Difference between revisions of "Anti-Sniper strategy"
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* The Sniper's goal is to pick off any exposed enemies. Make good use of cover and keep moving to avoid being an easy target. | * The Sniper's goal is to pick off any exposed enemies. Make good use of cover and keep moving to avoid being an easy target. | ||
− | * A Sniper is most effective when he fights from a distance. If you get close to him, he will have | + | * A Sniper is most effective when he fights from a distance. If you get close to him, he will have difficulty landing a headshot on you. |
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]''' | ||
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]''' | ||
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− | * The Sniper runs at an average pace, but slows down heavily while aiming. He will find it difficult to flee from mobile opponents such as [[ | + | * The Sniper runs at an average pace, but slows down heavily while aiming. He will find it difficult to flee from mobile opponents such as the [[Scout]], [[Soldier]], and [[Pyro]]. |
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]''' | ||
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− | * The Sniper's primary weapons are unaffected by damage fall-off. Try not to get hit at all, as even an uncharged headshot or a fully-charged bodyshot from the default Sniper Rifle | + | * The Sniper's primary weapons are unaffected by damage fall-off. Try not to get hit at all, as even an uncharged headshot or a fully-charged bodyshot from the default Sniper Rifle deals 150 damage - enough to instantly kill weaker classes and severely injure tougher ones. |
− | *A fully-charged headshot will | + | *A fully-charged headshot will instantly kill any class, barring a combination of overhealing and damage reduction. |
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* The Sniper Rifle fires a single, perfectly accurate bullet, but takes nearly two seconds to reload. This makes it ineffective in crowded or close quarters. | * The Sniper Rifle fires a single, perfectly accurate bullet, but takes nearly two seconds to reload. This makes it ineffective in crowded or close quarters. | ||
* The Sniper Rifle has the ability to zoom in to charge a shot, indicated by the Sniper holding the weapon to his eye. When scoped, he walks very slowly and has a limited field of vision. He will be scoped often, making him susceptible to ambushes. | * The Sniper Rifle has the ability to zoom in to charge a shot, indicated by the Sniper holding the weapon to his eye. When scoped, he walks very slowly and has a limited field of vision. He will be scoped often, making him susceptible to ambushes. | ||
− | ** Even with limited visibility, experienced Snipers can still headshot enemies who are only a few feet | + | ** Even with limited visibility, experienced Snipers can still headshot enemies who are only a few feet away. Charging at him from the front is ill-advised. |
* Check if there is a Sniper or his weapon's laser dot before entering an area to avoid walking into a charged shot. He can only cover one route at a time, so take a different route or move once his laser dot moves away. | * Check if there is a Sniper or his weapon's laser dot before entering an area to avoid walking into a charged shot. He can only cover one route at a time, so take a different route or move once his laser dot moves away. | ||
**Be careful - the Sniper may move his laser pointer away from your field of view to trick you into thinking he’s looking elsewhere, then immediately attack you when you expose yourself. | **Be careful - the Sniper may move his laser pointer away from your field of view to trick you into thinking he’s looking elsewhere, then immediately attack you when you expose yourself. | ||
− | * If you must approach a Sniper while in the open, | + | * If you must approach a Sniper while in the open, shoot at him to make him flinch, which throws off his aim, or hide behind cover while advancing. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Huntsman}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Huntsman}} + '''reskins''' | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sydney Sleeper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Sydney Sleeper}} | ||
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− | * The Sydney Sleeper’s headshot deals less damage (202 | + | * The Sydney Sleeper’s headshot deals less damage (a maximum of 202 damage, compared to the Sniper Rifle’s 450). This means that not even a skilled Sniper can instantly kill you without some delay. |
− | * A scoped shot from this weapon coats the victim in Jarate, allowing the Sniper's allies to finish you off easily. If hit, consider falling back for a few seconds until the debuff wears off. | + | * A scoped shot from this weapon coats the victim in Jarate, allowing the Sniper's allies to finish you off easily. If you are hit, consider falling back for a few seconds until the debuff wears off. |
* Overall, the Sydney Sleeper deals less damage on headshot, but charges faster; treating it as the default Sniper Rifle is a safe bet. | * Overall, the Sydney Sleeper deals less damage on headshot, but charges faster; treating it as the default Sniper Rifle is a safe bet. | ||
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* The Machina's fully charged shot pierces enemies, so avoid clustering up with teammates. | * The Machina's fully charged shot pierces enemies, so avoid clustering up with teammates. | ||
* The Machina's tracer rounds reveal its user, making tracking the Sniper down much easier. | * The Machina's tracer rounds reveal its user, making tracking the Sniper down much easier. | ||
− | * It can only fire while scoped, | + | * It can only fire while scoped, leaving the Sniper even more vulnerable up close. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Hitman's Heatmaker}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Hitman's Heatmaker}} | ||
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* The Submachine Gun is surprisingly accurate, but ineffective at longer ranges. If a Sniper attacks you with it, move away from him and retaliate with a more powerful weapon. | * The Submachine Gun is surprisingly accurate, but ineffective at longer ranges. If a Sniper attacks you with it, move away from him and retaliate with a more powerful weapon. | ||
− | * The Submachine Gun only contains three clips of ammo; the Sniper cannot fight for long | + | * The Submachine Gun only contains three clips of ammo; the Sniper cannot fight for long before you threaten to overwhelm him. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Razorback}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Razorback}} | ||
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* The Razorback deprives a Sniper of his secondary weapon, making him much weaker in direct combat. | * The Razorback deprives a Sniper of his secondary weapon, making him much weaker in direct combat. | ||
