Difference between revisions of "Sniper Rifle"

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| 3d-viewname-19 = Gold Mk.II<br>
 
| 3d-viewname-19 = Gold Mk.II<br>
 
| kill-icon-2    = Sniper headshot
 
| kill-icon-2    = Sniper headshot
| used-by        = [[Sniper]]
+
| used-by        = {{used by|Sniper}}
 
| slot          = primary
 
| slot          = primary
| availability  = {{avail|stock|crate27-strange|crate54-strange|crate35-festive|mvm-both-types|contract|crate93|crate94|warpaint}}
+
| availability  = {{avail|stock|crate27-strange|crate35-festive|crate54-strange|case93|case94|case99|case100|mvm-both-types|contract|warpaint}}
 
| marketable    = yes
 
| marketable    = yes
 
| numbered      = no
 
| numbered      = no
 
| ammo-loaded    = 25
 
| ammo-loaded    = 25
| ammo-carried  = N/A
+
| ammo-carried  = {{common string|N/A}}
| reload        = Single
+
| reload        = No reload
| loadout        = Yes
+
| loadout        = yes
 
   | quality      = normal
 
   | quality      = normal
   | item-kind    = Sniper Rifle
+
   | item-kind    = {{item kind|Sniper Rifle}}
 
   | item-level  = 1
 
   | item-level  = 1
 
}}
 
}}
  
{{hatnote|This article is about the stock weapon for the Sniper. For other sniper rifles, see [[Sniper Rifle (disambiguation)]].}}
+
{{Other uses|this=the stock weapon for the Sniper|for=other sniper rifles|Sniper Rifle (disambiguation)}}
  
{{Quotation|'''The Sniper'''|You'll be needin' another use for that neck!|sound=Sniper_specialcompleted03.wav}}
+
{{Quotation|'''The Sniper'''|You'll be needin' another use for that neck!|sound=Sniper specialcompleted03.wav}}
  
The '''Sniper Rifle''' is the default [[Weapons#sniperprimary|primary weapon]] for the [[Sniper]]. It is a single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath.
+
The '''Sniper Rifle''' is the default [[Weapons#sniperprimary|primary weapon]] for the [[Sniper]]. It is a single-shot, [[w:Bolt action|bolt-action]] rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath.
  
The rifle has perfect accuracy, no damage ramp-up or fall-off, and is one of eight weapons with a zoom sight, the others being the [[Sydney Sleeper]], [[Machina]], [[Bazaar Bargain]], [[Hitman's Heatmaker]], [[AWPer Hand]], [[Shooting Star]], and [[Classic]]. The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in, the charge meter increases gradually from 0% to 100% during 3.3 seconds, indicating the amount of damage that will be done by the shot. The dot becomes clearer as the shot charges. The charge meter resets to 0% after a shot is fired or when the scope is unzoomed. Players are therefore required to continually zoom in on an opponent if they wish to deal the full amount of damage against an enemy. Firing the Sniper Rifle when out of zoom will deal minor damage. Unlike other [[hitscan]] weapons, the Sniper Rifle and the Sniper's [[Sniper#Primary|other primaries]] are able to penetrate friendly players.
+
The rifle has no spread, no damage ramp-up or fall-off, and has a zoom sight like all of Sniper's other [[Sniper#Primary|primaries]] (with the exception of the [[Huntsman]] and the [[Fortified Compound]]). The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in (scoped), the charge meter increases gradually from 0% to 100% over the course of 3.3 seconds; a higher charge percentage increases the damage done by a shot. The charge meter resets to 0% after a shot is fired or when exiting the scope without shooting. Firing the Sniper Rifle while unzoomed deals the same damage as a scoped [[headshot|bodyshot]] at 0% charge. When zoomed, the Sniper's movement [[Classes#Speed|speed]] is reduced to 27% and slows even further to 1.33% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling after jumping; however, falling off a ledge without jumping or getting knocked into the air does not inhibit scoping.
  
