Difference between revisions of "Sniper Rifle"
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The '''Sniper Rifle''' is the default [[Weapons#sniperprimary|primary weapon]] for the [[Sniper]]. It is a single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath. | The '''Sniper Rifle''' is the default [[Weapons#sniperprimary|primary weapon]] for the [[Sniper]]. It is a single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath. | ||
− | The rifle has perfect accuracy, no damage ramp-up or fall-off, and is one of eight weapons with a zoom sight, the others being the [[Sydney Sleeper]], [[Machina]], [[Bazaar Bargain]], [[Hitman's Heatmaker]], [[AWPer Hand]], [[Shooting Star]], and [[Classic]]. The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in, the charge meter increases gradually from 0% to 100% | + | The rifle has perfect accuracy, no damage ramp-up or fall-off, and is one of eight weapons with a zoom sight, the others being the [[Sydney Sleeper]], [[Machina]], [[Bazaar Bargain]], [[Hitman's Heatmaker]], [[AWPer Hand]], [[Shooting Star]], and [[Classic]]. The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in, the charge meter increases gradually from 0% to 100% over 3.3 seconds, indicating the amount of damage that will be done by the shot. The charge meter resets to 0% after a shot is fired or when the scope is unzoomed. Players are therefore required to continually zoom in if they wish to deal the full amount of damage. Firing the Sniper Rifle when not zoomed will deal the same damage as at 0% charge. While zoomed, the Sniper's movement [[Classes#Speed|speed]] is reduced to 27%, and slows even further to 1.33% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling after jumping, however, falling off a ledge without jumping or getting knocked into the air will not inhibit scoping. |
− | + | The Sniper Rifle does not deliver random [[Critical hits|crits]]; however, if the player delivers a shot to an enemy's head while zoomed in, a [[headshot]] will occur which will deliver a guaranteed critical hit. Note that headshots cannot be scored if the Sniper fires while unscoped. Unlike other [[hitscan]] weapons, the Sniper Rifle and the Sniper's [[Sniper#Primary|other primaries]] are able to penetrate friendly players. | |
− | + | While scoped, the Sniper Rifle projects a team-colored dot on walls or floors, serving as the laser sight for the Sniper. The dot becomes larger and clearer as the charge meter increases. This can serve as a warning to other players of the Sniper's position. Resourceful Snipers can circumvent this problem by deliberately aiming at objects or other surfaces in the foreground to hide the laser from enemies. | |
== Damage and function times == | == Damage and function times == |
Revision as of 13:20, 10 March 2021
“ | You'll be needin' another use for that neck!
Click to listen
— The Sniper
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” |
The Sniper Rifle is the default primary weapon for the Sniper. It is a single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath.
The rifle has perfect accuracy, no damage ramp-up or fall-off, and is one of eight weapons with a zoom sight, the others being the Sydney Sleeper, Machina, Bazaar Bargain, Hitman's Heatmaker, AWPer Hand, Shooting Star, and Classic. The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in, the charge meter increases gradually from 0% to 100% over 3.3 seconds, indicating the amount of damage that will be done by the shot. The charge meter resets to 0% after a shot is fired or when the scope is unzoomed. Players are therefore required to continually zoom in if they wish to deal the full amount of damage. Firing the Sniper Rifle when not zoomed will deal the same damage as at 0% charge. While zoomed, the Sniper's movement speed is reduced to 27%, and slows even further to 1.33% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling after jumping, however, falling off a ledge without jumping or getting knocked into the air will not inhibit scoping.
The Sniper Rifle does not deliver random crits; however, if the player delivers a shot to an enemy's head while zoomed in, a headshot will occur which will deliver a guaranteed critical hit. Note that headshots cannot be scored if the Sniper fires while unscoped. Unlike other hitscan weapons, the Sniper Rifle and the Sniper's other primaries are able to penetrate friendly players.
