Difference between revisions of "Sniper weapons (competitive)"
Pokemaster73 (talk | contribs) (→Bushwacka) |
|||
(16 intermediate revisions by 10 users not shown) | |||
Line 1: | Line 1: | ||
{{competitive}} | {{competitive}} | ||
{{hatnote|Some Sniper weapons may be banned in your league. For a list of banned weapons, please see the [[Competitive item restrictions#List of restricted items|Weapon Ban List]].}} | {{hatnote|Some Sniper weapons may be banned in your league. For a list of banned weapons, please see the [[Competitive item restrictions#List of restricted items|Weapon Ban List]].}} | ||
− | The [[Sniper (competitive)|Sniper]] specializes in long range area denial. He is frequently used to get a pick on a Medic in case of a stalemate. He deals | + | The [[Sniper (competitive)|Sniper]] specializes in long range area denial. He is frequently used to get a pick on a Medic in case of a stalemate. He deals decent damage at close range, but not enough to match other classes. |
==Primary Weapon== | ==Primary Weapon== | ||
− | + | The Sniper's primary weapons are his main source of damage, and constitutes his only long-range damage. All Sniper Rifles can be charged up to deal increased damage, and all but the Sydney Sleeper can deal headshots for guaranteed critical hits. All but the Huntsman provide a visible Sniper dot while scoped. The stock Sniper Rifle, Sydney Sleeper, Hitman's Heatmaker, and Bazaar Bargain can shoot without being scoped, dealing accurate but low damage. | |
− | The Sniper's primary weapons are his main source of damage, and constitutes his only long-range damage. All Sniper Rifles can be charged up to deal increased damage, and all but the Sydney Sleeper can deal | ||
=== Sniper Rifle === | === Sniper Rifle === | ||
− | + | The stock Sniper Rifle provides the simplest source of damage. It can kill any enemy on a fully charged headshot, and can deal significant damage on a bodyshot. | |
− | The stock Sniper Rifle provides the simplest source of damage. It can kill any enemy on a fully charged headshot, and can deal significant damage on a bodyshot. | + | The AWPer Hand has the same stats as the stock Sniper Rifle. |
− | The | ||
{| class="wikitable grid" | {| class="wikitable grid" | ||
! class="header" | Weapon | ! class="header" | Weapon | ||
! class="header" | Damage | ! class="header" | Damage | ||
− | ! class="header" | [[Critical hits|Critical]] | + | ! class="header" | [[Critical hits|Critical]] damage |
− | ! class="header" | Function | + | ! class="header" | Function Time |
! class="header" | Special | ! class="header" | Special | ||
|- | |- | ||
− | ! style="background-color:#FFF4CC;" | [[Sniper Rifle]] <br>{{Item icon|Sniper Rifle}} | + | ! style="background-color:#FFF4CC;" | [[Sniper Rifle|Sniper Rifle]] <br>{{Item icon|Sniper Rifle}} |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Uncharged:''' 50 | * '''Uncharged:''' 50 | ||
− | * ''' | + | * '''Charge:''' 150 |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Critical, Uncharged:''' 150 | * '''Critical, Uncharged:''' 150 | ||
− | * ''' | + | * '''Criticak, Charge:''' 450 |
* '''Mini-Crit, Uncharged:''' 68 | * '''Mini-Crit, Uncharged:''' 68 | ||
− | * '''Mini-Crit, | + | * '''Mini-Crit, Charge:''' 203 |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Attack:''' 1.5s | * '''Attack:''' 1.5s | ||
− | * ''' | + | * '''Scope Delay:''' 0.2s |
* '''Charge Delay:''' 1.0s | * '''Charge Delay:''' 1.0s | ||
* '''Full Charge Time:''' 4s | * '''Full Charge Time:''' 4s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* Has no damage fall-off or ramp-up. | * Has no damage fall-off or ramp-up. | ||
− | * Charge | + | * Charge to 100% takes 3.3 seconds. |
+ | * No Random Critical Hits. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Sniper Rifle in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Sniper Rifle|Sniper Rifle]] <br>{{Item icon|Sniper Rifle}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 41: | Line 49: | ||
=== Huntsman === | === Huntsman === | ||
− | The Huntsman is designed for medium range combat. It is affected by gravity, but fires faster than the stock Sniper Rifle. It has a limit on the time it can maintain full charge, and has less ammunition than the stock Sniper Rifle. | + | The Huntsman is designed for medium range combat. It is affected by gravity, but fires faster than the stock Sniper Rifle. It has a limit on the time it can maintain full charge, and has less ammunition than the stock Sniper Rifle. The [[Fortified Compound]] has the same stats as the Huntsman. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
