Difference between revisions of "Community Sniper strategy"
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{{Quotation|'''The Sniper'''|If your strategy is to build me confidence, it's working.|sound=Sniper_domination07.wav}} | {{Quotation|'''The Sniper'''|If your strategy is to build me confidence, it's working.|sound=Sniper_domination07.wav}} | ||
− | The [[Sniper]] is a long-range [[support]] class that focuses on the elimination of key targets. The Sniper generally stays back to avoid heavy fire because he is very frail at 125 health. The Sniper is one of the | + | The [[Sniper]] is a long-range [[support]] class that focuses on the elimination of key targets. The Sniper generally stays back to avoid heavy fire because he is very frail at 125 health. The Sniper is one of the two classes that can [[headshot]] enemies (the other being an [[Ambassador]]-wielding [[Spy]]). Headshots are guaranteed [[critical hits]], and often result in an instant kill when fully charged (the only exceptions are an Overhealed [[Heavy]] wielding the [[Fists of Steel]] and a [[Spy]] using the [[Dead Ringer]]). The ability to do this consistently can set apart an amateur Sniper from an elite Sniper. |
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Revision as of 13:29, 9 December 2013
“ | If your strategy is to build me confidence, it's working.
Click to listen
— The Sniper
|
” |
The Sniper is a long-range support class that focuses on the elimination of key targets. The Sniper generally stays back to avoid heavy fire because he is very frail at 125 health. The Sniper is one of the two classes that can headshot enemies (the other being an Ambassador-wielding Spy). Headshots are guaranteed critical hits, and often result in an instant kill when fully charged (the only exceptions are an Overhealed Heavy wielding the Fists of Steel and a Spy using the Dead Ringer). The ability to do this consistently can set apart an amateur Sniper from an elite Sniper.
Quick Tips
- Snipers need to be aware of their surroundings because they are often the main targets of Spies and enemy Snipers, both of which he is most vulnerable to. Equip the Razorback, SMG, or Jarate to help with Spies. While reloading your rifle, move from side to side to Spy check the area you're sniping around.
- Try not to crowd up the class! Too many Snipers can ruin a team's viability. If you're not getting kills as a Sniper, you're not contributing and thus should consider switching classes until there are fewer Snipers.
- Put the crosshair on a target before scoping to maximize mobility.
General
- Since your enemies can see the laser dot of your rifle, consider aiming at a doorway or other obstacle to hide your presence. They will be much easier to hit if they are not expecting you than if they are actively trying to dodge your aim. Alternatively, you can use the Huntsman, which doesn't have a laser dot.
- In contrast to this, you can use it to discourage enemy advances. Most classes will not willingly walk into a Sniper's line of fire, and will instead take another route. This tactic does not always work well with Scouts, who are fast enough to slip through your aim. Note that the enemy can only see the laser when facing an object in the same direction you're facing.
- Sticking to one point might take your life. The freezecam will give away your position away after a single kill; you should switch to a new location often, especially after killing another Sniper or firing a shot from The Machina (which fires an obvious tracer from your position).
- Mobility in general is a valued trait for the Sniper. Remember that walking while zoomed is ineffective, as your speed is almost halved.
- Pick your targets carefully. As a support class it's always important to help your team out in the most efficient way possible, so look out for high value targets on the battlefield, mainly Medics, Heavies, and other Snipers. By killing targets that would otherwise disrupt your aim, inflict heavy damage or negatively impact your team, you are being a great support to your entire team.
- A quick shot against a Medic's patient, or the Medic himself, can force him to use his ÜberCharge early, thus allowing your teammates to kill the patient before inflicting any damage to your team in the front lines.
- However, a Headshot from a Sniper onto a Medic, it will most likely instantly kill him. Take this into consideration, as you can easily take out support Medics
- A quick shot against a Medic's patient, or the Medic himself, can force him to use his ÜberCharge early, thus allowing your teammates to kill the patient before inflicting any damage to your team in the front lines.
- Disabling the automatic re-zoom option might help you, but it's not a requirement. Some Snipers prefer to not use the automatic re-zoom of the Sniper Rifle's scope after every shot. To prevent the re-zoom, turn off the automatic re-zoom in the "Advanced Options" button on the main menu.
- Alternately, pressing alt-fire after taking a scoped shot and before the rifle has re-zoomed will prevent the re-zoom from occurring.
- A fully-charged shot can instantly destroy any Level 1 Building and do major damage to others. Put pressure on enemy Engineers by standing outside the range of their equipment and hitting them with charged shots. Make sure to kill the Engineers first, since harming their buildings will make them fix them back to full health, thus wasting ammo and time. Working in conjunction with a friendly Soldier can easily overwhelm the Engineer's repair capabilities.
- Crouching shifts your vision downwards while making you a much smaller target (albeit a slower one). This can be useful for getting a better shot on your enemies. Crouching may also throw off enemy Snipers going for a headshot, especially if you have just fired a shot and are retreating.
- Pay attention to respawn timers, especially when facing many enemy Snipers. On defense, you may only have 5-10 seconds to focus on other targets between spawns.
- When forced into close combat (i.e. encountering a Spy or a Sniper in close range) you have two options: retreat and attempt a quick headshot or bodyshot, or fight with your secondary and melee weapons. A quick headshot is rarely a viable option unless you know you can make it. It's generally more advisable to retreat while firing your SMG or throwing your Jarate (unless you have the Razorback, Darwin's Danger Shield, or Cozy Camper equipped). Make sure to strafe while retreating, to make your movement less predictable to Soldiers and Demomen. Rushing in with your melee weapon has different results depending on the weapon. The Shahanshah was primarily designed for this style of attack, and the Kukri is also viable. The Bushwacka works exceptionally if you use Jarate. The Tribalman's Shiv is better suited to surprise attacks.
