Difference between revisions of "Sniper match-ups"

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{{Match-Up | forclass=sniper
 
{{Match-Up | forclass=sniper
   | scout-strategy = Although an enemy Scout is difficult to hit, he’ll only be able to harass you with his [[Pistol]] at longer ranges. He dominates you at close range, so try to take him out before he gets too close. His head is a rather small target, so don’t be afraid to take your time to land a fully charged bodyshot instead of going for a quick headshot, unless he moves in a predictable direction (such as straight forward), as a quick headshot is still ideal. If he does manage to close the distance, he’ll have a huge advantage. At close range, backpedal while firing your [[Submachine Gun]] or unscoped shots (known as "noscopes") from your primary weapon.
+
   | scout-strategy =  
  | soldier-strategy = An enemy Soldier will typically be fighting at the frontlines, far away from you. He is a slow, bulky target and is easy to hit when grounded. If he sees you, he’ll probably fire rockets at your position to force you behind cover. In this situation, you can just take quick shots between his barrages. If he tries to approach you by [[rocket jump]]ing, you’ll have to either shoot him out of the air or simply retreat. It is suicide to go toe-to-toe with a Soldier at close range, where he can easily land rockets and [[Shotgun]] blasts.
+
'''Relative merits:''' The Scout is a dangerous enemy who can close in on you quickly using his speed, double jumps, and tools like [[Bonk! Atomic Punch]]. If the Scout manages to approach you, he has a massive advantage. At a distance, he can only harass you with his [[Pistol]] but is a difficult target.
  | pyro-strategy = Unless an enemy Pyro is using the [[Flare Gun]] or its variations, he has no way to effectively fight back at long range. If he is out in the open, you can attack without fear of retaliation. However, at close range, his [[Flamethrower]] will devastate you. If stuck in this sort of situation, backpedal while firing your Submachine Gun or unscoped shots from your primary weapon. The effects of [[afterburn]] will negatively affect your aim but can be negated by [[Jarate]] or the [[Cozy Camper]] (though the latter only helps to negate the damage dealt, not the flinching resulting from the damage). If you are using the [[Huntsman]], note that arrows are the one damaging projectile you have that can be reflected.
+
 
  | demoman-strategy = Over long distances, an enemy Demoman can only lob inaccurate [[Grenade Launcher|grenades]] and [[Stickybomb Launcher|Stickybombs]] at your position. Keep moving in between your own shots to avoid the wide splash damage. If he tries to [[sticky jump]] or use [[Chargin' Targe|one]] of [[Splendid Screen|his]] [[Tide Turner|shields]] to approach you, hide behind cover or take advantage of his predictable trajectory to land an easy headshot. At medium range, his explosives can easily make short work of you. If he gets too close, backpedal while firing your Submachine Gun or unscoped shots from your primary weapon. The Demoman, with his indirect weaponry, is one of the only classes capable of attacking you from outside your line of sight; well placed explosives can turn your sniping spot into a deathtrap. Keep an eye (and ear) out for traps and use your Sniper Rifle or Submachine Gun to remove Stickybombs if needed.
+
'''Tactics:''' Pick a sniping spot where you can notice the Scout approaching or force him to take extra time to approach even with a double jump. Check any routes the Scout may take to flank you as well. Instead of aiming at the Scout's small head, consider fully charging a bodyshot instead. At close range, backpedal while firing your [[SMG|Submachine Gun]] or go for a quick headshot if he moves too predictably.
  | heavy-strategy = The Heavy’s slow speed and large size make him a juicy target. At a distance, his [[Minigun]] fire suffers from bullet spread and will do minimal damage, allowing you to snipe freely. However, at a medium distance, his bullets will cause you to flinch and make it much harder to aim despite doing minimal damage. Even with his large health pool, it will take only a few headshots to take him out. One fully charged headshot will instantly kill an overhealed Heavy, which can be worth waiting for, especially if he has a Medic healing him. At close range, however, his weaponry will shred you to bits. If a Heavy somehow maneuvers to your sniping location, just run; both unscoped shots from your primary weapon and your Submachine Gun will deal pitiful damage.
+
 