Line 68: | Line 76: | ||
* Arrows can be uncharged with alt-fire. | * Arrows can be uncharged with alt-fire. | ||
* Arrows can be ignited to deal fire damage to the target. | * Arrows can be ignited to deal fire damage to the target. | ||
− | * Provides the [[ | + | * Provides the [[Arrow Stab]] taunt. |
* Enemies which are killed with an arrow near a wall may be pinned to it. | * Enemies which are killed with an arrow near a wall may be pinned to it. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Huntsman in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Huntsman]] <br>{{Item icon|Huntsman}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 75: | Line 92: | ||
=== Sydney Sleeper === | === Sydney Sleeper === | ||
− | The Sydney Sleeper provides a stronger support basis for the team. It sacrifices the ability to deal headshots at the benefit of applying Jarate to the target | + | The Sydney Sleeper provides a stronger support basis for the team. It sacrifices the ability to deal headshots at the benefit of applying Jarate to the target on scoped hits. It also has a 25% faster charge rate than the stock Sniper Rifle. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
Line 100: | Line 117: | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* Has no damage fall-off or ramp-up. | * Has no damage fall-off or ramp-up. | ||
− | * | + | * On a scoped hit, the target is coated with Jarate for 2 to 5 seconds, depending on the charge level. |
− | * | + | * Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second. |
− | * +25% charge rate | + | * +25% charge rate. |
+ | * No headshots. | ||
+ | * No random critical hits. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Sydney Sleeper in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Sydney Sleeper]] <br>{{Item icon|Sydney Sleeper}} | ||
+ | | style="background-color:#F75D59;" | Banned | ||
|} | |} | ||
<br> | <br> | ||
Line 108: | Line 136: | ||
=== Bazaar Bargain === | === Bazaar Bargain === | ||
− | The Bazaar Bargain has an initially slowed charge time, which increases with each headshot. It counts "heads obtained", up to a maximum of 7 | + | The Bazaar Bargain has an initially slowed charge time, which increases with each headshot kill. It counts "heads obtained", up to a maximum of 7. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
Line 130: | Line 158: | ||
* '''Afterscope Delay:''' 0.2s | * '''Afterscope Delay:''' 0.2s | ||
* '''Charge Delay:''' 1.0s | * '''Charge Delay:''' 1.0s | ||
− | * '''Full Charge Time:''' | + | * '''Full Charge Time:''' 4.95s (0 Heads) 1.65s (7 Heads) |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* Has no damage fall-off or ramp-up. | * Has no damage fall-off or ramp-up. | ||
− | * Initially charges at | + | * Initially charges at 150% time of the stock Sniper Rifle. |
− | ** Decreases by | + | ** Decreases by 25% for each additional head, up to a maximum of 6 heads. |
* Head count is only affected by scoped shots. | * Head count is only affected by scoped shots. | ||
− | ** Each headshot adds one head. | + | ** Each headshot kill adds one head. |
− | * | + | * No random critical hits. |
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Bazaar Bargain in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Bazaar Bargain]] <br>{{Item icon|Bazaar Bargain}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 143: | Line 180: | ||
=== Machina === | === Machina === | ||
− | The Machina adds damage and piercing on full charge, but reveals the Sniper's location and prevents no-scopes. | + | The Machina adds damage and piercing on full charge, but reveals the Sniper's location and prevents no-scopes. The [[Shooting Star]] has the same stats as the Machina. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
Line 170: | Line 207: | ||
* Fires tracer rounds which leave visual trails. | * Fires tracer rounds which leave visual trails. | ||
* Piercing damage is dealt to all targets in line, regardless if it kills any of them. | * Piercing damage is dealt to all targets in line, regardless if it kills any of them. | ||
− | |||