- When sniping, it's very common for the other team to have one or two Spies attempting to backstab you. You can use walls to protect your back while you snipe if you don't use the Razorback. But keep alert, as a Spy can kill you just as easily with their Revolver or backstab you from the side.
Weapon Specific
Primary Weapons
Sniper Rifle + reskins
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Stock Sniper Rifle |
1 | 25 | 43-57 | 128-172 | 150 | 450 | |
1 | 25 | 150 | 450 | 150 | 450 | ||
Uncrate Festive Sniper Rifle |
1 | 25 | 43-57 | 128-172 | 150 | 450 | |
1 | 25 | 150 | 450 | 150 | 450 | ||
Promotional AWPer Hand |
1 | 25 | 43-57 | 128-172 | 150 | 450 | |
1 | 25 | 150 | 450 | 150 | 450 | ||
|
1 | 25 | 43-57 | 128-172 | 150 | 450 | |
1 | 25 | 150 | 450 | 150 | 450 |
- Aim for the head. A headshot will automatically crit, and a fully charged headshot is the only thing short of a backstab that can instantly kill a fully Overhealed Heavy.
- A fully charged Bodyshot can kill Scouts, Engineers, Spies and other Snipers outright if they are not Overhealed. A fully charged bodyshot may kill a Medic in one shot, depending on damage spread. See Damage.
- Keeping your back against a wall while zoomed in can protect you from a backstab, but you should still be wary of Spies. On the other hand, keeping your back against a wall will leave you more open to splash damage from rockets.
- Note that Spies can backstab for 180 degrees around the back of a player.
- Unscoped Sniper Rifle shots do approximately 50 damage. If a target is too close, you should be using your secondary or melee weapons.
- The Sniper Rifle cannot randomly Crit. Outside of headshots, only the Kritzkrieg, Crit boosts from Humiliation, and Intelligence captures can force your Rifle to score Critical hits.
- Standing still while zoomed in will make you an easy target for enemy Snipers and Spies. Move around and Spy check often to throw both classes off.
- Do not stay zoomed in constantly. It's easy to miss a player coming towards you with your narrowed field of view, or miss a chance to hit another enemy a few yards away.
- Positioning is key; you should look for high vantage points to get a good view of the battlefield, or positions where you can easily cover multiple enemy routes. Ideally, you want to maximize your threat to your enemies while minimizing their threat to you.
- Changing the cl_interp variable to 0.034 can help increase the likelihood of hitting a fast moving enemy.
- Firing through small holes in walls minimizes the space enemies can shoot back through. This makes you a minuscule target, but this also limits the area you can cover.
The table below lists the percentage charge needed to kill enemies with a bodyshot/headshot. Percentages greater than 100 mean you cannot kill enemies with one shot in this fashion.
Class | Bodyshot Charge Needed (w/ Overheal) | Headshot Charge Needed (w/ Overheal) |
---|---|---|
Note: If random damage spread is enabled, body shot percentages will vary. All classes but the Soldier and Pyro have gear that can increase or lower their total health, so only use this table as a guide. The Soldier may use the Battalion's Backup, reducing your damage against them.
Huntsman + reskins
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Unlock Huntsman |
1 | 12 | 44-58 | 103-137 | 150 | 360 | |
150 | 360 | 360 | 360 | ||||
104-118 | 153-187 | 210 | 420 | ||||
Uncrate Festive Huntsman |
1 | 12 | 44-58 | 103-137 | 150 | 360 | |
150 | 360 | 360 | 360 | ||||
104-118 | 153-187 | 210 | 420 |
- The Huntsman is an unlockable primary weapon for the Sniper. It gives the Sniper a bow to fire arrows as projectiles without the need to scope.
- Huntsman arrows take time to travel to your target. Lead your target unless they're headed straight for you. Arrows will always hit to the lower right corner of the crosshair.
- Arrows arc downwards when fired. The greater the charge, the straighter and faster your shot will fly. Aim your arrows above your target if they are far away, and constantly raise the distance above your target the farther away they are.
- When under fire, don't stick around to see if your shots hit their mark; duck behind cover! Enable the hit sound in Advanced Options so you can easily hear a successful shot.
- Occasionally take shots at areas enemies are likely to appear from, even if you don't see anyone there at the moment. By the time your arrow reaches its destination, an enemy may have appeared. This is mostly useful when aiming at common Sniper nests and choke points.
- A Sniper using the standard Sniper Rifle has an advantage over you, since his weapon doesn't have travel time. Avoid engaging them at medium/long range unless they are under fire or plainly unaware of your presence.
- If a Sniper using the standard Sniper Rifle is taking a shot and ducking behind cover in a very predictable pattern, it's possible to time your shots in order to hit him as he peeks out again.
- Huntsman Snipers have higher mobility and no scope to restrict their field of view. They are also capable of landing near-instant headshots, and have an easier time defending themselves with their primary weapon.
- The SMG pairs well with the Huntsman; it allows you to finish off an enemy faster if you miss a headshot and instead bodyshot them. In addition, if you run out of arrows you will have a secondary damage source.
- If you equip a secondary other than the SMG, keep an eye on the amount of ammunition available. If you run out of arrows, you will only be able to use your melee weapon for direct damage.
- Remember that the Huntsman loses aim after a few seconds. It is recommended to pull back the Huntsman only when you are certain an enemy is about to come into your line of sight. (alt-fire to release drawn arrows)
- The Huntsman does not have a laser sight, giving you an edge and an element of surprise on the battlefield. Use this advantage to fire safely behind cover. Make sure to still keep your mobility though, as the freezecam will still give away your position!
- Before going around a corner, have your Huntsman fully drawn to be ready for approaching enemies. Alternately, jump around a corner while charging a shot to surprise your attackers.
- Be aware however, that you cannot fire the Huntsman while in the air.
- Use alt-fire to gently release drawn arrows without firing. Holding it drawn back for more than 5 seconds will result in a very inaccurate shot that will likely miss.
