Difference between revisions of "Sniper weapons (competitive)"

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The [[Sniper (competitive)|Sniper]] specializes in long range area denial and his weapons help with this duty. Although he is very strong from long range, in close quarter combat the Sniper has little weapons to defend himself with.
+
{{competitive}}
 
+
{{hatnote|Some Sniper weapons may be banned in your league. For a list of banned weapons, please see the [[Competitive item restrictions#List of restricted items|Weapon Ban List]].}}
 +
The [[Sniper (competitive)|Sniper]] specializes in long range area denial. He is frequently used to get a pick on a Medic in case of a stalemate. He deals decent damage at close range, but not enough to match other classes.
  
 
==Primary Weapon==
 
==Primary Weapon==
The Sniper's primary weapons comprise of two rifles and a bow and arrow set. All three do pretty much the same job of holding onto a large open area with some differences.
+
The Sniper's primary weapons are his main source of damage, and constitutes his only long-range damage. All Sniper Rifles can be charged up to deal increased damage, and all but the Sydney Sleeper can deal headshots for guaranteed critical hits. All but the Huntsman provide a visible Sniper dot while scoped. The stock Sniper Rifle, Sydney Sleeper, Hitman's Heatmaker, and Bazaar Bargain can shoot without being scoped, dealing accurate but low damage.
  
 
=== Sniper Rifle ===
 
=== Sniper Rifle ===
 
+
The stock Sniper Rifle provides the simplest source of damage. It can kill any enemy on a fully charged headshot, and can deal significant damage on a bodyshot.  
[[File:Sniper rifle.png|100px|right]]
+
The AWPer Hand has the same stats as the stock Sniper Rifle.
 
 
The original rifle boasts the ability to heatshot opponents dealing up to 450 damage in a single shot, depending on how long the Sniper has been scoped in. This ability allows the Sniper to cover a large area as well as making [[pick]]s on key enemy targets like the [[Demoman (competitive)|Demoman]] and [[Medic (competitive)|Medic]] without severely endangering himself. Despite its strengths at long range, the rifle is extremely difficult to use in close quarter combat with "no scoping" only dealing 50 damage in a single shot. The Sniper, however, can opt to zoom in and attempt to headshot his opponent, although this skill requires some practice as well as luck.
 
 
 
Although headshooting is a quick method of picking, in shots where the Sniper feels he cannot get a clean shot on his target he can opt instead to bodyshot his opponent by charging his shot. After staying scoped in for four seconds, the shot can deal the maximum 150 damage making a fully charged bodyshot capable of killing enemy Medics, [[Scout (competitive)|Scouts]] and Snipers.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] damage
! class="header" | Function Times
+
! class="header" | Function Time
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Sniper Rifle]] <br>[[Image:Sniper rifle.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Sniper Rifle|Sniper Rifle]] <br>{{Item icon|Sniper Rifle}}
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
 
* '''Uncharged:''' 50
 
* '''Uncharged:''' 50
* '''Charged:''' 150
+
* '''Charge:''' 150
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
 
* '''Critical, Uncharged:''' 150
 
* '''Critical, Uncharged:''' 150
* '''Critical, Charged:''' 450
+
* '''Criticak, Charge:''' 450
 
* '''Mini-Crit, Uncharged:''' 68
 
* '''Mini-Crit, Uncharged:''' 68
* '''Mini-Crit, Charged:''' 203
+
* '''Mini-Crit, Charge:''' 203
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 1.5s
 
* '''Attack:''' 1.5s
* '''Afterscope Delay:''' 0.2s
+
* '''Scope Delay:''' 0.2s
 
* '''Charge Delay:''' 1.0s
 
* '''Charge Delay:''' 1.0s
 
* '''Full Charge Time:''' 4s
 
* '''Full Charge Time:''' 4s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Has no damage falloff or ramp-up.
+
* Has no damage fall-off or ramp-up.
* After scoping, headshots won't work for 200ms.
+
* Charge to 100% takes 3.3 seconds.
* The first 1 sec. of charge doesn't increase damage.
+
* No Random Critical Hits.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Sniper Rifle in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Sniper Rifle|Sniper Rifle]] <br>{{Item icon|Sniper Rifle}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 43: Line 49:
 
=== Huntsman ===
 
=== Huntsman ===
  
[[File:Huntsman.png|100px|right]]
+
The Huntsman is designed for medium range combat. It is affected by gravity, but fires faster than the stock Sniper Rifle. It has a limit on the time it can maintain full charge, and has less ammunition than the stock Sniper Rifle. The [[Fortified Compound]] has the same stats as the Huntsman.
 
 
The first released alternative for the rifle is the Huntsman. This weapon is effectively utilized at a shorter range than the rifle because the Sniper can see much more of his surroundings. The weapon's mechanics are the same as the rifle, arrows making headshots will deal critical damage and damage to both bodyshots and headshots are increased the longer the arrow is charged, capped after one second of charging. Where the weapon differs is the projectile and the damage it deals: Firstly, the arrow arcs rather than going in a straight line like the rifle bullet. Also, as a projectile, the arrow can be reflected by enemy Pyros so the Sniper should take care when wielding this item when he comes across any enemy Pyro. Damage wise, uncharged arrows will do more damage than the rifle bullet, if only slightly, although they are significantly weaker in terms of fully charged damage and critical damage as a full charged arrow will only deal 360 damage from a headshot; 70 less then the rifle.
 