While zoomed, the Sniper's movement [[Classes#Speed|speed]] is reduced to 27%, and slows even further to 1.33% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling. The Sniper Rifle does not deliver random [[Critical hits|crits]]; however, if the player delivers a shot to an enemy's head while zoomed in, a [[headshot]] will occur which will deliver a guaranteed critical hit. Note that headshots cannot be scored if the Sniper fires while unscoped.
+
The Sniper Rifle does not deliver random [[Critical hits]]; however, if the player hits a [[headshot]], a shot to an enemy's head while zoomed in, it is a guaranteed Critical hit. Headshots cannot be hit while unscoped. Unlike other [[hitscan]] weapons, the Sniper Rifle and the Sniper's other primaries are able to penetrate friendly players.
  
Whilst scoped, the Sniper Rifle projects a team-colored dot on walls or floors, serving as the laser sight for the Sniper. This can serve as a warning to other players of the Sniper's position. Resourceful Sniper players can circumvent this problem by deliberately aiming at objects or other surfaces in the foreground.
+
While scoped, the Sniper Rifle projects a team-colored dot on walls or floors, serving as the laser sight for the Sniper. The dot becomes larger and clearer as the charge meter increases. As it is visible to enemy players, the dot can reveal the Sniper's position, making him easier to target and avoid. Resourceful Snipers can circumvent this problem by deliberately aiming at objects or other surfaces in the foreground to hide the laser from enemies.
  
 
== Damage and function times ==
 
== Damage and function times ==
 
{{Damage table
 
{{Damage table
| type               = [[Hitscan]]
+
| type                 = [[Hitscan]]
| damagetype         = Bullet
+
| damagetype           = Bullet
| rangetype         = Ranged
+
| rangetype           = Ranged
 +
| damage              = yes
  
| damage            = yes
+
|  base               = <div style="float:left">{{tooltip|0%|0% charge or unscoped}}:</div> 50<br/><div style="float:left">100%:</div> 150
|  base             = <div style="float:left">{{tooltip|0%|0% charge or unscoped}}:</div> 50<br/><div style="float:left">100%:</div> 150
+
|  crit               = <div style="float:left">0%:</div> 150<br/><div style="float:left">100%:</div> 450
|  crit             = <div style="float:left">0%:</div> 150<br/><div style="float:left">100%:</div> 450
+
|  minicrit           = <div style="float:left">0%:</div> 68<br/><div style="float:left">100%:</div> 203
|  minicrit         = <div style="float:left">0%:</div> 68<br/><div style="float:left">100%:</div> 203
 
  
| function times     = yes
+
| function times       = yes
|  attack interval   = 1.5 s
+
|  attack interval     = 1.5 s
|  zoom charge delay = 1.3 s
+
|  zoom charge delay   = {{Tooltip|1.3 s|0.3 s until charge starts, 1 s until damage starts increasing}}
 
|  zoom headshot delay = 0.2 s
 
|  zoom headshot delay = 0.2 s
|  max charge time   = 3.3 s
+
|  max charge time     = {{Tooltip|3 s|Not including 0.3 s charge delay}}
 
}}
 
}}
  
{| class="wikitable"
+
[[File:Sniper Rifle charge damage chart.png|thumb|right|Graph showing the damage done based on charge]]
|-
+
{{Sniper Rifle tick damage}}
! # of ticks lit !! Bodyshot damage !! Headshot damage
 
|-
 
| 3 || 50 || N/A
 
|-
 
| 4 || 50 || 150
 
|-
 
| 5 || 50 || 150
 
|-
 
| 6 || 50 || 150
 
|-
 
| 7 || ~60 || ~180
 
|-
 
| 8 || ~75 || ~225
 
|-
 
| 9 || ~90 || ~270
 
|-
 
| 10 || ~105 || ~315
 
|-
 
| 11 || ~120 || ~360
 
|-
 
| 12 || ~135 || ~405
 
|-
 
| 13 || 150 || 450
 
|}
 
Values are approximate and determined by community testing.<ref name="charge damage"> [https://steamcommunity.com/sharedfiles/filedetails/?id=2242667862 Steam Guide] for Sniper</ref> Note that the values with the symbol [~] in front of it are estimates, as the damage varies by a few integers depending on how long the newest tick has been lighten up.
 