* Deals 15% extra damage on full charge. | * Deals 15% extra damage on full charge. | ||
+ | * Cannot fire unless zoomed. | ||
+ | * No random critical hits. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Machina in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Machina]] <br>{{Item icon|Machina}} | ||
+ | | style="background-color:#F75D59;" | Banned | ||
|} | |} | ||
<br> | <br> | ||
Line 177: | Line 224: | ||
=== Hitman's Heatmaker === | === Hitman's Heatmaker === | ||
− | The Hitman's Heatmaker provides a combo system on kills and assists which grants a speedier charge time and no need to reload while active. | + | The Hitman's Heatmaker provides a combo system on kills and assists which grants a speedier charge time and no need to reload while active. This comes at the cost of a 20% damage penalty on bodyshots. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
Line 203: | Line 250: | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* Has no damage fall-off or ramp-up. | * Has no damage fall-off or ramp-up. | ||
− | |||
* Gain Focus on kills and assists. | * Gain Focus on kills and assists. | ||
** Each kill grants 1/3 the focus meter, and each assist grants 1/9. | ** Each kill grants 1/3 the focus meter, and each assist grants 1/9. | ||
** Focus activates on fire when the focus meter is full. | ** Focus activates on fire when the focus meter is full. | ||
− | ** In focus: +25% faster charge rate and no | + | ** In focus: +25% faster charge rate and no need to unscope. |
+ | ** Focus can still be added while Focus is active. | ||
* -20% damage penalty on body shot. | * -20% damage penalty on body shot. | ||
+ | * No random critical hits. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Hitman's Heatmaker in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Hitman's Heatmaker]] <br>{{Item icon|Hitman's Heatmaker}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 214: | Line 271: | ||
=== Primary Weapon Usage === | === Primary Weapon Usage === | ||
− | The Sydney Sleeper and the Huntsman are uncommon choices, due to an overall reduced damage output, but can be useful to assist the team. The stock Sniper Rifle deals | + | The Sydney Sleeper and the Huntsman are uncommon choices, due to an overall reduced damage output, but can be useful to assist the team. The stock Sniper Rifle deals consistent long-range damage, and can kill most classes with a quick headshot. The Bazaar Bargain is good for a Sniper who can hit headshots consistently, thus ramping up the charge rate. The Machina is useful for dealing increased damage, or for getting multiple kills with a single shot. The Hitman's Heatmaker is good for extremely accurate Snipers, since consistent headshots can eliminate unscoping completely (at the cost of revealing your location). Snipers, due to their situational use, tend to go for the stock Sniper Rifle for quick and consistent damage without having to reveal their position. |
==Secondary Weapon== | ==Secondary Weapon== | ||
Line 223: | Line 280: | ||
The stock Submachine Gun deals strong damage at medium and close range, and can help the Sniper survive an encounter with a Scout. | The stock Submachine Gun deals strong damage at medium and close range, and can help the Sniper survive an encounter with a Scout. | ||
− | |||
{| class="wikitable grid" | {| class="wikitable grid" | ||
Line 246: | Line 302: | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* If unfired in the past 1.25 seconds, the next shot has perfect accuracy. | * If unfired in the past 1.25 seconds, the next shot has perfect accuracy. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the SMG in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[SMG]] <br>{{Item icon|SMG}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
+ | |} | ||
+ | <br> | ||
+ | |||
+ | === The Cleaner's Carbine === | ||
+ | |||
+ | The Cleaner's Carbine functions similiarly to the stock Submachine Gun. It sacrifices 20% of it's clip size and 25% of it's firing speed for the ability to activate mini-crits for 8 seconds when needed. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | Damage | ||
+ | ! class="header" | [[Critical hits|Critical]] Damage | ||
+ | ! class="header" | Function Times | ||
+ | ! class="header" | Special | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Cleaner's Carbine]] <br>{{Item icon|Cleaner's Carbine}} | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Point-Blank:''' 12 | ||
