Difference between revisions of "Sniper (competitive)"
HuskyHippo (talk | contribs) (Fixed link & added info about props) |
|||
Line 36: | Line 36: | ||
Attack/Defend maps are where Snipers can truly shine. [[Gravel Pit (competitive)|Gravel Pit]] is really the only Attack/Defend map that sees a good amount of competitive play, and relatively long sight-lines at points B and C allow both attackers and defenders to get the most out of running a Sniper. | Attack/Defend maps are where Snipers can truly shine. [[Gravel Pit (competitive)|Gravel Pit]] is really the only Attack/Defend map that sees a good amount of competitive play, and relatively long sight-lines at points B and C allow both attackers and defenders to get the most out of running a Sniper. | ||
− | In particular, if an attacking team moves on to attack B via the rooms from point C, a Sniper can take advantage of the long open area around B and get a few picks. In general, Snipers defending on Attack/Defend maps should have an easier time than they do on 5-CP maps. Sticking behind the team allows a Sniper on Defense to safely charge up a shot, without too much harassment from [[Scout (competitive)|Scouts]], especially if their team is using an Engineer, as the Sentry Gun provides a fine defense against enemy Scouts. | + | In particular, if an attacking team moves on to attack B via the rooms from point C, a Sniper can take advantage of the long open area around B and get a few picks. In general, Snipers defending on Attack/Defend maps should have an easier time than they do on 5-CP maps. Sticking behind the team allows a Sniper on Defense to safely charge up a shot, without too much harassment from [[Scout (competitive)|Scouts]], especially if their team is using an Engineer, as the Sentry Gun provides a fine defense against enemy Scouts. Hiding in buildings and behind props the map has can also help a sniper make an essential kill. If the enemy team does not see a sniper, they are more likely to be vulnerable and careless. |
One tactic that may be useful for defending Snipers is attempting to get a pick at the very beginning of a round, right when setup time ends. Defending Snipers have the option of placing themselves so that they can see the gates from the BLU spawn area to point A and can potentially score a pick in the first seconds of the match. While this strategy may be a major boon to the defending team if the Sniper manages to kill the enemy [[Medic (competitive)|Medic]] and deprive attackers of an [[ÜberCharge (competitive)|ÜberCharge]], it is also incredibly dangerous for the Sniper, and will most likely result in his death. This can be problematic if the attacking team decides to push on B first, while the defending team is at a numerical disadvantage, lacking one of their utility players. | One tactic that may be useful for defending Snipers is attempting to get a pick at the very beginning of a round, right when setup time ends. Defending Snipers have the option of placing themselves so that they can see the gates from the BLU spawn area to point A and can potentially score a pick in the first seconds of the match. While this strategy may be a major boon to the defending team if the Sniper manages to kill the enemy [[Medic (competitive)|Medic]] and deprive attackers of an [[ÜberCharge (competitive)|ÜberCharge]], it is also incredibly dangerous for the Sniper, and will most likely result in his death. This can be problematic if the attacking team decides to push on B first, while the defending team is at a numerical disadvantage, lacking one of their utility players. | ||
Line 45: | Line 45: | ||
If the Sniper happens to pick up the enemy intelligence himself when there is a teammate nearby, it may be wise to have him drop the intelligence (default key "l") and allow the friendly player to take it back to the Intelligence room, due to the ease with which enemies can kill a fleeing Sniper. | If the Sniper happens to pick up the enemy intelligence himself when there is a teammate nearby, it may be wise to have him drop the intelligence (default key "l") and allow the friendly player to take it back to the Intelligence room, due to the ease with which enemies can kill a fleeing Sniper. | ||
− | When defending his own team's intelligence, a Sniper should remain in a safe area where he can see the intelligence and most incoming threats. This way, he will be able to charge up a shot without being attacked and bodyshot a Scout or Medic going for the intelligence, killing them before they reach it. This is easier in a Capture-the-Flag game than in other game types, due to the long, unobstructed hallways and relatively open center area in [[ | + | When defending his own team's intelligence, a Sniper should remain in a safe area where he can see the intelligence and most incoming threats. This way, he will be able to charge up a shot without being attacked and bodyshot a Scout or Medic going for the intelligence, killing them before they reach it. This is easier in a Capture-the-Flag game than in other game types, due to the long, unobstructed hallways and relatively open center area in [[Turbine]], the most played competitive CTF map. |
== See also == | == See also == |
Revision as of 03:42, 15 March 2014
The community competitive scene changes frequently. Some or all info may be outdated.
“Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: None added |
The Sniper is a situational utility class sometimes used in the standard competitive lineup, valued for his picking and area denial capabilities.
