Difference between revisions of "Sniper Rifle"

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{{Item infobox
 
{{Item infobox
| type         = weapon
+
| type           = weapon
| image       = Sniper_IMG.png
+
| image         = Sniper rifle.png
| kill-icon-2 = Sniper headshot
+
| 3d-image-1    = Sniper Rifle
| used-by     = [[Sniper]]
+
| 3d-image-2    = Sniper Rifle Festive
| slot         = primary
+
| 3d-image-4    = Sniper Rifle Festivized
| availability = Stock
+
| 3d-image-6    = Sniper Rifle Australium
| ammo-loaded = 25
+
| 3d-image-7    = Sniper Rifle Australium Festivized RED
| ammo-carried = N/A
+
| 3d-image-8    = Sniper Rifle Australium Festivized BLU
| reload       = Single
+
| 3d-image-9    = Sniper Rifle Botkiller Rust
| loadout      = Yes
+
| 3d-image-10    = Sniper Rifle Botkiller Blood
   | quality   = normal
+
| 3d-image-11    = Sniper Rifle Botkiller Carbonado
   | level     = Level 1 Sniper Rifle
+
| 3d-image-12    = Sniper Rifle Botkiller Diamond
 +
| 3d-image-13    = Sniper Rifle Botkiller Silver Mk.I
 +
| 3d-image-15    = Sniper Rifle Botkiller Gold Mk.I
 +
| 3d-image-17    = Sniper Rifle Botkiller Silver Mk.II
 +
| 3d-image-19    = Sniper Rifle Botkiller Gold Mk.II
 +
| 3d-button-1    = default
 +
| 3d-button-2    = colored_pair
 +
| 3d-button-4    = colored_pair
 +
| 3d-button-6    = australium
 +
| 3d-button-7    = australium_half
 +
| 3d-button-8    = australium_half
 +
| 3d-button-9    = default_half
 +
| 3d-button-10  = default_half
 +
| 3d-button-11  = default_half
 +
| 3d-button-12  = default_half
 +
| 3d-button-13  = colored_pair
 +
| 3d-button-15  = colored_pair
 +
| 3d-button-17  = colored_pair
 +
| 3d-button-19  = colored_pair
 +
| 3d-viewname-1  = Default
 +
| 3d-viewname-2  = Festive
 +
| 3d-viewname-4  = Festivized
 +
| 3d-viewname-6  = Australium
 +
| 3d-viewname-7  = Australium Festivized<br>(RED)
 +
| 3d-viewname-8  = Australium Festivized<br>(BLU)
 +
| 3d-viewname-9  = Rust
 +
| 3d-viewname-10 = Blood
 +
| 3d-viewname-11 = Carbonado
 +
| 3d-viewname-12 = Diamond
 +
| 3d-viewname-13 = Silver Mk.I<br>
 +
| 3d-viewname-15 = Gold Mk.I<br>
 +
| 3d-viewname-17 = Silver Mk.II<br>
 +
| 3d-viewname-19 = Gold Mk.II<br>
 +
| kill-icon-2   = Sniper headshot
 +
| used-by       = {{used by|Sniper}}
 +
| slot           = primary
 +
| availability   = {{avail|stock|crate27-strange|crate35-festive|crate54-strange|case93|case94|case99|case100|mvm-both-types|contract|warpaint}}
 +
| marketable    = yes
 +
| numbered      = no
 +
| ammo-loaded   = 25
 +
| ammo-carried   = {{common string|N/A}}
 +
| reload         = No reload
 +
| loadout       = yes
 +
  | quality     = normal
 +
   | item-kind   = {{item kind|Sniper Rifle}}
 +
   | item-level   = 1
 
}}
 
}}
{{Quotation|'''The Sniper'''|You'll be needin' another use for that neck!|sound=Sniper_specialcompleted03.wav}}
 
  
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 an attached laser sight.
+
{{Other uses|this=the stock weapon for the Sniper|for=other sniper rifles|Sniper Rifle (disambiguation)}}
  
