Difference between revisions of "Anti-Sniper strategy"
(General flow.) |
GrampaSwood (talk | contribs) (Merged with the Spy secondary-specific mention at the top. I'm not sure how the Ambassador can possibly one-shot a Sniper if close enough, though.) |
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[[File:SniperHumiliation.png|right|160px|That's some shonky business right there!]] | [[File:SniperHumiliation.png|right|160px|That's some shonky business right there!]] | ||
− | {{Quotation|'''The Spy'''|Perhaps they can bury you in that van you call 'home.'|sound= | + | {{Quotation|'''The Spy'''|Perhaps they can bury you in that van you call 'home.'|sound=Spy DominationSniper06.wav}} |
− | The '''[[Sniper]]''' specializes in eliminating enemies at long range. He will typically position himself at a vantage point away from the battlefield, scanning the area for targets. His primary weapons can charge and deliver [[headshot]]s at extreme range, | + | The '''[[Sniper]]''' specializes in eliminating enemies at long range. He will typically position himself at a vantage point away from the battlefield, scanning the area for targets. His primary weapons can charge and deliver [[headshot]]s at extreme range, ignoring him is never an option. The best way to deal with a Sniper is awareness; if you know he is watching one route, try taking another route or fire at him to force him behind cover. |
− | The Sniper is very weak | + | The Sniper is very weak in close-quarters combat; his [[Submachine Gun]] and melee weapons lose out to the arsenal of most other classes. Classes like the [[Scout]] or [[Spy]] can traverse flank routes with ease and engage the Sniper where he is weakest, while a class like the [[Soldier]] or [[Demoman]] can approach him through the air instead. |
+ | |||
+ | A Sniper affected by [[fire]], [[Bleeding|bleed]], or being shot at will have more difficulty aiming his rifle due to the constant aimpunch. Although not 100% effective, causing a Sniper to bleed, setting him on fire, or continuously shooting at him with a rapid-fire weapon can cause him to miss his shots and potentially force a retreat. | ||
== General == | == General == | ||
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! class="header" colspan="1" width="800" | Anti-Sniper strategy | ! class="header" colspan="1" width="800" | Anti-Sniper strategy | ||
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− | | align="center" valign="center" style="padding:0.5em" |[[File: | + | | align="center" valign="center" style="padding:0.5em" |[[File:Sniper badge RED.png|40px]] '''[[Classes|Role]]''' |
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* The Sniper's role is to pick off any exposed enemies. Make good use of cover and keep moving to avoid being an easy target. | * The Sniper's role is to pick off any exposed enemies. Make good use of cover and keep moving to avoid being an easy target. | ||
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* The Sniper's primary weapons are unaffected by damage fall-off. Try not to get hit at all, as even an uncharged headshot or a fully-charged bodyshot from the default Sniper Rifle deals 150 damage - enough to instantly kill weaker classes and severely injure tougher ones. | * The Sniper's primary weapons are unaffected by damage fall-off. Try not to get hit at all, as even an uncharged headshot or a fully-charged bodyshot from the default Sniper Rifle deals 150 damage - enough to instantly kill weaker classes and severely injure tougher ones. | ||
− | *A fully-charged headshot will instantly kill any class, barring a combination of overhealing and damage reduction. | + | * A fully-charged headshot will instantly kill any class, barring a combination of overhealing and damage reduction. |
* Pay attention to the rifle the Sniper is using. Different rifles have varying damage and charge rate. | * Pay attention to the rifle the Sniper is using. Different rifles have varying damage and charge rate. | ||
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* The Sniper Rifle can zoom in to charge a shot, indicated by the Sniper holding the weapon to his eye. When scoped, the Sniper walks slowly and has a limited field of vision, making him susceptible to flanks from Scouts and Spies. | * The Sniper Rifle can zoom in to charge a shot, indicated by the Sniper holding the weapon to his eye. When scoped, the Sniper walks slowly and has a limited field of vision, making him susceptible to flanks from Scouts and Spies. | ||
* If you're caught in his sights, move unpredictably and shoot at him to make him flinch and misaim. As you approach, keep in mind that experienced Snipers can still headshot enemies who are only a few feet away. | * If you're caught in his sights, move unpredictably and shoot at him to make him flinch and misaim. As you approach, keep in mind that experienced Snipers can still headshot enemies who are only a few feet away. | ||
