Difference between revisions of "Anti-Sniper strategy"

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m (Primary weapons)
(Merged with the Spy secondary-specific mention at the top. I'm not sure how the Ambassador can possibly one-shot a Sniper if close enough, though.)
 
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[[File:SniperHumiliation.png|right|160px|That's some shonky business right there!]]
 
[[File:SniperHumiliation.png|right|160px|That's some shonky business right there!]]
{{Quotation|'''The Spy'''|Perhaps they can bury you in that van you call 'home.'|sound=Spy_DominationSniper06.wav}}
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{{Quotation|'''The Spy'''|Perhaps they can bury you in that van you call 'home.'|sound=Spy DominationSniper06.wav}}
  
The '''[[Sniper]]''' is an extremely dangerous class at long range due to his ability to kill any class instantly with a fully charged [[headshot]]. Generally, the best way to engage a Sniper is to get as close as possible because he lacks substantial close-ranged weaponry. However, at far range, one should generally try dodging the Sniper by moving erratically, using a mix of random crouches and jumps. This however, may be less effective against more skilled Snipers. A cornered Sniper has few options available except to run or engage you with weaker weapons, such as his [[Submachine Gun]] or melee weapon. Keep in mind that a Sniper can inflict [[bleeding]] damage or [[Mini-Crit]] vulnerability, depending on his weapon loadout. Further, Snipers who use the [[Huntsman]] can quickly shoot arrows which are effective at short to mid range, although this weapon takes away from the Sniper's long-range effectiveness.
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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 [[headshot]]s at extreme range, ignoring him is never an option. The best way to deal with a Sniper is awareness; if you know he is watching one route, try taking another route or fire at him to force him behind cover.
 +
 
 +
The Sniper is very weak in close-quarters combat; his [[Submachine Gun]] and melee weapons lose out to the arsenal of most other classes. Classes like the [[Scout]] or [[Spy]] can traverse flank routes with ease and engage the Sniper where he is weakest, while a class like the [[Soldier]] or [[Demoman]] can approach him through the air instead.
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 +
A Sniper affected by [[fire]], [[Bleeding|bleed]], or being shot at will have more difficulty aiming his rifle due to the constant aimpunch. Although not 100% effective, causing a Sniper to bleed, setting him on fire, or continuously shooting at him with a rapid-fire weapon can cause him to miss his shots and potentially force a retreat.
  
 
== General ==
 
== General ==
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! class="header" colspan="1" width="800" | Anti-Sniper strategy
 
! class="header" colspan="1" width="800" | Anti-Sniper strategy
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" |[[File:Sniper_badge_RED.png|40px]] '''[[Classes|Role]]'''
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| align="center" valign="center" style="padding:0.5em" |[[File:Sniper badge RED.png|40px]] '''[[Classes|Role]]'''
 
|
 
|
* Make use of any available cover; if you must expose yourself, keep moving or else you will be an easy target.  
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* The Sniper's role is to pick off any exposed enemies. Make good use of cover and keep moving to avoid being an easy target.
* A Sniper is most effective when he fights from a distance, so close the gap between you and him to increase your chances of survival.
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* A Sniper is most effective when he fights from a distance. If you get close, he will have difficulty landing a headshot on you.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
|
 
|
* The Sniper has a rather low amount of health; he is quite vulnerable at close range and will generally lose a fight against sturdier classes.
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* The Sniper shares the lowest base health with the [[Scout]], [[Spy]], & [[Engineer]]. He will generally lose direct fights against sturdier classes.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
|
 
|
* The Sniper walks and runs at an average pace, but he lags behind his team's main force for protection. In addition, he moves very slowly while scoped in. This makes the Sniper's ability to flee from fights rather poor.
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* The Sniper runs at an average pace, but is heavily slowed while aiming. He has difficulty fleeing from mobile opponents such as the [[Scout]], [[Soldier]], and [[Pyro]].
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
|
 
|
* The Sniper's primary weapons are unaffected by damage ramp-up and fall-off, making the Sniper very dangerous even at long ranges. They also have the ability to kill players instantly, so try to not get hit by them at all.
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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.
 +
* 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.
 
|-
 
|-
 
|}
 
|}
  
 
== Weapon-specific ==
 
== Weapon-specific ==
 
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{{main|Weapons#Sniper|l1=Sniper weapons}}
A list of useful tidbits about the Sniper's tools, and how to counter them.
 