The rifle has excellent accuracy, no damage falloff, and is one of two weapons with a zoom sight, the other being the [[Sydney Sleeper]]. The zoom display features a charge meter and a small red or blue "laser dot" in the center. When zoomed-in, the charge meter increases gradually from 0% to 100% during 4 seconds indicating the amount of damage that will be done by the shot. The laser dot of your team's color will appear where you are aiming when zoomed-in. The size of the dot increases 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. During zoom, movement [[speed]] for the class is slowed to 27%, and slowed even further to 0.01% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling. Firing the Sniper Rifle when not zoomed will deal minor damage.
+
{{Quotation|'''The Sniper'''|You'll be needin' another use for that neck!|sound=Sniper specialcompleted03.wav}}
  
Should the player deliver a shot to an enemy's head while zoomed in, this will result in a [[Headshot]], which will deliver a guaranteed  [[critical hit]]. The Sniper Rifle is unable to deliver random critical hits any other way however, except during [[Humiliation]], when subject to a [[Kritzkrieg]]'s [[ÜberCharge]], or when under the effect of any other crit-boost, such as after the Intelligence is captured on [[Capture the Flag]] maps. Headshots cannot be scored if the Sniper fires while unscoped.
+
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.
  
Observant players will be able to detect a Sniper Rifle being used by the team-colored dot that will appear on walls or floors wherever the Sniper is aiming while zoomed in at the time. Competent Sniper players can circumvent this problem by deliberately aiming at objects in the foreground, luring enemies into a false sense of security.
+
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.
  
== Damage ==
+
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.
* Base: 50 (0% charge or unscoped), 150 (100% charge)
 
** Damage increases by 1 for every 1% charged.
 
* Bodyshot: 43-57 (0% charge or unscoped), 128-172 (100% charge)
 
* [[Headshot]] (scoped only): 150 (0% charge), 450 (100% charge)
 
** Damage increases by 3 for every 1% charged.
 
* [[Mini-Crit]]: 67.5 (0% charge or unscoped),  202.5 (100% charge)
 
** Damage increases by 1.35 for every 1% charged.
 
* [[Critical hit]] (humiliation or Kritzkrieg only): 150
 
  
''Note'': Distance from the target does not affect the Sniper Rifle's damage. Damages are approximate and determined by community testing.
+
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.
  
== Function times ==
+
== Damage and function times ==
* Attack Interval: 1.5
+
{{Damage table
* There is a 200 ms delay before a zoomed Sniper shot can get a critical hit.
+
| type                = [[Hitscan]]
* There is a 1 second delay before the damage of a zoomed Sniper shot increases.
+
| damagetype          = Bullet
All times are in seconds. Times are approximate and determined by community testing.
+
| rangetype            = Ranged
 +
| damage              = yes
 +
 
 +
|  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
 +
|  minicrit            = <div style="float:left">0%:</div> 68<br/><div style="float:left">100%:</div> 203
 +
 
 +
| function times      = yes
 +
|  attack interval    = 1.5 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
 +
|  max charge time    = {{Tooltip|3.3 s|2 s charge time + 1.3 s charge delay}}
 +
}}
 +
 
 +
[[File:Sniper Rifle charge damage chart.png|thumb|right|Graph showing the damage done based on charge]]
 +
{{Sniper Rifle tick damage}}
  
 
{{Weapon Demonstration}}
 
{{Weapon Demonstration}}
  
== Related Achievements ==
+
== Strange variant ==
 +
{{Strange item info
 +
| item-type = {{item kind|Sniper Rifle}}
 +
| rankson = kills
 +
| festive = yes
 +
| botkiller = yes
 +
| australium = yes
 +
| can deal critical damage = no
 +
| can headshot = yes
 +
| can deal long range damage = yes
 +
}}
  