  | engineer-strategy = An Engineer is usually encamped in a defensive position that makes it too dangerous to approach with just your Sniper Rifle. Unless the two of you are away from his Sentry Gun, you are unlikely to face each other in direct combat. His [[Shotgun]] and possibly [[Combat Mini-Sentry]] give him the advantage in close range combat, so don’t seek him out yourself. However, an exposed Sentry Gun can be picked off with a few charged shots from your primary weapon, forcing the Engineer to expose himself to repair or abandon it. If the Engineer is actively repairing the Sentry Gun or harassing you with the [[Wrangler]], target him first; he can’t repair his buildings if he’s dead. If the Engineer is hiding behind his Sentry Gun and can't be hit from your location, try firing at one of his other buildings and forcing him out from cover.
+
'''Useful weapons:'''
  | medic-strategy = When you see an enemy Medic, he should become one of your top priority targets. Do your best to land a headshot or fully charged bodyshot to instantly eliminate his team’s source of healing. His [[Syringe Gun]] and other weapons are ineffective over longer distances (except for the [[Crusader's Crossbow]]); if he is alone, you should be able to fire at him without any problems. However, even a Medic can easily take you down at close range, where his Syringe Gun will outperform your Submachine Gun. His relatively high speed will allow him to easily chase you, so it might be best to stand your ground anyway.
+
* A primary weapon that deals full headshot damage is your best choice for handling a Scout who targets you.
  | sniper-strategy = One of your main jobs is to eliminate enemy Snipers that’re constantly picking off your own teammates. Because a Sniper duel can be decided in just one shot, focus on predicting the enemy Sniper's movements while remaining mobile yourself. A standing target is extremely easy to hit - even when aiming, strafe back and forth, adjusting your crosshair as needed. Accustom yourself to aiming for quick headshots unless you're sure your target can be killed by a bodyshot. After taking your shot, keep moving and don't stay exposed; if you fail to kill him, there will be a small window of time where he can freely fire at you. Establishing control of a zone first is important; being in a position to land a fully charged bodyshot on your enemy as soon as they step out from behind cover is a great advantage. If there are signs that an enemy Sniper is already watching the area, such as his Sniper Rifle's laser dot or injured teammates, consider moving to another position so that you can freely take the first shot. If you don't wish to do so, leave cover while charging your shot so that you are already prepared to fire. A Sniper with the Huntsman will have to fight considerably closer to the frontlines and is thus at a disadvantage when facing a Sniper with the default Sniper Rifle. Equipping the [[Darwin's Danger Shield]] will allow you to survive a single uncharged headshot.
+
* The [[Huntsman]] is especially useful in close range, dealing fatal damage to the Scout on a headshot, no matter the charge.
  | spy-strategy = The Spy is your nemesis. Because you will frequently be focused on aiming at targets that are far away, you may not notice when he’s behind you with his [[Knife]]. As a Sniper, you generally work alone, so stay aware of your surroundings and [[Spy check]] any suspicious teammates that get too close. To discourage a Spy from picking you off, carry items such as the [[Razorback]] or Jarate. Stay relatively close to your teammates, as an experienced Spy will gun you down from a distance upon seeing one of those items, especially a Razorback. Although the Spy's [[Revolver]] gives him the advantage in a straight brawl, Jarate and the [[Tribalman's Shiv]] can inflict debuffs that nullify the Spy's [[Cloak]] and [[disguise]], making him easy for your teammates to track down.
+
* The [[Classic]] lets you charge up a headshot while being unscoped, allowing you to be more aware of any Scouts attempting to kill you.
 +
 
 +
  | soldier-strategy =  
 +
'''Relative merits:''' An enemy Soldier can either fight at the frontlines, away from you or roam on his own, where he might hunt you down. So long as you can spot him, his slow walking speed and arcing [[Jumping#Soldier_Jumps|rocket jump]]s are both predictable enough for you to snipe.
 +
 
 +
'''Tactics:''' As a Soldier approaches you, he will probably fire rockets to force you behind cover and mess up your aim. If he starts rocket jumping, predict his trajectory to shoot him out of the air or retreat if he gets too close. A roaming Soldier is more likely to simply get the drop on you; periodically check vertical routes he might take.
 +
 +
  | pyro-strategy =
 +
'''Relative merits:''' An enemy Pyro's only option at long range is the [[Flare Gun]] or its variations, so you can freely snipe them in the open. Knowing this, the Pyro will try to ambush you up close from alternate routes.  
 +
 