 
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Huntsman]] <br>[[Image:Huntsman.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Huntsman]] <br>{{Item icon|Huntsman}}
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Uncharged:''' 51-53
+
* '''Uncharged:''' 50
 
* '''Charged:''' 120
 
* '''Charged:''' 120
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Critical, Uncharged:''' 153-159
+
* '''Critical, Uncharged:''' 150
 
* '''Critical, Charged:''' 360
 
* '''Critical, Charged:''' 360
* '''Mini-Crit, Uncharged:''' 69-72
+
* '''Mini-Crit, Uncharged:''' 68
 
* '''Mini-Crit, Charged:''' 162
 
* '''Mini-Crit, Charged:''' 162
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
Line 69: Line 72:
 
* '''Full Charge Time:''' 1.0s
 
* '''Full Charge Time:''' 1.0s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Has no damage falloff or ramp-up.
+
* Has no damage fall-off or ramp-up.
* After scoping, headshots won't work for 200ms.
+
* Projectiles are affected by gravity.
* The first 1 sec. of charge doesn't increase damage.
+
* Arrows can be uncharged with alt-fire.
 +
* Arrows can be ignited to deal fire damage to the target.
 +
* Provides the [[Arrow Stab]] taunt.
 +
* Enemies which are killed with an arrow near a wall may be pinned to it.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Huntsman in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Huntsman]] <br>{{Item icon|Huntsman}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 77: Line 92:
 
=== Sydney Sleeper ===
 
=== Sydney Sleeper ===
  
: '''Note:''' The Sydney Sleeper is banned or restricted in some leagues for acquisition time.
+
The Sydney Sleeper provides a stronger support basis for the team. It sacrifices the ability to deal headshots at the benefit of applying Jarate to the target on scoped hits. It also has a 25% faster charge rate than the stock Sniper Rifle.  
  
[[File:Sydney Sleeper.png|100px|right]]
+
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Sydney Sleeper]] <br>{{Item icon|Sydney Sleeper}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Uncharged:''' 50
 +
* '''Charged:''' 150
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical, Uncharged:''' 150
 +
* '''Critical, Charged:''' 450
 +
* '''Mini-Crit, Uncharged:''' 68
 +
* '''Mini-Crit, Charged:''' 203
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 1.5s
 +
* '''Charge:''' 2.8s
 +
* '''Jarate Delay:''' 1.06s
 +
* '''Jarate Effect Duration:''' 8s
 +
| style="background-color:#FFF4CC;" |
 +
* Has no damage fall-off or ramp-up.
 +
* On a scoped hit, the target is coated with Jarate for 2 to 5 seconds, depending on the charge level.
 +
* Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
 +
* +25% charge rate.
 +
* No headshots.
 +
* No random critical hits.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Sydney Sleeper in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Sydney Sleeper]] <br>{{Item icon|Sydney Sleeper}}
 +
| style="background-color:#F75D59;" | Banned
 +
|}
 +
<br>
  
The Sydney Sleeper is the second alternative to the rifle. The rifle acts more as a team support weapon than the rifle. This is mainly because Sydney Sleeper headshots do not deal critical damage to opponents. Instead, after charging for just over a second, the weapon can cover their opponent in Jarate for eight seconds. This ability can help the Sniper's team taking down a key opponent quickly through Jarate mini-crits although it lacks the ability to cover Jarate in multiple opponents like its Jar based counterpart.
+
=== Bazaar Bargain ===
  
Damage wise, the Sydney Sleeper has the same damage/charge ramp as the rifle; a fully charged shot will deal 150 damage.
+
The Bazaar Bargain has an initially slowed charge time, which increases with each headshot kill. It counts "heads obtained", up to a maximum of 7.  
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Sniper Rifle]] <br>[[Image:Sydney Sleeper.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Bazaar Bargain]] <br>{{Item icon|Bazaar Bargain}}
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
 
* '''Uncharged:''' 50
 
* '''Uncharged:''' 50
Line 103: Line 156:
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 1.5s
 
* '''Attack:''' 1.5s
* '''Jarate Delay:''' 1.06s
+
* '''Afterscope Delay:''' 0.2s
 +
* '''Charge Delay:''' 1.0s
 +
* '''Full Charge Time:''' 4.95s (0 Heads) 1.65s (7 Heads)
 +
| style="background-color:#FFF4CC;" |
 +
* Has no damage fall-off or ramp-up.
 +
* Initially charges at 150% time of the stock Sniper Rifle.
 +
** Decreases by 25% for each additional head, up to a maximum of 6 heads.
 +
* Head count is only affected by scoped shots.
 +
** Each headshot kill adds one head.
 +
* No random critical hits.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Bazaar Bargain in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Bazaar Bargain]] <br>{{Item icon|Bazaar Bargain}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
 +
=== Machina ===
 +
 
 +
The Machina adds damage and piercing on full charge, but reveals the Sniper's location and prevents no-scopes. The [[Shooting Star]] has the same stats as the Machina.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Machina]] <br>{{Item icon|Machina}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Uncharged:''' 50
 +
* '''Charged:''' 173
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical, Uncharged:''' 150
 +
* '''Critical, Charged:''' 518
 +
* '''Mini-Crit, Uncharged:''' 68
 +
* '''Mini-Crit, Charged:''' 233
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 1.5s
 +
* '''Afterscope Delay:''' 0.2s
 +
* '''Charge Delay:''' 1.0s
 +
* '''Full Charge Time:''' 4s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Has no damage falloff or ramp-up.
+
* Has no damage fall-off or ramp-up.
* Shots don't headshot, but can inflict Jarate.
+
* Fires tracer rounds which leave visual trails.
* Jarate effect applied after first jar icon starts fading.
+
* Piercing damage is dealt to all targets in line, regardless if it kills any of them.
* +25% charge rate
+
* Deals 15% extra damage on full charge.
 +
* Cannot fire unless zoomed.
 +
* No random critical hits.
 
