Decent secondary weapons
Personally, I’d go with either the RAM-BOW or NR-37 for my secondary weapon.
The RAM-BOW, is, well, a bow. If you want to stealthily complete objectives, then it can definitely help when you’re eliminating baddies in transition areas. It even has gas and explosive arrows to aid you during tough situations.
The NR-37, meanwhile, is an assault rifle and it’s got a fairly cheap silencer. Slap on that bad boy and you can mow down hostiles that are bunched up together. Still, if they manage to shoot you, they’ll likely alert nearby allies.
What about sidearms?
As for sidearms, I happen to like the FFF-45 ACP. It does have special ammo, and the noise reduction is quite good (better than the KSG GK77).
Unlike another option, the Harrier, the FFF-45 ACP doesn’t do a lot of damage. However, the Harrier has a slow rate-of-fire and it’s still fairly loud even with a silencer equipped.
Which gadgets should I bring?
By default, you’ll have frag grenades and medkits whenever you start missions in Sniper Ghost Warrior Contracts 2. Later, though, you’ll be able to unlock more equipment by buying them with credits. Alternatively, you can find some items scattered in the game world as you’re exploring.
As for the gadgets themselves, I like to bring the following:
- MUAV “Falcon” – The drone is great to have especially when you need to scout ahead. It gains additional functions based on perks too.
- RWS SR-50 – The turret can either fire at nearby opponents, or you can use it to snipe targets that are further away. The only downside is that the related perk only increases its range to 1,000 meters. Many “Long Shot Contracts” tend to have distances that are beyond that mark, preventing the turret from firing.
- Optional: C-4 Explosives – These are nice to have since there are mission objectives and challenges that might require you to blow up vehicles.
- Optional: Gas Mine Trap and EMP Grenades – In other instances, an objective might lead to hostile forces ambushing you (making the turret or gas mines integral). Likewise, there are moments when you might need to disable jammers or enemy turrets just to get past an area.
Note: You start out with four gadget slots, but you can get more if you obtain the Technician perks. Speaking of perks, the next section of our guide discusses the ones I preferred to unlock in Sniper Ghost Warrior Contracts 2.
Published: Jun 4, 2021 09:45 pm