  
 
{{Weapon Demonstration}}
 
{{Weapon Demonstration}}
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== Strange variant ==
 
== Strange variant ==
 
{{Strange item info
 
{{Strange item info
  | item-type = Sniper Rifle
+
  | item-type = {{item kind|Sniper Rifle}}
 
  | rankson = kills
 
  | rankson = kills
 
  | festive = yes
 
  | festive = yes
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== Related achievements ==
 
== Related achievements ==
=== {{Achiev type link|general=yes}} ===
+
=== {{Achiev type link|general}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|General|Grey Matter}}
 
| 1 = {{Show achievement|General|Grey Matter}}
 
}}
 
}}
 +
  
 
=== {{class link|Pyro}} ===
 
=== {{class link|Pyro}} ===
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}}
 
}}
  
==={{Class link|Sniper}}===
+
 
 +
=== {{Class link|Sniper}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Sniper|Be Efficient}}
 
| 1 = {{Show achievement|Sniper|Be Efficient}}
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'''{{Patch name|2|14|2008}}'''
 
'''{{Patch name|2|14|2008}}'''
* Added a small delay (200 ms) before a zoomed Sniper shot can get a critical hit.
+
* Added a small delay (200 ms) before a zoomed Sniper shot can get a Critical hit.
  
 
'''{{Patch name|3|1|2008|xbox}}'''
 
'''{{Patch name|3|1|2008|xbox}}'''
 
* Fixed exploit allowing Snipers to fire faster than intended.
 
* Fixed exploit allowing Snipers to fire faster than intended.
 +
 +
'''{{Patch name|12|11|2008}}'''
 +
* The Sniper Rifle can now break apart the [[Demoman]]'s [[Stickybomb Launcher|stickybombs]].
  
 
'''{{Patch name|2|2|2009}}'''
 
'''{{Patch name|2|2|2009}}'''
* The Sniper Rifle can now crit while under crit-boosts.
+
* The Sniper Rifle can now Crit while under [[Critical hits#Crit boost|Crit-boosts]].
  
 
'''{{Patch name|1|13|2010}}'''
 
'''{{Patch name|1|13|2010}}'''
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'''{{Patch name|8|18|2011}}'''
 
'''{{Patch name|8|18|2011}}'''
 
* Added a bell when the Sniper Rifle is fully charged.
 
* Added a bell when the Sniper Rifle is fully charged.
* {{Undocumented}} Added [[Strange]] Quality.
+
* {{Undocumented}} Added [[Strange]] quality.
  
 
'''{{Patch name|10|18|2011}} #2'''
 
'''{{Patch name|10|18|2011}} #2'''
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* Added [[Festive weapons|Festive]] variant.
 
* Added [[Festive weapons|Festive]] variant.
  
'''{{patch name|12|19|2011}}'''
+
'''{{Patch name|12|19|2011}}'''
 
* Festive Sniper Rifles can now be [[Gift Wrap|gifted]].
 
* Festive Sniper Rifles can now be [[Gift Wrap|gifted]].
  
'''{{item schema|3|23|2012|id=}}'''
+
'''{{Item schema|3|23|2012}}'''
 
* Marked Sniper Rifle and Festive Sniper Rifle as usable with the Headshot Part.
 
* Marked Sniper Rifle and Festive Sniper Rifle as usable with the Headshot Part.
  
'''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine Update]])
+
'''{{Patch name|8|15|2012}}''' ({{update link|Mann vs. Machine (update)}})
* {{undocumented}} Added Silver and Gold [[Botkiller weapons|Botkiller]] variants.
+
* {{Undocumented}} Added Silver and Gold [[Botkiller weapons|Botkiller]] variants.
  
 
'''{{Patch name|10|9|2012}}'''
 
'''{{Patch name|10|9|2012}}'''
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'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])
 
'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])
* {{undocumented}} Added [[Australium weapons|Australium]] variant.
+
* {{Undocumented}} Added [[Australium weapons|Australium]] variant.
  