 +
'''Tactics:''' Keep an eye out for flares shot in your direction, as they can ignite you, significantly throwing off your aim. Otherwise, survey the battlefield as normal and be mindful of routes an ambusher can take to you. Try to have a plan to escape back to your team if caught at close range, where your best options are only the Submachine Gun or unscoped Sniper Rifle shots.
 +
 
 +
Note that [[Huntsman]] arrows and Jarate are projectiles that can be reflected by the Pyro's [[compression blast]].
 +
 
 +
'''Useful weapons:'''
 +
* [[Jarate]] can be thrown down to extinguish yourself. Make sure you're away from the Pyro so they will not airblast it or set you on fire again.
 +
* The Pyro's best option at long range is to harass you with the [[Flare Gun]]. The [[Darwin's Danger Shield]] completely negates afterburn, leaving this ineffective.  
 +
* The [[Cozy Camper]] completely negates any flinching done by Pyro's flames, allowing you to combat the Pyro more effectively from long range.
 +
 
 +
  | demoman-strategy =
 +
'''Relative merits:''' The Demoman's explosives at great at medium range and work from behind cover, but cannot travel much further. At extreme ranges, his below-average mobility makes him a vulnerable target.
 +
 
 +
'''Tactics:''' The Demoman, with his indirect weaponry, is one of the only classes capable of attacking you from outside your line of sight; well-placed explosives can turn your sniping spot into a deathtrap. Keep moving in between your own shots to avoid the splash damage of lobbed [[Grenade Launcher|grenades]] and watch out for [[Stickybomb Launcher|Stickybomb traps]] placed where you might snipe. If he tries to [[Jumping#Demoman_jumps|sticky jump]] or use one of his [[Demoman shield|shield]]s to approach you, take advantage of his predictable trajectory to land an easy headshot. If he gets too close, backpedal while firing your Submachine Gun or fire unscoped shots with your primary weapon (excluding the Machina).
 +
 
 +
'''Useful weapons:'''
 +
* The Submachine Gun has plenty of bullets to remove Stickybombs if needed.
 +
 
 +
  | heavy-strategy =
 +
'''Relative merits:''' The Heavy’s slow speed and large size make him a juicy target. At a distance, his [[Minigun]] fire suffers from bullet spread, deals minimal damage, and will not affect your aim; allowing you to snipe freely.
 +
 
 +
'''Tactics:''' Remain at least 750 hammer units away; as this will prevent flinching from his Minigun while aiming. One fully charged headshot will instantly kill an overhealed Heavy, well worth waiting for if he has a Medic healing him. If a Heavy somehow maneuvers to your sniping location, run for your life; all your weapons deal pitiful damage against his large health pool and deadly Minigun.
 +
 
 +
'''Useful weapons:'''
 +
* The Heavy moves slowly enough for you to pick any of your primary weapons. The Sniper Rifle lets you keep a further distance, the Huntsman charges much faster, and the Sydney Sleeper's Jarate debuff lets your teammates easily finish him off.
 +
 +
  | engineer-strategy =
 +
'''Relative merits:''' The Engineer likely takes a defensive position that you can harass with your Sniper Rifle. His [[Shotgun]] and possibly [[Sentry Gun#Combat_Mini-Sentry_Gun|Mini-Sentry]] give him a dueling advantage, so don't seek him out yourself.
 +
 
 +
'''Tactics:''' Freely take shots at exposed Engineer buildings. If the Engineer comes out of cover to repair it or uses the [[Wrangler]] to target you, shoot him too. If he hides behind his Sentry Gun and can't be hit, fire at his other buildings to deprive him of resources.
 +
 
 +
  | medic-strategy =
 +
'''Relative merits:''' The enemy Medic can [[Healing#Overheal|overheal]] his team, making your uncharged headshots that much less deadly. He should be one of your top priority targets. His [[Syringe Gun]] and other weapons barring the [[Crusader's Crossbow]] are ineffective over longer distances, but his patients will want to protect him. In close combat, the Medic can chase you with his higher speed and the Syringe Gun is better at close range than your weapons.
 +
 
