The Omnidyne Nighthawk is a deadly sniper that can support their team and kill enemies from long range.
Nighthawk has very little going for it - Explosive Rounds is terrible, Decoy doesn't work properly outside of a few niche cases. The only positive Nighthawk has is SIN Beacon, but it has to use SIN Beacon with Accord Recon abilities which are extremely low damage. Combined with the lack of a decent weapon for Recons, Nighthawk is a difficult frame to play effectively.
| Slot | Name | Description | |
|---|---|---|---|
| Primary weapon | Sniper Rifle | The signature weapon. A new Nighthawk starts with the S52 Duskfall. | |
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Ability | Decoy | Enter Stealth, becoming invisible and unable to be targeted by enemies. A holographic decoy is left behind at the location you became invisible, which taunts enemies to attack it. The decoy explodes after a brief delay, damaging enemies in the area of effect. |
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Ability | SIN Beacon | Deploy a beacon which adds nearby enemies to the Shared Intelligence Network, allowing you and your allies to track their position on the minimap and through walls. In addition, affected targets become vulnerable, taking increased damage from all sources. |
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Ability | Teleport Beacon | Shoots out a deployable beacon which attaches to a flat surface. Activating this ability again will teleport the Raptor to the beacon. Empowered effect : The Raptor gains a massive movement speed bonus after teleporting. |
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Ultimate | Eruption | Temporarily grants unlimited ammunition. Enemies you kill will explode, dealing Thermal damage to enemies in the effect radius. |
That's the kit the battleframe is built around. Secondary weapon, auxiliary weapon and the rest of the gear are up to you.
| Level | Perk | Effect | |
|---|---|---|---|
| 10 |
|
Head Hunter
1 point |
Increases critical damage by 10%. |
| 15 |
|
SIN Precision
3 points |
Targets you place into SIN are visible behind walls. |
| 20 |
|
Microcompression Suspension | Absorbs ground impact energy, allowing safe landings from great heights in the events of jump jet or pilot failure. |
| 20 |
|
Special Operations
3 points |
Reduces cooldown of offensive abilities by 10% |
| 25 |
|
SIN ICE
3 points |
When damaged or added to enemy SIN, tags your attacker in SIN. |
| 25 |
|
Ballistics Expert
3 points |
Kinetic weapons and abilities deal 10% additional damage. |
| 30 |
|
Tactician
6 points |
When you inflict a critical damage, there is a 20% chance of resetting your ability cooldowns. This effect cannot occur more often than once every 60 seconds. |
| 35 |
|
Sure Shot
6 points |
Dealing weapon damage has a 10% chance to trigger a 50% rate of fire boost for 3 seconds. This effect cannot occur more often than once every 10 seconds. |
| 40 |
|
Energy Spikes
9 points |
Activating an ability will deploy an energy spike trap at your location which lasts 10 seconds. Enemies in the trap are snared (-60% movement speed) and take damage over time (10hp/sec at level 1) while in the trap and for 2 seconds after leaving it. |
| 45 |
|
Concussion Shells
9 points |
Critical hits reduce enemy movement speed and attack speed to 25% of normal and have a 25% chance to stun targets. |
How the points work is explained in the perks guide.