Difference between revisions of "User:InShane/sandbox9"

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{{Quotation|'''The Sniper''' on exemplary battlefield etiquette|Be polite. Be efficient. Have a plan to kill everyone you meet.}}
 
  
{{Match-Up | forclass=sniper
 
  | scout-strategy =
 
'''Relative merits:''' The Scout is a dangerous enemy who can close in on you quickly using his speed, double jumps, and tools like [[Bonk! Atomic Punch]]. If the Scout manages to approach you, he has a massive advantage. At a distance, he can only harass you with his [[Pistol]] but is a difficult target.
 
 
'''Tactics:''' Pick a sniping spot where you can notice the Scout approaching or force him to take extra time to approach even with a double jump. Instead of aiming at the Scout's small head, consider fully charging a bodyshot instead. At close range, backpedal while firing your [[Submachine Gun]] or go for a quick headshot if he moves too predictably.
 
 
'''Useful weapons:'''
 
* A primary weapon that deals full headshot damage is your best choice for handling a Scout who targets you.
 
 
  | soldier-strategy =
 
'''Relative merits:''' An enemy Soldier can either fight at the frontlines, away from you, or roam on his own, where he might hunt you down. So long as you can spot him, his slow walking speed and arcing [[rocket jumps]] are both predictable enough for you to snipe.
 
 
'''Tactics:''' As a Soldier approaches you, he will probably fire rockets to force you behind cover and mess up your aim. If he starts [[rocket jumping]], predict his trajectory to shoot him out of the air or retreat if he gets too close. A roaming Soldier is more likely to simply get the drop on you; periodically check vertical routes he might take.
 
 
  | pyro-strategy =
 
'''Relative merits:''' An enemy Pyro's only option at long range is the [[Flare Gun]] or its variations, so you can freely attack him in the open. Knowing this, the Pyro will try to ambush you up close from alternate routes.
 
 
'''Tactics:''' Keep an eye out for flares shot in your direction, as they can ignite you, significantly throwing off your aim. Otherwise, survey the battlefield as normal and be mindful of routes an ambusher can take to you. Try to have a plan to escape back to your team if caught at close range, where your best options are only the Submachine Gun or unscoped Sniper Rifle shots.
 
 
If you are using the [[Huntsman]], note that arrows are the one damaging projectile you have that can be reflected.
 
'''Useful weapons:'''
 
* [[Jarate]] can be thrown downward to extinguish yourself.
 
* [[Cozy Camper]] helps negate afterburn damage if you are sniping from far away.
 
* [[Darwin's Danger Shield]] completely negates afterburn, so you can never be critically hit by the Flare Gun.
 
 
 
  | demoman-strategy =
 
'''Relative merits:'''
 
 
'''Tactics:'''
 
 
'''Useful weapons:'''
 
*Over long distances, an enemy Demoman can only lob inaccurate [[Grenade Launcher|grenades]] and [[Stickybomb Launcher|Stickybombs]] at your position. Keep moving in between your own shots to avoid the wide splash damage. If he tries to [[sticky jump]] or use [[Chargin' Targe|one]] of [[Splendid Screen|his]] [[Tide Turner|shields]] to approach you, hide behind cover or take advantage of his predictable trajectory to land an easy headshot. At medium range, his explosives can easily make short work of you. If he gets too close, backpedal while firing your Submachine Gun or unscoped shots from your primary weapon. The Demoman, with his indirect weaponry, is one of the only classes capable of attacking you from outside your line of sight; well placed explosives can turn your sniping spot into a deathtrap. Keep an eye (and ear) out for traps and use your Sniper Rifle or Submachine Gun to remove Stickybombs if needed.
 
  | heavy-strategy = The Heavy’s slow speed and large size make him a juicy target. At a distance, his [[Minigun]] fire suffers from bullet spread and will do minimal damage, allowing you to snipe freely. Remain distant; even at medium range, his bullets will cause you to flinch and make it much harder to aim. One fully charged headshot will instantly kill an overhealed Heavy, well worth waiting for if he has a Medic healing him. If a Heavy somehow maneuvers to your sniping location, run for your life; both unscoped shots from your primary weapon and your Submachine Gun will deal pitiful damage compared to his large health pool and deadly Minigun.
 
  | engineer-strategy = The Engineer likely takes a defensive position that is too dangerous to approach with just your Sniper Rifle. His [[Shotgun]] and possibly [[Combat Mini-Sentry]] give him a dueling advantage, so don't seek him out yourself. However, you can pick off an exposed Sentry Gun from far away. If the Engineer comes out of cover to repair it or uses the [[Wrangler]] to target you, shoot him too. If he hides behind his Sentry Gun and can't be hit, fire at his other buildings to deprive him of resources.
 
  | medic-strategy = The enemy Medic should be one of your top priority targets. Do your best to land a headshot or fully charged bodyshot to instantly eliminate his team’s source of healing. His [[Syringe Gun]] and other weapons are ineffective over longer distances; if he is alone, you should be able to fire at him without any problems. However, in close combat, you are the only class weaker than the Medic. His Bonesaw can deal devastating blows and his Syringe Gun will outperform your Submachine Gun. Running away is not advised, as his higher speed allows him to chase you. However, you can beat a Medic's firepower using weapons like the [[Cleaner's Carbine]]'s CRIKEY, Jarate, and the [[Tribalman's Shiv]].
 
  | sniper-strategy = One of your main jobs is to eliminate enemy Snipers that are constantly picking off your own teammates. Because a Sniper duel can be decided in just one shot, focus on predicting the enemy Sniper's movements while remaining mobile yourself. A standing target is extremely easy to hit - even when aiming, strafe back and forth, adjusting your crosshair as needed. Accustom yourself to aiming for quick headshots unless you're sure your target can be killed by a bodyshot. After taking your shot, keep moving and don't stay exposed; if you fail to kill him, there will be a small window of time where he can freely fire at you. Establishing control of a zone first is important; being in a position to land a fully charged bodyshot on your enemy as soon as they step out from behind cover is a great advantage. If there are signs that an enemy Sniper is already watching the area, such as his Sniper Rifle's laser dot or injured teammates, consider moving to another position so that you can freely take the first shot. If you don't wish to do so, leave cover while charging your shot so that you are already prepared to fire. A Sniper with the Huntsman will have to fight considerably closer to the frontlines and is thus at a disadvantage when facing a Sniper with the default Sniper Rifle.
 
  | spy-strategy = The Spy is your nemesis. Because you frequently focus on aiming at targets that are far away, you may not notice when he’s behind you with his [[Knife]]. As the Sniper, you generally work alone, so stay aware of your surroundings and [[Spy check]] any suspicious teammates that get too close. To discourage a Spy from picking you off, stay close enough to your team that they can provide assistance (or vengeance). Jarate won't protect you against a backstab but can nullify the Spy's [[Cloak]] and [[disguise]], making him easy to track down. If you equip the [[Razorback]], the Spy must use his Revolver, which should grab your team's attention. His [[Revolver]] gives him an advantage in a straight-up duel, but you have melee weapons, such as the [[Tribalman's Shiv]], that give you the upper hand in melee range.
 
}}
 
 
== See also ==
 
*[[Team strategy]]
 
* [[Sniper (competitive)]]
 
[[Category:Strategy|Sniper match-ups]]
 
<br/>
 
 
{{CommunityStrategyNav}}
 
{{Sniper Nav}}
 
 
 
[[Category:Sniper]]
 
[[Category:Class match-ups]]
 

Latest revision as of 15:17, 23 June 2021