 
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])
 
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])
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'''{{Patch name|3|30|2018}}'''
 
'''{{Patch name|3|30|2018}}'''
 
* Fixed a server crash related to the Sniper Rifle.
 
* Fixed a server crash related to the Sniper Rifle.
}}
+
 
 +
'''{{Patch name|7|29|2022}}'''
 +
* Fixed a server crash caused by Sniper trying to eat his gun (switching to Sniper while [[Heavy]] is eating a [[Sandvich]]).}}
  
 
== Bugs ==
 
== Bugs ==
* If the player scopes in and pauses their game, the zoom display will be removed, allowing the player to see as if they weren't scoped in while retaining their zoom and charge. Since the game is paused, the player will obviously be unable to shoot or look around during this time.
+
* If the player scopes in and opens the [[main menu]], the zoom display is removed, allowing the player to see as if they weren't scoped in while retaining their zoom and charge. Since the player is in the main menu, the player is unable to shoot or look around during this time.
** The zoom display is brought back up once the player unpauses the game.
+
** The zoom display is brought back up once the player returns to the game.
 
 
== Notes ==
 
* As listed at the top of the article, players cannot scope in while jumping. However, if the player leaves the ground through other means such as knockback, grappling, or walking off a high ledge, they will be able to scope in while in midair as long as they do not jump beforehand. This allows the player to headshot enemy players while falling or flying through the air, and makes a flashy last resort for those using the [[Machina]] if blown into the air via airblast or explosives.
 
 
 
==Trivia==
 
* The Sniper Rifle has a very similar design to both the [[w:M24 Sniper Weapon System| M24 rifle]] and the [[w:M40 rifle|M40 rifle]]. The M40 was used during the [[w:Vietnam War|Vietnam war]], and the M24 used during the [[w:Gulf War|Gulf War]].
 
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
 
File:Sniper Rifle 1st person.png|First-person view.
 
File:Sniper Rifle 1st person.png|First-person view.
File:Festive Sniper Rifle 1st person red.png|[[RED]] [[Festive weapons|Festive variant]].
+
File:Festive Sniper Rifle 1st person red.png|[[RED]] [[Festive weapons|Festive]] variant.
 
File:Festive Sniper Rifle 1st person blu.png|[[BLU]] Festive variant.
 
File:Festive Sniper Rifle 1st person blu.png|[[BLU]] Festive variant.
File:Botkiller Sniper Rifle 1st person.png|[[Botkiller weapons|Silver Botkiller Mk.I variant]].
+
File:Botkiller Sniper Rifle 1st person.png|[[Botkiller weapons|Silver Botkiller Mk.I]] variant.
 
File:Botkiller Sniper Rifle gold 1st person.png|Gold Botkiller Mk.I variant.
 
File:Botkiller Sniper Rifle gold 1st person.png|Gold Botkiller Mk.I variant.
 
File:Botkiller Sniper Rifle rust 1st person.png|Rust Botkiller Mk.I variant.
 
File:Botkiller Sniper Rifle rust 1st person.png|Rust Botkiller Mk.I variant.
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File:Botkiller Sniper Rifle Silver Mk2 1st person BLU.png|Silver Botkiller Mk.II BLU variant.
 
File:Botkiller Sniper Rifle Silver Mk2 1st person BLU.png|Silver Botkiller Mk.II BLU variant.
 
File:Botkiller Sniper Rifle Gold Mk2 1st person.png|Gold Botkiller Mk.II variant.
 
File:Botkiller Sniper Rifle Gold Mk2 1st person.png|Gold Botkiller Mk.II variant.
File:Australium sniperrife.png|[[Australium weapons|Australium variant]].
+
File:Australium sniperrife.png|[[Australium weapons|Australium]] variant.
 
File:Sniper Rifle First Person Festivized Variant RED.png|RED [[Festivizer|Festivized]] variant.
 
File:Sniper Rifle First Person Festivized Variant RED.png|RED [[Festivizer|Festivized]] variant.
 
File:Sniper Rifle First Person Festivized Variant BLU.png|BLU Festivized variant.
 