- Avoid fighting in wide-open areas, where enemies can easily dodge your arrows. Stick to narrow spaces or mid-range combat whenever possible.
- Fired arrows have a team-colored trail and will stick in walls for a period of time. This can give away your position.
- Always attempt to ambush enemies; catching them off-guard will give them no time to dodge your arrows.
- A friendly Pyro with any Flamethrower, a Soldier with the Righteous Bison or Cow Mangler 5000, an Engineer with the Pomson 6000, or a torch on DeGroot Keep can light your arrows on fire, even if they're not drawn. Lit arrows have the added bonus of setting your enemies on fire. Switching weapons will cause a lit arrow to go out.
- Since the Huntsman does similar damage to the Rifle while firing faster, you can use it to put pressure on enemy Medics and Engineers. Team up with a friendly Soldier or Sniper to quickly take down buildings or force a Medic to deploy an ÜberCharge.
- The Huntsman can do a maximum of 360 damage with a fully-charged headshot. This means you cannot kill an overhealed Heavy without using multiple arrows.
- You cannot fire an arrow in the air or in water. This means you are at a significant disadvantage when fighting Pyros.
The table below lists the percentage charge needed to kill enemies with a bodyshot/headshot. Percentages greater than 100 mean you cannot kill enemies with one shot in this fashion.
Class | Bodyshot Charge Needed (w/ Overheal) | Headshot Charge Needed (w/ Overheal) |
---|---|---|
Note: If random damage spread is enabled, body shot percentages will vary. All classes but the Soldier and Pyro have items that can increase or lower their total health, so only use this table as a guide.
Skewer
Kill Icon | Weapon | Damage | Duration | Details | |
---|---|---|---|---|---|
Arrow Stab |
Huntsman | 500 | 4 seconds | The Sniper will remove the prepped arrow from his bow, spin it behind him, and then fiercely stab it forwards before yanking it back. |
- The Huntsman's Skewer taunt is the second fastest taunt in the game, taking a mere 4 seconds to kill. The initial thrust stuns enemy players, while pulling the arrow out kills.
- You can stun (but not kill) Übercharged enemies with the Skewer, causing them to waste precious seconds.
- You don't need to touch the enemy with the initial thrust to get the kill; the enemy merely must be in melee range when the arrow is yanked back.
- Being such a fast taunt, you can use it to kill distracted enemies or enemies that you suspect are charging towards your position, perhaps around tight corners.
Sydney Sleeper
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Craft Sydney Sleeper |
1 | 25 | 43-57 | 128-172 | 150 | 450 |
- The Sydney Sleeper is a craftable primary weapon for the Sniper. While scoped for at least a second, any target hit will be applied with a Jarate effect for 8 seconds. The weapon is unable to headshot enemies, but grants an additional 25% charging rate for quicker powerful bodyshots.
- Support-oriented Snipers should use the Sydney Sleeper. It applies Jarate to enemies hit with a shot fired with greater than 50% charge. Snipers that find headshots difficult should consider using the Sydney Sleeper.
- In a heated firefight, focus on hitting heavier classes with charged shots to aid your teammates. Enemies coated in Jarate take damage in Mini-Crits which deal 35% more damage. Coated enemies will be more cautious before entering a battlefield.
- The Sleeper only applies Jarate to one target per shot. You must select your targets carefully for maximum effectiveness.
- An unscoped shot on a coated enemy will do 68 damage. Use this to finish off attackers.
- Work with your teammates to eliminate threats. Applying the Jarate effect to an enemy is useless unless there is a teammate there to help finish the job.
- Although you can't score headshots with the Sydney Sleeper, a fully charged bodyshot still does significant damage and can kill lighter classes while applying the Jarate effect to heavier ones.
- When playing maps that take place at night, use the Sydney Sleeper to highlight enemies that are hidden in the shadows waiting to ambush you or your teammates.
- The SMG is a more viable backup weapon when an enemy is coated, so it makes a good companion.
- The Bushwacka is also a great backup weapon for coated enemies.
- Specifically aim for Spies if you find any because the Jarate effect will distinguish them from your teammates. This is especially effective if they have the Dead Ringer equipped, as when they "die" their outline will be highlighted by the Jarate effect for the duration of their charge.
- The Sydney Sleeper is one of the best weapons the Sniper has for taking out Engineer buildings because of its faster charge rate. Fully charged shots can take out all level 1 buildings, and a fully charged shot followed up with a half-charged shot will take out any unattended building.
- The Jarate application and the massive damage caused by a fully charged shot will often deter enemies from continuing forward while the Jarate wears off. It can be used in a pinch to prevent an enemy rush, usually by marking stronger targets.
Bazaar Bargain
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Craft Bazaar Bargain |
1 | 25 | 43-57 | 128-172 | 135 | 450 | |
1 | 25 | 150 | 450 | 150 | 450 |
- The Bazaar Bargain is a craftable Sniper Rifle for the Sniper. It starts out with a 20% slower charge rate when scoped-in. A headshot caused by the Bazaar Bargain will increase the charge rate by 10%, maxing out at 30% faster-than-normal charging. This is represented by a "Head" counter on the HUD, with one head equaling 10% charge. Five consecutive headshots (Five heads) are needed to achieve the 30% faster charge rate. A bodyshot or a miss will reduce the charge rate by 10% (Removes one head from the counter).
- Note that no-scope shots do not affect the charge rate or Head counter one way or the other.
- This is a weapon awards skilled Snipers most, as it takes three consecutive headshots to begin getting any benefit from the weapon. Avoid using this weapon if your aim is inconsistent.
- Avoid shooting Buildings while scoped-in with a charge boost. The game will count this as a "Miss" and will take a head out of your collected bonus. Rather, use the scope to get your dot on the Building, lower your scope, and fire at the Building. Alternatively, you can shoot at the Building when you have no charge boost.
- No-scope shots are highly recommended when you are not actively sniping with this weapon. No-scope shots do not alter your Head counter, whereas it's very easy to miss or bodyshot (and lose your charge bonus) when the enemy is close to you.
