Difference between revisions of "Sniper match-ups"

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{| class="wikitable grid" cellpadding="0" cellspacing="0"
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{{Quotation|'''The Sniper''' on exemplary battlefield etiquette|Be polite. Be efficient. Have a plan to kill everyone you meet.}}
! class="header" colspan="3" width="200"| Class
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! class="header" | Strategy
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{{Match-Up | forclass=sniper
|-
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  | scout-strategy =  
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
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'''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.
| class="xsmall" | vs
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| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
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'''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.
| 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. If a Scout runs in a straight path towards you, he’ll be easy to headshot, no matter how close he already is. If he does manage to close the distance, he’ll have a huge advantage. At close range, backpedal while firing your [[Submachine Gun]] or uncharged shots from your primary weapon.
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|-
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'''Useful weapons:'''
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
+
* A primary weapon that deals full headshot damage is your best choice for handling a Scout who targets you.
| class="xsmall" | vs
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* The [[Huntsman]] is especially useful in close range, dealing fatal damage to the Scout on a headshot, no matter the charge.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
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* The [[Classic]] lets you charge up a headshot while being unscoped, allowing you to be more aware of any Scouts attempting to kill you.
| 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.
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|-
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  | soldier-strategy =  
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
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'''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.
| class="xsmall" | vs
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| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
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'''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.
| Unless an enemy Pyro is using the [[Flare Gun, he has no way to 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 uncharged shots from your primary weapon. Using [[Jarate]] defensively will negate the effects of any [[afterburn]].  
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|-
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  | pyro-strategy =  
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
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'''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.  
| class="xsmall" | vs
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| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
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'''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.  
| Be alert about blind-spots where they can safely hide and lob [[Grenade Launcher|grenades]] and [[Stickybombs]] at you. With these they can turn your Sniper nest into a deathtrap. At such a point, it may be best to wait until your teammates take the [[Demoman]] out rather than risk death. One strategy not often used is to scope and shoot the stickies individually or spray them with your SMG, this isn't always useful as if the Demoman is nearby chances are they'll come for you. Otherwise though if you find one or two that could be a threat and there are no enemies in the immediate area take the time to remove the stickies.
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|-
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Note that [[Huntsman]] arrows and Jarate are projectiles that can be reflected by the Pyro's [[compression blast]].
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
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| class="xsmall" | vs
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'''Useful weapons:'''
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
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* [[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.
| If you are at a distance, the spread of his [[Minigun]] fire should do minimal damage, allowing you to take him out before it mounts up. If a [[Heavy]] were to somehow get to your Sniper spot (likely accompanied by a Medic), it would be wise to simply run whilst attacking with your [[Submachine Gun]], because a Heavy's Minigun will cut you up in an instant. Because the Heavy is a slow moving target, at mid-range he is a perfect target for the Huntsman. Fire a single arrow at the Heavy's head and drop back behind cover. If being hunted by a Heavy take advantage of charging up a shot and wait for the Heavy to come to you. If you hear him spin up his gun quickly and then spin down from around a corner, use that small delay to take him by surprise as he will be vulnerable and slow. With the [[Fists of Steel]] Heavies can survive even fully-charged headshots so try to catch them when the have their other weapons drawn.
+
* 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.
|-
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* The [[Cozy Camper]] completely negates any flinching done by Pyro's flames, allowing you to combat the Pyro more effectively from long range.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
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| class="xsmall" | vs
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  | demoman-strategy =  
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
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'''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.
| If the [[Sentry Gun]] is anything over level one and is accompanied by an Engineer with a [[Dispenser]] hiding behind it, there is nothing you can do as the sentry will block your attempts at killing the Engineer, so just ignore it. A Sniper is very effective at taking out a level one Sentry though, as a 100% charged snipe will destroy it in one shot, removing any option for the Engineer to repair it. Snipers can also be very effective at taking out a sentry when helped by a Soldier or another Sniper, just wait for it to be hit by a rocket then instantly fire a 100% charged shot at it, which should destroy it as the Engineer won't have had time to repair it from the rocket.  
+
 
 +
'''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.
 
   
 
   
If the sentry is unguarded, however, then charge up to 100% then shoot rapidly, taking the sentry down as quick as possible after the Engineer knows he needs to repair it. This is made much easier with the Huntsman.
+
  | engineer-strategy =
But be careful! A Wrangled Sentry is under manual control, thus means that the Engineer can use his sentry to attack you. Try to avoid to open fire at the Sentry Gun, a wrangled sentry is defended by a shield that absorbs 66% of all damage. Instead, open fire on the Engineer. Most Engineers will stand still while aiming their Wrangler, so take advantage of this and get an easy headshot.
+
'''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.
  