File:Sniper Rifle First Person Festivized Variant BLU.png|BLU Festivized variant.
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File:Sniperrifle concept2.jpg|Concept art of the Sniper Rifle.
 
File:Sniperrifle concept2.jpg|Concept art of the Sniper Rifle.
 
File:Sniperrifle concept3.jpg|Concept art of the Sniper Rifle.
 
File:Sniperrifle concept3.jpg|Concept art of the Sniper Rifle.
File:Killicon sniperriflehs old.png|An old version of the kill icon
+
File:Killicon sniperriflehs old.png|An old version of the kill icon.
 +
File:Standard icon Sniper Rifle.png|Icon from the TF2 DIY kit.
 
</gallery>
 
</gallery>
 
<!-- Add these once they're in-game
 
<!-- Add these once they're in-game
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File:Botkiller Sniper Rifle Uranium 1st person.png|Unused Uranium Botkiller variant.
 
File:Botkiller Sniper Rifle Uranium 1st person.png|Unused Uranium Botkiller variant.
 
-->
 
-->
 
== References ==
 
<references/>
 
  
 
== See also ==
 
== See also ==
 
* [[Basic Sniper strategy#Sniper Rifle + reskins|Sniper Rifle strategy]]
 
* [[Basic Sniper strategy#Sniper Rifle + reskins|Sniper Rifle strategy]]
 +
* [[Festive weapons]]
 
* [[Botkiller weapons]]
 
* [[Botkiller weapons]]
 
* [[Australium weapons]]
 
* [[Australium weapons]]
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{{Allweapons Nav}}
 
{{Allweapons Nav}}
 
{{Sniper Nav|state=collapsed}}
 
{{Sniper Nav|state=collapsed}}
 +
 
[[Category:Weapons using the CommunityWeapon material proxy]]
 
[[Category:Weapons using the CommunityWeapon material proxy]]

Latest revision as of 17:00, 13 December 2024

This article is about the stock weapon for the Sniper. For other sniper rifles, see Sniper Rifle (disambiguation).
You'll be needin' another use for that neck!
The Sniper

The Sniper Rifle is the default primary weapon for the Sniper. It is a single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath.

The rifle has no spread, no damage ramp-up or fall-off, and has a zoom sight like all of Sniper's other primaries (with the exception of the Huntsman and the Fortified Compound). The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in (scoped), the charge meter increases gradually from 0% to 100% over the course of 3.3 seconds; a higher charge percentage increases the damage done by a shot. The charge meter resets to 0% after a shot is fired or when exiting the scope without shooting. Firing the Sniper Rifle while unzoomed deals the same damage as a scoped bodyshot at 0% charge. When zoomed, the Sniper's movement speed is reduced to 27% and slows even further to 1.33% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling after jumping; however, falling off a ledge without jumping or getting knocked into the air does not inhibit scoping.

The Sniper Rifle does not deliver random Critical hits; however, if the player hits a headshot, a shot to an enemy's head while zoomed in, it is a guaranteed Critical hit. Headshots cannot be hit while unscoped. Unlike other hitscan weapons, the Sniper Rifle and the Sniper's other primaries are able to penetrate friendly players.

While scoped, the Sniper Rifle projects a team-colored dot on walls or floors, serving as the laser sight for the Sniper. The dot becomes larger and clearer as the charge meter increases. As it is visible to enemy players, the dot can reveal the Sniper's position, making him easier to target and avoid. Resourceful Snipers can circumvent this problem by deliberately aiming at objects or other surfaces in the foreground to hide the laser from enemies.

Damage and function times

See also: Damage
Damage and function times
Shot type Hitscan
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Base damage 100%
0%:
50
100%:
150
Critical
0%:
150
100%:
450
Mini-crit
0%:
68
100%:
203
Function times
Attack interval 1.5 s
Maximum charge time 3 s
Zoom-in charging delay 1.3 s
Zoom-in headshot delay 0.2 s
Values are approximate and determined by community testing.
Graph showing the damage done based on charge

# of ticks lit Bodyshot damage Headshot damage
3 50 N/A
4 50 150
5 50 150
6 50 150
7 ~60 ~180
8 ~75 ~225
9 ~90 ~270
10 ~105 ~315
11 ~120 ~360
12 ~135 ~405
13 150 450
Values are approximate and determined by community testing.