|}
 
|}
 +
<br>
 +
Below is a table displaying the availability of the Machina in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Machina]] <br>{{Item icon|Machina}}
 +
| style="background-color:#F75D59;" | Banned
 +
|}
 +
<br>
 +
 +
=== Hitman's Heatmaker ===
  
 +
The Hitman's Heatmaker provides a combo system on kills and assists which grants a speedier charge time and no need to reload while active. This comes at the cost of a 20% damage penalty on bodyshots.
 +
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Hitman's Heatmaker]] <br>{{Item icon|Hitman's Heatmaker}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Uncharged:''' 40
 +
* '''Charged:''' 120
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical, Uncharged:''' 150
 +
* '''Critical, Charged:''' 450
 +
* '''Mini-Crit, Uncharged:''' 54
 +
* '''Mini-Crit, Charged:''' 162
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 1.5s
 +
* '''Afterscope Delay:''' 0.2s
 +
* '''Charge Delay:''' 1.0s
 +
* '''Full Charge Time:''' 3.3s
 +
* '''Charge Time while in focus:''' 2.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Has no damage fall-off or ramp-up.
 +
* Gain Focus on kills and assists.
 +
** Each kill grants 1/3 the focus meter, and each assist grants 1/9.
 +
** Focus activates on fire when the focus meter is full.
 +
** In focus: +25% faster charge rate and no need to unscope.
 +
** Focus can still be added while Focus is active.
 +
* -20% damage penalty on body shot.
 +
* No random critical hits.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Hitman's Heatmaker in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Hitman's Heatmaker]] <br>{{Item icon|Hitman's Heatmaker}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 
<br>
 
<br>
  
 
=== Primary Weapon Usage ===
 
=== Primary Weapon Usage ===
Arguably, a majority of Snipers will take the Rifle simply because it can potentially do the most damage in a reliable manner, unlike the Huntsman, through headshooting their opponents, unlike the Sydney Sleeper. This does not mean to say the Huntsman and Sleeper aren't considered, some Snipers will opted for the Huntsman on Payload maps where the close bodies through choke points can make Huntsman spam a viable option.
+
 
 +
The Sydney Sleeper and the Huntsman are uncommon choices, due to an overall reduced damage output, but can be useful to assist the team. The stock Sniper Rifle deals consistent long-range damage, and can kill most classes with a quick headshot. The Bazaar Bargain is good for a Sniper who can hit headshots consistently, thus ramping up the charge rate. The Machina is useful for dealing increased damage, or for getting multiple kills with a single shot. The Hitman's Heatmaker is good for extremely accurate Snipers, since consistent headshots can eliminate unscoping completely (at the cost of revealing your location). Snipers, due to their situational use, tend to go for the stock Sniper Rifle for quick and consistent damage without having to reveal their position.
  
 
==Secondary Weapon==
 
==Secondary Weapon==
The Sniper's secondary weapons vary through a means to defending himself close quarters to shields with varying passive effects to a Jar of urine.
+
 
 +
The Sniper deals the majority of his damage with his primary, but his secondary weapon can provide some key medium range combat damage.
  
 
=== SMG ===
 
=== SMG ===
  
[[File:SMG IMG.png|100px|right]]
+
The stock Submachine Gun deals strong damage at medium and close range, and can help the Sniper survive an encounter with a Scout.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[SMG]] <br>{{Item icon|SMG}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 12
 +
* '''512 units:''' 8
 +
* '''Over 1024 units:''' 4
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 24
 +
* '''Point-Blank Mini-crit:''' 16
 +
* '''Over 512 units: Mini-crit:''' 11
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.1s
 +
* '''Reload:''' 1.1s
 +
| style="background-color:#FFF4CC;" |
 +
* If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the SMG in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[SMG]] <br>{{Item icon|SMG}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
  
The SMG is the Sniper's only non-melee weapon designed for close quarter combat. The weapon, assuming all shots hit, will damage 120 per second from point blank.
+
=== The Cleaner's Carbine ===
  
 +
The Cleaner's Carbine functions similiarly to the stock Submachine Gun. It sacrifices 20% of it's clip size and 25% of it's firing speed for the ability to activate mini-crits for 8 seconds when needed.
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[SMG]] <br>[[Image:SMG IMG.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Cleaner's Carbine]] <br>{{Item icon|Cleaner's Carbine}}
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
 
* '''Point-Blank:''' 12
 
* '''Point-Blank:''' 12
 
* '''512 units:''' 8
 
* '''512 units:''' 8
* ''' Over 1024 units:''' 4
+
* '''Over 1024 units:''' 4
* '''Backlash:''' 45-88
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" |
 
 
* '''Critical:''' 24
 
* '''Critical:''' 24
* '''Point-Blank Minicrit:''' 16
+
* '''Point-Blank Mini-crit:''' 16
* '''Over 512 units:''' Minicrit: 11
+
* '''Over 512 units: Mini-crit:''' 11
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.1s
+
* '''Attack:''' 0.13s
 
* '''Reload:''' 1.1s
 
* '''Reload:''' 1.1s
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
* If unfired in the past 1.25 seconds, shot has perfect accuracy.
+
*If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
 +
* Dealing damage fills the charge bar, completely filling it requires doing 100 damage with the weapon.
 +
** When charged, secondary fire grants mini-crits for 8 seconds.
 +
* -20% clip size.
 +
* -25% slower firing speed.
 +
* No random critical hits.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Cleaner's Carbine in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Cleaner's Carbine]] <br>{{Item icon|Cleaner's Carbine}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 152: Line 357:
 
=== Jarate ===
 
=== Jarate ===
  
[[File:Jarate cropped.png|100px|right]]
+
Jarate does not deal any immediate damage, but makes any normal damage dealt to coated players become Mini-crits.
 
