Difference between revisions of "Sniper weapons (competitive)"

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{{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 little damage at close range.
+
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 [[headshots]] for guaranteed [[critical hits]]. All but the Huntsman provide a visible Sniper dot while scoped. The stock Sniper Rifle, Sydney Sleeper, and Bazaar Bargain can no-scope, dealing accurate but low damage.
 
  
 
=== 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 [[AWPer Hand]] has the same stats as the stock Sniper Rifle.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical hits|Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] damage
! class="header" | Function Times
+
! 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
* '''Charged:''' 150
+
* '''Charge:''' 150
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
 
* '''Critical, Uncharged:''' 150
 
* '''Critical, Uncharged:''' 150
* '''Critical, Charged:''' 450
+
* '''Criticak, Charge:''' 450
 
* '''Mini-Crit, Uncharged:''' 68
 
* '''Mini-Crit, Uncharged:''' 68
* '''Mini-Crit, Charged:''' 203
+
* '''Mini-Crit, Charge:''' 203
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 1.5s
 
* '''Attack:''' 1.5s
* '''Afterscope Delay:''' 0.2s
+
* '''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 damage does not increase for 1 second.
+
* 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>
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=== 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 [[Skewer]] taunt.
+
* 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 after a short charge time, for a duration of 8 seconds.
+
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.
* Cannot headshot.
+
* On a scoped hit, the target is coated with Jarate for 2 to 5 seconds, depending on the charge level.
** Can headshot when crit-boosted with the [[Kritzkrieg]]
+
* 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>
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=== 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. A miss or body shot will lower the number, but a no-scope will not.
+
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:''' 5.26s (0 Heads) 1.78s (7 Heads)
+
* '''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 120% time of the stock Sniper Rifle.
+
* Initially charges at 150% time of the stock Sniper Rifle.
** Decreases by 10% for each additional head, up to 7.
+
** 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.
** Any other scoped shot loses 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.
** Maximum of 50 targets.<!--Needs Confirmation!-->
 
 
* 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. It has a 20% damage penalty on bodyshot.
+
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.
* Charge damage does not increase for 1 second.
 
 
* 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 unscoping.
+
** 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 consistant long-range damage, and can kill most classes with a quick headshot. The Bazaar Bargain is good for a Sniper who is looking to take down a few high-health classes quickly, and the Machina is useful for dealing increased damage, or for getting a pair of kills. Snipers, due to their situational use, tend to go for the stock Sniper Rifle for quick and consistant damage without revealing their location.
+
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.
The [[Cleaner's Carbine]] has the same stats as the stock Submachine Gun, but has a clip size of 20, fires 35% slower, and grants 3 seconds of crit-boost on kill.
 
  
 
{| 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>
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* 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 25 additional health. It increases bullet resistance by 15%, but increases explosion vulnerability by 20%.
+
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 25 maximum health, for a total of 150.
+
* Sniper gains 50% fire damage resistance.
* Sniper gains 15% bullet resistance and 20% vulnerability to explosives.
+
* Sniper gains immunity to the effects of afterburn.
** Maximum [[overheal]] is increased to 225 from 185.
+
|}
 +
<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. . It regenerates the wearer's health by +1 per second, but increases vulnerability to all damage by 20%.
+
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 from afterburn
+
** No flinching when aiming and fully charged.
 
* Huntsman is affected similarly by charging an arrow.
 
* Huntsman is affected similarly by charging an arrow.
* 20% damage vulnerability
+
* +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 actual damage output, 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. 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, and is thus a popular choice.
+
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;" |  
* Deals more damage overall than the stock Kukri.
+
* 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% fire damage.
+
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
* '''Minicrit:''' 88
 
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Crits where it would normally mini-crit.
+
* Crits whenever it would normally mini-crit.
 
** Cannot deal mini-crit damage.
 
** Cannot deal mini-crit damage.
* +20% fire damage.
+
* +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.
** Effects melee only.
+
** 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 not much additional damage, 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.
+
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

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Sniper weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

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
Sniper Rifle
  • Uncharged: 50
  • Charge: 150
  • Critical, Uncharged: 150
  • Criticak, Charge: 450
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charge: 203
  • Attack: 1.5s
  • Scope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 4s
  • Has no damage fall-off or ramp-up.
  • Charge to 100% takes 3.3 seconds.
  • No Random Critical Hits.


Below is a table displaying the availability of the Sniper Rifle in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Sniper Rifle
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
Huntsman
  • Uncharged: 50
  • Charged: 120
  • Critical, Uncharged: 150
  • Critical, Charged: 360
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 162
  • Attack: 1.94s
  • Inaccuracy Delay: 5.0s
  • Full Charge Time: 1.0s
  • Has no damage fall-off or ramp-up.
  • Projectiles are affected by gravity.
  • Arrows can be uncharged with alt-fire.
  • Arrows can be ignited to deal fire damage to the target.
  • Provides the Arrow Stab taunt.
  • Enemies which are killed with an arrow near a wall may be pinned to it.


