Difference between revisions of "Anti-Sniper strategy"
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{{Quotation|'''The Spy'''|Perhaps they can bury you in that van you call 'home.'|sound=Spy_DominationSniper06.wav}} | {{Quotation|'''The Spy'''|Perhaps they can bury you in that van you call 'home.'|sound=Spy_DominationSniper06.wav}} | ||
− | The '''[[Sniper]]''' specializes in eliminating enemies at long range. He will typically position himself at a | + | The '''[[Sniper]]''' specializes in eliminating enemies at long range. He will typically position himself at a vantage point away from the battlefield, scanning the area for targets. His primary weapons can charge and deliver [[headshot]]s at extreme range, so ignoring him is never an option. The best way to deal with a Sniper is awareness; if you know he's watching one route, try taking another route or firing at him to force him behind cover. |
+ | |||
+ | The Sniper is very weak at close combat; his [[Submachine Gun]] and melee weapon lose out to most other guns. Maneuvering close enough to engage him is best done by the Spy, who can Cloak and [[backstab]], or the Scout, who can approach from alternate routes and is a difficult target. | ||
== General == | == General == | ||
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* The Sniper's role is to pick off any exposed enemies. Make good use of cover and keep moving to avoid being an easy target. | * The Sniper's role 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 | + | * A Sniper is most effective when he fights from a distance. If you get close, 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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* The Sniper Rifle fires single, accurate bullets over extreme distances, but takes nearly two seconds to reload. It is less effective against several foes or when up close. | * The Sniper Rifle fires single, accurate bullets over extreme distances, but takes nearly two seconds to reload. It is less effective against several foes or when up close. | ||
* The Sniper Rifle can zoom in to charge a shot, indicated by the Sniper holding the weapon to his eye. When scoped, the Sniper walks slowly and has a limited field of vision, making him susceptible to flanks from Scouts and Spies. | * The Sniper Rifle can zoom in to charge a shot, indicated by the Sniper holding the weapon to his eye. When scoped, the Sniper walks slowly and has a limited field of vision, making him susceptible to flanks from Scouts and Spies. | ||
− | * If you're caught in his sights, move unpredictably and shoot at him to make him flinch and misaim. As you approach | + | * If you're caught in his sights, move unpredictably and shoot at him to make him flinch and misaim. As you approach, keep in mind that experienced Snipers can still headshot enemies who are only a few feet away. |
* Check if there is a Sniper or his rifle's laser dot before entering an area. He can only cover one route at a time, so take a different route, move once his laser dot goes away, or attack with teammates. | * Check if there is a Sniper or his rifle's laser dot before entering an area. He can only cover one route at a time, so take a different route, move once his laser dot goes away, or attack with teammates. | ||
− | **Be careful - the Sniper | + | **Be careful - the Sniper can move his laser pointer away to trick you into thinking he’s looking elsewhere. |
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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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− | * The Huntsman fires arrows, which move slower than bullets. Incoming arrows can be dodged. | + | * The Huntsman fires arrows, which move slower than bullets. Incoming arrows can be dodged, unlike Sniper Rifle bullets. |
* Arrows have deceptively large hitboxes. Beware of fighting in narrow corridors, where dodging is much more difficult. | * Arrows have deceptively large hitboxes. Beware of fighting in narrow corridors, where dodging is much more difficult. | ||
* The Huntsman cannot zoom in, forcing the Sniper to fight closer to the front lines and making him easier to target. The lack of zoom also allows him to spot flanking enemies more easily. | * The Huntsman cannot zoom in, forcing the Sniper to fight closer to the front lines and making him easier to target. The lack of zoom also allows him to spot flanking enemies more easily. | ||
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* 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. | * 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 you are 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; | + | * Overall, the Sydney Sleeper deals less damage on headshot, but charges faster; beware fast 150-damage bodyshots if playing as a fragile class like the Medic. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bazaar Bargain}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Bazaar Bargain}} | ||
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* The Machina's fully charged shot pierces enemies. Don't count on teammates being able to bodyblock for you if the Sniper has time to charge, especially if you play as the Medic. | * The Machina's fully charged shot pierces enemies. Don't count on teammates being able to bodyblock for you if the Sniper has time to charge, especially if you play as the Medic. | ||
* 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. | ||
− | * | + | * This weapon can only fire while scoped, leaving the Sniper 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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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Submachine Gun}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Submachine Gun}} + '''reskins''' | ||
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− | * The Submachine Gun is surprisingly accurate. Don't get complacent if a Sniper switches to it; move away | + | * The Submachine Gun is surprisingly accurate. Don't get complacent if a Sniper switches to it; move away and retaliate with a more powerful weapon. |
* The Sniper only holds three clips of SMG ammo; he cannot fight for long before you can overwhelm him. | * The Sniper only holds three clips of SMG ammo; he cannot fight for long before you can overwhelm him. | ||
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* A Sniper equipped with the Cozy Camper will not flinch if his Sniper Rifle is fully charged. Force him to take cover or shoot early. | * A Sniper equipped with the Cozy Camper will not flinch if his Sniper Rifle is fully charged. Force him to take cover or shoot early. | ||
− | * A Sniper with the Cozy Camper may stay scoped in more often, | + | * A Sniper with the Cozy Camper may stay scoped in more often, so assume his shots will deal extra damage. |
− | * Be on the lookout | + | * Be on the lookout for if a Sniper comes out of cover - his Rifle may already be charged. |
* The Cozy Camper deprives the Sniper of a secondary weapon, making him nearly useless in close-range combat. | * The Cozy Camper deprives the Sniper of a secondary weapon, making him nearly useless in close-range combat. | ||
* The Cozy Camper gives passive health regeneration to the Sniper, nullifying chip damage. Threaten him with heavy damage so he takes cover. | * The Cozy Camper gives passive health regeneration to the Sniper, nullifying chip damage. Threaten him with heavy damage so he takes cover. |
Revision as of 01:23, 28 September 2022
“ | Perhaps they can bury you in that van you call 'home.'
Click to listen
— The Spy
|
” |
The Sniper specializes in eliminating enemies at long range. He will typically position himself at a vantage point away from the battlefield, scanning the area for targets. His primary weapons can charge and deliver headshots at extreme range, so ignoring him is never an option. The best way to deal with a Sniper is awareness; if you know he's watching one route, try taking another route or firing at him to force him behind cover.
The Sniper is very weak at close combat; his Submachine Gun and melee weapon lose out to most other guns. Maneuvering close enough to engage him is best done by the Spy, who can Cloak and backstab, or the Scout, who can approach from alternate routes and is a difficult target.
Contents
General
Attributes | Anti-Sniper strategy |
---|---|
Role |
|
Health | |
Speed | |
Power |
|
Weapon-specific
Main article: Sniper weapons
Primary weapons
Weapon | Anti-Sniper strategy |
---|---|
Sniper Rifle + reskins |
|
Huntsman + reskins |
|
Sydney Sleeper |
|
Bazaar Bargain |
|
Machina + reskins |
|
Hitman's Heatmaker |
|
|
Secondary weapons
Weapon | Anti-Sniper strategy |
---|---|
SMG + reskins |
|
Razorback |
|
Jarate + reskins |
|
Darwin's Danger Shield |
|
Cozy Camper |
|
Cleaner's Carbine |
|
Melee Weapons
Weapon | Anti-Sniper strategy |
---|---|
Kukri + reskins |
|
Tribalman's Shiv |
|
Bushwacka |
|
Shahanshah |
|
See also
|