 
Jarate is the alternative to the SMG. When thrown, the Jar will break on the first object it touches, be it a wall; a player or a prop, and enemy players within the area of effect will be covered in Jarate. Affected players will receive mini-crit damage from friendly players. Jarate also has the ability to extinguish friendly players and expose cloaked Spies. The effect of Jarate lasts for ten seconds. On maps with water, however, Snipers should try and use their Jarate on players close to his team and also on enemy players somewhat far from a source of water where they can fully immerse themselves as water can remove the Jarate effect. Übercharges, both normal and Kritz, can remove the Jarate effect as well.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Jarate]] <br>[[Image:Jarate cropped.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Jarate]] <br>{{Item icon|Jarate}}
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" | N/A
* N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |  
* N/A
 
| style="background-color:#fffae7;" |  
 
 
* '''Effect Duration:''' 10s
 
* '''Effect Duration:''' 10s
 
* '''Refill Time:''' 20s
 
* '''Refill Time:''' 20s
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
* Victims suffer Mini-Crits from all attacks during effect.
+
* Normal damage against coated players is upgraded to mini-crit damage.
* Splash goes through doors and grates.
+
* Extinguishes fire.
* Extinguishes fire on teammates.
+
* Removable in water.
* Reveals Spies (can't be removed by DR, unlike fire).
+
* Visible on cloaked or disguised Spies.
* Jarate removed by full immersion in water.
+
|}
 +
<br>
 +
Below is a table displaying the availability of the Jarate in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Jarate]] <br>{{Item icon|Jarate}}
 +
| style="background-color:#F75D59;" | Banned
 
|}
 
|}
 
<br>
 
<br>
Line 182: Line 391:
 
=== Razorback ===
 
=== Razorback ===
  
[[File:Razorback.png|100px|right]]
+
The Razorback saves the Sniper from one backstab attempt from a Spy. It temporarily disables the Spy's knife after the stab.
 
 
The Razorback was designed primarily as an anti-[[Spy (competitive)|Spy]] means with its ability to block a single backstab attempt. Spies attempting to backstab a Sniper with the Razorback with be unable to switch weapons for attack for two seconds, giving the Sniper opportunity to address the threat posed by the Spy. Razorbacks do not recharge and in order to replace a broken one, the Sniper needs to head back to a resupply cabinet.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Razorback]] <br>[[Image:Razorback.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Razorback]] <br>{{Item icon|Razorback}}
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" | N/A
* N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |  
* N/A
+
* '''Time Restriction on Spy Knife:''' 2s
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |
* '''[[Spy (competitive)|Spy]] lockup:''' 2s
+
* Can be replaced at a resupply cabinet.
| style="background-color:#fffae7;" |
+
|}
* Passive on all weapons and empties slot2.
+
<br>
* Spy in lockup can't switch weapons or attack.
+
Below is a table displaying the availability of the Razorback in the Global 6v6 Whitelist.
* Only restocks on respawn or resupply.
+
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Razorback]] <br>{{Item icon|Razorback}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 209: Line 421:
 
=== Darwin's Danger Shield ===
 
=== Darwin's Danger Shield ===
  
: '''Note:''' The Darwin's Danger Shield is banned or restricted in some leagues for acquisition time.
+
The Darwin's Danger Shield provides the [[Sniper]] with 50% fire damage resistance, and makes him immune to the effects of [[Fire|afterburn]].
  
[[File:Darwin's Danger Shield.png|100px|right]]
+
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Darwin's Danger Shield]] <br>{{Item icon|Darwin's Danger Shield}}
 +
| style="background-color:#FFF4CC;" | N/A
 +
| style="background-color:#FFF4CC;" | N/A
 +
| style="background-color:#FFF4CC;" | N/A
 +
| style="background-color:#FFF4CC;" |
 +
* Sniper gains 50% fire damage resistance.
 +
* Sniper gains immunity to the effects of afterburn.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Darwin's Danger Shield in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Darwin's Danger Shield]] <br>{{Item icon|Darwin's Danger Shield}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
  
: '''Note:''' This weapon is either limited or banned in some Team Fortress 2 leagues. Please check your league's rule page for details on their weapon restrictions.
+
=== Cozy Camper ===
  