 +
'''Tactics:''' Do your best to land a headshot or fully charged bodyshot to instantly eliminate the enemy team’s source of healing. Take into account the Medic's second-fastest base speed when leading your shots. Respond appropriately to any enemies that notice and split off to target you, especially if there are any classes that excel at close range combat.
 +
 
 +
'''Useful weapons:'''  
 +
* The Sydney Sleeper charges to full bodyshot damage quickly, which lets you take a much easier bodyshot at the Medic.
 +
* The Machina's fully charged shot pierces through enemies, letting you target a Medic who hides behind his teammates.  
 +
* If you are forced to directly fight the Medic, weapons like the [[Cleaner's Carbine]], Jarate, and [[Tribalman's Shiv]] can help you win.
 +
 
 +
  | sniper-strategy =
 +
'''Mirror match-up:''' One of your main jobs is to eliminate enemy Snipers that are constantly picking off your own teammates. The superior Sniper temporarily grants his team reprieve over wide, open battlefields, making their jobs that much easier.
 +
 
 +
'''Tactics:''' A Sniper duel can be decided in just one shot. Establish a zone of control from cover that you can easily re-enter, like next to a wall, peeking above a roof, or even behind an allied Heavy. As you aim and charge your shot, strafe and adjust your crosshair as needed to avoid being a standing target. This gives you a margin of error to land a fully charged bodyshot if the enemy leaves cover, rather than the quick headshot usually desired. After you take a shot at the enemy Sniper, keep moving and don't stay exposed since he now has a window of time to freely fire back.
 +
 
 +
Predict the enemy Sniper's movements. If there are signs that the enemy Sniper is already watching the area, such as his Sniper Rifle's laser dot or injured teammates, consider moving to another position so you can take the first shot, leave cover while charging your shot so that you are already prepared to fire, or aim for a quick headshot.  
 +
 
 +
'''Useful weapons:'''  
 +
* The default Sniper Rifle or its variants are your best options for winning a Sniper duel; the Huntsman has less maximum range and cannot scope in, the [[Sydney Sleeper]]'s headshot damage penalty means no instant kills immediately after scoping, and the [[Classic]] requires more setup and is riskier to use in counter-sniping compared to stock.
 +
* A friendly Medic can overheal you, preventing you from dying to a 150-damage quick headshot so you can stay out of cover and fire back.
 +
** The Vaccinator’s bullet resistance can help provide more protection against other Snipers.
 +
 
 +
  | spy-strategy =
 +
'''Relative merits:''' Because you frequently focus on aiming at targets that are far away, you may not notice when an enemy Spy is behind you with his [[Knife]], especially if he slips past your teammates with his [[Cloak]] and [[disguise]].
 +
 
 +
'''Tactics:''' As the Sniper, you generally work a bit away from your team, so stay aware of your surroundings and [[Spy check]] any suspicious teammates that get too close. If someone suspicious enters your sightline, Spy-check them with a fully charged bodyshot. To discourage a Spy from picking you off, stay close enough to your team that they can provide assistance (or vengeance). Do not try to run away with your back facing a Spy, as his higher speed will allow him to catch up to you and backstab you.
 +
 
 +
The Spy's [[Revolver]] gives him an advantage in a duel. If you can't draw him into melee range, try to aim for a quick headshot, which will instantly kill a Spy. If he uses his Cloak to retreat, respond with your secondary weapon if possible - sweep the area with SMG bullets or splash Jarate at where you think he went.
 +
 
 +
'''Useful weapons:'''
 +
* Weapons such as [[Jarate]] and the [[Tribalman's Shiv]] can nullify the Spy's [[Cloak]] and [[disguise]], making him easy to track down.
 +
** You would likely use Jarate on a Spy at melee range, where you can follow up with the Bushwacka.
 +
* If you equip the [[Razorback]], the Spy must use his Revolver, which gives you time to defend yourself or grab your team's attention.
 +
 
 
}}
 
}}
  

Latest revision as of 07:13, 11 June 2024

Be polite. Be efficient. Have a plan to kill everyone you meet.
The Sniper on exemplary battlefield etiquette
Class Strategy
Sniper.png
Sniper
vs. Scout.png
Scout
Relative merits: The Scout is a dangerous enemy who can close in on you quickly using his speed, double jumps, and tools like Bonk! Atomic Punch. If the Scout manages to approach you, he has a massive advantage. At a distance, he can only harass you with his Pistol but is a difficult target.