Engineer's with the [[Gunslinger]] can sometimes be a nuisance, but they can also be quite easy to deal with. If you see a Gunslinger Engineer, and you are using a Sniper Rifle, one fully charged bodyshot will still be able to take him out. One fully charged shot can take out a [[Mini-Sentry]], so be sure to when you see one in the open. The Huntsman is devastating to Gunslinger Engineers. Not only will a fully charged arrow instantly take out a Mini-Sentry, but it can also take out Engineers that are dumb enough to come near you.
+
  | medic-strategy =  
|-
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'''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.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 
| Medics are often underestimated by Snipers. Remember that they regenerate health, and have a higher max hp than you (unless you carry the [[Darwins Danger Shield]]). Their Syringe Gun easily out damages your SMG, so try to draw them into in a melee duel. If they have the Übersaw, then you have an even match (as the Kukri has a higher DPS), but with the Bonesaw they will usually overpower you. Snipers are the most viable candidate for killing [[Medic]]s who are paired up with pesky [[medic buddy|Medic buddies]], and as such, should be treated as high priority targets. Their high speed and constant strafing makes a [[headshot]] difficult, but due to their relatively low health, a fully charged shot to the body will kill the Medic. It's best not to leave them alive, as they can take cover behind their Medic buddy and regenerate their health.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>Sniper
 
| Protecting your team-mates from a pesky [[Sniper]] can assist heavily in winning a map (though overdoing this can lead to 'Sniper-wars', where both of you are of no direct use to each other's teams at all!). Other Snipers remain a priority target, as you are to them. Shuffle about constantly if you're in their crosshairs, and aim for the head. If you find yourself getting knocked out more than you are knocking them out, then it might be time to switch classes. A good strategy against other Snipers is to duck just before taking a shot out of cover. Most times the other Sniper while take his shot at where your head used to be, leaving him vulnerable. If you have a Huntsman and the other Sniper has a rifle, a good strategy for getting close enough is to fire your SMG while advancing until you're in range.
 
When fighting against Snipers who are equipped with the Croc-O-Style [[Item sets#Sniper|Item set]], avoid the temptation to attack with a [[headshot]]. Snipers using the set cannot kill you with a headshot, but cannot be killed by them either. Attacking with a fully charged body shot is a better choice against these Snipers. Conversely, you can also use the Croc-O-Style to avoid being instantly killed by a headshot, but you will often have to fully charge to kill another Sniper, as headshots will not be available. Also remember that if headshotted, you will have 1 hp remaining, and even a stray bullet will be able to kill you. Stay behind team lines so that this doesn't happen.
 
  
|-
+
'''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.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
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| class="xsmall" | vs
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'''Useful weapons:'''
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
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* The Sydney Sleeper charges to full bodyshot damage quickly, which lets you take a much easier bodyshot at the Medic.
| Watch your back; the Spy is the Sniper's nemesis. [[Spy-checking|Spy check]] people you notice hanging around the battlements. Spies will often disguise themselves as other Snipers in popular sniping locations, so be especially wary of any other Snipers that come close. Also sometimes decent sniping locations are also used as Engineer nests so watch for Engineers as well. Watch the kill log in the top-right of  for team-mates getting [[Backstab]]bed, friendly buildings being sapped, or enemy Sappers being removed. If there's another Sniper on the deck, try to put him between you and the entrance to the Sniper deck so that you have some advanced warning. Better him than you. Given a threat to personal space, melee combat is highly recommended. After all, you have a much bigger Knife. Jarate also helps, as it augments your Kukri's damage and makes the Spy unable to safely escape even if he does kill you.
+
* The Machina's fully charged shot pierces through enemies, letting you target a Medic who hides behind his teammates.
If the Spy is wielding his [[Revolver]], strafe and gun or hope for a melee Crit, as 3 hits at close range are fatal. It's important to use [[Jarate]] against the Spies because Jarate will short out their Cloak, reveal their disguise and allow your teammates to take them out quickly. Using the [[Razorback]] will also provide protection from Spies when near teammates and make them take more time to kill you with the Revolver, but it will be ineffective if you are not paying attention to your surroundings or you may fail to notice having your Razorback removed while scoped and be backstabbed normally. Spies carrying the Ambassador can make quick work of you with a headshot and then a finishing shot (which is especially popular when Snipers wield the Razorback), so check your surroundings often. The Tribalman's Shiv is also effective for killing Spies as the bleeding effect nullifies their Cloak ability, and the long term damage may kill the Spy should he try to run away or end up killing you.
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* If you are forced to directly fight the Medic, weapons like the [[Cleaner's Carbine]], Jarate, and [[Tribalman's Shiv]] can help you win.
|}
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 +
  | 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.
 +
 
 +
}}
  
 
== See also ==
 
== See also ==
 
*[[Team strategy]]
 
*[[Team strategy]]
 
+
* [[Sniper (competitive)]]
 
[[Category:Strategy|Sniper match-ups]]  
 
[[Category:Strategy|Sniper match-ups]]  
 
<br/>
 
<br/>

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
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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