Difference between revisions of "Basic Sniper strategy"

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{{hatnote|This page contains basic strategy for the Sniper. For more advanced strategies, see [[Community Sniper strategy]]. For how to play against the Sniper, see [[Anti-Sniper strategy]].}}
 
{{Quotation|'''The Sniper''' |I'm gunnin' for ya, you mongrels!|sound=Sniper_taunts14.wav}}
 
{{Quotation|'''The Sniper''' |I'm gunnin' for ya, you mongrels!|sound=Sniper_taunts14.wav}}
The [[Sniper]] excels in picking off enemies from great distances. His ability to [[headshot]] lets him deal severe damage to foes before they can even get close. His effectiveness increases exponentially with the player's skill; one experienced Sniper can be worth three or more. Important targets for a Sniper include enemy Snipers, Medics, Heavies, and Engineers. The Sniper is one of the weakest classes at close range combat and is often targeted by classes that operate alone, such as Scouts and Spies. If cornered and alone, he is likely to be killed. A good Sniper roams around the battlefield behind his team's combat classes and does not camp a single spot for long.
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[[File:Snipertaunt2.PNG|350px|right]]
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The [[Sniper]] excels in picking off enemies from great distances. His ability to [[headshot]] lets him deal severe damage to foes before they can even get close. Important targets for a Sniper include enemy Snipers, [[Medic]]s, [[Heavy|Heavies]], and [[Engineer]]s, enemies that tend to withstand or avoid direct assaults. The Sniper is one of the weakest classes at close range combat and is often targeted by classes that operate alone, such as [[Scout]]s and [[Spy|Spies]]. If cornered and alone, he is likely to be killed. A good Sniper supports his team's combat classes from behind, frequently changes sniping spots, and stays aware of his surroundings.
  
 
== Primary weapons ==
 
== Primary weapons ==
All of your primary weapons rely on precise aiming, so experiment with your mouse sensitivity until you feel comfortable. If it is too low, you will have difficulty aiming at enemies who actively dodge. If it is too high, you will have trouble aiming at more specific targets, like your enemies' heads. Other customizable settings on your computer, such as mouse acceleration, can be toggled on or off to increase your precision. If you are firing from a hidden position, remember that the [[deathcam]] reveals your location to the enemy. Switch positions often and keep an eye out for any enemies that try to flank you, especially [[Spies]].  
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All of your primary weapons can charge to deal significant damage but rely on precise aiming, so experiment with your mouse sensitivity until you feel comfortable. If it is too low, you will have difficulty tracking enemies who actively dodge. If it is too high, you will have trouble aiming at more specific targets, like your enemies' heads.  
  
===[[Sniper Rifle]] + reskins===
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===[[Sniper Rifle]] + [[reskins]]===
{{icon item|Sniper Rifle|100px}} {{icon item|AWPer Hand|100px}}
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{{icon item|Sniper Rifle|100px}} {{icon item|Festive Sniper Rifle|100px|link=Festive weapons}} {{icon item|AWPer Hand|100px}} {{icon item|Silver Botkiller Sniper Rifle Mk.I|100px|link=Botkiller weapons}} {{icon item|Australium Sniper Rifle|100px|link=Australium weapons}}
  
Your [[Sniper Rifle]]'s laser dot stays visible no matter where you are aiming. Enemies that see your laser dot will be aware of your presence and may be deterred from coming out of cover. If you want to hide it, aim at a nearby object until you are ready to shoot. When aiming at an enemy, decide whether you want to aim for the head or the body. While a quick, uncharged headshot is significantly harder to land, it will deal as much damage as a fully charged bodyshot. Keep in mind the amount of health your target has; for an enemy with lower health, it may be easier to land a bodyshot, particularly if he is aware of your presence and actively dodging. When not scoped, your Sniper Rifle is still completely accurate and deals uncharged bodyshot damage, so don't bother to scope if you have to fire immediately.
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The Sniper Rifle can zoom in on distant enemies and as a hitscan weapon, is perfectly accurate. While zoomed in, the Sniper Rifle gradually charges to deal extra damage. Additionally, headshots while zoomed are always critical hits. Take your shots depending on the target:
  
===[[Huntsman]] + reskins===
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* An unscoped, uncharged shot deals a solid 50 damage to a weakened foe.
{{icon item|Huntsman|100px}} {{icon item|Fortified Compound|100px}}
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* Charged bodyshots deal up to 150 damage. If you're having trouble hitting a dodging [[Scout]]'s head, charge up a shot and aim for his body to kill him instantly.
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* Uncharged headshots, which deal 150 damage, can quickly eliminate an enemy Sniper or targets moving predictably.
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* A charged headshot deals up to 450 damage and can kill any class that is fully overhealed and not affected by defensive buffs. Direct charged headshots at bulky enemies, like the Heavy or Soldier, who may be too resilient for your teammates.
  
