Difference between revisions of "Anti-Sniper strategy"
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* The Sniper's primary weapons are unaffected by damage fall-off. Try not to get hit at all, as even an uncharged headshot or a fully-charged bodyshot from the default Sniper Rifle deals 150 damage - enough to instantly kill weaker classes and severely injure tougher ones. | * The Sniper's primary weapons are unaffected by damage fall-off. Try not to get hit at all, as even an uncharged headshot or a fully-charged bodyshot from the default Sniper Rifle deals 150 damage - enough to instantly kill weaker classes and severely injure tougher ones. | ||
− | *A fully-charged headshot will instantly kill any class, barring a combination of overhealing and damage reduction. | + | * A fully-charged headshot will instantly kill any class, barring a combination of overhealing and damage reduction. |
* Pay attention to the rifle the Sniper is using. Different rifles have varying damage and charge rate. | * Pay attention to the rifle the Sniper is using. Different rifles have varying damage and charge rate. | ||
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* Arrows have deceptively large hitboxes. Beware of fighting in narrow corridors, where dodging is much more difficult. | * Arrows have deceptively large hitboxes. Beware of fighting in narrow corridors, where dodging is much more difficult. | ||
* The Huntsman cannot zoom in, forcing the Sniper to fight closer to the front lines and making him easier to target. The lack of zoom also allows him to spot flanking enemies more easily. | * The Huntsman cannot zoom in, forcing the Sniper to fight closer to the front lines and making him easier to target. The lack of zoom also allows him to spot flanking enemies more easily. | ||
+ | * If a Sniper charges his arrows for too long, it will be wildly inaccurate and deal very little damage. Keep on the move to avoid his arrows and try increase the time it takes for him to line up a shot, forcing him to shoot an inaccurate shot or having to cancel his shot. | ||
+ | * As the arrows are projectiles, the Short Circuit's alt fire can destroy them. Use this to your advantage when pushing up, as it can hold off any Huntsman Snipers trying to slow your approach. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sydney Sleeper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Sydney Sleeper}} | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bazaar Bargain}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Bazaar Bargain}} | ||
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− | * The Bazaar Bargain reduces the | + | * The Bazaar Bargain reduces the charge time of the Sniper's rifle as he lands multiple headshots. If you see teammates dying to his headshots, note his skill level and avoid his line of sight. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Machina}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Machina}} + '''reskins''' | ||
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{{Table icon|Classic}} | {{Table icon|Classic}} | ||
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− | * The Classic allows the Sniper to charge his | + | * The Classic allows the Sniper to charge his shots independently from his scope. Because of this, he will have an easier time to spot and aim at potential attackers. |
− | * The Classic can headshot | + | * Each shot from The Classic has a bodyshot damage penalty and can only headshot when fully charged. Engage him between charged shots; he must prepare his charged shot in advance before he can deal considerable damage to you. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Razorback}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Razorback}} | ||
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− | + | * A Sniper may wear the Razorback to discourage Spies from backstabbing him. As the Spy, take care to not reveal yourself to the enemy team if you decide to kill the Sniper with your Revolver. | |
− | * A Sniper may wear the Razorback to discourage Spies from backstabbing him. As the Spy, take care to not reveal yourself to the enemy team if you decide to kill the Sniper with your | + | ** Depending on your gun choice, it may take up to 3 shots to kill him, so wait until the Sniper scopes in before striking. |
− | ** | + | * Equipping the Razorback deprives a Sniper of a secondary weapon, making him much weaker in direct combat. |
* The Razorback renders the Sniper unable to receive any kind of overheal, meaning that in a Sniper duel, he will always die to an uncharged headshot. | * The Razorback renders the Sniper unable to receive any kind of overheal, meaning that in a Sniper duel, he will always die to an uncharged headshot. | ||
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* Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet. | * Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet. | ||
* A lone Sniper will often follow up his Jarate toss with his weapon. React to his ranged or melee weapon appropriately. | * A lone Sniper will often follow up his Jarate toss with his weapon. React to his ranged or melee weapon appropriately. | ||
+ | ** As the Sniper Rifle has no damage falloff, each uncharged shot he lands on you will now deal 68 damage. | ||
* The Sniper can use Jarate to extinguish himself or his teammates. As the Pyro, don't always rely on afterburn to finish him off. | * The Sniper can use Jarate to extinguish himself or his teammates. As the Pyro, don't always rely on afterburn to finish him off. | ||
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Revision as of 05:40, 7 February 2024
“ | Perhaps they can bury you in that van you call 'home.'
Click to listen
— The Spy
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” |
The Sniper specializes in eliminating enemies at long range. He will typically position himself at a vantage point away from the battlefield, scanning the area for targets. His primary weapons can charge and deliver headshots at extreme range, so ignoring him is never an option. The best way to deal with a Sniper is awareness; if you know he's watching one route, try taking another route or firing at him to force him behind cover.
The Sniper is very weak at close combat; his Submachine Gun and melee weapon lose out to most other guns. Maneuvering close enough to engage him is best done by the Spy, who can Cloak and backstab, or the Scout, who can approach from alternate routes and is a difficult target.
Contents
General
Attributes | Anti-Sniper strategy |
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Role |
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Health | |
Speed | |
Power |
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Weapon-specific
Main article: Sniper weapons
Primary weapons
Weapon | Anti-Sniper strategy |
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Sniper Rifle + reskins |
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Huntsman + reskins |
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Sydney Sleeper |
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Bazaar Bargain |
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Machina + reskins |
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Hitman's Heatmaker |
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Secondary weapons
Weapon | Anti-Sniper strategy |
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SMG + reskins |
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Razorback |
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Jarate + reskins |
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Darwin's Danger Shield |
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Cozy Camper |
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Cleaner's Carbine |
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Melee Weapons
Weapon | Anti-Sniper strategy |
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Kukri + reskins |
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Tribalman's Shiv |
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Bushwacka |
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Shahanshah |
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See also
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