The Darwin's Danger Shield is an alternative to the Razorback, but instead of offering protection from Spies it offers a 25&nbsp;hp boost to the Sniper's maximum health, giving him an advantage in Sniper battles, excluding being hit by a headshot, as well as a small boost when in melee fights as the Sniper can take an extra standard melee hit before dying.
+
The Cozy Camper prevents the player's scoped view from jumping when they take damage, however only with full charge. It regenerates the wearer's health by +1 per second, slowly increasing to +4 health per second when no damage is taken.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Darwin's Danger Shield]] <br>[[Image:Darwin's Danger Shield.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Cozy Camper]] <br>{{Item icon|Cozy Camper}}
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" | N/A
* N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" | N/A
* N/A
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" |  
+
* Knockback is reduced by 20% while scoped.
* N/A
+
** No flinching when aiming and fully charged.
| style="background-color:#fffae7;" |
+
* Huntsman is affected similarly by charging an arrow.
* Passive on all weapons and empties slot2.
+
* +1 health regenerated per second, increasing to +4 over the course of 8 seconds.
* While equipped, grants wearer +25 max health.
+
|}
 +
<br>
 +
Below is a table displaying the availability of the Cozy Camper in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Cozy Camper]] <br>{{Item icon|Cozy Camper}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
 
===Secondary Weapon Usage===
 
===Secondary Weapon Usage===
The Jarate and SMG are regularly used in competitive TF2 as they either provide team support (Jarate), or a means for the Sniper, who is not confident in quick scoping opponents, to defend himself in short range combat (SMG). The Razorback is rarely used in competitive TF2 because the class it counters is also rarely used there, so Snipers see little need to equip it. The Darwin's Danger Shield, whilst offering a health boost, will do little to help a Sniper out in a battle against an enemy Sniper confident in his ability to headshot his targets and also against Scouts as a double meatshot, both dealing over 75 damage a shot, will easily take care of the Sniper in two shots.
+
 
 +
The stock Submachine Gun provides high damage output at close range, making it a strong option to deal with enemies. Jarate can help a push if it hits multiple enemies, and the Razorback and Darwin's Danger Shield provide more passive effects which are rarely useful in competitive play (but can save your life in some situations). The Cozy Camper is useful for increasing survivability, making for a more aggressive Sniper play style. The stock Submachine Gun provides the Sniper with better deathmatch capabilities, and is thus a popular choice in competitive play.
  
 
== Melee Weapon ==
 
== Melee Weapon ==
The melee weapon is commonly opted by the Sniper is close range combat, particularly with Jarate, as a reliable means to address his aggressors.
+
 
 +
The Sniper's melee weapon is rarely used, but deals damage in a pinch.
  
 
=== Kukri ===
 
=== Kukri ===
  
[[File:Kukri IMG.png|100px|right]]
+
The stock Kukri deals standard damage, and can have use if out of ammo.
 
 
The Kukri is the Sniper’s standard melee weapon. Like other standard melee weapons, it deals moderate damage. For the Sniper it is seen as a viable option for close range combat, especially against opponents covered in Jarate.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Kukri]] <br>[[File:Kukri IMG.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Kukri]] <br>{{Item icon|Kukri}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 65
 
* '''Melee:''' 65
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 195
 
* '''Critical:''' 195
* '''Minicrit:''' 88
+
* '''Mini-crit:''' 88
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Completely standard melee weapon.
+
* Stock melee weapon.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Kukri in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Kukri]] <br>{{Item icon|Kukri}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 271: Line 524:
 
=== Tribalman's Shiv ===
 
=== Tribalman's Shiv ===
  
[[File:Tribalman's shiv.png|100px|right]]
+
The Tribalman's Shiv deals reduced initial damage, but comes with a bleeding effect. With the initial damage and bleeding combined, it deals more damage in a single hit than the Kukri, unless the victim finds a source of healing fast enough.
 
 
The alternative to the Kukri, the Tribalman's Shiv deals considerably less damage on hit than the Kukri, although a successful hit will incur a bleeding effect on opponent. Bleeding damages opponents for four health for every half second for six seconds—dealing 48 damage without interruption. Bleeding can be stopped by a Medic or from health kits.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Tribalman's Shiv]] <br>[[File:Tribalman's shiv.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Tribalman's Shiv]] <br>{{Item icon|Tribalman's Shiv}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Melee:''' 32.5
+
* '''Melee:''' 33
* '''Bleed:''' 4 per hit
+
* '''Bleed:''' 8 per second (48 total)
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Critical:''' 97.5
+
* '''Critical:''' 98
* '''Minicrit:''' 44
+
* '''Mini-crit:''' 44
* '''Minicrit Bleed:''' 5.4 per hit
+
* '''Mini-crit Bleeding:''' 10.8 per second (64.8 total)
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
* '''Bleed Hit:''' 0.5s
 
* '''Bleed Duration:''' 6.0s
 
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Inflicts Bleeding on hit; total bleed damage 48 (Mini-Crit 65).
+
* On Hit: Bleed for 6 seconds.
* Bleed effect purged by health kit pick up or from Über/Kritz.
+
* -50% damage penalty.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Tribalman's Shiv in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Tribalman's Shiv]] <br>{{Item icon|Tribalman's Shiv}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 302: Line 560:
 
=== Bushwacka ===
 
=== Bushwacka ===
  
: '''Note:''' The Bushwacka is banned or restricted in some leagues for acquisition time.
+
The Bushwacka deals critical damage where it would normally deal mini-crit damage. The Sniper takes an additional 20% damage while the Bushwacka is active.
  