  
 
=== Primary weapons ===
 
=== Primary weapons ===
*If you cannot escape a Sniper's sights, try to injure him, causing him to flinch and possibly miss the shot (unless he has the [[Cozy Camper]] equipped).
 
**You can also try to force Snipers to move (thus, denying them a clean shot) by firing projectiles (such as rockets) at them.
 
 
 
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200" | Weapon
 
! class="header" colspan="1" width="200" | Weapon
 
! class="header" colspan="1" width="800" | Anti-Sniper strategy
 
! class="header" colspan="1" width="800" | Anti-Sniper strategy
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{icon item|Sniper Rifle|100px}} {{icon item|Festive Sniper Rifle|100px}} {{icon item|AWPer Hand|100px}}<br />'''[[Sniper Rifle]]''' / '''[[Sniper Rifle|Festive Sniper Rifle]]''' / '''[[AWPer Hand]]'''
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sniper Rifle}} + '''reskins'''
 
|
 
|
* A Sniper has a very limited field of vision while he scopes in with his Sniper Rifle; ambush him from the side or the back.  
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* The Sniper Rifle fires single, accurate bullets over extreme distances, but takes nearly two seconds to reload. It is less effective against several foes or when up close.
* If you believe Snipers are watching the upcoming path, find an alternate one to bypass or attack them from, if possible.
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* The Sniper Rifle can zoom in to charge a shot, indicated by the Sniper holding the weapon to his eye. When scoped, the Sniper walks slowly and has a limited field of vision, making him susceptible to flanks from Scouts and Spies.
 +
* If you're caught in his sights, move unpredictably and shoot at him to make him flinch and misaim. As you approach, keep in mind that experienced Snipers can still headshot enemies who are only a few feet away.
 +
** Although certain weapons, like the Rocket Launcher and Scorch Shot, can be fired at extreme ranges, avoid getting into a "sniping" war with an enemy Sniper, lest they land a quick headshot on you.
 +
* Check if there is a Sniper or his rifle's laser dot before entering an area. He can only cover one route at a time, so take a different route, attack with teammates, or move once his laser dot goes away and his attention is somewhere else.
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Huntsman}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Huntsman}} + '''reskins'''
 
|
 
|
* While Huntsman arrows are nowhere as fast as bullets, they are just as dangerous, even moreso the closer the Sniper is to his target. Keep moving to deny him an accurate shot.  
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* The Huntsman fires arrows, which move slower than bullets. Incoming arrows can be dodged, unlike Sniper Rifle bullets.
* If you can, send a Huntsman Sniper airborne, as this will prevent him from firing an arrow until he lands.
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* Arrows have deceptively large hitboxes. Beware of fighting in narrow corridors, where dodging is much more difficult.
* A Pyro can deflect an enemy Sniper's Huntsman arrow, but this takes considerable skill. It is usually wiser to conserve ammo for attacking or deflecting other projectiles.
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* 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.
* Beware of narrow passageways, where it is harder to avoid many projectiles, and corners, where you may be ambushed (possibly by the Huntsman taunt-kill).
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* 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.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sydney Sleeper}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sydney Sleeper}}
 
|
 
|
* Don't underestimate the Sydney Sleeper due to its inability to perform headshots; it can reach full charge faster than the standard Sniper Rifle (a fully charged shot can kill classes that have 150 HP or less), and will coat you in Jarate when charged over 50%. The Jarate effect proves to be very hazardous if you have just run into enemy forces, since they will likely target you now.
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* The Sydney Sleeper’s headshot deals less damage (a maximum of 202 damage, compared to the Sniper Rifle’s 450). This means that not even a skilled Sniper can instantly kill you without some delay.
* If you are using the [[Dead Ringer]] and are shot by a Sydney Sleeper that was at least half-charged, you will be covered in Jarate even after leaving a fake corpse.
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* A scoped shot from this weapon coats the victim in Jarate, allowing the Sniper's allies to finish you off easily. If you are hit, consider falling back for a few seconds until the debuff wears off.
 +
* Overall, the Sydney Sleeper deals less damage on headshot, but charges faster; beware fast 150-damage bodyshots if playing as a fragile class like the Medic.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bazaar Bargain}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bazaar Bargain}}
 