+ | * '''512 units:''' 8 | ||
+ | * '''Over 1024 units:''' 4 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Critical:''' 24 | ||
+ | * '''Point-Blank Mini-crit:''' 16 | ||
+ | * '''Over 512 units: Mini-crit:''' 11 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Attack:''' 0.13s | ||
+ | * '''Reload:''' 1.1s | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | *If unfired in the past 1.25 seconds, the next shot has perfect accuracy. | ||
+ | * Dealing damage fills the charge bar, completely filling it requires doing 100 damage with the weapon. | ||
+ | ** When charged, secondary fire grants mini-crits for 8 seconds. | ||
+ | * -20% clip size. | ||
+ | * -25% slower firing speed. | ||
+ | * No random critical hits. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Cleaner's Carbine in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Cleaner's Carbine]] <br>{{Item icon|Cleaner's Carbine}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 271: | Line 377: | ||
* Removable in water. | * Removable in water. | ||
* Visible on cloaked or disguised Spies. | * Visible on cloaked or disguised Spies. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Jarate in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Jarate]] <br>{{Item icon|Jarate}} | ||
+ | | style="background-color:#F75D59;" | Banned | ||
|} | |} | ||
<br> | <br> | ||
Line 292: | Line 407: | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* Can be replaced at a resupply cabinet. | * Can be replaced at a resupply cabinet. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Razorback in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Razorback]] <br>{{Item icon|Razorback}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 297: | Line 421: | ||
=== Darwin's Danger Shield === | === Darwin's Danger Shield === | ||
− | The Darwin's Danger Shield provides the [[Sniper]] with | + | The Darwin's Danger Shield provides the [[Sniper]] with 50% fire damage resistance, and makes him immune to the effects of [[Fire|afterburn]]. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
Line 311: | Line 435: | ||
| style="background-color:#FFF4CC;" | N/A | | style="background-color:#FFF4CC;" | N/A | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * Sniper gains | + | * Sniper gains 50% fire damage resistance. |
− | * Sniper gains | + | * Sniper gains immunity to the effects of afterburn. |
− | + | |} | |
+ | <br> | ||
+ | Below is a table displaying the availability of the Darwin's Danger Shield in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Darwin's Danger Shield]] <br>{{Item icon|Darwin's Danger Shield}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 319: | Line 451: | ||
=== Cozy Camper === | === Cozy Camper === | ||
− | The Cozy Camper prevents the player's scoped view from jumping when they take damage | + | The Cozy Camper prevents the player's scoped view from jumping when they take damage, however only with full charge. It regenerates the wearer's health by +1 per second, slowly increasing to +4 health per second when no damage is taken. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
Line 333: | Line 465: | ||
| style="background-color:#FFF4CC;" | N/A | | style="background-color:#FFF4CC;" | N/A | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * Knockback is reduced by 20% while scoped | + | * Knockback is reduced by 20% while scoped. |
− | ** No flinching | + | ** No flinching when aiming and fully charged. |
* Huntsman is affected similarly by charging an arrow. | * Huntsman is affected similarly by charging an arrow. | ||
− | + | * +1 health regenerated per second, increasing to +4 over the course of 8 seconds. | |
− | * +1 health regenerated per second. | + | |} |
+ | <br> | ||
+ | Below is a table displaying the availability of the Cozy Camper in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Cozy Camper]] <br>{{Item icon|Cozy Camper}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 343: | Line 483: | ||
===Secondary Weapon Usage=== | ===Secondary Weapon Usage=== | ||