=== [[Image:Achieved.png|20px|link=Achievements]] [[achievements|General]] ===
+
== Related achievements ==
 +
=== {{Achiev type link|general}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|General|Grey Matter}}
 
| 1 = {{Show achievement|General|Grey Matter}}
 
}}
 
}}
  
==={{icon class|class=pyro|link=pyro}} [[Pyro]]===
+
 
 +
=== {{class link|Pyro}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Pyro|Firewatch}}
 
| 1 = {{Show achievement|Pyro|Firewatch}}
 
}}
 
}}
  
==={{icon class|class=sniper|link=sniper}} [[Sniper]]===
+
 
 +
=== {{Class link|Sniper}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Sniper|Be Efficient}}
 
| 1 = {{Show achievement|Sniper|Be Efficient}}
 
       {{Show achievement|Sniper|Dropped Dead}}
 
       {{Show achievement|Sniper|Dropped Dead}}
 +
      {{Show achievement|Sniper|Flight Cancelled}} 
 
       {{Show achievement|Sniper|Jumper Stumper}}
 
       {{Show achievement|Sniper|Jumper Stumper}}
| 2 = {{Show achievement|Sniper|The Last Wave}}
+
      {{Show achievement|Sniper|Parting Shot}}
 +
| 2 = {{Show achievement|Sniper|Self-destruct Sequence}}
 +
      {{Show achievement|Sniper|Socket to Him}}
 +
      {{Show achievement|Sniper|The Last Wave}}
 
       {{Show achievement|Sniper|Trust Your Feelings}}
 
       {{Show achievement|Sniper|Trust Your Feelings}}
      {{Show achievement|Sniper|Dead Reckoning}}
 
 
     
 
 
}}
 
}}
  
 
== Update history ==
 
== Update history ==
'''[[September 21, 2007 Patch]]'''
+
{{Update history|
 +
'''{{Patch name|9|21|2007}}'''
 
* Fixed occasional Sniper zoom crash.
 
* Fixed occasional Sniper zoom crash.
'''[[December 31, 2007 Patch]]'''
+
 
 +
'''{{Patch name|12|31|2007}}'''
 
* Fixed Sniper quick-switch exploit allowing them to avoid zoom/unzoom times.
 
* Fixed Sniper quick-switch exploit allowing them to avoid zoom/unzoom times.
'''[[January 14, 2008 Patch]]'''
+
 
* Added new option for the Sniper Rifle to the advanced multiplayer options. If disabled, the Sniper Rifle won't re-zoom after firing a zoomed shot.
+
'''{{Patch name|1|14|2008}}'''
'''[[January 15, 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.
 +
 
 +
'''{{Patch name|1|15|2008}}'''
 
* Fixed being able to zoom too quickly after firing a zoomed shot.
 
* Fixed being able to zoom too quickly after firing a zoomed shot.
'''[[February 14, 2008 Patch]]'''
+
 
 +
'''{{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.
'''[[February 2, 2009 Patch]]'''
+
 
* Sniper Rifle can now crit while under crit-boosts.
+
'''{{Patch name|3|1|2008|xbox}}'''
'''[[January 13, 2010 Patch]]'''
+
* Fixed exploit allowing Snipers to fire faster than intended.
* Fixed Sniper Rifle not penetrating friendly players.
+
 
'''[[January 19, 2011 Patch]]'''
+
'''{{Patch name|12|11|2008}}'''
* Fixed the Sniper Rifle and [[SMG]] view models having Red skins while on the Blue team.
+
* The Sniper Rifle can now break apart the [[Demoman]]'s [[Stickybomb Launcher|stickybombs]].
 +
 
 +
'''{{Patch name|2|2|2009}}'''
 +
* The Sniper Rifle can now crit while under [[Critical hits#Crit boost|crit-boosts]].
 +
 
 +
'''{{Patch name|1|13|2010}}'''
 +
* Fixed this weapon not penetrating friendly players.
 +
 
 +
'''{{Patch name|1|19|2011}}'''
 +
* Fixed the Sniper Rifle view model having [[RED]] skins while on the [[BLU]] team.
 +
 
 +
'''{{Patch name|8|18|2011}}'''
 +
* Added a bell when the Sniper Rifle is fully charged.
 +
* {{Undocumented}} Added [[Strange]] quality.
 +
 
 +
'''{{Patch name|10|18|2011}} #2'''
 +
* Fixed a problem where the Sniper Rifle wouldn't damage sticky bombs.
 +
 