|
 
|
* Snipers spawning with the Bazaar Bargain are at a disadvantage, requiring a longer time to charge high-damage shots. However, any headshot will hasten the Bazaar Bargain's charge rate; make sure to take constant cover.  
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* 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.
* Scoped bodyshots and misses reduce the bonus - if you can't make a Sniper miss, at least force him to strike your body instead of your head.
 
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Machina}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Machina}} + '''reskins'''
 
|
 
|
* The tracer rounds this weapon fires makes locating a Sniper much easier; however, fully utilize cover as you approach him, for a fully charged shot will cause massive damage.  
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* The Machina's fully charged shot pierces enemies. Don't count on teammates being able to bodyblock for you if the Sniper has time to charge, especially if you play as the Medic.
* Be wary of lining up with another teammate out in the open; a Sniper may succeed in shooting (and killing) you both.  
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* The Machina's tracer rounds reveal its user, making tracking the Sniper down much easier.
* The Machina can only fire while scoped, so attack the Sniper up close; close enough so that the Sniper cannot get an accurate shot with this weapon, and just out of range of his secondary and/or melee weapons.
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* This weapon can only fire while scoped, leaving the Sniper more vulnerable up close.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Hitman's Heatmaker}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Hitman's Heatmaker}}
 
|
 
|
* The Hitman's Heatmaker does less damage when landing a successful body shot than any other Sniper Rifle. This gives you a better chance against a Sniper who chooses to fight you up close with one.
+
* After obtaining an amount of kills or assists, the Sniper can activate the Heatmaker's “focus” ability, which charges his rifle faster and keeps him scoped between shots. A Sniper who stays alive long enough to obtain that much kill credit may be skilled.
* Each kill and assist achieved with the Hitman's Heatmaker gains Focus which, once active, temporarily gives the user a 25% faster charge rate and keeps him scoped between shots. Try to kill the Sniper before he enters Focus, or locate him from the tracer rounds he fires once he does.
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* When focus is activated, the Hitman's Heatmaker stays scoped after each shot and fires tracer rounds that reveal the Sniper. This could be a chance to track and defeat the Sniper up close while he is too focused on making use of his buff.
 +
* The Hitman's Heatmaker suffers a bodyshot damage penalty, rewarding you for partially dodging the Sniper's shots.
 
|-
 
|-
 +
| align="center" valign="center" style="padding:0.5em" |
 +
{{Table icon|Classic}}
 +
|
 +
* 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.
 +
* 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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! class="header" colspan="1" width="800" | Anti-Sniper strategy
 
! class="header" colspan="1" width="800" | Anti-Sniper strategy
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Submachine Gun}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Submachine Gun}} + '''reskins'''
 
|
 
|
* The Submachine Gun is surprisingly accurate, yet ineffective at longer ranges. If a Sniper attempts to attack you with it, try to move away from him while attacking with a more powerful weapon.  
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* The Submachine Gun is surprisingly accurate. Don't get complacent if a Sniper switches to it; move away and retaliate with a more powerful weapon.  
* The SMG only contains three clips of ammo, so it may not take long before the Sniper must resort to another weapon.
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* The Sniper only holds three clips of SMG ammo; he cannot fight for long before you can overwhelm him.
 +
* If you are struck by a strong attack, such as a fully-charged Huntsman arrow, the Sniper may switch to his SMG to finish you off. This takes him less time than attacking again with his primary weapon.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Razorback}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Razorback}}
 
