Difference between revisions of "Basic Sniper strategy"

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The [[Sniper]] is a long range, fragile class.  He and the [[Spy]] are the only classes that can [[headshot]]. His role is to pick off important or dangerous targets such as skilled enemy Snipers, enemy [[Heavies]] and [[Medics]], or [[Engineers]] near a [[Sentry Gun]].
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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]].}}
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{{Quotation|'''The Sniper''' |I'm gunnin' for ya, you mongrels!|sound=Sniper_taunts14.wav}}
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[[File:Snipertaunt2.PNG|350px|right]]
  
==General==
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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.
* Your [[Sniper Rifle]]'s laser dot is visible to the enemy. If you want to hide it, aim at a windowsill or nearby object until you are ready to shoot.
 
  
* If you are firing from unusual positions, remember that the killcam will reveal your location to the enemy. This is important if your position is easy to flank or approach.
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== Primary weapons ==
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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.  
  
* You will often be the first target for Spies.  Check often.  Pay attention.
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===[[Sniper Rifle]] + [[reskins]]===
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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}}
  
* Experiment with your mouse sensitivity. Too low, and you will have difficulty aiming at dodging enemies. Too high, and you may have problems aiming for small targets, like their heads.  Test each setting for at least a day so you can adjust.
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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:
  
* Fully charged bodyshots do excellent damage. They can kill Medics and level one Sentry Guns.
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* An unscoped, uncharged shot deals a solid 50 damage to a weakened foe.
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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.
  
* While you cannot be headshot if you are equipped with the full [[Item sets#The Sniper|Croc-o-Style]] kit, that doesn't mean you are immune from enemy Snipers.  A charged hit will still kill you with a single bullet, and headshots can reduce you to one health.
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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.
  
==Weapon Specific Tips==
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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}}
  
A list of useful tidbits about the Sniper's tools.
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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.
  
===[[Sniper Rifle]]===
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===[[Sydney Sleeper]]===
* Quick headshots are preferable to charged bodyshots.  You'll deal more damage faster.
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{{icon item|Sydney Sleeper|100px}}
* You can fire your gun without scoping.  It is completely accurate and deals uncharged bodyshot damage.  Don't bother scoping if you have to fire immediately.
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* Boosted Crits from the [[Kritzkrieg]] or similar sources make any shot deal headshot damage.
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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]].
* If an opposing Sniper is carrying the Croc-o-style kit, hit him with a fully charged bodyshot rather than a headshot; the Croc-o-style kit prevents him from dying to a headshot (he will be left with 1 hp), but a fully charged bodyshot will still kill him in one shot, provided he is not buffed by an opposing Medic.
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===[[Bazaar Bargain]]===
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{{icon item|Bazaar Bargain|100px}}
  
===[[Huntsman]]===
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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.
* Because the Huntsman arrows are [[projectiles]], lead your target.
 
  
* When the Huntsman hits a person, it makes a distinctive sound which is always audible to the Sniper who fired it, no matter how far away the target is.  You don't have to see if your arrows hit;  You can hear them.
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===[[Machina]] + [[reskins]]===
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{{icon item|Machina|100px}} {{icon item|Shooting Star|100px}}
  
* Firing around head height towards chokepoints will score occassional kills.
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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.
  
* Arrows curve down a bit, and curve even more if you don't charge the shot.  Aim up if you're shooting for the head.
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===[[Hitman's Heatmaker]]===
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{{icon item|Hitman's Heatmaker|100px}}
  
* The alt-fire button lets you stop charging your arrow. Use this to save ammo and to relax the Sniper's arm. If he is charged for more than 10 seconds, the arrow will be fired with spread and will generally miss the target.
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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]].
  
* Friendly [[Pyro]]s can light your arrows on fire, even when you do not have one drawn. These arrows will not do extra damage on a hit, but will light the target on [[fire]].
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===[[Classic]]===
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{{icon item|Classic|100px}}
  
* Projectiles have a large hitbox. Sometimes you can nail a headshot by shooting just to one side of their head. This is good for hitting distant foes and Engineers behind buildings.
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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.
  
===[[Sydney Sleeper]]===
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== Secondary weapons ==
* Snipers with less than average aim should opt to use The Sydney Sleeper over the Rifle. You're able to deal a good amount of damage and apply the Jarate effect without having to aim for heads.
 