Below is a table displaying the availability of the Huntsman in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Huntsman
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
Sydney Sleeper
  • Uncharged: 50
  • Charged: 150
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 203
  • Attack: 1.5s
  • Charge: 2.8s
  • Jarate Delay: 1.06s
  • Jarate Effect Duration: 8s
  • 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.
  • No headshots.
  • No random critical hits.


Below is a table displaying the availability of the Sydney Sleeper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Sydney Sleeper
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
Bazaar Bargain
  • Uncharged: 50
  • Charged: 150
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 203
  • Attack: 1.5s
  • Afterscope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 4.95s (0 Heads) 1.65s (7 Heads)
  • Has no damage fall-off or ramp-up.
  • Initially charges at 150% time of the stock Sniper Rifle.
    • Decreases by 25% for each additional head, up to a maximum of 6 heads.
  • Head count is only affected by scoped shots.
    • Each headshot kill adds one head.
  • No random critical hits.


Below is a table displaying the availability of the Bazaar Bargain in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Bazaar Bargain
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
Machina
  • Uncharged: 50
  • Charged: 173
  • Critical, Uncharged: 150
  • Critical, Charged: 518
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 233
  • Attack: 1.5s
  • Afterscope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 4s
  • Has no damage fall-off or ramp-up.
  • Fires tracer rounds which leave visual trails.
  • Piercing damage is dealt to all targets in line, regardless if it kills any of them.
  • Deals 15% extra damage on full charge.
  • Cannot fire unless zoomed.
  • No random critical hits.


Below is a table displaying the availability of the Machina in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Machina
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
Hitman's Heatmaker
  • Uncharged: 40
  • Charged: 120
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 54
  • Mini-Crit, Charged: 162
  • Attack: 1.5s
  • Afterscope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 3.3s
  • Charge Time while in focus: 2.8s
  • Has no damage fall-off or ramp-up.
  • Gain Focus on kills and assists.
    • Each kill grants 1/3 the focus meter, and each assist grants 1/9.
    • Focus activates on fire when the focus meter is full.
    • 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.
  • No random critical hits.


Below is a table displaying the availability of the Hitman's Heatmaker in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Hitman's Heatmaker
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
SMG
  • Point-Blank: 12
  • 512 units: 8
  • Over 1024 units: 4
  • Critical: 24
  • Point-Blank Mini-crit: 16
  • Over 512 units: Mini-crit: 11
  • Attack: 0.1s
  • Reload: 1.1s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.


Below is a table displaying the availability of the SMG in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
SMG
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
Cleaner's Carbine
  • Point-Blank: 12
  • 512 units: 8
  • Over 1024 units: 4
  • Critical: 24
  • Point-Blank Mini-crit: 16
  • Over 512 units: Mini-crit: 11
  • Attack: 0.13s
  • Reload: 1.1s
  • 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.


Below is a table displaying the availability of the Cleaner's Carbine in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Cleaner's Carbine
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
Jarate
N/A N/A
  • Effect Duration: 10s
  • Refill Time: 20s
  • Normal damage against coated players is upgraded to mini-crit damage.
  • Extinguishes fire.
  • Removable in water.
  • Visible on cloaked or disguised Spies.


Below is a table displaying the availability of the Jarate in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Jarate
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
Razorback
N/A N/A
  • Time Restriction on Spy Knife: 2s
  • Can be replaced at a resupply cabinet.


Below is a table displaying the availability of the Razorback in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Razorback
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
Darwin's Danger Shield
N/A N/A N/A
  • Sniper gains 50% fire damage resistance.
  • Sniper gains immunity to the effects of afterburn.


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
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
Cozy Camper
N/A N/A N/A
  • Knockback is reduced by 20% while scoped.
    • No flinching when aiming and fully charged.
  • Huntsman is affected similarly by charging an arrow.
  • +1 health regenerated per second, increasing to +4 over the course of 8 seconds.


Below is a table displaying the availability of the Cozy Camper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Cozy Camper
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
Kukri
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Stock melee weapon.


Below is a table displaying the availability of the Kukri in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Kukri
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
Tribalman's Shiv
  • Melee: 33
  • Bleed: 8 per second (48 total)
  • Critical: 98
  • Mini-crit: 44
  • Mini-crit Bleeding: 10.8 per second (64.8 total)
  • Attack: 0.8s
  • On Hit: Bleed for 6 seconds.
  • -50% damage penalty.


Below is a table displaying the availability of the Tribalman's Shiv in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Tribalman's Shiv
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
Bushwacka
  • Melee: 65
  • Critical: 195
  • Attack: 0.8s
  • Crits whenever it would normally mini-crit.
    • Cannot deal mini-crit damage.
  • +20% vulnerability to damage when active
  • No random critical hits.


Below is a table displaying the availability of the Bushwacka in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Bushwacka
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
Shahanshah
  • Melee when below 50%: 49
  • Melee when above 50%: 81
  • Critical when below 50%: 146
  • Critical when above 50%: 244
  • Minicrit when below 50%: 66
  • Minicrit when above 50%: 110
  • Attack: 0.8s
  • Deals 25% additional damage when below 50% health.
  • Deals 25% less damage when above 50% health.
    • Affects melee only.


Below is a table displaying the availability of the Shahanshah in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Shahanshah
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.