Weapon Overview Edit
The Anti-Materiel Rifle fires a massive projectile, similar to the Breach Loaded Pistol and is guaranteed to kill enemy players in one hit.
Additionally, the Anti-Materiel Rifle deals 3300 damage to a Hardsuit's weak spot, requiring 5 hits to destroy a Rhino Hardsuit and 3 hits to destroy a Gunman Hardsuit, if the bullet hits the weak spot.
With it's extremely high damage this weapon has a very slow reload time, run speed, and scope-in time. Players that are new to sniping may find this weapon easier to use, as the Bolt-Action Rifle requires a headshot to get a one-shot kill, whereas any shot that hits will kill an enemy player regardless of the location hit.
While the AMR (Anti-Material Rifle) follows a strict one-shot-kill policy, it has several major drawbacks.
- High spread, as even while ADS there is a chance to miss due to the slight aim spread, and very high move spread. Do not strafe while firing at long ranges, as it is a dangerous gamble that will likely lead to your death. Try crouching or using a -spread stock to increase your accuracy. Build a heavy stock if you are not confident in your aim, as -recoil parts decrease the AMR's reload time.
- The low mobility of the AMR makes traversing the map a much more timely endeavor, so bring a light secondary or MK.II Combat Knife, or MK.II Cloak to increase your movement speed.
- The AMR lacks reliability, even at long ranges due to its spread and sluggish scope-in time. Try using heavy armor to endure an attack while you use that time to place a shot. Always bring a reliable secondary such as the Shotgun, Machine Pistol, or Revolver.
The Anti-Materiel Rifle may also be used against hardsuits, due to its classification as an anti-armor rifle. Two well placed hits to the weak point of the hardsuit will destroy it. Note: This needs testing to confirm if its still true.