[[File:Bushwacka.png|100px|right]]
+
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Bushwacka]] <br>{{Item icon|Bushwacka}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Melee:''' 65
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 195
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.8s
 +
| style="background-color:#FFF4CC;" |
 +
* Crits whenever it would normally mini-crit.
 +
** Cannot deal mini-crit damage.
 +
* +20% vulnerability to damage when active
 +
* No random critical hits.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Bushwacka in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Bushwacka]] <br>{{Item icon|Bushwacka}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
  
The Bushwacka is very similar to the Kukri damage wise with the same damage per hit and same function times. Where the Bushwacka differs, however, is the ability to crit when it would normally mini-crit, e.g. on an opponent covered in Jarate. Dealing 195 damage on a Jarated opponent means the Sniper is capable of killing the enemy Medic, a fully-buffed Scout and severely damage [[Soldier (competitive)|Soldier]] and Demoman in a single hit.
+
===Shahanshah===
  
The Bushwacka's drawback is the added 20% fire susceptibility.
+
The Shahanshah deals increased damage when the Sniper is below 50% health, and reduced damage when he is above 50% health.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Bushwacka]] <br>[[Image:Bushwacka.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Shahanshah]] <br>{{Item icon|Shahanshah}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Melee:''' 65
+
* '''Melee when below 50%:''' 49
 +
* '''Melee when above 50%:''' 81
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Critical:''' 195
+
* '''Critical when below 50%:''' 146
* '''Minicrit:''' 88
+
* '''Critical when above 50%:''' 244
 +
* '''Minicrit when below 50%:''' 66
 +
* '''Minicrit when above 50%:''' 110
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Crits whenever it would Mini-Crit.
+
* Deals 25% additional damage when below 50% health.
* Gives 20% fire vulnerability while equipped.
+
* Deals 25% less damage when above 50% health.
 +
** Affects melee only.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Shahanshah in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Shahanshah]] <br>{{Item icon|Shahanshah}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
 
===Melee Weapon Usage===
 
===Melee Weapon Usage===
The knifes are all considered side-grades and so are equally used between Snipers. Although Snipers tend to favor either the Shiv for its ability to continually damage their opponent through bleed damage even after they've died or the Bushwacka because of the ability to crit when it would normally mini-crit and the drawback, extra fire damage, will be rarely suffered because of how rarely Pyros are used in competitive TF2.
 
  
==See also==
+
Sniper melee usage is rare, but often effective. The stock Kukri deals little damage compared to others, and is rarely useful. The Tribalman's Shiv can deal great damage to a Scout or Soldier who cannot get back to their Medic in time, whereas the Bushwacka deals immense damage in combination with Jarate, but means the Sniper dies very fast to a Pyro. The Shahanshah can deal immense damage to an unsuspecting player if the Sniper is at low health, but if confronted when at high health is a detriment. Most Snipers use the Shiv for increased overall damage, or use the Bushwacka, counting on the rarity of Pyros.
* [[Sniper (competitive)]]
 
  
[[Category:Competitive]]
+
{{Class competitive Nav}}

Latest revision as of 21:06, 16 March 2024

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Sniper weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

The Sniper specializes in long range area denial. He is frequently used to get a pick on a Medic in case of a stalemate. He deals decent damage at close range, but not enough to match other classes.

Primary Weapon

The Sniper's primary weapons are his main source of damage, and constitutes his only long-range damage. All Sniper Rifles can be charged up to deal increased damage, and all but the Sydney Sleeper can deal headshots for guaranteed critical hits. All but the Huntsman provide a visible Sniper dot while scoped. The stock Sniper Rifle, Sydney Sleeper, Hitman's Heatmaker, and Bazaar Bargain can shoot without being scoped, dealing accurate but low damage.

Sniper Rifle

The stock Sniper Rifle provides the simplest source of damage. It can kill any enemy on a fully charged headshot, and can deal significant damage on a bodyshot. The AWPer Hand has the same stats as the stock Sniper Rifle.

Weapon Damage Critical damage Function Time Special
Sniper Rifle
Sniper Rifle
  • Uncharged: 50
  • Charge: 150
  • Critical, Uncharged: 150
  • Criticak, Charge: 450
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charge: 203
  • Attack: 1.5s
  • Scope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 4s
  • Has no damage fall-off or ramp-up.
  • Charge to 100% takes 3.3 seconds.
  • No Random Critical Hits.


Below is a table displaying the availability of the Sniper Rifle in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Sniper Rifle
Sniper Rifle
Allowed


Huntsman

The Huntsman is designed for medium range combat. It is affected by gravity, but fires faster than the stock Sniper Rifle. It has a limit on the time it can maintain full charge, and has less ammunition than the stock Sniper Rifle. The Fortified Compound has the same stats as the Huntsman.

Weapon Damage Critical Damage Function Times Special
Huntsman
Huntsman
  • Uncharged: 50
  • Charged: 120
  • Critical, Uncharged: 150
  • Critical, Charged: 360
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 162
  • Attack: 1.94s
  • Inaccuracy Delay: 5.0s
  • Full Charge Time: 1.0s
  • Has no damage fall-off or ramp-up.
  • Projectiles are affected by gravity.
  • Arrows can be uncharged with alt-fire.
  • Arrows can be ignited to deal fire damage to the target.
  • Provides the Arrow Stab taunt.
  • Enemies which are killed with an arrow near a wall may be pinned to it.


Below is a table displaying the availability of the Huntsman in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Huntsman
Huntsman
Allowed


Sydney Sleeper

The Sydney Sleeper provides a stronger support basis for the team. It sacrifices the ability to deal headshots at the benefit of applying Jarate to the target on scoped hits. It also has a 25% faster charge rate than the stock Sniper Rifle.