− | The stock Submachine Gun provides | + | The stock Submachine Gun provides high damage output at close range, making it a strong option to deal with enemies. Jarate can help a push if it hits multiple enemies, and the Razorback and Darwin's Danger Shield provide more passive effects which are rarely useful in competitive play (but can save your life in some situations). The Cozy Camper is useful for increasing survivability, making for a more aggressive Sniper play style. The stock Submachine Gun provides the Sniper with better deathmatch capabilities, and is thus a popular choice in competitive play. |
== Melee Weapon == | == Melee Weapon == | ||
Line 370: | Line 510: | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* Stock melee weapon. | * Stock melee weapon. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Kukri in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Kukri]] <br>{{Item icon|Kukri}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 375: | Line 524: | ||
=== Tribalman's Shiv === | === Tribalman's Shiv === | ||
− | The Tribalman's Shiv deals reduced initial damage, with bleeding. | + | The Tribalman's Shiv deals reduced initial damage, but comes with a bleeding effect. With the initial damage and bleeding combined, it deals more damage in a single hit than the Kukri, unless the victim finds a source of healing fast enough. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
Line 395: | Line 544: | ||
* '''Attack:''' 0.8s | * '''Attack:''' 0.8s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * | + | * On Hit: Bleed for 6 seconds. |
+ | * -50% damage penalty. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Tribalman's Shiv in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Tribalman's Shiv]] <br>{{Item icon|Tribalman's Shiv}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 401: | Line 560: | ||
=== Bushwacka === | === Bushwacka === | ||
− | The Bushwacka deals critical damage where it would normally deal mini-crit damage. The Sniper takes an additional 20% | + | The Bushwacka deals critical damage where it would normally deal mini-crit damage. The Sniper takes an additional 20% damage while the Bushwacka is active. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
Line 415: | Line 574: | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Critical:''' 195 | * '''Critical:''' 195 | ||
− | |||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Attack:''' 0.8s | * '''Attack:''' 0.8s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * Crits | + | * Crits whenever it would normally mini-crit. |
** Cannot deal mini-crit damage. | ** Cannot deal mini-crit damage. | ||
− | * +20% | + | * +20% vulnerability to damage when active |
* No random critical hits. | * No random critical hits. | ||
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Bushwacka in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Bushwacka]] <br>{{Item icon|Bushwacka}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 451: | Line 618: | ||
* Deals 25% additional damage when below 50% health. | * Deals 25% additional damage when below 50% health. | ||
* Deals 25% less damage when above 50% health. | * Deals 25% less damage when above 50% health. | ||
− | ** | + | ** Affects melee only. |
+ | |} | ||
+ | <br> | ||
+ | Below is a table displaying the availability of the Shahanshah in the Global 6v6 Whitelist. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist] | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Shahanshah]] <br>{{Item icon|Shahanshah}} | ||
+ | | style="background-color:#5EFB6E;" | Allowed | ||
|} | |} | ||
<br> | <br> | ||
Line 457: | Line 633: | ||
===Melee Weapon Usage=== | ===Melee Weapon Usage=== | ||
− | Sniper melee is rare, but often effective. The stock Kukri deals | + | Sniper melee usage is rare, but often effective. The stock Kukri deals little damage compared to others, and is rarely useful. The Tribalman's Shiv can deal great damage to a Scout or Soldier who cannot get back to their Medic in time, whereas the Bushwacka deals immense damage in combination with Jarate, but means the Sniper dies very fast to a Pyro. The Shahanshah can deal immense damage to an unsuspecting player if the Sniper is at low health, but if confronted when at high health is a detriment. Most Snipers use the Shiv for increased overall damage, or use the Bushwacka, counting on the rarity of Pyros. |
{{Class competitive Nav}} | {{Class competitive Nav}} |
Latest revision as of 21:06, 16 March 2024
The community competitive scene changes frequently. Some or all info may be outdated.
