
1x | |
Total damage |
1539.2 |
Rate of fire DPS |
23.08 RPM 18.5 DPS |
30m 100m | |
Detection Range |
50 metres |
Detection Angle |
20 degrees |
Detection Speed Symbiosis |
2.8 seconds 1.4s |
Symbiosis shots Symb. bullet cost |
46 11.2 |
Total sym. dmg |
2212.6 |
The AutoTek 51 RSG Sniper Sentry is a tool that deploys a fully autonomous tripod-mounted perimeter defense system that holds a moderate amount of ammunition and can be placed on the floor or on objects depending on the tactical situation. It was released in the extension of Rundown 004.
Description[ | ]
Like all sentry versions it can be used to buy time for players doing alarms or as additional firepower against enemy waves.
The cone of the Sentry has 3 colors that visually communicate the status of the gun to the players:
- Green: Sentry is active, has ammunition and is scanning the area for targets.
- Red: Sentry has identified an enemy/enemies and is engaging the target(s).
- Grey: Sentry has run out of ammunition and is in idle mode. All functions ceased until further action is taken. Additionally, the Sentry will emit loud beeping sounds.
The Sniper Sentry fires powerful single rounds with a low rate of fire. It is able to identify friend from foe, which allows team mates to walk safely within its cone-like range, as long as there are no enemies detected in it. However, if an enemy comes within range, the sentry will fire regardless of player's presence and damage allies if they are in the way.
This sentry comes with longer range but less ammunition and lower rate of fire than both the burst or auto variants. It can kill small Strikers, Shooters, Chargers and Shadows in a single shot; larger enemies like the Giant in less than five shots. Scouts can also be killed in one shot. However, since the sentry's shot is not guaranteed to hit, it is unadvisable to try this, since a missed shot is going to trigger the Scout as well as the entire room. The biggest weakness of this sentry is the low fire rate, rendering it unable to fire if enemies can run past it quickly. This sentry also requires a few seconds before starting to fire. If enemies break line of sight with the sentry's scanner even for a short time, this timer will be reset. This also applies if enemies are spread out too far and reach the sentry's area of effect one after another. A steady flow of enemies and a clear line of sight (in long hallways or behind closed doors) greatly increases this tool's effectiveness.
Biotracker Symbiosis[ | ]
This sentry benefits from Biotracker Symbiosis. When symbiosis is active its detection speed is reduced to 1.5 seconds, its rate of fire is decreased to only a 2.1 second shot delay, and its ammo consumption is multiplied by 0.7. This means the sentry can shoot up to 45 times if starting at 100% ammo and only shooting at pinged enemies.
Pros[ | ]
- Adds direct firepower to the team
- Takes advantage of the sleeper's weak points if shooting their heads.
- The gun's targeting scanner can warn where enemies are coming from
- High precision resulting in few missed shots and less friendly fire
- Particularly effective against large enemies
- Long range
Cons[ | ]
- Requires constant tool refill packs to upkeep
- If enemies are moving side-to-side the sentry has issues tracking them, resulting in long pauses between shots
- Can only fire at targets in front of the gun
- No crowd control
- Very low rate of fire
Gallery[ | ]
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