Weapon Damage Critical Damage Function Times Special
Sydney Sleeper
Sydney Sleeper
  • Uncharged: 50
  • Charged: 150
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 203
  • Attack: 1.5s
  • Charge: 2.8s
  • Jarate Delay: 1.06s
  • Jarate Effect Duration: 8s
  • Has no damage fall-off or ramp-up.
  • On a scoped hit, the target is coated with Jarate for 2 to 5 seconds, depending on the charge level.
  • Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
  • +25% charge rate.
  • No headshots.
  • No random critical hits.


Below is a table displaying the availability of the Sydney Sleeper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Sydney Sleeper
Sydney Sleeper
Banned


Bazaar Bargain

The Bazaar Bargain has an initially slowed charge time, which increases with each headshot kill. It counts "heads obtained", up to a maximum of 7.

Weapon Damage Critical Damage Function Times Special
Bazaar Bargain
Bazaar Bargain
  • Uncharged: 50
  • Charged: 150
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 203
  • Attack: 1.5s
  • Afterscope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 4.95s (0 Heads) 1.65s (7 Heads)
  • Has no damage fall-off or ramp-up.
  • Initially charges at 150% time of the stock Sniper Rifle.
    • Decreases by 25% for each additional head, up to a maximum of 6 heads.
  • Head count is only affected by scoped shots.
    • Each headshot kill adds one head.
  • No random critical hits.


Below is a table displaying the availability of the Bazaar Bargain in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Bazaar Bargain
Bazaar Bargain
Allowed


Machina

The Machina adds damage and piercing on full charge, but reveals the Sniper's location and prevents no-scopes. The Shooting Star has the same stats as the Machina.

Weapon Damage Critical Damage Function Times Special
Machina
Machina
  • Uncharged: 50
  • Charged: 173
  • Critical, Uncharged: 150
  • Critical, Charged: 518
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 233
  • Attack: 1.5s
  • Afterscope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 4s
  • Has no damage fall-off or ramp-up.
  • Fires tracer rounds which leave visual trails.
  • Piercing damage is dealt to all targets in line, regardless if it kills any of them.
  • Deals 15% extra damage on full charge.
  • Cannot fire unless zoomed.
  • No random critical hits.


Below is a table displaying the availability of the Machina in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Machina
Machina
Banned


Hitman's Heatmaker

The Hitman's Heatmaker provides a combo system on kills and assists which grants a speedier charge time and no need to reload while active. This comes at the cost of a 20% damage penalty on bodyshots.

Weapon Damage Critical Damage Function Times Special
Hitman's Heatmaker
Hitman's Heatmaker
  • Uncharged: 40
  • Charged: 120
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 54
  • Mini-Crit, Charged: 162
  • Attack: 1.5s
  • Afterscope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 3.3s
  • Charge Time while in focus: 2.8s
  • Has no damage fall-off or ramp-up.
  • Gain Focus on kills and assists.
    • Each kill grants 1/3 the focus meter, and each assist grants 1/9.
    • Focus activates on fire when the focus meter is full.
    • In focus: +25% faster charge rate and no need to unscope.
    • Focus can still be added while Focus is active.
  • -20% damage penalty on body shot.
  • No random critical hits.


Below is a table displaying the availability of the Hitman's Heatmaker in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Hitman's Heatmaker
Hitman's Heatmaker
Allowed


Primary Weapon Usage

The Sydney Sleeper and the Huntsman are uncommon choices, due to an overall reduced damage output, but can be useful to assist the team. The stock Sniper Rifle deals consistent long-range damage, and can kill most classes with a quick headshot. The Bazaar Bargain is good for a Sniper who can hit headshots consistently, thus ramping up the charge rate. The Machina is useful for dealing increased damage, or for getting multiple kills with a single shot. The Hitman's Heatmaker is good for extremely accurate Snipers, since consistent headshots can eliminate unscoping completely (at the cost of revealing your location). Snipers, due to their situational use, tend to go for the stock Sniper Rifle for quick and consistent damage without having to reveal their position.

Secondary Weapon

The Sniper deals the majority of his damage with his primary, but his secondary weapon can provide some key medium range combat damage.

SMG

The stock Submachine Gun deals strong damage at medium and close range, and can help the Sniper survive an encounter with a Scout.

Weapon Damage Critical Damage Function Times Special
SMG
SMG
  • Point-Blank: 12
  • 512 units: 8
  • Over 1024 units: 4
  • Critical: 24
  • Point-Blank Mini-crit: 16
  • Over 512 units: Mini-crit: 11
  • Attack: 0.1s
  • Reload: 1.1s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.


Below is a table displaying the availability of the SMG in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
SMG
SMG
Allowed


The Cleaner's Carbine

The Cleaner's Carbine functions similiarly to the stock Submachine Gun. It sacrifices 20% of it's clip size and 25% of it's firing speed for the ability to activate mini-crits for 8 seconds when needed.

Weapon Damage Critical Damage Function Times Special
Cleaner's Carbine
Cleaner's Carbine
  • Point-Blank: 12
  • 512 units: 8
  • Over 1024 units: 4
  • Critical: 24
  • Point-Blank Mini-crit: 16
  • Over 512 units: Mini-crit: 11
  • Attack: 0.13s
  • Reload: 1.1s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
  • Dealing damage fills the charge bar, completely filling it requires doing 100 damage with the weapon.
    • When charged, secondary fire grants mini-crits for 8 seconds.
  • -20% clip size.
  • -25% slower firing speed.
  • No random critical hits.


Below is a table displaying the availability of the Cleaner's Carbine in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Cleaner's Carbine
Cleaner's Carbine
Allowed


Jarate

Jarate does not deal any immediate damage, but makes any normal damage dealt to coated players become Mini-crits.