- A fully charged bodyshot is enough to kill non-Overhealed Spies, Scouts, Engineers, or Snipers in one hit. Consider a scoped-in bodyshot on these four classes if your charge bonus is sufficient (three heads or more on the Head counter) and the headshot is not easily available.
- Remember that non-lethal headshots still add to the headshot counter. A Heavy-Medic pair can be used to boost your rifle up a few heads in a small amount of time, provided you don't kill them too quickly.
Machina
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Promotional/Craft Machina |
1 | 25 | 43-57 | 147-197 | 150 | 517 | |
1 | 25 | 150 | 517 | 150 | 517 | ||
1 | 25 | N/A | 147-197 | N/A | 517 | ||
1 | 25 | N/A | 517 | N/A | 517 |
- The Machina is a craftable primary weapon for the Sniper. While scoped at full charge, it deals 15% more damage and can pierce through multiple targets, but at the cost of generating considerably more noise per shot, being unable to fire un-scoped, and leaving a highly-distinctive team-colored tracer behind the shot.
- The Machina is best in long corridors and entryway sniping, where the Machina's piercing attribute allows it to hit multiple foes at once. The BLU team entrances on Payload maps, the tunnel and alleyway on Badwater Basin, and maps that funnel enemies down specific routes are where the Machina truly excels. The Machina can kill both a Heavy and his Medic behind him with a well-placed, fully-charged shot.
- This weapon all but necessitates taking the SMG along with it. As the Machina cannot fire unless scoped, it is difficult to defend yourself in close-quarters combat. Though the weapon is still functional with the Razorback, Darwin's Danger Shield, or Jarate, you will be forced to rely on your melee weapon for dealing with enemies that manage to get close.
- This weapon's power for stealth trade can be countered by using it whilst roaming, so the tracer cannot be used by your opponents to locate you in any one position.
- The Machina may succeed where the stock Sniper Rifle fails; an Overhealed Heavy with the Fists of Steel can survive a fully charged headshot, but the Machina's extra damage may kill a Heavy under these conditions.
Hitman's Heatmaker
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Craft Hitman's Heatmaker |
1 | 25 | 34-48 | 120 | 120 | 120 | |
1 | 25 | 150 | 450 | 150 | 450 |
- The Hitman's Heatmaker, like the Bazaar Bargain, comes with a meter that increases with each kill; in this case, each assist fills the "focus" bar 11%, and every kill 33%. Upon filling the bar, the rifle's charge rate increases 25% and the player does not unscope, but the rifle temporarily fires tracer rounds. Additionally, the rifle is capped at 80% body-shot damage, limiting one-hit kills to headshots.
- Contrary to popular belief, the player can unscope while in focus mode, and even switch weapons. They simply remain scoped unless the player chooses to unscope.
- Since the benefits of the rifle are limited to its focus mode, consider a different rifle if Spies frequently prowl your location.
- This weapon pairs well with the Razorback, as you are vulnerable to backstabs while will in scoped mode. Listen for the sound of your Razorback breaking so you can unscope and kill the Spy. However, you are still vulnerable to the Spy's Revolver, which may kill you before you have time to react.
- Though bodyshots cannot get one-hit kills, do not be discouraged from using them—if the enemy is under attack or not at full health, you still have a high chance of getting a kill or assist despite performing a less difficult shot.
- This is a good weapon for a Sniper who likes to stay back from the front lines and avoid risks, in order to fill up his focus. Choose this weapon if you like to aim for headshots and want a bonus to charge rate, but don't wish to carry the Bazaar Bargain's penalty for missed shots.
Secondary Weapons
Submachine Gun
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Stock SMG |
25 | 75 | 8-12 | 4-6 | 4-5 | 24 |
- If you are being attacked, retreat quickly while using your SMG as it is more suited for close combat than your rifle.
- It's important to make every shot with this weapon count, due to the low damage output. Aim carefully and keep your crosshair trained on the enemy rather than just spraying bullets wildly.
- The SMG is useful for spraying wide areas to reveal or draw out Spies who are trying to hide in the vicinity. Once you know a Spy is in the immediate area, fire bullets into likely hiding places and watch for the tell-tale blood splattering and Cloak flicker to show when you've made a hit.
- The SMG is much more viable if used when Mini-Crits or Critical Hits are in effect, due to its low damage and accuracy.
- Combining the SMG with the Tribalman's Shiv's bleed effect can be incredibly effective. Hit them with the Tribalman's Shiv to make them bleed, back up to mid-range and start firing with the SMG. Having two constant sources of damage can quickly drain the health out of any class, but success rate may vary; using this method on classes such as Soldiers and Heavies is not a good idea and should only be used in the worst of circumstances.
Razorback
Weapon | Ammo | Effect | ||||
---|---|---|---|---|---|---|
Loaded | Carried | Passive Effect | ||||
Unlock Razorback |
1 | 0 | Immunity to a single Backstab. If a backstab is attempted, the Spy will be unable to attack or Cloak for approximately 2 seconds, and will be unable to switch weapons. The player will be alerted by a loud electrical sound, as well as being zoomed out of their scope if they were zoomed in. |
- Keep an ear out for the electrical breaking sound of your Razorback as it means a Spy is right behind you. Try killing him with you melee weapon, but be quick, because if too much time passes, the Spy can kill ( or weaken ) you with his Revolver.
- Only use the Razorback if you know the enemy has Spies on their team and those Spies are actively impeding your sniping. The SMG is very advantageous in hunting down Spies in your area or taking down nearby weak enemies. The other secondary item, Jarate, is excellent for keeping already-discovered Spies visible to your team or making enemies easier to kill due to its Mini-Crit effects.
- The peace-of-mind of being able to survive a backstab helps sniping on a psychological level, despite its many counters. This can be a benefit to certain new players or Snipers who get backstabbed too often.