When compared to the Sniper Rifle, the Huntsman cannot zoom in and fires relatively slow [[projectiles|arrows]]. While these arrows can deal critical headshot damage, they travel in a slight arc, encouraging you to fight closer to the front lines so that aiming is easier. The Huntsman cannot be used to camp an area as easily as the Sniper Rifle, as a charged arrow that is kept drawn for over five seconds will not follow your crosshair and generally miss the target. Alternate fire will let you stop charging your arrow, allowing you to save ammo and relax the [[Sniper]]'s arm. Certain allies, such as friendly [[Pyro]]s, can light your arrows on fire, allowing you to ignite enemies from far away.
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Even if you stay hidden, the Sniper Rifle projects an obvious laser dot that experienced players know to avoid; hide the dot around a corner or take cover as your shot charges. Know that the [[deathcam]] reveals your location to your victim. Switch positions often and keep an eye out for any enemies that try to flank you, especially Spies.
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===[[Huntsman]] + [[reskins]]===
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{{icon item|Huntsman|100px}} {{icon item|Festive Huntsman|100px|link=Festive weapons}} {{icon item|Fortified Compound|100px}}
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The Huntsman fires relatively slow [[projectiles|arrows]], which travel in a slight arc and can still headshot. The Huntsman cannot zoom in at all, giving you a broader battlefield view but making it difficult to target faraway enemies. Fight closer to the front lines, but stay behind teammates and take cover when possible - arrows take extra time to reload. Keeping an arrow drawn for longer than five seconds causes the Sniper's arm to begin to shake, causing the arrow to become very inaccurate; the "alternate fire" button (default: Mouse 2) uncharges the arrow to regain accuracy. Friendly [[Pyro]]s can light your arrows on fire, allowing you to ignite enemies from far away.
  
 
===[[Sydney Sleeper]]===
 
===[[Sydney Sleeper]]===
 
{{icon item|Sydney Sleeper|100px}}
 
{{icon item|Sydney Sleeper|100px}}
  
The Sydney Sleeper is great if you have less than average aim or find yourself rarely landing headshots. While you will lack some firepower, a weakened enemy covered in Jarate is easy prey for either your teammates or an unscoped follow-up shot. Without the ability to headshot, you are vulnerable to enemy Snipers that use the standard Sniper Rifle and your fully charged shot will only be able to kill the weaker classes.
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The Sydney Sleeper gains team support capabilities at the cost of headshot damage. It charges 25% faster and applies the [[Jarate]] debuff when you land a scoped shot, but its headshots only deal mini-crits (+35% damage) instead of critical hits (+200% damage). Apply Jarate on important targets like an overhealed Heavy, or quickly charge a full-damage bodyshot for the enemy Medic. Because the Sleeper deals less headshot damage, you are weaker when dueling an enemy Sniper with the default Sniper Rifle and may only damage enemies that the stock [[Sniper Rifle]] would kill outright. If you end up fighting alone against a Jarate-ed enemy, follow up with uncharged shots, your [[SMG]], or the [[Bushwacka]].
  
 
===[[Bazaar Bargain]]===
 
===[[Bazaar Bargain]]===
 
{{icon item|Bazaar Bargain|100px}}
 
{{icon item|Bazaar Bargain|100px}}
  
The Bazaar Bargain is made for consistent Snipers that are able to land consecutive headshots. Each successive headshot increases the gun's charge rate by 7.5%, to a maximum of 45% faster. Quick-charging headshots allow you to quickly take down bulky classes such as the [[Heavy]] or [[Soldier]]. Uncharged headshot damage remains the same, meaning you can deal with weaker classes normally. You can safely keep your charge bonus by using unscoped shots at medium range.
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The Bazaar Bargain rewards experienced Snipers that can stay alive and land consistent headshots; it is not recommended for beginners. The weapon initially charges at 50% of the normal rate. Headshot kills increase the charge rate back to normal at 2 headshot kills and up to double speed at 6 headshot kills. After you acquire a few headshot kills, the increased charge rate can be used to take more bodyshots against evasive enemies or more quickly take out bulky foes in a single headshot. This bonus is lost upon death and can be hard to maintain against experienced players who may target you.
  