|
 
|
* The Razorback deprives a Sniper of his secondary weapon, so attack him just outside his melee range.
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* A Sniper may wear the Razorback to discourage Spies from backstabbing him. As the Spy, take care not to reveal yourself to the enemy team if you decide to kill the Sniper with your Revolver.
* A Sniper wearing the Razorback may discourage Spies from backstabbing him, but it shouldn't deter you from attacking the Sniper from outside his view anyway.
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** Depending on your gun choice, it may take up to 3 shots to kill him, so wait until the Sniper scopes in before striking. The [[Ambassador]]'s ability to headshot is particularly effective as it leaves little time to react and requires only two shots.
** Additionally, a Spy wielding the [[Ambassador]] may aim for a [[headshot]] to deal 102 damage to the Sniper and finish him off with another shot or a slash of the Knife.
+
* 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.
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Jarate}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Jarate}} + '''reskins'''
 
|
 
|
* It is often best to retreat for cover if covered in Jarate, as you will most likely be pursued by the Sniper's teammates, who can now inflict [[Mini-Crit]]s on you. Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet.
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* If you're covered in Jarate, the Sniper's team will deal guaranteed [[Mini-Crit]]s to you, for about 35% more damage. Take cover if there are other enemies nearby until the debuff wears off in ten seconds.
**Beware of Snipers pursuing you with the [[Bushwhacka]], which deals crits instead of mini-crits.
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* Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet.
* As a Pyro, you can deflect Jarate onto the Sniper or his teammates.
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* 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.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Darwin's Danger Shield}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Darwin's Danger Shield}}
 
|
 
|
* Do not underestimate the health of a Sniper using the Shield; take advantage of his lack of a secondary weapon and kill him outside of his melee range.  
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* Darwin's Danger Shield's grants afterburn immunity and 50% damage resistance against fire. If ambushing him as the Pyro, switch to your Shotgun or melee weapon instead. Alternatively, attempt to airblast him if he is standing near a ledge to cause potentially fatal fall damage.
* As a Spy, do not be intimidated by the presence of the Darwin's Danger Shield on a potential victim; the item does not prevent backstabs like the Razorback does.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cozy Camper}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cozy Camper}}
 
|  
 
|  
* A Sniper equipped with the Cozy Camper will not flinch if you attack or burn him, allowing him an extended chance to shoot you. Use this bonus against him by attacking him from where he can't see you. By the time the Sniper realizes where he's being damaged, it should be too late for him to react.
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* A Sniper equipped with the Cozy Camper will not flinch if his Sniper Rifle is fully charged. Force him to take cover or shoot early.
* A Sniper with the Cozy Camper equipped moves very slowly while scoped in. This makes it easier to pick him off.
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* A Sniper with the Cozy Camper may stay scoped in more often, so assume his shots will deal extra damage, but that his field of vision is severely reduced.
* A Sniper with the Cozy Camper equipped will automatically regenerate health in a rate similar to the Medic, but only restores one health per second. Kill the Sniper before he gets away, or he may come back to continue harrassing you and your team.
+
* Be on the lookout for if a Sniper comes out of cover - his Rifle may already be charged.
 +
* The Cozy Camper deprives the Sniper of a secondary weapon, making him nearly useless in close-range combat.  
 +
* The Cozy Camper gives passive health regeneration to the Sniper, nullifying chip damage. Threaten him with heavy damage so he takes cover.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cleaner's Carbine}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cleaner's Carbine}}
 
|  
 
|  
* The Cleaner's Carbine, like the Submachine Gun, is very accurate yet suffers from a smaller clip size, lower fire rate, and no random critical hits. The weapon's negative attributes give you a chance to damage him faster than he can damage you.
+
* Dealing 100 damage with the Cleaner's Carbine fills a "CRIKEY" bar, giving the Sniper 8 seconds of Mini-Crits once filled and activated. If this happens, treat fighting him as if you have been hit by Jarate.
* On kill, the Cleaner's Carbine will be granted 3 seconds of guaranteed critical hits making it very deadly. Keep your distance until the bonus wears off, or overpower the Sniper.
+
* The Cleaner's Carbine suffers from a smaller clip size and lower fire rate, so the Sniper either has to surprise an enemy or deal substantial chip damage. If you spot the Sniper trying to do either, attack back to prevent them from reaching full "CRIKEY."
 +
* The Carbine's damage boost works well with the Bushwacka; be prepared for it!
 
|}
 
|}
  
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! class="header" colspan="1" width="800"| Anti-Sniper strategy
 