- If you are actively capturing Control Points or pushing the Cart, the Razorback will help protect you from chainstabs.
- Razorbacks do not recharge after being broken, so if it breaks you should get a new one from a resupply locker.
- If you are not in a well-defended location, the Razorback is not recommended. Experienced Ambassador/Enforcer Spies will kill you before you realize what hit you. However, it can also deter a Your Eternal Reward Spy due to the choice of killing you and losing a precious disguise or to simply ignore you.
- The Razorback excels in Medieval Mode, as Spies will be limited to the use of their knives and disguise kits (unless using Your Eternal Reward).
- Just because you are immune to one backstab doesn't mean you can ignore your surroundings. If you know there is a Spy in the area, don't let him go so far as to remove your Razorback. Try Spy-checking or warning your teammates.
- If you have this shield equipped and are being shot, chances are a Spy is near by and noticed your Razorback. The best course of action is to run for safety, get health and warn your teammates.
Jarate
Weapon | Ammo | Effect | ||||
---|---|---|---|---|---|---|
Loaded | Carried | Effect on Enemies | Effect on Teammates | Effect Duration | Recharge Time | |
Unlock Jarate |
1 | ∞ | Incoming damage is taken in mini-crits. Cloak is rendered useless. Can be removed by going into water or being healed by a Medic for some time. | Extinguishes flame on yourself and/or teammates. | 10 seconds | 20 seconds |
- The Jarate's Mini-Crits do not stack with normal Crits, meaning that you'll either score a Critical hit or a Mini-Crit.
- Try to throw it at a Spy as soon as you spot him so that he can't Cloak and escape. Jarate renders the Spy's Cloak almost useless, lightly displaying his team color and showing dripping Jarate particles. If you suspect a Spy is in the vicinity do not be afraid to use your Jarate to spycheck.
- You can use Jarate to extinguish yourself and your allies if on fire. Throw it at the ground if you are on fire yourself.
- Be aware that Jarate cannot be thrown through friendly players. Try to avoid having it hit a player who is not on fire that is in the way. This tends to happen in tight areas and hallways, when you can't throw past the friendlies in front of you.
- Alongside with Pyros, Demomen and Soldiers can also make good Jarate buddies, since they have powerful area-of-effect attacks with a similar range to Jarate. This means they have a better chance of hitting the coated enemy and dealing more damage to them.
- In particular, Soldiers with the Buff Banner are especially useful, as your Mini-Crits will charge their rage, so that they can grant further Mini-Crits.
- Jarate is a good team strategy for close-range Huntsman Snipers. Throw them at groups of enemies who are on a Cart or Control Point to help thin their numbers.
- Combine Jarate with the Bushwacka, which Crits whenever it can Mini-Crit, for reliable Critical hits.
- Keep in mind that Jarate does count as a projectile, so it can be airblasted by a Pyro back to you. Keep that in mind when trying to take on a Pyro head on.
Darwin's Danger Shield
Weapon | Effect | |||
---|---|---|---|---|
Passive Effect | ||||
Craft Darwin's Danger Shield |
+25 maximum health. +15 bullet damage resistance. +20 explosive damage vulnerability. |
- This shield raises your maximum health to 150 & increases bullet damage resistance by 15% at the cost of losing your secondary weapon & being 20% more vulnerable to explosives. This allows the Sniper to be bolder when entering combat due to increased survivability. Consider using the Huntsman in conjunction with this to get in closer to the front.
- When used with Sniper rifles, you are more vulnerable to Spies due to lack of a secondary, but you are much safer when fighting enemy Snipers as you can only be killed with a charged headshot.
- If you manage to corner a Spy so that they can't escape your melee range, then that puts you at an advantage as they will deal less damage with their Revolver.
- Despite its similarity to the Razorback, you can still be backstabbed if you have the Danger Shield equipped. Do not hang around in Spy-friendly areas too much without backup.
- This weapon is a good choice in Medieval mode, you have extra health and have resistance against a Demo-man's charge (the charge from a Chargin' Targe and Splendid Screen is registered as bullet damage) and the only forms of explosive damage (Ullapool Caber and a Soldier's Kamikaze taunt) you have killed you in one hit regardless. But the Razorback is still superior, due to the game mode's lack of weapons commonly used for Spy-checking and minimal sources of healing.
Cozy Camper
Weapon | Effect | |||
---|---|---|---|---|
Passive Effect | ||||
Craft Cozy Camper |
No flinching while scoped. Knockback reduced by 20% while scoped. +1 health per second while equipped. +20 damage vulnerability. |
- The Cozy Camper is a good secondary if you often stick to one spot while sniping.
- The weapon is less effective if you snipe near the front lines. As a result, this is a poor choice with the Huntsman.
- Be sure to take note of when you are actually taking damage since you no longer have an obvious visual indicator of the scope moving & you take slightly more damage.
- Although you suffer less knockback while scoped, you will be forced to unscope while in the air and be subject to aerials & you will be easier to kill due to the damage vulnerability.
- It is extremely easy to become complacent while aiming. Be aware of your surroundings lest someone take you out at close range or with the occasional Kill taunt.
- The Cozy Camper is also well-suited for Snipers who prefer quick shots and pop in and out of scope often. When using the Cozy Camper, do not be afraid to unscope to reposition for a better shot.
- This weapon isn't the best choice for Medieval mode, the healing factor and knock back reduction cannot compensate for the damage vulnerability. Plus, weapons with a damage penalty are slightly negated, making you a easy target.
Cleaner's Carbine
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Craft Cleaner's Carbine |
20 | 75 | 8-12 | 4-6 | 4-5 | 24 |
- Despite being fundamentally similar to the stock SMG, the Cleaner's Carbine grants 3 seconds of guaranteed crits following a kill. However, it holds 20% less ammo in a clip, fires 35% slower and grants no random crits.