===[[Machina]]===
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===[[Machina]] + [[reskins]]===
{{icon item|Machina|100px}}
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{{icon item|Machina|100px}} {{icon item|Shooting Star|100px}}
  
The Machina's fully charged shot deals 15% bonus damage and, while tricky to line up, can pierce through multiple enemies. However, it cannot fire when unscoped and its tracer rounds reveal your position after every shot. It becomes increasingly more difficult to aim with your scope when enemies are closer, so keep a moderate distance from the main battle and continuously switch your sniping location. The fully charged shot is best utilized when aiming at the bodies of clustered enemies, as a fully charged headshot from the standard Sniper Rifle is already capable of instantly killing an [[overheal]]ed [[Heavy]].
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A fully charged Machina shot deals 15% extra damage and can pierce through multiple enemies. Give yourself enough time to charge shots - pick proper vantage points, guess which paths enemies will take, and stay scoped as you creep out of cover. When shooting at a group of enemies, the piercing shot is great for targeting enemy Medics or other classes who hide behind their allies. However, the Machina cannot fire when unscoped and its tracer rounds reveal your location after every shot. Carry a secondary weapon like the [[SMG]] for close range fights, or stay near teammates who can defend you, all while occasionally switching locations to keep your foes from following the tracer rounds.
  
 
===[[Hitman's Heatmaker]]===
 
===[[Hitman's Heatmaker]]===
 
{{icon item|Hitman's Heatmaker|100px}}
 
{{icon item|Hitman's Heatmaker|100px}}
  
When using the Hitman's Heatmaker, you will build a Focus meter as you acquire kills and assists. When the meter is full, your next shot will activate the Focus state, where you will have an 25% increased charge rate and won't have to unscope after every shot. Like the Bazaar Bargain, the Hitman's Heatmaker is made for accurate Snipers who can land consecutive headshots; bodyshots from this weapon suffer a 20% damage penalty.
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When using the Hitman's Heatmaker, you build a Focus meter as you acquire kills and assists. Pressing the reload key activates the "Focused" buff, which drains any Focus acquired to put you in a meditative state where you charge shots 25% faster and don't unscope after each shot. However, while Focused, the Heatmaker fires tracer rounds similar to those of the [[Machina]], revealing your location. The buff lets you rapidly fire strong shots that can take out multiple enemies if they try pushing into your team all at once. Bodyshots from this weapon suffer a 20% damage penalty and are unable to instantly kill any of the weaker classes, even if fully charged. If you can land headshots reliably, this weapon will often be more useful to you than the stock [[Sniper Rifle]].
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===[[Classic]]===
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{{icon item|Classic|100px}}
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The Classic is a callback to the old Sniper Rifle of Team Fortress Classic. It allows you to charge your shot while unscoped, though you still move slowly while charging. However, it can only [[headshot]] once fully charged and deals 10% less damage on bodyshots. Because of this, the Classic cannot be used for quick-scoped headshots, leaving you at a disadvantage against enemy Snipers. The Classic's charge mechanics allow you to view your entire, unzoomed screen at any time, useful when tracking a target or watching for flanking enemies. Overall, you gain improved vision at the cost of damage and firing speed. Expert Snipers rarely use this weapon because of its inability to quickly land headshots.
  
 
== Secondary weapons ==
 
== Secondary weapons ==
  
===[[Submachine Gun]]===
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===[[SMG]] + [[reskins]]===
{{icon item|Submachine Gun|100px}}
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{{icon item|SMG|100px}} {{icon item|Australium SMG|100px|link=Australium weapons}} {{icon item|Festive SMG|100px|link=Festive weapons}}
  
While the Submachine Gun (SMG) is a weak weapon, it is still stronger than your melee weapon when it comes to [[damage]] per second and can be used to finish off weakened foes or fight enemies that are difficult to hit, such as [[Scout]]s. It is easier to defend yourself with than [[Jarate]] when you're operating alone or away from teammates. It pairs well with the [[Huntsman]], due to its close range nature, as well as the [[Machina]], which is difficult to use at close range. Although this is not recommended by many players, the [[Sydney Sleeper]] can be used to Jarate enemies, which allows the SMG to quickly decrease the enemy's health due to the loss of damage drop-off that many quick-firing weapons suffer from.
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The SMG has better range and damage than your melee weapon and is fairly accurate. It is one of your best close-to-mid range weapons, even if it does lose out to most guns of other classes. Use it to finish off weakened foes or fight enemies that are difficult to hit, such as [[Scout]]s. It is easier to defend yourself with the SMG rather than [[Jarate]] when you're operating alone or away from teammates. It pairs well with the [[Sydney Sleeper]], to finish off enemies affected by Jarate, and the [[Machina]], which is difficult to use at close range.
  