! class="header" colspan="1" width="800"| Anti-Sniper strategy
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{icon item|Kukri|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Frying Pan|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Kukri}} + '''reskins'''
<br />'''[[Kukri]]''' / '''[[Saxxy]]''' / '''[[Conscientious Objector]]''' / '''[[Frying Pan]]''' / '''[[Freedom Staff]]''' / '''[[Bat Outta Hell]]'''
 
 
|
 
|
* A Sniper will generally only use this weapon as a last resort. Simply back up and finish the Sniper off.
+
* A Sniper will generally use the Kukri weapon as a last resort when cornered. It is still as strong as other melee weapons, so back up and finish him off.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tribalman's Shiv}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tribalman's Shiv}}
 
|
 
|
* The Tribalman's Shiv does less damage upfront, meaning you will probably kill the Sniper in melee combat. However, the [[bleeding]] causes it to do more damage over time, so have an idea of where health kits and Medics are before facing a Sniper wielding this weapon.  
+
* Don't get careless just because the Tribalman's Shiv seemingly does little damage – it inflicts [[bleed]], causing you to take extra damage over time.
* Do not let the Sniper get close to you if you have been doused in Jarate, as bleeding is affected by Mini-Crits.
+
* After applying bleed, the Sniper may create space and attack you with a ranged weapon. Quickly decide to end the fight or retreat, before the damage stacks up.
 +
* If you are hit by the Shiv again, your bleeding duration will reset. Know where you can find healing once the fight ends.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bushwacka}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bushwacka}}
 
|
 
|
* A Sniper will typically pull out this weapon after dousing you in Jarate. Wait for the effect to fade away before confronting him, or attack him from a distance using ranged weapons.
+
* A Sniper will typically pull out the Bushwacka after accessing Mini-Crits, usually from Jarate or the Cleaner's Carbine. Fight from just outside melee range, where he is weakest, and take advantage of the damage vulnerability he receives while the Bushwacka is active.
** Beware facing a Sniper with the Bushwacka out while you are under the effects of [[Crit-a-Cola]], the [[Buffalo Steak Sandvich]], have [[Gloves of Running Urgently]] out or while he is affected by the [[Buff Banner]].
 
*Use fire on a Sniper who has the Bushwacka in his loadout to kill him faster.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shahanshah}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shahanshah}}
 
|
 
|
* Be careful in engaging in prolonged melee combat with a Sniper wielding the Shahanshah; he may gain the advantage once the weapon's damage bonus kicks in.  
+
* The Shahanshah deals increased damage if the Sniper is below half health. If fighting him in melee combat, know that his strikes may become stronger after you land a hit or two.
* A Sniper wielding this weapon may purposely run into harm's way in order to deal serious damage to you once he gets within melee range; kill him before he gets the chance.
+
* A Sniper who fights with the Shahanshah is likely injured and trying to take advantage of its damage bonus. Similar to when he is using the Bushwacka, keep your distance.
|-
 
|}
 
 
 
== Item set effects ==
 
{{main|Item sets}}
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200"| Set
 
! class="header" colspan="1" width="800"| Anti-Sniper strategy
 
|-
 
| align="center" valign="center" style="padding:0.5em" |
 
{{item icon|Sydney Sleeper|100px}}
 
{{item icon|Darwin's Danger Shield|100px}}
 
{{item icon|Bushwacka|100px}}
 
{{item icon|Ol' Snaggletooth|100px}}
 
<br />[[Item sets#Sniper|'''The Croc-o-style Kit''']]
 
|
 
* A Sniper using this set is even more vulnerable than usual at closer ranges due to a weaker primary weapon, a lack of a secondary weapon, and an increased vulnerability to fire.
 
* If you are counter-sniping, aim for the upper body instead of the head, as a fully charged bodyshot will still kill the Croc-o-Style Sniper whereas a headshot would be wasted.
 
 
|-
 
|-
 
|}
 
|}

Latest revision as of 20:42, 28 November 2024

That's some shonky business right there!

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, ignoring him is never an option. The best way to deal with a Sniper is awareness; if you know he is watching one route, try taking another route or fire at him to force him behind cover.

