Renowned, large bore single shot rifle modified with a silencer.
The Sparks LRR Silencer offers the sharpshooter convinced of subterfuge the ideal armament. The boom of shot and flash of muzzle are often recounted as the key giveaways to a sniper's position on the battlefield, which when identified are particularly vulnerable: while well camouflaged, the leafy bower as that which is favored as hide and vantage point offers little in the way of fortification under a barrage of targeted rifle fire. The fitting of a silencer, designed to effectively eliminate the flash and crack of firing, offers a sharpshooter some peace of mind, and the chance of getting of more shots before having to re-position.
Statistics for Sparks LRR Silencer in Hunt: Showdown
Ammo
1/20
Damage
149
Effective Range
144 m
Rate of Fire
38
Reload Speed
4 s
Muzzle Velocity
300 m/s
Handling
71 %
Melee Damage
27
Heavy Melee Damage
54
Price
150
Unlock Rank
1 challenge from "Book of Weapons" after Rank 26
Slot Size
Work with Traits
no
Legendary Weapons
no
Heavy Melee Damage. True damage value of a charged heavy melee attack that hits a Hunter in the Upper-Torso. Melee Damage. True damage value of a regular melee attack that hits a Hunter in the Upper-Torso. Damage.True damage value of a shot that hits a Hunter in the Upper-Torso at 10 meters. Handling. Unit: %. An abstract rating of effectiveness taking into account; weapon sway, recoil and bullet spread.
For melee weapons, this takes in account stamina consumption, reach and angle of the swing arc instead. The higher the percentage the better the weapon handles. Effective Range. Unit: m (meters). For firearms: The range (in meters) that weapons will kill a Hunter in one hit – usually a headshot.
Some very powerful weapons will also kill with one hit to the Torso. For throwables: The range that this item can be thrown. Reload Speed. Unit: s (seconds). The time (in seconds) it takes to fully reload the weapon when empty, disregarding any special behaviors such as clip reloading. Rate of Fire. Units: rpm (rounds per minute). How many shots can be fired per minute, taking into account shot preparation without any other delay
in-between (such as reloading). Muzzle Velocity. Unit: m/s (meters per second). The velocity (meters per second) which the fired bullet will travel at. Heavier projectiles
(such as crossbow bolts) also travel in a ballistic arc. Damage per Tick. Damage while affected. Effect Duration. Units: s (seconds). The time the effect lasts in seconds. Effect Radius. Units: m (meters). Effect radius in meters.