|
|
Line 1: |
Line 1: |
| {{notice|text=Please take a moment to read the [[Team Fortress wiki:Anti-Class Strategies#Standard|Anti-Class Strategy Standard]] before editing this page.}} | | {{notice|text=Please take a moment to read the [[Team Fortress wiki:Anti-Class Strategies#Standard|Anti-Class Strategy Standard]] before editing this page.}} |
− | {{stub}}
| |
| | | |
| {{Quotation|'''The Spy'''|No worries mate! (laughs)|sound=Spy_DominationSniper03.wav}} | | {{Quotation|'''The Spy'''|No worries mate! (laughs)|sound=Spy_DominationSniper03.wav}} |
Revision as of 02:27, 9 January 2011
The Sniper is an extremely dangerous class at long range due to his ability to kill any class instantly with a fully charged headshot. Generally, the best way to engage a Sniper is to get as close as possible because he lacks substantial close-ranged weaponry. A cornered Sniper has few options available except to run or engage you with weaker weapons, such as his Submachine Gun or melee weapon. Keep in mind that a Sniper can inflict you with bleeding damage or Mini-Crit vulnerability, depending on his weapon loadout. Further, Snipers who use the Huntsman can quickly shoot arrows which are effective at short to mid range, although this weapon takes away from the Sniper's long-range effectiveness.
General
Role
|
- Staying at long range when fighting against Snipers, especially in the open, puts you at a great disadvantage. Try to close the distance between you and the Sniper.
- If you can't hide in open spaces, never stop moving. If you stand still, you'll be an easy target for enemy Snipers.
|
Health
|
- The Sniper has a rather low amount of health; he is quite vulnerable at close range and will generally lose a fight against sturdier classes.
|
Speed
|
- The Sniper walks and runs at an average pace, but he lags behind the enemy's main force for protection. In addition, he moves very slowly while scoped in. This makes the Sniper's ability to flee from fights rather poor.
|
Power
|
- His primary weapons are unaffected by damage ramp-up and fall-off, making the Sniper very dangerous even at long ranges. The Sniper's primary weapons have the ability to kill players instantly, so try to not get hit by a Sniper at all.
|
Weapon Specific
A list of useful tidbits about the Sniper's tools, and how to counter them.
Primary Weapons
- Snipers will have their aim disrupted when taking damage, especially from sources like Bleeding and Burning.
- Firing projectiles from range will intimidate the Sniper into dodging, denying him the time to take a clean shot.
- Scoped Snipers have a very limited field of vision. Attack them from the back or the side to catch them by surprise.
- Scoped Snipers also create a team-colored dot wherever their rifle is pointed. Try to stay out of an area where you can see such dots.
|
Sniper Rifle
|
- Light classes can be killed with an uncharged headshot. Be careful of attacking a skilled Sniper head-on.
- A Sniper may attempt to weaken you with unscoped shots before charging at you with his Kukri. Try to keep mobile and keep of out his melee range.
|
Sydney Sleeper
|
- The Sydney Sleeper requires the Sniper to be scoped in for some time before able to do significant damage. This makes him an easier target.
- If a Sniper with the Sydney Sleeper jarates you, keep your distance, as he will be likely to follow up with a melee attack with the Bushwacka or Kukri.
|
Huntsman
|
- Huntsman arrows are difficult to see, and as a result, difficult to avoid. Be sure to constantly strafe to get a glimpse of the arrow's flight path.
- Snipers cannot fire arrows while airborne. Use skills like juggling and airblast to keep the Sniper airborne to deny him a shot.
- Snipers cannot fire arrows while underwater, but they can still fire into water, so consider where you retreat.
- Watch the Sniper's animations before closing in for a melee kill. If he waves his right arm to catch an arrow, he might stun and taunt-kill you.
|
Secondary Weapons
Submachine Gun
|
- The Submachine Gun is surprisingly accurate but ineffective at longer ranges. If a Sniper attempts to attack you with his Submachine Gun, try to move away from him while attacking with a more accurate weapon.
- The Submachine Gun does not deal much damage per shot, but it will quickly stack with sustained fire. Keep an eye on your health.
|
Razorback
|
- The Razorback deprives its user of a Secondary weapon, take advantage of this by fighting the Sniper just outside of melee range.
|
Darwin's Danger Shield
|
- Do not underestimate the health of a Sniper using the Shield; take advantage of his lack of a secondary weapon and kill him outside of his melee range.
|
Jarate
|
- Jarate can be removed by extended Healing, entering water, or touching a Supply Cabinet.
- It may be better to retreat if covered in Jarate, especially if the enemy Sniper is equipped with the Bushwacka.
- If you are covered in Jarate, stay away from danger, as explosives and bullets will quickly kill you.
|
Melee Weapons
Kukri
|
- A Sniper will generally only use his Kukri weapon as a weapon of last resort. Simply back up and finish the Sniper off.
|
Tribalman's Shiv
|
- The Tribalman's Shiv does less damage upfront, meaning you will probably kill the Sniper in melee combat.
- However, the bleeding causes it to do more damage over time, so have an idea of where health packs and Medics are before facing the Sniper.
|
Bushwacka
|
- A Sniper will typically pull out his Bushwacka if he is expecting to Crit due to Jarate or the Sydney Sleeper. Wait for the Jarate effect to fade away before confronting him or keep your distance.
|
Class Set
The Croc-o-Style
|
- A headshot still deals damage against Snipers using this set. It does not kill them, but it does bring them down to one health point.
- A Sniper using this set cannot headshot, and has no secondary weapon. Exploit this by using flanking techniques to engage the Sniper at close range.
|
See also