  
* The Sydney Sleeper + Submachine Gun (SMG) can be an very lethal combination. If you hit a shot charged long enough to cover your target in Jarate, a single clip of the SMG can deal about 250 damage.  Moreover, Mini-Crits don't suffer from damage fall-off, giving you a great advantage in short and medium ranges.
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===[[SMG]] + [[reskins]]===
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{{icon item|SMG|100px}} {{icon item|Australium SMG|100px|link=Australium weapons}} {{icon item|Festive SMG|100px|link=Festive weapons}}
  
===[[Submachine Gun]]===
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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.
* The Submachine Gun (SMG) is best used to finish off damaged foes, especially with the Huntsman and Sydney Sleeper.
 
  
 
===[[Razorback]]===
 
===[[Razorback]]===
* Only use the Razorback if you know the enemy has Spies on their team and those Spies are actively targeting you.  The SMG and Jarate are better anti-Spy choices if you're not constantly assaulted.
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{{icon item|Razorback|100px}}
  
* The Razorback works best near friends. Otherwise, a Spy can still use the [[Ambassador]] to reliably kill you.
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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.
  
* The only way to get a new Razorback is by visiting a [[resupply]] cabinet. Remember to get a new shield if your old one is broken!
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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.
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===[[Jarate]] + [[reskins]]===
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{{icon item|Jarate|100px}} {{icon item|Festive Jarate|100px|link=Festive weapons}} {{icon item|Self-Aware Beauty Mark|100px}}
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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]]===
* This shield raises your maximum health to 150 at the cost of losing your secondary weapon. Consider using it with the Huntsman for close range combat.
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{{icon item|Darwin's Danger Shield|100px}}
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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.
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===[[Cozy Camper]]===
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{{icon item|Cozy Camper|100px}}
  
===[[Jarate]]===
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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).
* The Jarate's [[Critical hit#Mini-Crits|Mini-Crits]] do not stack with normal Crits. Which means you'll either score a Critical hit (ex: Headshots) or you'll get a Mini-Crit (Bodyshot).
 
  
* Try to throw it at a Spy as soon as you spot him so that he can't [[Cloak]] and escape. Jarate renders the Spy's Cloak near useless, lightly displaying his team color and dripping Jarate particles.
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===[[Cleaner's Carbine]]===
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{{icon item|Cleaner's Carbine|100px}}
  
* Using Jarate with the [[Bushwacka]] can be very effective.
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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.
  
===[[Kukri]]===
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== Melee weapons ==
* In close quarters, such as many Sniper decks, the Kukri can quickly dispatch cornered enemies without the low initial damage of the Shiv or the Pyro vulnerability of the Bushwacka.
 
  
===[[Tribalman's Shiv]]===
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===[[Kukri]] + [[reskins]]===
* Use your [[Jarate]] in combination with the Shiv for bleeding Mini-Crits.  One combo hit on a 125 hp class will kill them.
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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}}
  
* Overall, the Tribalman's Shiv causes more damage than the normal [[Kukri]] but over a longer duration.
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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.
 
* Cloaked Spies will be semi-visible when bleeding, due to a slight flicker of their Cloak and the blood effect.
 
  
===[[The Bushwacka]]===
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===[[Tribalman's Shiv]]===
*Because it turns Mini-Crits into Crits, it is great to use in combination with [[Jarate]].
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{{icon item|Tribalman's Shiv|100px}}
  
*If your enemies have the habit of closing in after being hit by the [[Sydney Sleeper]], this is an excellent counter.
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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.
  
*Unless the opposing team has an actively attacking Pyro, the Bushwacka should be used in place of the Kukri if you are not using the [[Tribalman's Shiv]].
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===[[Bushwacka]]===
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{{icon item|Bushwacka|100px}}
  
*The Mini-Crit into Crit effect is active for any source of Mini-Crits ([[Buff Banner]], enemy [[Crit-a-Cola]], etc.)
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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.
  
===[[Item sets#The Sniper|The Croc-o-style Set]]===
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===[[Shahanshah]]===
* The main perk of this set, the immunity to death by headshots, is great when fighting predictable enemy Snipers.  If you are headshotted you will be left with 1 health.
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{{icon item|Shahanshah|100px}}
  
* Also remember that you will be unable to kill heavier classes on your own unless you can successfully fire off two shots in quick succession.
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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==
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== See also ==
 
*[[Community Sniper strategy]]
 
*[[Community Sniper strategy]]
 
*[[Sniper match-ups]]
 
*[[Sniper match-ups]]
*[[How to play the Sniper]]
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*[[Team strategy]]
  
 
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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