− | ** Although certain weapons like the Rocket Launcher and Scorch Shot, can be fired at extreme ranges, avoid getting into a "sniping" war with an enemy Sniper, lest they land a quick headshot on you. | + | ** Although certain weapons, like the Rocket Launcher and Scorch Shot, can be fired at extreme ranges, avoid getting into a "sniping" war with an enemy Sniper, lest they land a quick headshot on you. |
* Check if there is a Sniper or his rifle's laser dot before entering an area. He can only cover one route at a time, so take a different route, attack with teammates, or move once his laser dot goes away and his attention is somewhere else. | * Check if there is a Sniper or his rifle's laser dot before entering an area. He can only cover one route at a time, so take a different route, attack with teammates, or move once his laser dot goes away and his attention is somewhere else. | ||
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* Arrows have deceptively large hitboxes. Beware of fighting in narrow corridors, where dodging is much more difficult. | * Arrows have deceptively large hitboxes. Beware of fighting in narrow corridors, where dodging is much more difficult. | ||
* The Huntsman cannot zoom in, forcing the Sniper to fight closer to the front lines and making him easier to target. The lack of zoom also allows him to spot flanking enemies more easily. | * The Huntsman cannot zoom in, forcing the Sniper to fight closer to the front lines and making him easier to target. The lack of zoom also allows him to spot flanking enemies more easily. | ||
+ | * If a Sniper charges his arrows for too long, it will be wildly inaccurate and deal very little damage. Keep on the move to avoid his arrows and try increase the time it takes for him to line up a shot, forcing him to shoot an inaccurate shot or having to cancel his shot. | ||
+ | * As the arrows are projectiles, the Short Circuit's alt fire can destroy them. Use this to your advantage when pushing up, as it can hold off any Huntsman Snipers trying to slow your approach. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sydney Sleeper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Sydney Sleeper}} | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bazaar Bargain}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Bazaar Bargain}} | ||
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− | * The Bazaar Bargain reduces the | + | * The Bazaar Bargain reduces the charge time of the Sniper's rifle as he lands multiple headshots. If you see teammates dying to his headshots, note his skill level and avoid his line of sight. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Machina}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Machina}} + '''reskins''' | ||
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{{Table icon|Classic}} | {{Table icon|Classic}} | ||
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− | * The Classic allows the Sniper to charge his | + | * The Classic allows the Sniper to charge his shots independently from his scope. Because of this, he will have an easier time to spot and aim at potential attackers. |
− | * The Classic can headshot | + | * Each shot from The Classic has a bodyshot damage penalty and can only headshot when fully charged. Engage him between charged shots; he must prepare his charged shot in advance before he can deal considerable damage to you. |
|} | |} | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Razorback}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Razorback}} | ||
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− | + | * A Sniper may wear the Razorback to discourage Spies from backstabbing him. As the Spy, take care not to reveal yourself to the enemy team if you decide to kill the Sniper with your Revolver. | |
− | * A Sniper may wear the Razorback to discourage Spies from backstabbing him. As the Spy, take care to | + | ** Depending on your gun choice, it may take up to 3 shots to kill him, so wait until the Sniper scopes in before striking. The [[Ambassador]]'s ability to headshot is particularly effective as it leaves little time to react and requires only two shots. |
− | ** | + | * Equipping the Razorback deprives a Sniper of a secondary weapon, making him much weaker in direct combat. |
* The Razorback renders the Sniper unable to receive any kind of overheal, meaning that in a Sniper duel, he will always die to an uncharged headshot. | * The Razorback renders the Sniper unable to receive any kind of overheal, meaning that in a Sniper duel, he will always die to an uncharged headshot. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Jarate}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Jarate}} + '''reskins''' | ||
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− | * If you're covered in Jarate, the Sniper's team will deal guaranteed [[ | + | * If you're covered in Jarate, the Sniper's team will deal guaranteed [[Mini-Crit]]s to you, for about 35% more damage. Take cover if there are other enemies nearby until the debuff wears off in ten seconds. |
* Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet. | * Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet. | ||