The Sniper is very weak in close-quarters combat; his Submachine Gun and melee weapons lose out to the arsenal of most other classes. Classes like the Scout or Spy can traverse flank routes with ease and engage the Sniper where he is weakest, while a class like the Soldier or Demoman can approach him through the air instead.

A Sniper affected by fire, bleed, or being shot at will have more difficulty aiming his rifle due to the constant aimpunch. Although not 100% effective, causing a Sniper to bleed, setting him on fire, or continuously shooting at him with a rapid-fire weapon can cause him to miss his shots and potentially force a retreat.

General

Attributes Anti-Sniper strategy
Sniper emblem RED.png Role
  • The Sniper's role is to pick off any exposed enemies. Make good use of cover and keep moving to avoid being an easy target.
  • A Sniper is most effective when he fights from a distance. If you get close, he will have difficulty landing a headshot on you.
Leaderboard class medic.png Health
  • The Sniper shares the lowest base health with the Scout, Spy, & Engineer. He will generally lose direct fights against sturdier classes.
Leaderboard class scout.png Speed
  • The Sniper runs at an average pace, but is heavily slowed while aiming. He has difficulty fleeing from mobile opponents such as the Scout, Soldier, and Pyro.
Leaderboard class soldier.png Power
  • 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.
  • Pay attention to the rifle the Sniper is using. Different rifles have varying damage and charge rate.

Weapon-specific

Main article: Sniper weapons

Primary weapons

Weapon Anti-Sniper strategy
Sniper Rifle
Sniper Rifle + reskins
  • The Sniper Rifle fires single, accurate bullets over extreme distances, but takes nearly two seconds to reload. It is less effective against several foes or when up close.
  • The Sniper Rifle can zoom in to charge a shot, indicated by the Sniper holding the weapon to his eye. When scoped, the Sniper walks slowly and has a limited field of vision, making him susceptible to flanks from Scouts and Spies.
  • If you're caught in his sights, move unpredictably and shoot at him to make him flinch and misaim. As you approach, keep in mind that experienced Snipers can still headshot enemies who are only a few feet away.
    • Although certain weapons, like the Rocket Launcher and Scorch Shot, can be fired at extreme ranges, avoid getting into a "sniping" war with an enemy Sniper, lest they land a quick headshot on you.
  • Check if there is a Sniper or his rifle's laser dot before entering an area. He can only cover one route at a time, so take a different route, attack with teammates, or move once his laser dot goes away and his attention is somewhere else.
Huntsman
Huntsman + reskins
  • The Huntsman fires arrows, which move slower than bullets. Incoming arrows can be dodged, unlike Sniper Rifle bullets.
  • 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.
  • 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.
Sydney Sleeper
Sydney Sleeper
  • The Sydney Sleeper’s headshot deals less damage (a maximum of 202 damage, compared to the Sniper Rifle’s 450). This means that not even a skilled Sniper can instantly kill you without some delay.
  • A scoped shot from this weapon coats the victim in Jarate, allowing the Sniper's allies to finish you off easily. If you are hit, consider falling back for a few seconds until the debuff wears off.
  • Overall, the Sydney Sleeper deals less damage on headshot, but charges faster; beware fast 150-damage bodyshots if playing as a fragile class like the Medic.
Bazaar Bargain
Bazaar Bargain
  • 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.
Machina
Machina + reskins
  • The Machina's fully charged shot pierces enemies. Don't count on teammates being able to bodyblock for you if the Sniper has time to charge, especially if you play as the Medic.
  • The Machina's tracer rounds reveal its user, making tracking the Sniper down much easier.
  • This weapon can only fire while scoped, leaving the Sniper more vulnerable up close.
Hitman's Heatmaker
Hitman's Heatmaker
  • After obtaining an amount of kills or assists, the Sniper can activate the Heatmaker's “focus” ability, which charges his rifle faster and keeps him scoped between shots. A Sniper who stays alive long enough to obtain that much kill credit may be skilled.
  • When focus is activated, the Hitman's Heatmaker stays scoped after each shot and fires tracer rounds that reveal the Sniper. This could be a chance to track and defeat the Sniper up close while he is too focused on making use of his buff.
  • The Hitman's Heatmaker suffers a bodyshot damage penalty, rewarding you for partially dodging the Sniper's shots.