 
===[[Razorback]]===
 
===[[Razorback]]===
 
{{icon item|Razorback|100px}}
 
{{icon item|Razorback|100px}}
  
The Razorback will protect you from one enemy [[backstab]] before breaking, emitting an electronic sound. Because it deprives you of a secondary weapon, it works best when fighting near allies, where an enemy Spy would risk revealing himself to your entire team if he were to attack you. A Spy can still use his Revolver to attack you, making the Submachine Gun or Jarate better anti-Spy choices if you're operating alone.  
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The Razorback will protect you from one enemy [[backstab]] before breaking, emitting an electronic sound and stunning the Spy for two seconds. However, it deprives you of a secondary weapon and prevents you from being overhealed, making it much harder to defend yourself against combat classes. Note that any semi-competent Spy will notice the Razorback on your back, and may use his Revolver to kill you in three hits. If he tries to shoot you, react quickly enough to defend yourself with your melee weapon or a quick headshot.
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Overall, the Razorback works best when fighting near allies, where an enemy Spy would risk revealing himself to your entire team if he attacks you. If you're having problems fighting a Spy directly, consider equipping the [[Jarate]] or [[SMG]] instead.
  
===[[Jarate]]===
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===[[Jarate]] + [[reskins]]===
{{icon item|Jarate|100px}}
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{{icon item|Jarate|100px}} {{icon item|Festive Jarate|100px|link=Festive weapons}} {{icon item|Self-Aware Beauty Mark|100px}}
  
Jarate is thrown like a grenade and inflicts a debuff upon its victims, causing all soaked enemies to take increased damage. In large firefights, keep a moderate distance, douse multiple enemies at once, and let your teammates finish the job. You can pair it with the [[Bushwacka]] to quickly dispatch foes that get too close. Additionally, Jarate can be used to extinguish burning allies, including yourself, and easily nullify a Spy's [[Cloak]] and [[disguise]].
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Jarate is thrown like a grenade and inflicts a debuff on enemies, causing all soaked enemies to take increased damage in the form of mini-crits. In large firefights, keep a moderate distance, douse multiple enemies at once, and let your teammates finish the job. You can pair it with the [[Bushwacka]] to quickly dispatch foes that get too close. Additionally, Jarate can be used to extinguish yourself and burning teammates, and easily nullify a Spy's [[Cloak]] and [[disguise]]. However, Jarate replaces your SMG, making it harder to fend off combat classes alone.
  
 
===[[Darwin's Danger Shield]]===
 
===[[Darwin's Danger Shield]]===
 
{{icon item|Darwin's Danger Shield|100px}}
 
{{icon item|Darwin's Danger Shield|100px}}
  
The extra health provided by Darwin's Danger Shield will help keep you alive when fighting closer to enemies. The increased bullet resistance means that you won't instantly be killed by an enemy Sniper's uncharged [[headshot]] or charged bodyshot. However, the increased explosive vulnerability leaves you just as weak to the close range classes, such as the Soldier and Demoman, as before.
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The Darwin's Danger Shield gives you full afterburn immunity and 50% resistance to fire damage, but replaces your SMG. This gives you some protection when facing enemy Pyros who shoot flares at you, but also makes you unable to fight back effectively if they get too close, as they can airblast you away if you charge them with your melee weapon. Stay close to teammates, who can protect you from enemy combat classes.
  
