Designated Marksman
From Undead Assault II Guide
The Designated Marksman (DM) is equipped with a high-damage, long-range weapon and has several surveillance abilities. The Designated Marksman boasts the longest range of all MOSs available to the squad, making it an extremely effective deployment option when fighting against Umbrella forces. With Opportune Shot and adequate surveillance, the Designated Marksman can easily kill an Umbrella squad before they are close enough to retaliate. The Designated Marksman suffers from poor combat performance in close-range and melee combat, however.
Contents |
Unit Information
Designated Marksman
Deployment Information
| Required Rank | LCpl. |
| - Experience | 501 |
| Deployment Cap | 1 |
Basic Stats
| Health | 438 |
| - Rank Modifier | -4 per rank |
| Energy | 180 |
| Base Move Speed | 222 ms |
Starting Equipment
| Magazines | 14 |
| - Magazine Ratio | 2 to 1 |
| - Rounds per Magazine | 30 |
| Starting Items | Ground Flare x4 |
Weaponry
| Weapon Type | Rifle |
| - Upgrades Available | PTR-5 |
| Range | 2300 |
| Rate of Fire | Fast |
| - Modifier | Opportune shot |
| Base Damage | 184-328 |
| - Rank Bonus | 3 per rank |
| - Damage Type | Bullets |
Defense
| Armor Points | 2 |
| Armor Type | H.E.V. Suit |
| Can Riflebutt | No |
| Special | None |
Skills
Marksman Skills
Marksman Skills increase attack speed by 8%, range by 500, and upgrade Binoculars for each rank of training. Level 1 allows the DM to place field cameras and use Binoculars. Level 2 allows the DM to use a suppressor.
Mononuclear Wire Shot (MWS)
The Mononuclear Wire Shot is a high-powered attack which deals damage to all units in a line in the direction in which it is fired. If enemies survive the initial attack, the sheer force of the shot causes enemies to recoil for a short period of time while they recover from the impact. Can damage allies.
Critical Shot (Crit)
Extensive training allows the Designated Marksman to aim for specific locations on his target. When he successfully hits a critical location, massive damage can result. Each rank of training grants an increasing chance to deal more critical damage.
Rapid Fire
By positioning himself to limit recoil and taking extra care to aim, the Designated Marksman can fire accurately at an accelerated rate. Each rank of Rapid Fire increases the DM's attack speed for 6 seconds at the cost of sever movement penalty (65%+ attack speed each level) at level 3 allows you to use OS (no ms penalty)
Basic Combat Traning (BCT)
Increases damage by 15 each level, decreases reload time by .6 seconds each level, decreases unjam time by .15 seconds each level, at level 4 increases ms by 10. The DM has a precision rifle and cannot use it to rifle-butt, nor can the DM engage automatic or burst-fire modes.
Other Info
Tips
- Getting all three ranks of Marksman Skills should be your first priority, as it both increases his range greatly and reduces the mana cost of his binoculars while increasing the radius it reveals.
- Up until level 7, it is also a good idea to get 3 ranks of Rapid Fire and 1 rank of Wireshot, as the Rapid Fire ranks allow you to unlock OS (Opportuned Shot), which increases the DPS of the DM considerably. However, if you are someone who is either inexperienced or simply just careless with the DM's wireshot, getting that skill is inadvisable, as it can easily lead to an accidental TK. It is important to make sure you are aware of your nearby teammates when using wireshot, and the "-tl" command can help greatly here.
- Since the DM does not possess important survival skills such as rifle butt, base armour level, or inbuilt medical abilities or smokes/flare guns, inexperienced DMs should try to stick with the group and perform more of a support role in non-umbrella modes.
Umbrellaz!!!
Umbrella mode is undoubtedly the mode where the DM is most effective and useful to the group on the whole. His high range, high damage and binoculars/cameras make him effective at locating umbrella squads and killing them before they are close enough to form a threat to him or less able teammates. In order to be at his most effective in umbrella mode, the DM requires the following items:
Many experienced players will dismiss the Lift Boots as an unimportant item, especially in umbrella mode. However, the most effective and skillful DMs will use the Rapid Fire ability often to quickly obliterate groups of umbrella, and the Lift Boots become an important means of escape from rockets or flanking umbrella when in Rapid Fire.
Wireshot is another important part of the DM's umbrella killing tools. This skill need only be rank one, as ranking it up will only decreases the mana cost and cooldown (umbrella die in one shot from any rank). This skill will allow a lucky or intelligent/experienced DM to rack up on a large squad, on average, 8-10 kills, and anywhere from 10-20 kills in situations where multiple squads have intersected into an ideal chokepoint; i.e the right-hand side of South Town during the final mission. However, when using Wireshot regularly or even occasionally, it is extremely important to be aware of your teammates positions to avoid accidentally TKing somebody. As mentioned above, the "-tl" command helps immensely with ensuring that you can Wireshot without killing a comrade. Furthermore, Wireshot is also very useful with taking out large targets, such as Pudges, or smaller yet equally annoying targets, such as boomer/large zombie (or tank/scientist) hordes.
So, when used correctly and with the necessary items, the DM is capable of not only killing mass amounts of umbrella and keeping his team safe, but is also one of the easier (if not easiest) MOS to solo umbrella mode with. However, it is important to remember that you still drop just as fast as most other MOS when being fired on by a number of umbrella, so your main caution should be to simply maintain a safe 2000+ range between you and your targets (if necessary with the use of flare guns); or at least stay out of their LoS on a hill or in a forest.