− | * A Sniper may wear the Razorback to discourage Spies from backstabbing him. | + | * A Sniper may wear the Razorback to discourage Spies from backstabbing him. As the Spy, take care to not reveal yourself to the enemy team if you decide to kill the Sniper with your primary weapon, which will take up to 3 shots depending on weapon choice. |
− | + | Revolver, which will take 3 shots. | |
− | * The Razorback renders Sniper unable to receive any kind of overheal, | + | * The Razorback renders Sniper unable to receive any kind of overheal, meaning that in a Sniper duel, he will always die to an uncharged headshot. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Jarate}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Jarate}} + '''reskins''' | ||
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− | * If you're covered in Jarate, the Sniper's team will deal guaranteed [[mini-crit]]s to you, | + | * If you're covered in Jarate, the Sniper's team will deal guaranteed [[mini-crit]]s to you, for about 35% more damage. Take cover if there are other enemies nearby until the debuff wears off in ten seconds. |
* Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet. | * Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet. | ||
− | * A lone Sniper will often follow up his Jarate toss with | + | * A lone Sniper will often follow up his Jarate toss with his weapon. React to his ranged or melee weapon appropriately. |
− | * Sniper can use Jarate to extinguish himself or his teammates. Don't rely on afterburn to finish him off | + | * The Sniper can use Jarate to extinguish himself or his teammates. Don't rely on afterburn to finish him off. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Darwin's Danger Shield}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Darwin's Danger Shield}} | ||
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− | * Darwin's Danger Shield's grants afterburn immunity and 50% damage resistance against fire, | + | * Darwin's Danger Shield's grants afterburn immunity and 50% damage resistance against fire, allowing him to survive an ambushing Pyro with less difficulty. As the Pyro, switch to your Shotgun instead. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cozy Camper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Cozy Camper}} | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cleaner's Carbine}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Cleaner's Carbine}} | ||
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− | * Dealing damage with the Cleaner's Carbine allows the Sniper to fill a "Crikey" bar, giving him 8 seconds of mini-crits once filled and activated. | + | * Dealing damage with the Cleaner's Carbine allows the Sniper to fill a "Crikey" bar, giving him 8 seconds of mini-crits once filled and activated. If this happens, treat fighting him as if you have been hit by Jarate. |
* The Cleaner's Carbine suffers from a smaller clip size, lower fire rate, and no random critical hits. It's a terrible back-up weapon without the mini-crit boost. | * The Cleaner's Carbine suffers from a smaller clip size, lower fire rate, and no random critical hits. It's a terrible back-up weapon without the mini-crit boost. | ||
− | * | + | * The Carbine's damage boost works well with the Bushwacka; be prepared for this weapon. |
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* A Sniper will generally only use this weapon as a last resort. Simply back up and finish him off. | * A Sniper will generally only use this weapon as a last resort. Simply back up and finish him off. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tribalman's Shiv}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Tribalman's Shiv}} | ||
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− | * The Tribalman's Shiv does less damage upfront, giving you an immediate advantage in melee combat. However, it causes you to [[bleed]] and take extra damage over time, so end the fight quickly and remember | + | * The Tribalman's Shiv does less damage upfront, giving you an immediate advantage in melee combat. However, it causes you to [[bleed]] and take extra damage over time, so end the fight quickly and remember where you can find a health pack. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bushwacka}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Bushwacka}} |
Revision as of 21:36, 9 February 2019
“ | Perhaps they can bury you in that van you call 'home.'
Click to listen
— The Spy
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” |
The Sniper specializes in eliminating enemies at long range. He will typically position himself at a calm vantage point away from the battlefield, scanning the area for targets. His primary weapons can charge and deliver headshots, so ignoring him is never an option. Fortunately, the Sniper is very weak at close combat. A cornered Sniper can usually only fight with weaker armaments, such as his Submachine Gun or melee weapon. The best way to deal with a Sniper is awareness; if you know he's watching one route, try taking another or forcing his attention somewhere else.
Contents
General
Attributes | Anti-Sniper strategy |
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Role |
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Health |
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Speed | |
Power |
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Weapon-specific
Main article: Sniper weapons
Primary weapons
Weapon | Anti-Sniper strategy |
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Sniper Rifle + reskins |
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Huntsman + reskins |
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Sydney Sleeper |
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Bazaar Bargain |
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Machina + reskins |
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Hitman's Heatmaker |
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Secondary weapons
Weapon | Anti-Sniper strategy |
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SMG + reskins |
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Razorback |
Revolver, which will take 3 shots.
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Jarate + reskins |
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Darwin's Danger Shield |
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Cozy Camper |
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Cleaner's Carbine |
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Melee Weapons
Weapon | Anti-Sniper strategy |
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Kukri + reskins |
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Tribalman's Shiv |
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Bushwacka |
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Shahanshah |
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See also
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