 
===[[Cozy Camper]]===
 
===[[Cozy Camper]]===
 
{{icon item|Cozy Camper|100px}}
 
{{icon item|Cozy Camper|100px}}
  
The Cozy Camper allows you to keep your aim steady when scoped if you're taking damage, great when your enemies notice and are trying to harass you at range. Its innate health regeneration is especially useful when dealing with prolonged damage such as [[afterburn]] or [[bleeding]]. Additionally, the Cozy Camper lessens all [[knockback]] experienced, further aiding precision when aiming. However, the Cozy Camper increases all damage taken by 20%, encouraging you to camp away from the front lines.
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The Cozy Camper is a secondary weapon that enhances long-ranged sniping. It prevents flinching when your shot is fully charged, which prevents enemies from throwing your aim off by shooting you. To make use of this effect without drawing attention, you will likely need to fully charge your shot before leaving cover. The Cozy Camper also lessens all [[knockback]] experienced, further aiding precision when aiming. Its innate health regeneration can lessen damage from [[afterburn]] or [[bleeding]] inflicted by various long range weapons. The lack of a secondary weapon encourages you to camp away from the front lines (hence the name).
  
 
===[[Cleaner's Carbine]]===
 
===[[Cleaner's Carbine]]===
 
{{icon item|Cleaner's Carbine|100px}}
 
{{icon item|Cleaner's Carbine|100px}}
  
The Cleaner's Carbine is weaker than the standard Submachine Gun but gains guaranteed mini-crits for eight seconds upon killing an enemy. It's not great for self-defense, but rather for picking off an enemy weakened by a headshot or your team. Once the critboost is acquired, you can use your primary or melee weapon to grab another quick kill or attempt to continue on a streak with the Carbine itself. Due to the decreased clip size, focus on accuracy instead of firing rapidly; reloading will consume a little over a second of your mini-crits.
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The Cleaner's Carbine is a weaker backup weapon than the SMG, but brings potential for more offense. The Carbine builds up a "CRIKEY" meter as it deals damage. Alt-fire when the CRIKEY meter is filled grants guaranteed mini-crits for eight seconds. Find opportunities between sniping, such as killing weakened enemies or dealing chip damage, to build up CRIKEY. Once the mini-crit boost is acquired, pick a weapon to rampage with. If you switch weapons, the Huntsman or Bushwacka work well with mini-crits. If you stick with the Carbine, focus on accuracy instead of firing rapidly, as reloading will consume a little over a second of your mini-crits.
  
 
== Melee weapons ==
 
== Melee weapons ==
  
===[[Kukri]] + reskins===
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===[[Kukri]] + [[reskins]]===
{{icon item|Kukri|100px}} {{icon item|Saxxy|100px}}  
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{{icon item|Kukri|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Prinny Machete|100px}}  
{{icon item|Conscientious Objector|100px}} {{icon item|Frying Pan|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}}
 
  
The Kukri is your go-to weapon when dealing with enemies at close range, especially Spies. If you don't need to directly approach an enemy, use your ranged weapons until you are forced to enter melee combat.
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If you are forced to enter melee combat with the Kukri, avoid blindly charging in and try to dodge enemy attacks - your low base health and short melee range leaves you vulnerable to ranged weapons. Instead, strike once the enemy has depleted their ammo and is reloading. If you do not need to approach an enemy, use your ranged weapons until aiming becomes difficult.
  
 
===[[Tribalman's Shiv]]===
 
===[[Tribalman's Shiv]]===
 
{{icon item|Tribalman's Shiv|100px}}
 
{{icon item|Tribalman's Shiv|100px}}
  
When including the [[bleed]] effect, one hit from the Tribalman's Shiv does more damage than the standard Kukri, but over a longer period of time. Coating an enemy in [[Jarate]] will greatly enhance the damage bleeding does. The bleed effect can be used to track down [[Cloak]]ed Spies.
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The Tribalman's Shiv deals reduced damage but inflicts [[bleed]]. When including the bleed effect, one hit from the Tribalman's Shiv does more damage than the Kukri, but over a longer period of time. Despite dealing higher total damage, hitting a healthy enemy with this weapon will usually not dissuade them from continuing to attack you. Land one hit, then back away to supplement the bleed with ranged attacks. The SMG or Jarate can be used alongside this weapon for consistent, moderate damage. The bleed effect can also be used to track down [[Cloak]]ed Spies, as they will flicker each time they take damage.
  