Demonstration

Strange variant


Related achievements

Achieved.png General achievements

Grey Matter
Grey Matter
Get 25 headshots as a Sniper.


Leaderboard class pyro.png Pyro

Firewatch
Firewatch
Ignite 10 Snipers while they are zoomed in.


Leaderboard class sniper.png Sniper

Be Efficient
Be Efficient
Get 3 kills with the Sniper Rifle without missing a shot.


Dropped Dead
Dropped Dead
Kill a Scout in midair with your Sniper Rifle or the Huntsman.


Flight Cancelled
Flight Cancelled
Kill 25 parachuting players with a critical headshot.


Jumper Stumper
Jumper Stumper
Kill a rocket or grenade-jumping enemy in midair with your Sniper Rifle or the Huntsman.


Parting Shot
Parting Shot
Headshot an enemy player the moment his invulnerability wears off.
Self-destruct Sequence
Self-destruct Sequence
Headshot 10 enemy Snipers.


Socket to Him
Socket to Him
Headshot an enemy Demoman.


The Last Wave
The Last Wave
Provide an enemy with a freezecam shot of you waving to them.


Trust Your Feelings
Trust Your Feelings
Get 5 kills with the Sniper Rifle without your scope.

Update history

September 21, 2007 Patch
  • Fixed occasional Sniper zoom crash.

December 31, 2007 Patch

  • Fixed Sniper quick-switch exploit allowing them to avoid zoom/unzoom times.

January 14, 2008 Patch

  • Added an option for the Sniper Rifle to the advanced multiplayer options. If disabled, the Sniper Rifle won't re-zoom after firing a zoomed shot.

January 15, 2008 Patch

  • Fixed being able to zoom too quickly after firing a zoomed shot.

February 14, 2008 Patch

  • Added a small delay (200 ms) before a zoomed Sniper shot can get a Critical hit.

March 1, 2008 Patch (Xbox)

  • Fixed exploit allowing Snipers to fire faster than intended.

December 11, 2008 Patch

February 2, 2009 Patch

January 13, 2010 Patch

  • Fixed this weapon not penetrating friendly players.

January 19, 2011 Patch

  • Fixed the Sniper Rifle view model having RED skins while on the BLU team.

August 18, 2011 Patch

  • Added a bell when the Sniper Rifle is fully charged.
  • [Undocumented] Added Strange quality.

October 18, 2011 Patch #2

  • Fixed a problem where the Sniper Rifle wouldn't damage sticky bombs.

December 15, 2011 Patch (Australian Christmas 2011)

December 19, 2011 Patch

  • Festive Sniper Rifles can now be gifted.

March 23, 2012 [Item schema update]

  • Marked Sniper Rifle and Festive Sniper Rifle as usable with the Headshot Part.

August 15, 2012 Patch (Mann vs. Machine Update)

  • [Undocumented] Added Silver and Gold Botkiller variants.

October 9, 2012 Patch

  • Added Rust, Blood, Carbonado, and Diamond Botkiller variants.

December 20, 2012 Patch (Mecha Update)

  • Added Silver and Gold Botkiller Mk. II variants.

May 13, 2013 Patch

  • Fixed the Botkiller Sniper Rifle using incorrect team materials for the arms.

November 21, 2013 Patch (Two Cities Update)

June 18, 2014 Patch (Love & War Update)

  • Converted the Sniper Rifle models to use the c_models system.

March 30, 2018 Patch

  • Fixed a server crash related to the Sniper Rifle.

July 29, 2022 Patch

  • Fixed a server crash caused by Sniper trying to eat his gun (switching to Sniper while Heavy is eating a Sandvich).

Bugs

  • If the player scopes in and opens the main menu, the zoom display is removed, allowing the player to see as if they weren't scoped in while retaining their zoom and charge. Since the player is in the main menu, the player is unable to shoot or look around during this time.
    • The zoom display is brought back up once the player returns to the game.

Gallery

See also