Contents
Information
Health
Class | Health | Overheal | Quick-Fix Overheal |
---|---|---|---|
Scout | 125 | 185 | 158 |
With the Sandman equipped | 110 | 165 | 139 |
Soldier | 200 | 300 | 251 |
With the Battalion's Backup equipped | 220 | 330 | 276 |
Pyro | 175 | 260 | 220 |
Demoman | 175 | 260 | 220 |
With weapon slot boots equipped | 200 | 300 | 251 |
With a head-taking melee weapon equipped with 0 heads | 150 | 225 | 189 |
With a head-taking melee weapon equipped with 1 head | 165 | 245 | 208 |
With a head-taking melee weapon equipped with 2 heads | 180 | 270 | 226 |
With a head-taking melee weapon equipped with 3 heads | 195 | 290 | 245 |
With a head-taking melee weapon with 4 or more heads | 210 | 315 | 264 |
With weapon slot boots and a head-taking melee weapon equipped with 0 heads | 175 | 260 | 220 |
With weapon slot boots and a head-taking melee weapon equipped with 1 head | 190 | 285 | 239 |
With weapon slot boots and a head-taking melee weapon equipped with 2 heads | 205 | 305 | 258 |
With weapon slot boots and a head-taking melee weapon equipped with 3 heads | 220 | 330 | 276 |
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads | 235 | 350 | 295 |
Heavy | 300 | 450 | 376 |
Under the effects of the Dalokohs Bar or Fishcake | 350 | 500† | 426 |
With the Fists of Steel equipped | 300 | 390 | 346 |
With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake | 350 | 440 | 396 |
Engineer | 125 | 185 | 158 |
With the Gunslinger equipped | 150 | 225 | 189 |
Medic | 150 | 225 | 189 |
With the Vita-Saw equipped | 140 | 210 | 176 |
Sniper | 125 | 185 | 158 |
Spy | 125 | 185 | 158 |
With the Big Earner equipped | 100 | 150 | 126 |
With Conniver's Kunai equipped | 70 | 105 | 89 |
Maximum overheal from Conniver's Kunai backstabs | N/A | 210 | N/A |
†Theoretical value. Overheal does not exceed 150% of the classes' maximum health.
Speed
Condition | Normal | Backward | Crouched | Swimming | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Sniper |
|
|
|
| ||||||||
With any Rifle, except the Classic, zoomed in |
|
|
|
| ||||||||
Charging the Classic at either zoom level |
|
|
|
| ||||||||
With the Huntsman drawn |
|
|
|
N/A |
Weapons
The Sniper uses his Sniper Rifles to deal huge damage on headshots, and otherwise deal large damage at long range.
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Sniper Rifle |
25 | N/A | Base: 50–150 Headshot: |
Charges while zoomed. Critical hits are guaranteed for headshots. | |
Promotional / Craft AWPer Hand |
|||||
Unlock Huntsman |
1 | 12 | Base: 50–120 Headshot: |
Bullets replaced with an arrow projectile.
Hold primary fire to draw (and charge) the arrow; press secondary fire to retract the arrow.
-48% total ammo. | |
Promotional Fortified Compound |
|||||
Craft Sydney Sleeper |
25 | N/A | Base: 50–150 |
Charges while zoomed. On scoped hit, applies Jarate effect to the target for 2 to 5 seconds based on amount charged. | |
Craft Bazaar Bargain |
25 | N/A | Base: 50–150 Headshot: |
Charges while zoomed. Critical hits are guaranteed for headshots. | |
Promotional / Craft Machina |
25 | N/A | Base: 50–173 Headshot: |
Charges while zoomed. Critical hits are guaranteed for headshots. | |
Uncrate Shooting Star |
|||||
Craft Hitman's Heatmaker |
25 | N/A | Base: 40–120 Headshot: |
Charges while zoomed. Shots are more quiet.
-20% damage penalty on body shot. | |
Craft Classic |
25 | N/A | Base: 45–135 Headshot: |
Does not automatically start charging when zoomed. Hold down fire button to charge, release to fire. | |
Usage
The role of the Sniper is simple: Kill key enemy targets. Every pick that a Sniper makes will reduce the enemy's numbers by one, which is significant in competitive Team Fortress 2 due to the role that every team member plays. The enemy Medic will always be the highest priority target for Snipers. A fully charged Sniper Rifle bodyshot and an uncharged headshot are the preferred methods of killing Medics, as both shots deal exactly 150 damage. A team that runs a Sniper will generally swap out a Scout for one, though on specific maps where Scouts are important, the roaming Soldier may change to Sniper instead.