Weapon Damage Critical Damage Function Times Special
Jarate
Jarate
N/A N/A
  • Effect Duration: 10s
  • Refill Time: 20s
  • Normal damage against coated players is upgraded to mini-crit damage.
  • Extinguishes fire.
  • Removable in water.
  • Visible on cloaked or disguised Spies.


Below is a table displaying the availability of the Jarate in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Jarate
Jarate
Banned


Razorback

The Razorback saves the Sniper from one backstab attempt from a Spy. It temporarily disables the Spy's knife after the stab.

Weapon Damage Critical Damage Function Times Special
Razorback
Razorback
N/A N/A
  • Time Restriction on Spy Knife: 2s
  • Can be replaced at a resupply cabinet.


Below is a table displaying the availability of the Razorback in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Razorback
Razorback
Allowed


Darwin's Danger Shield

The Darwin's Danger Shield provides the Sniper with 50% fire damage resistance, and makes him immune to the effects of afterburn.

Weapon Damage Critical Damage Function Times Special
Darwin's Danger Shield
Darwin's Danger Shield
N/A N/A N/A
  • Sniper gains 50% fire damage resistance.
  • Sniper gains immunity to the effects of afterburn.


Below is a table displaying the availability of the Darwin's Danger Shield in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Darwin's Danger Shield
Darwin's Danger Shield
Allowed


Cozy Camper

The Cozy Camper prevents the player's scoped view from jumping when they take damage, however only with full charge. It regenerates the wearer's health by +1 per second, slowly increasing to +4 health per second when no damage is taken.

Weapon Damage Critical Damage Function Times Special
Cozy Camper
Cozy Camper
N/A N/A N/A
  • Knockback is reduced by 20% while scoped.
    • No flinching when aiming and fully charged.
  • Huntsman is affected similarly by charging an arrow.
  • +1 health regenerated per second, increasing to +4 over the course of 8 seconds.


Below is a table displaying the availability of the Cozy Camper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Cozy Camper
Cozy Camper
Allowed


Secondary Weapon Usage

The stock Submachine Gun provides high damage output at close range, making it a strong option to deal with enemies. Jarate can help a push if it hits multiple enemies, and the Razorback and Darwin's Danger Shield provide more passive effects which are rarely useful in competitive play (but can save your life in some situations). The Cozy Camper is useful for increasing survivability, making for a more aggressive Sniper play style. The stock Submachine Gun provides the Sniper with better deathmatch capabilities, and is thus a popular choice in competitive play.

Melee Weapon

The Sniper's melee weapon is rarely used, but deals damage in a pinch.

Kukri

The stock Kukri deals standard damage, and can have use if out of ammo.

Weapon Damage Critical Damage Function Times Special
Kukri
Kukri
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Stock melee weapon.


Below is a table displaying the availability of the Kukri in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Kukri
Kukri
Allowed


Tribalman's Shiv

The Tribalman's Shiv deals reduced initial damage, but comes with a bleeding effect. With the initial damage and bleeding combined, it deals more damage in a single hit than the Kukri, unless the victim finds a source of healing fast enough.

Weapon Damage Critical Damage Function Times Special
Tribalman's Shiv
Tribalman's Shiv
  • Melee: 33
  • Bleed: 8 per second (48 total)
  • Critical: 98
  • Mini-crit: 44
  • Mini-crit Bleeding: 10.8 per second (64.8 total)
  • Attack: 0.8s
  • On Hit: Bleed for 6 seconds.
  • -50% damage penalty.


Below is a table displaying the availability of the Tribalman's Shiv in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Tribalman's Shiv
Tribalman's Shiv
Allowed


Bushwacka

The Bushwacka deals critical damage where it would normally deal mini-crit damage. The Sniper takes an additional 20% damage while the Bushwacka is active.

Weapon Damage Critical Damage Function Times Special
Bushwacka
Bushwacka
  • Melee: 65
  • Critical: 195
  • Attack: 0.8s
  • Crits whenever it would normally mini-crit.
    • Cannot deal mini-crit damage.
  • +20% vulnerability to damage when active
  • No random critical hits.


Below is a table displaying the availability of the Bushwacka in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Bushwacka
Bushwacka
Allowed


Shahanshah

The Shahanshah deals increased damage when the Sniper is below 50% health, and reduced damage when he is above 50% health.

Weapon Damage Critical Damage Function Times Special
Shahanshah
Shahanshah
  • Melee when below 50%: 49
  • Melee when above 50%: 81
  • Critical when below 50%: 146
  • Critical when above 50%: 244
  • Minicrit when below 50%: 66
  • Minicrit when above 50%: 110
  • Attack: 0.8s
  • Deals 25% additional damage when below 50% health.
  • Deals 25% less damage when above 50% health.
    • Affects melee only.


Below is a table displaying the availability of the Shahanshah in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Shahanshah
Shahanshah
Allowed


Melee Weapon Usage

Sniper melee usage is rare, but often effective. The stock Kukri deals little damage compared to others, and is rarely useful. The Tribalman's Shiv can deal great damage to a Scout or Soldier who cannot get back to their Medic in time, whereas the Bushwacka deals immense damage in combination with Jarate, but means the Sniper dies very fast to a Pyro. The Shahanshah can deal immense damage to an unsuspecting player if the Sniper is at low health, but if confronted when at high health is a detriment. Most Snipers use the Shiv for increased overall damage, or use the Bushwacka, counting on the rarity of Pyros.