Tactics: Pick a sniping spot where you can notice the Scout approaching or force him to take extra time to approach even with a double jump. Check any routes the Scout may take to flank you as well. Instead of aiming at the Scout's small head, consider fully charging a bodyshot instead. At close range, backpedal while firing your Submachine Gun or go for a quick headshot if he moves too predictably.

Useful weapons:

  • A primary weapon that deals full headshot damage is your best choice for handling a Scout who targets you.
  • The Huntsman is especially useful in close range, dealing fatal damage to the Scout on a headshot, no matter the charge.
  • The Classic lets you charge up a headshot while being unscoped, allowing you to be more aware of any Scouts attempting to kill you.
Sniper.png
Sniper
vs. Soldier.png
Soldier
Relative merits: An enemy Soldier can either fight at the frontlines, away from you or roam on his own, where he might hunt you down. So long as you can spot him, his slow walking speed and arcing rocket jumps are both predictable enough for you to snipe.

Tactics: As a Soldier approaches you, he will probably fire rockets to force you behind cover and mess up your aim. If he starts rocket jumping, predict his trajectory to shoot him out of the air or retreat if he gets too close. A roaming Soldier is more likely to simply get the drop on you; periodically check vertical routes he might take.

Sniper.png
Sniper
vs. Pyro.png
Pyro
Relative merits: An enemy Pyro's only option at long range is the Flare Gun or its variations, so you can freely snipe them in the open. Knowing this, the Pyro will try to ambush you up close from alternate routes.

Tactics: Keep an eye out for flares shot in your direction, as they can ignite you, significantly throwing off your aim. Otherwise, survey the battlefield as normal and be mindful of routes an ambusher can take to you. Try to have a plan to escape back to your team if caught at close range, where your best options are only the Submachine Gun or unscoped Sniper Rifle shots.

Note that Huntsman arrows and Jarate are projectiles that can be reflected by the Pyro's compression blast.

Useful weapons:

  • Jarate can be thrown down to extinguish yourself. Make sure you're away from the Pyro so they will not airblast it or set you on fire again.
  • The Pyro's best option at long range is to harass you with the Flare Gun. The Darwin's Danger Shield completely negates afterburn, leaving this ineffective.
  • The Cozy Camper completely negates any flinching done by Pyro's flames, allowing you to combat the Pyro more effectively from long range.
Sniper.png
Sniper
vs. Demoman.png
Demoman
Relative merits: The Demoman's explosives at great at medium range and work from behind cover, but cannot travel much further. At extreme ranges, his below-average mobility makes him a vulnerable target.

Tactics: The Demoman, with his indirect weaponry, is one of the only classes capable of attacking you from outside your line of sight; well-placed explosives can turn your sniping spot into a deathtrap. Keep moving in between your own shots to avoid the splash damage of lobbed grenades and watch out for Stickybomb traps placed where you might snipe. If he tries to sticky jump or use one of his shields to approach you, take advantage of his predictable trajectory to land an easy headshot. If he gets too close, backpedal while firing your Submachine Gun or fire unscoped shots with your primary weapon (excluding the Machina).

Useful weapons:

  • The Submachine Gun has plenty of bullets to remove Stickybombs if needed.
Sniper.png
Sniper
vs. Heavy.png
Heavy
Relative merits: The Heavy’s slow speed and large size make him a juicy target. At a distance, his Minigun fire suffers from bullet spread, deals minimal damage, and will not affect your aim; allowing you to snipe freely.

Tactics: Remain at least 750 hammer units away; as this will prevent flinching from his Minigun while aiming. One fully charged headshot will instantly kill an overhealed Heavy, well worth waiting for if he has a Medic healing him. If a Heavy somehow maneuvers to your sniping location, run for your life; all your weapons deal pitiful damage against his large health pool and deadly Minigun.

Useful weapons:

  • The Heavy moves slowly enough for you to pick any of your primary weapons. The Sniper Rifle lets you keep a further distance, the Huntsman charges much faster, and the Sydney Sleeper's Jarate debuff lets your teammates easily finish him off.
Sniper.png
Sniper
vs. Engineer.png
Engineer
Relative merits: The Engineer likely takes a defensive position that you can harass with your Sniper Rifle. His Shotgun and possibly Mini-Sentry give him a dueling advantage, so don't seek him out yourself.