 
===[[Bushwacka]]===
 
===[[Bushwacka]]===
 
{{icon item|Bushwacka|100px}}
 
{{icon item|Bushwacka|100px}}
  
Use the Bushwacka in combination with [[Jarate]] to quickly dispatch of nearby foes with guaranteed [[critical hit]]s. Enemies will rarely charge directly at you, making the Bushwacka-[[Sydney Sleeper]] combo less effective. While you cannot easily fend off a [[Pyro]] at close range, you can carry [[Jarate]] to douse yourself and avoid taking extended burn damage.
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The Bushwacka deals critical hits whenever you would normally mini-crit. It can be combined with mini-crit boosts from your various weapons, including the [[Sydney Sleeper]], [[Jarate]], and [[Cleaner's Carbine]]. Out of all of these, using the Bushwacka in combination with Jarate to quickly dispatch nearby foes is most consistent. It is least effective alongside the Sydney Sleeper, as enemies will rarely charge directly at you while afflicted by Jarate. Be wary when approaching your target, however, as the Bushwacka's small melee range and increased damage vulnerability will allow enemies to kill you faster - most notably the Scout or Soldier, who may kill you instantly with a point-blank Scattergun or Rocket Launcher attack.
  
 
===[[Shahanshah]]===
 
===[[Shahanshah]]===
 
{{icon item|Shahanshah|100px}}
 
{{icon item|Shahanshah|100px}}
  
The Shahanshah deals 25% less damage when you're above half of your maximum health and 25% more damage when you're below half of your maximum health. When cornered by an enemy, use other weapons for close range combat until your health is low enough that you can use the Shahanshah as a strong last resort.
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The Shahanshah deals 25% less damage (49 damage) when you're above half of your maximum health and 25% more damage (81 damage) when you're below half of your maximum health. Use other weapons, such as the Huntsman or SMG, for close range combat until your health is low enough that you can use the Shahanshah as a strong last resort.
 
 
  
 
== See also ==
 
== See also ==
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*[[Team strategy]]
 
*[[Team strategy]]
  
<br/>
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{{Class Strategy Nav}}
 
 
{{Class strategy}}
 
 
{{Sniper Nav}}
 
{{Sniper Nav}}
  
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[[Category:Sniper]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Sniper]]
 

Latest revision as of 11:28, 11 September 2023

This page contains basic strategy for the Sniper. For more advanced strategies, see Community Sniper strategy. For how to play against the Sniper, see Anti-Sniper strategy.
I'm gunnin' for ya, you mongrels!
The Sniper
Snipertaunt2.PNG

The Sniper excels in picking off enemies from great distances. His ability to headshot lets him deal severe damage to foes before they can even get close. Important targets for a Sniper include enemy Snipers, Medics, Heavies, and Engineers, enemies that tend to withstand or avoid direct assaults. The Sniper is one of the weakest classes at close range combat and is often targeted by classes that operate alone, such as Scouts and Spies. If cornered and alone, he is likely to be killed. A good Sniper supports his team's combat classes from behind, frequently changes sniping spots, and stays aware of his surroundings.

Primary weapons

All of your primary weapons can charge to deal significant damage but rely on precise aiming, so experiment with your mouse sensitivity until you feel comfortable. If it is too low, you will have difficulty tracking enemies who actively dodge. If it is too high, you will have trouble aiming at more specific targets, like your enemies' heads.

Sniper Rifle + reskins

Sniper Rifle Festive Sniper Rifle AWPer Hand Silver Botkiller Sniper Rifle Mk.I Australium Sniper Rifle

The Sniper Rifle can zoom in on distant enemies and as a hitscan weapon, is perfectly accurate. While zoomed in, the Sniper Rifle gradually charges to deal extra damage. Additionally, headshots while zoomed are always critical hits. Take your shots depending on the target:

  • An unscoped, uncharged shot deals a solid 50 damage to a weakened foe.
  • Charged bodyshots deal up to 150 damage. If you're having trouble hitting a dodging Scout's head, charge up a shot and aim for his body to kill him instantly.
  • Uncharged headshots, which deal 150 damage, can quickly eliminate an enemy Sniper or targets moving predictably.
  • A charged headshot deals up to 450 damage and can kill any class that is fully overhealed and not affected by defensive buffs. Direct charged headshots at bulky enemies, like the Heavy or Soldier, who may be too resilient for your teammates.

Even if you stay hidden, the Sniper Rifle projects an obvious laser dot that experienced players know to avoid; hide the dot around a corner or take cover as your shot charges. Know that the deathcam reveals your location to your victim. Switch positions often and keep an eye out for any enemies that try to flank you, especially Spies.

