Sharpshooter Revolver (2024)

For information about the other variants, see Revolver (disambiguation).

The Sharpshooter Revolver is the red variant of the Revolver which can be bought at the Terminal for 25,000P after obtaining the Piercer Revolver in [ 0-1: INTO THE FIRE ]. Its alt fire shoots red energy beams that can ricochet off surfaces, pierce enemies and destroy projectiles. The number of ricochets increases with the speed at which the revolver is spun.

Contents

  • 1 Description
  • 2 Mechanics
    • 2.1 Primary Fire
    • 2.2 Alternate Fire
    • 2.3 Slab Revolver
    • 2.4 Dual Wield
  • 3 Strategy
  • 4 Trivia
  • 5 Gallery
  • 6 References

Description[]

Hold Alt Fire to charge a piercing beam that ricochets off surfaces.
Can destroy projectiles.
- The Terminal.

The Sharpshooter Revolver appears almost identical to the Piercer Revolver, but has neon red lights as well as a different interface that indicates the number of available charged shots. The display also indicates how long until each shot recharges.

Mechanics[]

Primary Fire[]

The primary fire shoots a standard hitscan projectile at a reasonably high rate of fire, dealing 1 damage. Holding down primary fire will cause the gun to fire automatically. All stock revolver attacks benefit from locational damage multipliers, dealing 1.5x damage on limbshots and 2x damage on headshots.

It fires at the same rate as the Piercer and Marksman variants.

Alternate Fire[]

Holding down alt-fire will spin the revolver at increasing speeds. After spinning for roughly 0.3 seconds, releasing alt-fire will fire a piercing projectile with red aura that deals 1 damage with each hit (with locational damage bonuses). The projectile pierces through infinite enemies, destroys projectiles, and ricochets off of surfaces. The number of ricochets starts at 1 and increases depending on how fast the revolver is spinning. Maximum speed is reached after about 2.5 full seconds of spinning, which allows the beam to ricochet up to 4 times. (Note: Time values are estimates and need verification)

The alt-fire has 3 charges total and each shot will always consume one charge regardless of how fast the revolver was spun. Each charge regenerates at a rate of 6.40 seconds per charge. Primary fire still works even when the weapon has no charges left.

If the projectile hits another, it will destroy the projectile and cause a red explosion. This explosion deals 23 or 35 self damage (depending on distance from the explosion) if the player is too close to the blast. The blast from taking self damage in this way blasts the player back similar to the Overcharged Pump Shotgun, although to a significantly lesser degree. The sole exception to this self-damage velocity is if the player is extremely close to the projectile when it is destroyed, which will send the player high into the air. Multiple projectiles can be destroyed with a single projectile, but only the first projectile destroyed will explode. Projectiles that can be destroyed vary, from normal Hell Energy projectiles to Cerberus orbs, shotgun pellets, and even V2's charged Piercer shots. The enemies killed with the explosions will grant the +FRIENDLY FIRE style bonus. +INTERRUPTION style bonuses performed with the Sharpshooter's alternate fire cause red explosions as well. However, weapons thrown by enemies (such as the ones by Swordsmachine) cannot be destroyed by the Sharpshooter's ricochet shots.

Each time the shot ricochets off of a surface, it gains an extra hitscan that applies to all future targets it hits, up to a maximum of three hits on a single target per ricochet; for instance, an enemy hit by a beam that has ricocheted twice or more will be hit 3 times by the beam, equating to a total of 3 damage, or 6 damage on headshot). Ricoshots off of coins will increase the number of hits on a single target by the coin's power as though it had ricocheted off a surface, rather than scaling damage like with other hitscan attacks. As coins start with a power of 2, only a single coin is needed to max out each subsequent ricochet's single-target damage.

Whenever the projectile ricochets, if the bounce angle ends up being close enough to a target then the beam will auto-aim towards it, making ricochet trickshots easier to hit.

Slab Revolver[]

The Slab Sharpshooter Revolver, like all other Slab variants, deals increased base damage with no locational bonuses, has a roughly halved fire rate, and takes longer to ready before firing. Unlike the normal Sharpshooter Revolver, the Slab Sharpshooter has only one charge indicated by a red crosshair symbol. The recovery time for this charge is roughly 8.5 seconds. The alternate fire spins up to full power almost instantly, deals more damage, starting at 2 hits of 1.25 damage per target and increasing to a maximum of 4 hits with coin and environment ricochets.