The Sniper specializes in long range area denial. He is frequently used to get a pick on a Medic in case of a stalemate. He deals decent damage at close range, but not enough to match other classes.
Primary Weapon
The Sniper's primary weapons are his main source of damage, and constitutes his only long-range damage. All Sniper Rifles can be charged up to deal increased damage, and all but the Sydney Sleeper can deal headshots for guaranteed critical hits. All but the Huntsman provide a visible Sniper dot while scoped. The stock Sniper Rifle, Sydney Sleeper, Hitman's Heatmaker, and Bazaar Bargain can shoot without being scoped, dealing accurate but low damage.
Sniper Rifle
The stock Sniper Rifle provides the simplest source of damage. It can kill any enemy on a fully charged headshot, and can deal significant damage on a bodyshot. The AWPer Hand has the same stats as the stock Sniper Rifle.
Weapon | Damage | Critical damage | Function Time | Special |
---|---|---|---|---|
Sniper Rifle |
|
|
|
|
Below is a table displaying the availability of the Sniper Rifle in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Sniper Rifle |
Allowed |
Huntsman
The Huntsman is designed for medium range combat. It is affected by gravity, but fires faster than the stock Sniper Rifle. It has a limit on the time it can maintain full charge, and has less ammunition than the stock Sniper Rifle. The Fortified Compound has the same stats as the Huntsman.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Huntsman |
|
|
|
|
Below is a table displaying the availability of the Huntsman in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Huntsman |
Allowed |
Sydney Sleeper
The Sydney Sleeper provides a stronger support basis for the team. It sacrifices the ability to deal headshots at the benefit of applying Jarate to the target on scoped hits. It also has a 25% faster charge rate than the stock Sniper Rifle.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Sydney Sleeper |
|
|
|
|
Below is a table displaying the availability of the Sydney Sleeper in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Sydney Sleeper |
Banned |
Bazaar Bargain
The Bazaar Bargain has an initially slowed charge time, which increases with each headshot kill. It counts "heads obtained", up to a maximum of 7.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Bazaar Bargain |
|
|
|
|
Below is a table displaying the availability of the Bazaar Bargain in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Bazaar Bargain |
Allowed |
Machina
The Machina adds damage and piercing on full charge, but reveals the Sniper's location and prevents no-scopes. The Shooting Star has the same stats as the Machina.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Machina |
|
|
|
|
Below is a table displaying the availability of the Machina in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Machina |
Banned |
Hitman's Heatmaker
The Hitman's Heatmaker provides a combo system on kills and assists which grants a speedier charge time and no need to reload while active. This comes at the cost of a 20% damage penalty on bodyshots.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Hitman's Heatmaker |
|
|
|
|
Below is a table displaying the availability of the Hitman's Heatmaker in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Hitman's Heatmaker |
Allowed |
Primary Weapon Usage
The Sydney Sleeper and the Huntsman are uncommon choices, due to an overall reduced damage output, but can be useful to assist the team. The stock Sniper Rifle deals consistent long-range damage, and can kill most classes with a quick headshot. The Bazaar Bargain is good for a Sniper who can hit headshots consistently, thus ramping up the charge rate. The Machina is useful for dealing increased damage, or for getting multiple kills with a single shot. The Hitman's Heatmaker is good for extremely accurate Snipers, since consistent headshots can eliminate unscoping completely (at the cost of revealing your location). Snipers, due to their situational use, tend to go for the stock Sniper Rifle for quick and consistent damage without having to reveal their position.
Secondary Weapon
The Sniper deals the majority of his damage with his primary, but his secondary weapon can provide some key medium range combat damage.