Common Tactics
The kill order in competitive TF2 is slightly different from the kill order in casual play.
- Immediate threats: Any target immediately trying to kill you (generally a Scout), and particularly enemy Snipers.
- Medics: A fully charged bodyshot will work just as well as a headshot in taking out the most important class on the enemy team.
- Demomen: Snipers can cripple the enemy's damage output by killing their Demoman. A pick on him is also an efficient way of removing his stickies.
- Soldiers and Heavies: Big heads and slow movement speeds make Soldiers and Heavies rather vulnerable to the Sniper Rifle. A pick on these players is important due to their ability to tank damage.
- Engineers and their buildings: Usually, a team's Demomen or Soldiers can easily take care of Engineers and their Sentry Guns, but a Sniper can work just as well, killing the Engineer with a single headshot or charged bodyshot.
- Scouts: A fully charged bodyshot is probably the most reliable way of taking an enemy Scout out of the game. A pick on them takes pressure not only off the Sniper himself, but also off his team's Medic and Demoman.
- Other Utilities: Another player dead on the opposing team is always good. Snipers should target the more important players first before spending the time and effort to kill other utilities.
- Stickies: If the Demoman is absent, a Sniper can safely remove his sticky bombs from a control point and possibly allow a back-cap. This is particularly useful on the last points of 5-CP maps, which cap very quickly.
5-CP Push Strategies
The Sniper's inability to defend himself is one of his key impediments to seeing regular use in competitive play. This is especially evident on 5-CP maps, where it is somewhat difficult to stay far enough behind the team to safely eliminate key players while keeping up closely enough to prevent getting picked by enemy Scouts as they run off completely unharmed. Utility players should make sure that they chose the right time and place to switch to Sniper, because if a team decides to push forward quickly or desperately hold an area, it may be doing so without the help of one of its Scouts.
If attacking the final point, Snipers should not hesitate to use their Sniper Rifle to eliminate sticky bombs covering the point. If the enemy is unaware, this could easily lead to a back-cap by a friendly Scout. This is especially useful on maps with enclosed final points such as Badlands. The Sniper is often used to get a pick when the team is pushing the enemy's last point: this makes it easier for them to cap due to the sudden player advantage. Even if the Sniper doesn't manage to kill anyone he can still force the enemy team to adapt and ensure that they play more passively in order to reduce the risk of getting sniped.
Attack-Defend Strategies
Attack/Defend maps are where Snipers can truly shine. Gravel Pit is really the only Attack/Defend map that sees a good amount of competitive play, and relatively long sight-lines at points B and C allow both attackers and defenders to get the most out of running a Sniper.
In particular, if an attacking team moves on to attack B via the rooms from point C, a Sniper can take advantage of the long open area around B and get a few picks. In general, Snipers defending on Attack/Defend maps should have an easier time than they do on 5-CP maps. Sticking behind the team allows a Sniper on Defense to safely charge up a shot, without too much harassment from Scouts, especially if their team is using an Engineer, as the Sentry Gun provides a fine defense against enemy Scouts. Hiding in buildings and behind props the map has can also help a sniper make an essential kill. If the enemy team does not see a sniper, they are more likely to be vulnerable and careless.
One tactic that may be useful for defending Snipers is attempting to get a pick at the very beginning of a round, right when setup time ends. Defending Snipers have the option of placing themselves so that they can see the gates from the BLU spawn area to point A and can potentially score a pick in the first seconds of the match. While this strategy may be a major boon to the defending team if the Sniper manages to kill the enemy Medic and deprive attackers of an ÜberCharge, it is also incredibly dangerous for the Sniper, and will most likely result in his death. This can be problematic if the attacking team decides to push on B first, while the defending team is at a numerical disadvantage, lacking one of their utility players.
Capture-the-Flag Strategies
Due to his tendency to get picked easily while advancing, a Sniper may prove more useful defending his own team's intelligence than he will attacking the enemy team's, but he shouldn't hesitate to move up and pick a key player when his team pushes into the enemy Intelligence room.
If the Sniper happens to pick up the enemy intelligence himself when there is a teammate nearby, it may be wise to have him drop the intelligence (default key "l") and allow the friendly player to take it back to the Intelligence room, due to the ease with which enemies can kill a fleeing Sniper.
When defending his own team's intelligence, a Sniper should remain in a safe area where he can see the intelligence and most incoming threats. This way, he will be able to charge up a shot without being attacked and bodyshot a Scout or Medic going for the intelligence, killing them before they reach it. This is easier in a Capture-the-Flag game than in other game types, due to the long, unobstructed hallways and relatively open center area in Turbine, the most played competitive CTF map.
See also
|
|