The main highlight of the Full Auto Rifle is not so much about being an efficient overall DPS tower, but it is more so that it never misses its target provided that the Sniper has a clear Line of Sight. As such, it is an excellent choice for anti-stalling earlier rounds, particularly with the 0-2-4 upgrade with Berserker Brew or Stronger Stimulant, or the 2-0-4 upgrade paired with a decent camo-detecting tower. For most occasions, setting the Full Auto Rifle on Strong is a good choice, although the First target priority is generally more useful for 0-2-4.
The 2-0-4 Full Auto Rifle is somewhat decent against MOABs in the mid-game, but it tends to struggle against the hyperclumped Yellows that it leaves behind in the absence of MOABs. The presence of hyperclumped Yellows can be rectified by utilizing the 0-2-4 Full Auto Rifle paired with Berserker Brew or Stronger Stimulant, which although allows it to pop grouped bloons better, it will lose good single-target DPS over increased grouped popping power.
The 2-0-4 upgrade is usually better than the 0-2-4 upgrade in terms of overall single-target damage.
Similar to Semi-Automatic, set a 2-0-4 Full Auto Rifle on Strong to combat mid-game MOABs, and set a 0-2-4 Full Auto Rifle on First to optimize its shrapnel shot attacks.
Compared to Supply Drop, which costs around $3000 more expensive than Full Auto Rifle, Full Auto Rifle tends to struggle versus grouped targets. However, Full Auto Rifle has the edge at single-target damage.
As of Version 28.0, which nerfed Elite Defender's damage type, a 0-2-4 Full Auto plus a 4-2-0 Stronger Stimulant and a 2-0-0 Village can solo Deflation on Infernal, which can quickly farm XP and Monkey Money.
Very slightly affected by the Version 20.0 Path 3 crosspathing rework. Also a reduced cost in compensation for a damage type rework for purposes of nerfing 0-2-5 Elite Defender.
Full Auto Rifle attack speed very slightly increased (0.13s → 0.12985s)
[...] As middle path sniper has been feeling to be in a good spot with alchemist buffs, but other uses of sniper shrapnel weak due to lack of alchemist buff, we have decided to swap alchemist buffability over from the number of bounces to the power of the shrapnel itself.
~ Ninja Kiwi, referring to Bouncing Bullets shrapnel rework, also implying all Shrapnel upgrades in general including 0-2-4
Full Auto Rifle price reduced from $4750 -> $4250
Full Auto Rifle base damage type changed from Normal -> Sharp
Description changed from "Fully automatic weapon with incredible popping power." to "Fully automatic weapon with incredible popping power, including damage to Lead Bloons."
Sniper now with blocked line of sight due to the upgrade
Two Full Auto Rifles, 2-0-4 and 0-2-4. Both Full Autos are currently shooting.
In BTD5 Flash, purchasing Semi-Automatic Rifle allows the Sniper Monkey to pop Lead Bloons even without Full Metal Jacket. This is not the case in the mobile versions of the BTD5 generation or BTD6 for the Semi-Automatic upgrade. However, in BTD6, the Full Auto Rifle initially added automatic lead-popping power as Semi-Automatic Rifle did in BTD5.
Automatic lead-popping power for Full Auto Rifle was removed in Version 28.0, while Supply Drop still retains automatic lead-popping.
This upgrade decreases the sniper's sight height. This can be shown by placing the sniper on the Carrier Flagship's first platform on Encrypted.
This upgrade could be abbreviated to FAR, which would be a good pun on its infinite range when there aren't Line of Sight obstacles.
Full Auto Rifle is the only Tier 4 Sniper Monkey in BTD6 to wear no footwear of any kind.