SMG
The stock Submachine Gun deals strong damage at medium and close range, and can help the Sniper survive an encounter with a Scout.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
SMG |
|
|
|
|
Below is a table displaying the availability of the SMG in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
SMG |
Allowed |
The Cleaner's Carbine
The Cleaner's Carbine functions similiarly to the stock Submachine Gun. It sacrifices 20% of it's clip size and 25% of it's firing speed for the ability to activate mini-crits for 8 seconds when needed.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Cleaner's Carbine |
|
|
|
|
Below is a table displaying the availability of the Cleaner's Carbine in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Cleaner's Carbine |
Allowed |
Jarate
Jarate does not deal any immediate damage, but makes any normal damage dealt to coated players become Mini-crits.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Jarate |
N/A | N/A |
|
|
Below is a table displaying the availability of the Jarate in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Jarate |
Banned |
Razorback
The Razorback saves the Sniper from one backstab attempt from a Spy. It temporarily disables the Spy's knife after the stab.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Razorback |
N/A | N/A |
|
|
Below is a table displaying the availability of the Razorback in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Razorback |
Allowed |
Darwin's Danger Shield
The Darwin's Danger Shield provides the Sniper with 50% fire damage resistance, and makes him immune to the effects of afterburn.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Darwin's Danger Shield |
N/A | N/A | N/A |
|
Below is a table displaying the availability of the Darwin's Danger Shield in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Darwin's Danger Shield |
Allowed |
Cozy Camper
The Cozy Camper prevents the player's scoped view from jumping when they take damage, however only with full charge. It regenerates the wearer's health by +1 per second, slowly increasing to +4 health per second when no damage is taken.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Cozy Camper |
N/A | N/A | N/A |
|
Below is a table displaying the availability of the Cozy Camper in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Cozy Camper |
Allowed |
Secondary Weapon Usage
The stock Submachine Gun provides high damage output at close range, making it a strong option to deal with enemies. Jarate can help a push if it hits multiple enemies, and the Razorback and Darwin's Danger Shield provide more passive effects which are rarely useful in competitive play (but can save your life in some situations). The Cozy Camper is useful for increasing survivability, making for a more aggressive Sniper play style. The stock Submachine Gun provides the Sniper with better deathmatch capabilities, and is thus a popular choice in competitive play.
Melee Weapon
The Sniper's melee weapon is rarely used, but deals damage in a pinch.
Kukri
The stock Kukri deals standard damage, and can have use if out of ammo.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Kukri |
|
|
|
|
Below is a table displaying the availability of the Kukri in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Kukri |
Allowed |
Tribalman's Shiv
The Tribalman's Shiv deals reduced initial damage, but comes with a bleeding effect. With the initial damage and bleeding combined, it deals more damage in a single hit than the Kukri, unless the victim finds a source of healing fast enough.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Tribalman's Shiv |
|
|
|
|
Below is a table displaying the availability of the Tribalman's Shiv in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Tribalman's Shiv |
Allowed |
Bushwacka
The Bushwacka deals critical damage where it would normally deal mini-crit damage. The Sniper takes an additional 20% damage while the Bushwacka is active.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Bushwacka |
|
|
|
|
Below is a table displaying the availability of the Bushwacka in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Bushwacka |
Allowed |
Shahanshah
The Shahanshah deals increased damage when the Sniper is below 50% health, and reduced damage when he is above 50% health.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Shahanshah |
|
|
|
|
Below is a table displaying the availability of the Shahanshah in the Global 6v6 Whitelist.
Weapon | Global 6v6 Whitelist |
---|---|
Shahanshah |
Allowed |
Melee Weapon Usage
Sniper melee usage is rare, but often effective. The stock Kukri deals little damage compared to others, and is rarely useful. The Tribalman's Shiv can deal great damage to a Scout or Soldier who cannot get back to their Medic in time, whereas the Bushwacka deals immense damage in combination with Jarate, but means the Sniper dies very fast to a Pyro. The Shahanshah can deal immense damage to an unsuspecting player if the Sniper is at low health, but if confronted when at high health is a detriment. Most Snipers use the Shiv for increased overall damage, or use the Bushwacka, counting on the rarity of Pyros.
|