- Though normally weak and best reserved for Spy attacks and close encounters, it's possible for a player to wipe out numerous enemies at close range by chaining together guaranteed crits. Remember that successive kills only reset the timer back to 3 seconds, not add 3 additional seconds per kill.
- It usually takes more than a clip to kill a fully healed class with Cleaner's Carbine, so try to weaken the enemy before finishing them off with the Carbine. Hit enemies with an unscoped shot from any rifle (besides the Machina), an uncharged Huntsman arrow, or a melee hit before quickly shooting them with the Cleaner's Carbine, since reloading can waste your guaranteed crits completely.
- The crits pass onto your other weapons, so if an enemy is out of the Cleaner's Carbine's effective range, switch to the rifle to get a quick, unscoped, critical hit bodyshot. If an enemy is close by and you have to reload the Cleaner's Carbine, switch to your melee to get an easy kill.
- When fighting a group of enemies, kill the weakest enemy first to gain crits quickly. This will give you the guaranteed crits earlier on in a battle to use against any remaining enemies.
- Remember that enemy Spies with the Dead Ringer equipped usually do not give you a 3 seconds guaranteed critical hit boost when they "fake" their own death. This is especially useful to finish them off when they get visible.
Melee Weapons
Kukri + reskins
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Stock Kukri |
0.8 seconds | 65 | 195 | |
Promotional Saxxy |
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Craft Conscientious Objector |
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Promotional Frying Pan |
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Promotional/Craft Freedom Staff |
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Drop Bat Outta Hell |
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Drop Ham Shank |
- Two blows with the Kukri are enough to kill non-Overhealed Spies, Scouts, Engineers, or Snipers.
- Try to use the Kukri in close quarters. All melee weapons have an increased chance of Critical hits so you should have an easier time killing your enemy.
Tribalman's Shiv
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Tribalman's Shiv |
0.8 seconds | 33 | 98 | |
Bleeding | 48 damage over 6 seconds | N/A | N/A |
- In many ways, the Shiv's Bleeding effect behaves much in the same way as the Pyro's afterburn. However, bleeding has the advantage of not being removed by being submerged in water, or extinguished with Jarate. Only resupply cabinets and health kits can stop the bleeding effect.
- Use your Jarate in combination with the Shiv for bleeding Mini-Crits. Using this combination results in a one hit on 125hp classes such as the Scout, Spy, Sniper and Engineer. This combination is also useful when wearing down heavier classes, if needed supplement this damage with your primary weapon.
- Another effective strategy is to use the SMG on a bleeding enemy. The damage from the SMG with the bleeding will quickly downsize almost any enemy (even an overhealed Heavy), but should only be used in severe situations.
- Overall, the Tribalman's Shiv causes more damage than the normal Kukri but over a longer duration.
- Due to the post-damage, two hits with the Tribalman's Shiv on lighter classes (Scout, Spy, Sniper and Engineer) are enough to kill them by the bleeding, unless they find a way to heal themselves within 6 seconds.
- Cloaked Spies will be semi-visible when bleeding, due to a slight flicker of their Cloak and the blood effect.
- Spies using the Dead Ringer won't flicker from bleeding, but will still leave the blood effect, revealing their location.
- Due to the fact that bleeding does not stack, it may be a good idea to hit each opponent once when fighting multiple foes, and then hit each one again instead of focusing on one first.
- A Critical hit against an enemy with moderate health can be devastating. If you score a Crit against an enemy, you can take the chance to run away and the bleeding will probably finish them off.
Bushwacka
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Bushwacka |
0.8 seconds | 65 | 195 |
- This weapon can be very effective when used in conjunction with Jarate, due to its ability of turning Mini-Crits into Full Critical hits.
- Jarate works well to counter the Bushwacka's vulnerability to fire damage, as you can extinguish the flames easily and potentially coat the Pyro in Jarate.
- If your enemies have the habit of closing in after being hit by the Sydney Sleeper, this is an excellent counter.
- Unless the opposing team has an aggressive Pyro, the Bushwacka should be used in place of the Kukri if you are not using the Tribalman's Shiv or Shahanshah.
- The Mini-Crit into Crit effect is applicable to any source of Mini-Crits (Buff Banner, enemy Crit-a-Cola, etc).
- The Bushwacka can still perform random Crits, in addition to its effect.
- The Bushwacka is ideal for dispatching Spies who have activated the Dead Ringer. Coating them in Jarate and hitting them a few times will kill them quickly.
- Even if you prefer staying behind the front lines to provide support, be aware of your fire weakness. Pyros may be easy pickings, but a stray flare can cause a lot of damage to you, making you easier to dispatch for other enemies.
- In conjunction with a well-placed Jarate toss, the Bushwacka can easily dispatch most enemies; even distracted, overhealed Heavies.
- If being harrased by enemy Pyros too often consider using the Darvin's Danger shield to slightly negate the extra damage from fire.
Shahanshah
Weapon | Kill Icon | Attack Interval | Damage | |||
---|---|---|---|---|---|---|
At Low Health | At Full Health | Critical at Low Health | Critical at Full Health | |||
Craft Shahanshah |
0.8 seconds | 81 | 49 | 244 | 146 |
- The Shahanshah is a craftable melee weapon for the Sniper. It does 25% less damage when the Sniper is at or above 50% health, but does 25% more damage when he is below 50% health.
- The Shahanshah is good for fighting Spies. Spies fight at close range, so you'll probably take enough damage to make you a force to be reckoned with.
- The Shahanshah is best used in combination with the Razorback. The Razorback will encourage Spies to use their Revolver instead of their knife. Being hit with a Revolver will easily bring you under the 50% health requirement and improve your ability to fight Spies even further.
- The Shahanshah also can work well with Darwin's Danger Shield. Despite having to take more damage to reach <50% health, you will retain more health while having your damage buff.
- The Shahanshah is less effective for ambushing enemies, should the situation arise. For example, if you are the only one around and it becomes necessary to stop a capture, you may need to ambush, which is less effective with this weapon.
