I'm playing a pure sniper build based on an ancient template (NerdCommando) on Hard mode. (Started before the expansion came out).
I kind of just went with the flow, and have made suboptimal decisions lately because I wasn't paying attention to nerfs. (Just finished an SMG character).
For example, my sniper took Gun Nut at level 4, and I just took Blitz at level 10.
Now, the smart thing to do would have been to take Sharpshooter at this level, or maybe 12, and then take a secondary weapon perk at 10, such as an SMG-centric one.
But I am tired of SMG anyway. I am already using traps as a secondary weapon, and would rather use a pistol as a backup than an SMG. For variety.
So, how can I optimize a sniper for non-SMG but yes to traps/pistols (especially traps)? My big problem right now is crowd-control, so I'm going to have to craft a rapid 7.62 rifle ASAP. (I'm tired of both SMG and grenades. They work, but I just went through Expedition with them on another character.)
Here are the character's stats so far (Level 10):
Str: 5
Dex: 3
Agi: 10
Con: 3
Per: 11
Wil: 3
Int: 7
Aimed Shot / Gun Nut / Interloper / Sprint / Snipe / Ambush / Blitz
The current plan for perks is:
Sharpshooter (12) / Critical Power (14) / Paranoia (16) / Skinner (18) / Nimble (20) / Pack Rathound (22)
And I wouldn't mind fitting clothier in there, as well.
One thing that's different from previous builds, for me, is that I would like to concentrate also on Merchant. I'll need good merchant to build good rifles. I already have 20 at Level 10.
It was fun fighting the Rathound King, which I just did. Laid a typical minefield, which took care of most of the rats (there are extra on Hard, it seems), and got into a sniper duel with the King. [If I had taken Sharpshooter at 10, I would have got him in one shot. Always trust your instinct on these things.]
Right now, she has access to an 8.6mm Harbinger (max 84 damage), a Smart LS .44 Hammerer (max 72 damage), a 12.7mm Corsair bipod (max 143 damage), and a 12.7mm Harbinger Commando (max 105 damage). And +6% critical chance goggles.