While scoped, the Sniper Rifle projects a team-colored dot on walls or floors, serving as the laser sight for the Sniper. The dot becomes larger and clearer as the charge meter increases. This can serve as a warning to other players of the Sniper's position. Resourceful Snipers can circumvent this problem by deliberately aiming at objects or other surfaces in the foreground to hide the laser from enemies.
Contents
[hide]Damage and function times
[collapse]Damage and function times | ||
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Shot type | Hitscan | |
Damage type | Bullet | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Base damage | 100% | 0%: 50100%: 150
|
Critical | 0%: 150100%: 450
| |
Mini-crit | 0%: 68100%: 203
| |
Function times | ||
Attack interval | 1.5 s | |
Maximum charge time | 3.3 s | |
Zoom-in charging delay | 1.3 s | |
Zoom-in headshot delay | 0.2 s | |
Values are approximate and determined by community testing. |
# of ticks lit | Bodyshot damage | Headshot damage |
---|---|---|
3 | 50 | N/A |
4 | 50 | 150 |
5 | 50 | 150 |
6 | 50 | 150 |
7 | ~60 | ~180 |
8 | ~75 | ~225 |
9 | ~90 | ~270 |
10 | ~105 | ~315 |
11 | ~120 | ~360 |
12 | ~135 | ~405 |
13 | 150 | 450 |
Values are approximate and determined by community testing.[1] Note that the values with the symbol [~] in front of it are estimates, as the damage varies by a few integers depending on how long the newest tick has been lighten up.
Demonstration
Strange variant
[expand]Strange variant information |
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Related achievements
Invalid parameter. See Template:Achiev type link for a list of valid parameters
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Pyro
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Sniper
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Update history
- Fixed occasional Sniper zoom crash.
- Fixed Sniper quick-switch exploit allowing them to avoid zoom/unzoom times.
- Added an option for the Sniper Rifle to the advanced multiplayer options. If disabled, the Sniper Rifle won't re-zoom after firing a zoomed shot.
- Fixed being able to zoom too quickly after firing a zoomed shot.
- Added a small delay (200 ms) before a zoomed Sniper shot can get a critical hit.
- Fixed exploit allowing Snipers to fire faster than intended.
- The Sniper Rifle can now crit while under crit-boosts.
- Fixed this weapon not penetrating friendly players.
- Added a bell when the Sniper Rifle is fully charged.
- [Undocumented] Added Strange Quality.
- Fixed a problem where the Sniper Rifle wouldn't damage sticky bombs.
December 15, 2011 Patch (Australian Christmas 2011)
- Added Festive variant.
- Festive Sniper Rifles can now be gifted.
March 23, 2012 [Item schema update]
- Marked Sniper Rifle and Festive Sniper Rifle as usable with the Headshot Part.
August 15, 2012 Patch (Mann vs. Machine Update)
- [Undocumented] Added Silver and Gold Botkiller variants.
- Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
December 20, 2012 Patch (Mecha Update)
- Added Silver and Gold Botkiller Mk. II variants.
- Fixed the Botkiller Sniper Rifle using incorrect team materials for the arms.
November 21, 2013 Patch (Two Cities Update)
- [Undocumented] Added Australium variant.
June 18, 2014 Patch (Love & War Update)
- Converted the Sniper Rifle models to use the
c_models
system.
- Fixed a server crash related to the Sniper Rifle.
Bugs
- If the player scopes in and pauses their game, the zoom display will be removed, allowing the player to see as if they weren't scoped in while retaining their zoom and charge. Since the game is paused, the player will obviously be unable to shoot or look around during this time.
- The zoom display is brought back up once the player unpauses the game.
Trivia
- The Sniper Rifle has a very similar design to both the M24 rifle and the M40 rifle. The M40 was used during the Vietnam war, and the M24 used during the Gulf War.
Gallery
BLU Festive variant.
RED Festivized variant.
References
- Jump up ↑ Steam Guide for Sniper
See also
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[expand]Weapons |
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