Weapon Combinations
Example Combinations | |||
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Combo | Usage | ||
For a more defensive and long ranged Sniper. Contains the Sniper Rifle which provides consistently high damage from a long range. The Razorback helps defend you from Spies and the Tribalman's Shiv bleeding effect means that, although less damage is inflicted, the attacker is more likely to retreat - which is important as this combination features less close-range damage. | |||
For a more offensive medium-ranged Sniper. The Huntsman provides higher and faster damage output at a closer range while the Submachine Gun acts as a secondary defense when under attack at close quarters (or if you run out of arrows). The Cleaner's Carbine can finish off weakened enemies, giving temporary critical hits with any weapon, boosting your firepower. The Kukri is a reliable backup that can take out a weak close-by threat in few swings to avoid further conflict, while the Tribalman's Shiv's bleeding ability allows you to reveal cloaked Spies and is devastating with SMG. However, this combination lacks the power that the Sniper Rifle provides at long range. | |||
A good setup if you are working close with your team as opposed to at a far distance. Your Jarate can help expose Spies as well as help your team take down enemies faster. Jarate also extinguishes fire, which makes it perfect for working with your team by putting out the afterburn on nearby teammates or by quickly putting out the flames on yourself, which is useful because of the Bushwacka's extra fire damage drawback. In addition, after hitting an opponent with Jarate all hits of your Bushwacka are Crits instead of just the Mini-Crits that Jarate normally provides. The Huntsman is useful for taking down enemies who have advanced toward your team while the Sniper Rifle can be used to take out enemy defense and allow your own team to advance. | |||
An ideal setup in Medieval Mode. Since you do not get Mini-Crits except with a Buff Banner or against Scouts using Crit-a-Cola in this mode, stick with the Shahanshah to kill enemies efficiently or Shiv for Spy checking or forcing attacking classes to retreat. On the other hand, the Huntsman is the fastest firing and the most powerful ranged-weapon in Medieval Mode, and the Shield allows a Sniper to survive melee combat. This setup will make Sniper a good counter to Demomen. | |||
For a Sniper whose priority is to support your team in a strong defense/offense this loadout is great at this situation. Sydney Sleeper's ability is similar to Jarate but you don't have to be near the enemy to use it. Jarate is perfect when you want to extinguish your teammates or yourself from fire, reveal Spies, fight against a enemy in near distance or make a unexpected rain of urine on your enemies while taking a cover and retreat while your teammates do a job. | |||
This setup is good for a defensive/support mixed Sniper. The Sydney Sleeper allows you to Jarate enemies from a distance even though you cannot deal headshots, the Submachine Gun is good for taking out coated enemies from a short-medium range and the Tribalman's Shiv's bleeding will be made mini crit. The damage dealt will force enemies back to get health. However, this tactic does not always work on Heavies, Soldiers or enemies with a Medic healing them. | |||
This setup relies heavily on the SMG, or it's alternative, the Cleaner's Carbine, and gain fast and easy kills. A good strategy with the Machina is to use the SMG in replacement of unscoped Sniper Rifle shots, and a good Shahanshah strategy is to use the SMG until your health gets low enough for the damage bonus to apply. When fully charged, the Machina's increased damage bonus can take out multiple classes with one bodyshot or two. The rounds can penetrate, as well as severely damage or kill multiple enemies with one shot. The stock SMG, or the Cleaner's Carbine can deal with nearby Spies, and weaken enemies, but getting a Cleaner's Carbine kill rewards you with 3 seconds worth of Critical Hits, creating a supportive killing spree. This will greatly increase the deadliness of the Machina's firepower, as well as your melee weapon, making yourself a deadly adversary to your enemies, especially Spies. But be very cautious and watch your back, and snipe from places where a Spy cannot backstab you. Travel with your SMG out until you reach your sniping spot, snipe there until, or unless, you are attacked, then switch to your SMG again until your HP is low enough for the Shahanshah to become effective. | |||
For the Sniper who spends most of his time zoomed in, thus becoming a huge Spy target. Since the Bazaar Bargain is utilized to its fullest when it does zoomed headshots to increase the charging rate, the Cozy Camper improves your accuracy and has good synergy with the Bazaar Bargain. If Spies are a threat, the Razorback protects you from backstabs. If they start using their Revolver, you can always take out the Tribalman's Shiv to at least make sure people know there's a Spy. If you use this set, make every shot count, as it will increase you charge rate, and therefore get you more kills in less time. You almost never survive one on one confrontations, so remember to stay at a place where you won't be engaged, like the battlements on 2Fort, and stay there until you die or have to escape from a hazard. | |||
This setup is built around the Focus ability of the Hitman's Heatmaker, and as such revolves around earning fast kills and assists. Jarate works well to weaken enemies, making them easy for teammates to kill and allowing you to rake up easy assists, or as a defensive measure against ambushes, giving you better odds of survival when under direct attack from enemies such as Spies. Alternatively, the Cleaner's Carbine can be used at close range as a defensive weapon; it is effective against Scouts and Spies, who may try to ambush you at close range. The critical hits provided upon a successful kill with the Carbine can used to earn even more kills. Additionally, it is possible to fire the Carbine into a group of enemies under attack by your teammates at medium to long distances and possibly earn a few easy assists. The Tribalman's Shiv's ability to inflict bleed makes it invaluable for earning assists in situations where melee combat is necessary, while the Bushwacka's ability to inflict critical hits in place of mini-crits can allow for easy kills on Jarated enemies, or if a nearby friendly Soldier uses the Buff Banner. | |||
Unless marked with a †, all weapons can be substituted with reskins. |
Class Combat Strategies
Scout
- Scouts are little more than a nuisance to you at long ranges, but should they come into close range, use the SMG to protect yourself. Try to follow their quick movements and anticipate where they will go.