Classic
Classic

  • 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.
  • 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.

Secondary weapons

Weapon Anti-Sniper strategy
Submachine Gun
SMG + reskins
  • The Submachine Gun is surprisingly accurate. Don't get complacent if a Sniper switches to it; move away and retaliate with a more powerful weapon.
  • The Sniper only holds three clips of SMG ammo; he cannot fight for long before you can overwhelm him.
  • If you are struck by a strong attack, such as a fully-charged Huntsman arrow, the Sniper may switch to his SMG to finish you off. This takes him less time than attacking again with his primary weapon.
Razorback
Razorback
  • A Sniper may wear the Razorback to discourage Spies from backstabbing him. As the Spy, take care not to reveal yourself to the enemy team if you decide to kill the Sniper with your Revolver.
    • Depending on your gun choice, it may take up to 3 shots to kill him, so wait until the Sniper scopes in before striking. The Ambassador's ability to headshot is particularly effective as it leaves little time to react and requires only two shots.
  • 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.
Jarate
Jarate + reskins
  • If you're covered in Jarate, the Sniper's team will deal guaranteed Mini-Crits to you, for about 35% more damage. Take cover if there are other enemies nearby until the debuff wears off in ten seconds.
  • 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.
    • 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.
Darwin's Danger Shield
Darwin's Danger Shield
  • Darwin's Danger Shield's grants afterburn immunity and 50% damage resistance against fire. If ambushing him as the Pyro, switch to your Shotgun or melee weapon instead. Alternatively, attempt to airblast him if he is standing near a ledge to cause potentially fatal fall damage.
Cozy Camper
Cozy Camper
  • A Sniper equipped with the Cozy Camper will not flinch if his Sniper Rifle is fully charged. Force him to take cover or shoot early.
  • A Sniper with the Cozy Camper may stay scoped in more often, so assume his shots will deal extra damage, but that his field of vision is severely reduced.
  • Be on the lookout for if a Sniper comes out of cover - his Rifle may already be charged.
  • The Cozy Camper deprives the Sniper of a secondary weapon, making him nearly useless in close-range combat.
  • The Cozy Camper gives passive health regeneration to the Sniper, nullifying chip damage. Threaten him with heavy damage so he takes cover.
Cleaner's Carbine
Cleaner's Carbine
  • Dealing 100 damage with the Cleaner's Carbine fills a "CRIKEY" bar, giving the Sniper 8 seconds of Mini-Crits once filled and activated. If this happens, treat fighting him as if you have been hit by Jarate.
  • The Cleaner's Carbine suffers from a smaller clip size and lower fire rate, so the Sniper either has to surprise an enemy or deal substantial chip damage. If you spot the Sniper trying to do either, attack back to prevent them from reaching full "CRIKEY."
  • The Carbine's damage boost works well with the Bushwacka; be prepared for it!

Melee Weapons

Weapon Anti-Sniper strategy
Kukri
Kukri + reskins
  • A Sniper will generally use the Kukri weapon as a last resort when cornered. It is still as strong as other melee weapons, so back up and finish him off.
Tribalman's Shiv
Tribalman's Shiv
  • Don't get careless just because the Tribalman's Shiv seemingly does little damage – it inflicts bleed, causing you to take extra damage over time.
  • After applying bleed, the Sniper may create space and attack you with a ranged weapon. Quickly decide to end the fight or retreat, before the damage stacks up.
  • If you are hit by the Shiv again, your bleeding duration will reset. Know where you can find healing once the fight ends.
Bushwacka
Bushwacka
  • A Sniper will typically pull out the Bushwacka after accessing Mini-Crits, usually from Jarate or the Cleaner's Carbine. Fight from just outside melee range, where he is weakest, and take advantage of the damage vulnerability he receives while the Bushwacka is active.
Shahanshah
Shahanshah
  • The Shahanshah deals increased damage if the Sniper is below half health. If fighting him in melee combat, know that his strikes may become stronger after you land a hit or two.
  • A Sniper who fights with the Shahanshah is likely injured and trying to take advantage of its damage bonus. Similar to when he is using the Bushwacka, keep your distance.

See also