Dual Wield[]

Charging the alternate fire while dual wielding this revolver variant causes it to propel V1 upward like a helicopter, and the effect scales exponentially with more Dual Wield powerups. Four dual-wield powerups (5 revolvers) are needed to achieve true flight - otherwise, V1 will just jump higher and fall slower. The angle of propulsion depends on the view angle: looking straight ahead will maximize vertical speed, while looking at downward and upward angles will convert a portion of lift into forward and backward momentum, respectively. A small amount of upward force is always applied regardless of view angle, which also scales with the number of Dual Wield powerups.

Strategy[]

The Sharpshooter's alternate fire has the ability to cause enemy projectiles to explode, damaging anything nearby and causing other projectiles to divert. With good timing, this can be utilized to eliminate groups of enemies as projectiles are near them, and can even quickly eliminate a Malicious Face with its own projectiles. The alt fire, in this regard, can be used as a longer ranged Parry with a cooldown. The Slab Sharpshooter is even better in this regard, although the player must be careful to put enough distance that they themselves are not caught in the blast.

The piercing ricochet effect of the alternate fire can be used to hit one or more targets multiple times. This effect can be greatly utilized when the level geometry is in your favor, such as between a pair of parallel walls or inside tight corridors. Another option is to get above the enemy and shoot the sharpshooter downwards, guaranteeing multiple hits on the enemy.

The choice between the regular or Slab variation of the Sharpshooter revolver depends on what the player wishes to do with it. The regular variation is advised to be used when dealing with groups near walls, larger enemies where there is a ceiling (the ricochet can get multiple headshots), or if the player simply wishes to have more alt fires more often. The Slab variation, on the other hand, is advised to be used when destroying projectiles, preferably near groups of enemies. In some regards, the Slab variation can be used as more effective Parry, albeit with a 9 second cooldown and little room for error.

Coin ricoshots will not directly scale the damage of the alternate fire to the same degree it does other hitscans, though coin ricochets do not consume an environmental ricochet, prolonging the shot's lifespan and allowing it to hit the same enemy more times with clever coin placement. The other benefits of coins also remain, those being the ricoshot's auto-aim and having a controllable ricochet point for more complex trickshots.

Due to number of active frames, it is easier to gain +INTERRUPTION bonuses by shooting charging projectiles directly with a secondary fire. Since Hitstop is easily achievable with a Sharpshooter, Coins can be added during those hitstops to increase the destruction potential from the sharpshooter fire.

Trivia[]

  • The Sharpshooter originated from Hakita's desire to make a revolver variant that could explode enemy projectiles. This was deemed too limiting on its own, and so the ricochet mechanics of the early Ricochet Revolver[1] were added back in as a bonus, with minor auto-aim on ricochets added to make the mechanic usable.
  • The Sharpshooter had uncapped damage scaling when used in conjunction with coins like other hitscans on launch day, which, in conjunction with its own mechanics, made the Slab Sharpshooter capable of one-shotting the Flesh Prison with just four coins and taking out a huge chunk of Minos and Sisyphus Prime's health. Its interactions with coins were subsequently nerfed ten hours after it’s initial release.
  • When holding down primary fire right after the alternate fire is pressed, ricocheting shots are autofired as soon as possible, resulting in multiple shots in quick succession, although at the expense of multiple charges and with minimum ricochet potential.
  • If you pause while spinning the Sharpshooter, then stop holding right click before unpausing, the weapon will seemingly stop spinning. However, the spin is stored, and when you right click, a ricochet shot will immediately be fired without the need to charge beforehand. Switching weapons will remove the charged spin.[2]
  • The Sharpshooter's alternate fire can destroy the player's own shotgun pellets as well.
  • The Sharpshooter used to cost 12,500P, however it was changed into 25,000P in a patch.
  • Under water, even the single dual-wield powerup is enough to gain infinite jump height when spinning sharpshooters.

Gallery[]

Sharpshooter Revolver HUD Icon

References[]

Weapons
(Alternate versions are italicized)
Revolvers

Piercer

Marksman

Sharpshooter

Alternate Revolver
Shotguns

Core Eject

Pump Charge

Sawed-On

Jackhammer
Nailguns

Attractor

Overheat

Jumpstart

Sawblade Launcher
Railcannons

Electric

Screwdriver

Malicious
Rocket Launchers

Freezeframe

S.R.S. Cannon

Firestarter
Arms

Feedbacker

Knuckleblaster

Whiplash
Gold Variant [WIP]
Sharpshooter Revolver (2024)

References

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