It is the short side of being able to shot at pretty much anything outside their firing range...
Bingo, low DPS, high burst damage, much as it should be.
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And I agree, a lot of the time the snipr shot is redundant with the enemies dying so fast.
but sniping from beyond the trigger lines is what enables most teams to get the optional in Infected.
honestly i think splitbeams are more successful (snipers innate push-back is a hindrance to the optional)
But back to the sniper secondary fire, im honestly happy with it the way it is, you get a big ol' spike hit on an exposed enemy, if you want quick expoit attacks, use a split beam/compression bolt hand weapon
1.) the enemy's "exposed" state is locked in at the start of your aiming instead of being evaluated at the time of impact. In other words if you start aiming at somebody and they are exposed, your hit will count as them being exposed even if they aren't by the time the shot gets there. Having other people "steal" your expose while you're in the middle of aiming and literally can't do anything about it, is very annoying.
2.) if a target dies before you finish charging your shot, then the shot is canceled, and the cooldown time is not triggered.