* A lone Sniper will often follow up his Jarate toss with his weapon. React to his ranged or melee weapon appropriately. | * A lone Sniper will often follow up his Jarate toss with his weapon. React to his ranged or melee weapon appropriately. | ||
+ | ** As the Sniper Rifle has no damage falloff, each uncharged shot he lands on you will now deal 68 damage. | ||
* The Sniper can use Jarate to extinguish himself or his teammates. As the Pyro, don't always rely on afterburn to finish him off. | * The Sniper can use Jarate to extinguish himself or his teammates. As the Pyro, don't always rely on afterburn to finish him off. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Darwin's Danger Shield}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Darwin's Danger Shield}} | ||
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− | * Darwin's Danger Shield's grants afterburn immunity and 50% damage resistance against fire. If ambushing him as the Pyro, switch to your Shotgun or melee weapon instead. | + | * Darwin's Danger Shield's grants afterburn immunity and 50% damage resistance against fire. If ambushing him as the Pyro, switch to your Shotgun or melee weapon instead. Alternatively, attempt to airblast him if he is standing near a ledge to cause potentially fatal fall damage. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cozy Camper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Cozy Camper}} | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cleaner's Carbine}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Cleaner's Carbine}} | ||
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− | * Dealing 100 damage with the Cleaner's Carbine fills a "CRIKEY" bar, giving the Sniper 8 seconds of | + | * Dealing 100 damage with the Cleaner's Carbine fills a "CRIKEY" bar, giving the Sniper 8 seconds of Mini-Crits once filled and activated. If this happens, treat fighting him as if you have been hit by Jarate. |
* The Cleaner's Carbine suffers from a smaller clip size and lower fire rate, so the Sniper either has to surprise an enemy or deal substantial chip damage. If you spot the Sniper trying to do either, attack back to prevent them from reaching full "CRIKEY." | * The Cleaner's Carbine suffers from a smaller clip size and lower fire rate, so the Sniper either has to surprise an enemy or deal substantial chip damage. If you spot the Sniper trying to do either, attack back to prevent them from reaching full "CRIKEY." | ||
* The Carbine's damage boost works well with the Bushwacka; be prepared for it! | * The Carbine's damage boost works well with the Bushwacka; be prepared for it! | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bushwacka}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Bushwacka}} | ||
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− | * A Sniper will typically pull out the Bushwacka after accessing | + | * A Sniper will typically pull out the Bushwacka after accessing Mini-Crits, usually from Jarate or the Cleaner's Carbine. Fight from just outside melee range, where he is weakest, and take advantage of the damage vulnerability he receives while the Bushwacka is active. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shahanshah}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Shahanshah}} |
Latest revision as of 20:42, 28 November 2024
“ | Perhaps they can bury you in that van you call 'home.'
Click to listen
— The Spy
|
” |
The Sniper specializes in eliminating enemies at long range. He will typically position himself at a vantage point away from the battlefield, scanning the area for targets. His primary weapons can charge and deliver headshots at extreme range, ignoring him is never an option. The best way to deal with a Sniper is awareness; if you know he is watching one route, try taking another route or fire at him to force him behind cover.
The Sniper is very weak in close-quarters combat; his Submachine Gun and melee weapons lose out to the arsenal of most other classes. Classes like the Scout or Spy can traverse flank routes with ease and engage the Sniper where he is weakest, while a class like the Soldier or Demoman can approach him through the air instead.
A Sniper affected by fire, bleed, or being shot at will have more difficulty aiming his rifle due to the constant aimpunch. Although not 100% effective, causing a Sniper to bleed, setting him on fire, or continuously shooting at him with a rapid-fire weapon can cause him to miss his shots and potentially force a retreat.
Contents
General
Attributes | Anti-Sniper strategy |
---|---|
Role |
|
Health | |
Speed | |
Power |
|
Weapon-specific
Primary weapons
Weapon | Anti-Sniper strategy |
---|---|
Sniper Rifle + reskins |
|
Huntsman + reskins |
|
Sydney Sleeper |
|
Bazaar Bargain |
|
Machina + reskins |
|
Hitman's Heatmaker |
|
|
Secondary weapons
Weapon | Anti-Sniper strategy |
---|---|
SMG + reskins |
|
Razorback |
|
Jarate + reskins |
|
Darwin's Danger Shield |
|
Cozy Camper |
|
Cleaner's Carbine |
|
Melee Weapons
Weapon | Anti-Sniper strategy |
---|---|
Kukri + reskins |
|
Tribalman's Shiv |
|
Bushwacka |
|
Shahanshah |
|
See also
|