Huntsman + reskins

Huntsman Festive Huntsman Fortified Compound

The Huntsman fires relatively slow arrows, which travel in a slight arc and can still headshot. The Huntsman cannot zoom in at all, giving you a broader battlefield view but making it difficult to target faraway enemies. Fight closer to the front lines, but stay behind teammates and take cover when possible - arrows take extra time to reload. Keeping an arrow drawn for longer than five seconds causes the Sniper's arm to begin to shake, causing the arrow to become very inaccurate; the "alternate fire" button (default: Mouse 2) uncharges the arrow to regain accuracy. Friendly Pyros can light your arrows on fire, allowing you to ignite enemies from far away.

Sydney Sleeper

Sydney Sleeper

The Sydney Sleeper gains team support capabilities at the cost of headshot damage. It charges 25% faster and applies the Jarate debuff when you land a scoped shot, but its headshots only deal mini-crits (+35% damage) instead of critical hits (+200% damage). Apply Jarate on important targets like an overhealed Heavy, or quickly charge a full-damage bodyshot for the enemy Medic. Because the Sleeper deals less headshot damage, you are weaker when dueling an enemy Sniper with the default Sniper Rifle and may only damage enemies that the stock Sniper Rifle would kill outright. If you end up fighting alone against a Jarate-ed enemy, follow up with uncharged shots, your SMG, or the Bushwacka.

Bazaar Bargain

Bazaar Bargain

The Bazaar Bargain rewards experienced Snipers that can stay alive and land consistent headshots; it is not recommended for beginners. The weapon initially charges at 50% of the normal rate. Headshot kills increase the charge rate back to normal at 2 headshot kills and up to double speed at 6 headshot kills. After you acquire a few headshot kills, the increased charge rate can be used to take more bodyshots against evasive enemies or more quickly take out bulky foes in a single headshot. This bonus is lost upon death and can be hard to maintain against experienced players who may target you.

Machina + reskins

Machina Shooting Star

A fully charged Machina shot deals 15% extra damage and can pierce through multiple enemies. Give yourself enough time to charge shots - pick proper vantage points, guess which paths enemies will take, and stay scoped as you creep out of cover. When shooting at a group of enemies, the piercing shot is great for targeting enemy Medics or other classes who hide behind their allies. However, the Machina cannot fire when unscoped and its tracer rounds reveal your location after every shot. Carry a secondary weapon like the SMG for close range fights, or stay near teammates who can defend you, all while occasionally switching locations to keep your foes from following the tracer rounds.

Hitman's Heatmaker

Hitman's Heatmaker

When using the Hitman's Heatmaker, you build a Focus meter as you acquire kills and assists. Pressing the reload key activates the "Focused" buff, which drains any Focus acquired to put you in a meditative state where you charge shots 25% faster and don't unscope after each shot. However, while Focused, the Heatmaker fires tracer rounds similar to those of the Machina, revealing your location. The buff lets you rapidly fire strong shots that can take out multiple enemies if they try pushing into your team all at once. Bodyshots from this weapon suffer a 20% damage penalty and are unable to instantly kill any of the weaker classes, even if fully charged. If you can land headshots reliably, this weapon will often be more useful to you than the stock Sniper Rifle.

Classic

Classic

The Classic is a callback to the old Sniper Rifle of Team Fortress Classic. It allows you to charge your shot while unscoped, though you still move slowly while charging. However, it can only headshot once fully charged and deals 10% less damage on bodyshots. Because of this, the Classic cannot be used for quick-scoped headshots, leaving you at a disadvantage against enemy Snipers. The Classic's charge mechanics allow you to view your entire, unzoomed screen at any time, useful when tracking a target or watching for flanking enemies. Overall, you gain improved vision at the cost of damage and firing speed. Expert Snipers rarely use this weapon because of its inability to quickly land headshots.

Secondary weapons

SMG + reskins

SMG Australium SMG Festive SMG

The SMG has better range and damage than your melee weapon and is fairly accurate. It is one of your best close-to-mid range weapons, even if it does lose out to most guns of other classes. Use it to finish off weakened foes or fight enemies that are difficult to hit, such as Scouts. It is easier to defend yourself with the SMG rather than Jarate when you're operating alone or away from teammates. It pairs well with the Sydney Sleeper, to finish off enemies affected by Jarate, and the Machina, which is difficult to use at close range.

Razorback

Razorback

The Razorback will protect you from one enemy backstab before breaking, emitting an electronic sound and stunning the Spy for two seconds. However, it deprives you of a secondary weapon and prevents you from being overhealed, making it much harder to defend yourself against combat classes. Note that any semi-competent Spy will notice the Razorback on your back, and may use his Revolver to kill you in three hits. If he tries to shoot you, react quickly enough to defend yourself with your melee weapon or a quick headshot.