Tactics: Freely take shots at exposed Engineer buildings. If the Engineer comes out of cover to repair it or uses the Wrangler to target you, shoot him too. If he hides behind his Sentry Gun and can't be hit, fire at his other buildings to deprive him of resources.

Sniper.png
Sniper
vs. Medic.png
Medic
Relative merits: The enemy Medic can overheal his team, making your uncharged headshots that much less deadly. He should be one of your top priority targets. His Syringe Gun and other weapons barring the Crusader's Crossbow are ineffective over longer distances, but his patients will want to protect him. In close combat, the Medic can chase you with his higher speed and the Syringe Gun is better at close range than your weapons.

Tactics: Do your best to land a headshot or fully charged bodyshot to instantly eliminate the enemy team’s source of healing. Take into account the Medic's second-fastest base speed when leading your shots. Respond appropriately to any enemies that notice and split off to target you, especially if there are any classes that excel at close range combat.

Useful weapons:

  • The Sydney Sleeper charges to full bodyshot damage quickly, which lets you take a much easier bodyshot at the Medic.
  • The Machina's fully charged shot pierces through enemies, letting you target a Medic who hides behind his teammates.
  • If you are forced to directly fight the Medic, weapons like the Cleaner's Carbine, Jarate, and Tribalman's Shiv can help you win.
Sniper.png
Sniper
vs. Sniper.png
Sniper
Mirror match-up: One of your main jobs is to eliminate enemy Snipers that are constantly picking off your own teammates. The superior Sniper temporarily grants his team reprieve over wide, open battlefields, making their jobs that much easier.

Tactics: A Sniper duel can be decided in just one shot. Establish a zone of control from cover that you can easily re-enter, like next to a wall, peeking above a roof, or even behind an allied Heavy. As you aim and charge your shot, strafe and adjust your crosshair as needed to avoid being a standing target. This gives you a margin of error to land a fully charged bodyshot if the enemy leaves cover, rather than the quick headshot usually desired. After you take a shot at the enemy Sniper, keep moving and don't stay exposed since he now has a window of time to freely fire back.

Predict the enemy Sniper's movements. If there are signs that the enemy Sniper is already watching the area, such as his Sniper Rifle's laser dot or injured teammates, consider moving to another position so you can take the first shot, leave cover while charging your shot so that you are already prepared to fire, or aim for a quick headshot.

Useful weapons:

  • The default Sniper Rifle or its variants are your best options for winning a Sniper duel; the Huntsman has less maximum range and cannot scope in, the Sydney Sleeper's headshot damage penalty means no instant kills immediately after scoping, and the Classic requires more setup and is riskier to use in counter-sniping compared to stock.
  • A friendly Medic can overheal you, preventing you from dying to a 150-damage quick headshot so you can stay out of cover and fire back.
    • The Vaccinator’s bullet resistance can help provide more protection against other Snipers.
Sniper.png
Sniper
vs. Spy.png
Spy
Relative merits: Because you frequently focus on aiming at targets that are far away, you may not notice when an enemy Spy is behind you with his Knife, especially if he slips past your teammates with his Cloak and disguise.

Tactics: As the Sniper, you generally work a bit away from your team, so stay aware of your surroundings and Spy check any suspicious teammates that get too close. If someone suspicious enters your sightline, Spy-check them with a fully charged bodyshot. To discourage a Spy from picking you off, stay close enough to your team that they can provide assistance (or vengeance). Do not try to run away with your back facing a Spy, as his higher speed will allow him to catch up to you and backstab you.

The Spy's Revolver gives him an advantage in a duel. If you can't draw him into melee range, try to aim for a quick headshot, which will instantly kill a Spy. If he uses his Cloak to retreat, respond with your secondary weapon if possible - sweep the area with SMG bullets or splash Jarate at where you think he went.

Useful weapons:

  • Weapons such as Jarate and the Tribalman's Shiv can nullify the Spy's Cloak and disguise, making him easy to track down.
    • You would likely use Jarate on a Spy at melee range, where you can follow up with the Bushwacka.
  • If you equip the Razorback, the Spy must use his Revolver, which gives you time to defend yourself or grab your team's attention.


See also