Soldier
- Soldiers move slowly, so it is not too hard to land a headshot. At long range, you should be able to avoid incoming projectiles providing you are not close to a wall. Otherwise, you are at a serious disadvantage if they are close to you.
Pyro
- A good Pyro can reflect Huntsman arrows. You should be fine as long as they do not get close. If they do, you may have a chance of using a short-range counter, such as using Jarate and the Bushwacka to finish them off.
Demoman
- Be wary of the sound that stickybombs make, or you might not notice if an enemy Demoman is placing stickies at your feet.
Heavy
- The Heavy is slow, which makes him easy to headshot. If they are close, you are at a serious disadvantage. If they are pocketed by a Medic, your best chance of killing them is a fully-charged headshot.
- It is better to wait for a fully charged headshot than firing early as the Heavy has more hitpoints than any class.
Engineer
- An Engineer without any of his buildings is nearly harmless to you. If he is hiding in a nest, both he and you won't be able to do much without assistance. Engineers usually stand still when repairing buildings, which makes them easy to kill with a headshot.
Engineer Buildings
- Sentry Guns are harmless to you from a distance, so if they are not being handled by an Engineer you should be able to pick them off without a problem. Make sure you're isolated though, it takes a long time in the open to pick off a building.
- If an Engineer as a Wrangler however, they can target you with an increased fire rate and rockets, and have increased health with the Wrangler shield. Keep that in mind when trying to take on an Engineer with a Wrangler.
- However, to do this Engineers will often have to come out of cover to get a lock on you. This can let you neutralize them, disabling their sentry and giving you plenty of time to destroy their buildings.
- If an Engineer as a Wrangler however, they can target you with an increased fire rate and rockets, and have increased health with the Wrangler shield. Keep that in mind when trying to take on an Engineer with a Wrangler.
- A Sniper is one of the more deadlier adversaries of an Engineer, but this potential is underused. Thus, most Engineers won't suspect a Sniper to destroy their Sentry nest.
Medic
- If they are healing someone, you should be taking them out to aid your team. Otherwise, they are pretty harmless, as both their weapons are ineffective from a distance.
Sniper
- When in combat with enemy Snipers, it all depends on who has the better aim and timing. Strafe constantly to prevent them from getting a clear shot, and be quick with the scope to waste as little time as possible. Uncharged headshots are a one-hit kill if you or the enemy is not overhealed or equipped with a Darwin's Danger Shield.
Spy
- Using the Razorback or sticking to a wall will deter most Spies at close range, who will then have to resort to using their Revolver to kill you. This can put them at a disadvantage if you are in an area frequented by your team.
- If you bumped into a Spy and don't know where he is, try using Jarate to expose him.
Sniping Priorities
Priorities vary and depend on the situation at the time. The following list should often, but not always, be used in order to specify which target is the first to take down. But if there is an easier shot to take, you should take the time to kill that target first. For example, if you have a large number of teammates battling a nearby Medic with a Heavy, sometimes taking out the Heavy first is the better choice since your teammates will be able to quickly control the area and kill the isolated Medic. If you shoot the Medic first, the Heavy might hold his ground by himself long enough for reinforcements to arrive, but it will only prevent them from using an ÜberCharge.
In order of priority, you should be taking out:
- Snipers
- Medics
- Heavies
- Engineers
The rest in relative priority order:
- Soldiers
- Pyros
- Demomen
- Spies
- Scouts
- Snipers are on the top of the list because they deny your teammates the ability to cross an open space freely and present the biggest threat to you as another Sniper.
- Medics are next because they have the ability to heal and activate an ÜberCharge. They can also assist the enemy forces by providing overheals in order to survive the brutal fight with your teammates. The Medics are a higher priority when they have an ÜberCharge ready.
- Heavies are important targets because of their high damage output, and they can deal a significant amount of damage at close to medium range. They are tough enemies who can hold down points, and with their high health, this makes them very difficult for your allies to take down. When you are taking out a Heavy, fully charge your Sniper Rifle because their large amounts of health could survive your headshot.
- Engineers are essential to kill because their Sentry Guns can eliminate your whole team. Once he is down, your teammates would not have to worry about the Sentry Gun being repaired. If you can, try to take out at least the Sentry Gun from the distance after you have eliminated the Engineer in order to save your teammates some time and effort.
- Soldiers can be a dangerous threat if they take notice of your presence - they can strafe and fire rockets at you to prevent a clean shot; Direct Hit Soldiers are especially dangerous. Taking them down will essentially save your teammates the possibility of being wiped out by the Soldier's rockets.
- Pyros and their awkward shaped heads make it easier to kill them. They have the attribute to destroy your team in close combat, so they must be taken down quickly and prior to their onslaught; Pyros equipped with the Flare Gun can set you aflame at range and greatly hinder your ability to snipe.
- Demomen are next in the priority list because their Stickybombs can hold down an area really well, but their location is most likely reclusive in their territories. Once they die, their stickies will disappear which would allow your team to move forward.
- Spies are usually cloaked or disguised. If you see one, shoot him before he causes any trouble, but they will become hard to find as time goes on. Thus, you probably should not worry about them though if you spot a Spy and did not see him die, call out his presence to your team and watch your back. Most of the time, he should not be a sniping priority.
- Scouts move too fast in most cases for sniping, and you would be wasting your time and ammo trying to snipe Scouts. In fact, the only times you should even attempt to snipe a Scout is when he is capturing an objective (such as the Intelligence or the Control Point), or there are no other larger threats to kill. If you must snipe a Scout, charge a scoped shot and wait until he is in midair and has used his double-jump, then bodyshot him for an instant kill. (Small exception: On 2Fort Scouts can often pose a great threat to you and your team if they take the bridge's roof. If you time it right, you can often take them out and retreat to cover before an enemy takes a shot at you. This doesn't make them the highest priority (they are little more than a nuisance if they miss their jump), but makes them a more significant threat than most Spies and Pyros would.)
See also
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