 +
'''{{Patch name|12|15|2011}}''' ([[Australian Christmas 2011]])
 +
* Added [[Festive weapons|Festive]] variant.
 +
 
 +
'''{{Patch name|12|19|2011}}'''
 +
* Festive Sniper Rifles can now be [[Gift Wrap|gifted]].
 +
 
 +
'''{{Item schema|3|23|2012}}'''
 +
* Marked Sniper Rifle and Festive Sniper Rifle as usable with the Headshot Part.
 +
 
 +
'''{{Patch name|8|15|2012}}''' ({{update link|Mann vs. Machine (update)}})
 +
* {{Undocumented}} Added Silver and Gold [[Botkiller weapons|Botkiller]] variants.
 +
 
 +
'''{{Patch name|10|9|2012}}'''
 +
* Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
 +
 
 +
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])
 +
* Added Silver and Gold Botkiller Mk. II variants.
 +
 
 +
'''{{Patch name|5|13|2013}}'''
 +
* Fixed the Botkiller Sniper Rifle using incorrect team materials for the arms.
 +
 
 +
'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])
 +
* {{Undocumented}} Added [[Australium weapons|Australium]] variant.
 +
 
 +
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])
 +
* Converted the Sniper Rifle models to use the <code>c_models</code> system.
 +
 
 +
'''{{Patch name|3|30|2018}}'''
 +
* 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 ==
*When the Sniper Rifle ejects a shell, the shell comes out of the side opposite the ejection port.
+
* 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.
*It is possible to earn the achievement Dead Reckoning with a Sniper Rifle by firing at the exact same moment an enemy Sniper fires at you, though the achievement claims you must use an arrow. However, this is infinitely harder than using the [[Huntsman]] to do this.
+
** The zoom display is brought back up once the player returns to the game.
 
 
==Trivia==
 
*When the Sniper reloads his rifle, it looks like he just pulls the bolt. The final scene in Meet the Sniper implies that whilst doing so he flips out another bullet and places it into the gun at the same time.
 
*Bolt rifles such as these have a tendency to catch on the user's fingers. As such, the Sniper can be seen to have a scar on his right thumb.
 
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
File:Sniper Rifle 1st person cropped.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 blu.png|[[BLU]] Festive 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 rust 1st person.png|Rust Botkiller Mk.I variant.
 +
File:Botkiller Sniper Rifle blood 1st person.png|Blood Botkiller Mk.I variant.
 +
File:Botkiller Sniper Rifle carbonado 1st person.png|Carbonado Botkiller Mk.I variant.
 +
File:Botkiller Sniper Rifle diamond 1st person.png|Diamond Botkiller Mk.I variant.
 +
File:Botkiller Sniper Rifle Silver Mk2 1st person RED.png|Silver Botkiller Mk.II RED 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: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 BLU.png|BLU Festivized variant.
 +
File:Sniper Rifle First Person Australium Festivized Variant RED.png|RED Australium Festivized variant.
 +
File:Sniper Rifle First Person Australium Festivized Variant BLU.png|BLU Australium Festivized variant.
 +
File:Sniperrifle concept.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: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
 +
File:Botkiller Sniper Rifle Mirror 1st person.png|Unused Mirror Botkiller variant.
 +
File:Botkiller Sniper Rifle Uranium 1st person.png|Unused Uranium Botkiller variant.
 +
-->
  
 
== See also ==
 
== See also ==
*[[Sydney Sleeper]]
+
* [[Basic Sniper strategy#Sniper Rifle + reskins|Sniper Rifle strategy]]
*[[Sniper strategy#Sniper Rifle|Sniper Rifle strategy]]
+
* [[Festive weapons]]
*[[Headshot]]
+
* [[Botkiller weapons]]
 +
* [[Australium weapons]]
  
 +
{{Standard Weapons Nav}}
 +
{{Allweapons Nav}}
 +
{{Sniper Nav|state=collapsed}}
  
{{Allweapons Nav}}<br/>
+
[[Category:Weapons using the CommunityWeapon material proxy]]
{{Sniper Nav}}
 

Latest revision as of 18:12, 3 June 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 3.3 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