Overall, the Razorback works best when fighting near allies, where an enemy Spy would risk revealing himself to your entire team if he attacks you. If you're having problems fighting a Spy directly, consider equipping the Jarate or SMG instead.

Jarate + reskins

Jarate Festive Jarate Self-Aware Beauty Mark

Jarate is thrown like a grenade and inflicts a debuff on enemies, causing all soaked enemies to take increased damage in the form of mini-crits. In large firefights, keep a moderate distance, douse multiple enemies at once, and let your teammates finish the job. You can pair it with the Bushwacka to quickly dispatch foes that get too close. Additionally, Jarate can be used to extinguish yourself and burning teammates, and easily nullify a Spy's Cloak and disguise. However, Jarate replaces your SMG, making it harder to fend off combat classes alone.

Darwin's Danger Shield

Darwin's Danger Shield

The Darwin's Danger Shield gives you full afterburn immunity and 50% resistance to fire damage, but replaces your SMG. This gives you some protection when facing enemy Pyros who shoot flares at you, but also makes you unable to fight back effectively if they get too close, as they can airblast you away if you charge them with your melee weapon. Stay close to teammates, who can protect you from enemy combat classes.

Cozy Camper

Cozy Camper

The Cozy Camper is a secondary weapon that enhances long-ranged sniping. It prevents flinching when your shot is fully charged, which prevents enemies from throwing your aim off by shooting you. To make use of this effect without drawing attention, you will likely need to fully charge your shot before leaving cover. The Cozy Camper also lessens all knockback experienced, further aiding precision when aiming. Its innate health regeneration can lessen damage from afterburn or bleeding inflicted by various long range weapons. The lack of a secondary weapon encourages you to camp away from the front lines (hence the name).

Cleaner's Carbine

Cleaner's Carbine

The Cleaner's Carbine is a weaker backup weapon than the SMG, but brings potential for more offense. The Carbine builds up a "CRIKEY" meter as it deals damage. Alt-fire when the CRIKEY meter is filled grants guaranteed mini-crits for eight seconds. Find opportunities between sniping, such as killing weakened enemies or dealing chip damage, to build up CRIKEY. Once the mini-crit boost is acquired, pick a weapon to rampage with. If you switch weapons, the Huntsman or Bushwacka work well with mini-crits. If you stick with the Carbine, focus on accuracy instead of firing rapidly, as reloading will consume a little over a second of your mini-crits.

Melee weapons

Kukri + reskins

Kukri Frying Pan Saxxy Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete

If you are forced to enter melee combat with the Kukri, avoid blindly charging in and try to dodge enemy attacks - your low base health and short melee range leaves you vulnerable to ranged weapons. Instead, strike once the enemy has depleted their ammo and is reloading. If you do not need to approach an enemy, use your ranged weapons until aiming becomes difficult.

Tribalman's Shiv

Tribalman's Shiv

The Tribalman's Shiv deals reduced damage but inflicts bleed. When including the bleed effect, one hit from the Tribalman's Shiv does more damage than the Kukri, but over a longer period of time. Despite dealing higher total damage, hitting a healthy enemy with this weapon will usually not dissuade them from continuing to attack you. Land one hit, then back away to supplement the bleed with ranged attacks. The SMG or Jarate can be used alongside this weapon for consistent, moderate damage. The bleed effect can also be used to track down Cloaked Spies, as they will flicker each time they take damage.

Bushwacka

Bushwacka

The Bushwacka deals critical hits whenever you would normally mini-crit. It can be combined with mini-crit boosts from your various weapons, including the Sydney Sleeper, Jarate, and Cleaner's Carbine. Out of all of these, using the Bushwacka in combination with Jarate to quickly dispatch nearby foes is most consistent. It is least effective alongside the Sydney Sleeper, as enemies will rarely charge directly at you while afflicted by Jarate. Be wary when approaching your target, however, as the Bushwacka's small melee range and increased damage vulnerability will allow enemies to kill you faster - most notably the Scout or Soldier, who may kill you instantly with a point-blank Scattergun or Rocket Launcher attack.

Shahanshah

Shahanshah

The Shahanshah deals 25% less damage (49 damage) when you're above half of your maximum health and 25% more damage (81 damage) when you're below half of your maximum health. Use other weapons, such as the Huntsman or SMG, for close range combat until your health is low enough that you can use the Shahanshah as a strong last resort.

See also