Difference between revisions of "Anti-Sniper strategy"
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* 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, keep in mind that experienced Snipers can still headshot enemies who are only a few feet away. | * 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 | + | ** Although certain weapons like the Rocket Launcher and Scorch Shot, can be fired at extreme ranges, avoid getting into a "sniping" war with an enemy Sniper, lest they land a quick headshot on you. |
− | + | * 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, attack with teammates, or move once his laser dot goes away and his attention is somewhere else. | |
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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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* After obtaining an amount of kills or assists, the Sniper can activate the Heatmaker's “focus” ability, which charges his rifle faster and keeps him scoped between shots. A Sniper who stays alive long enough to obtain that much kill credit may be skilled. | * After obtaining an amount of kills or assists, the Sniper can activate the Heatmaker's “focus” ability, which charges his rifle faster and keeps him scoped between shots. A Sniper who stays alive long enough to obtain that much kill credit may be skilled. | ||
− | * When focus is activated, the Hitman's Heatmaker | + | * When focus is activated, the Hitman's Heatmaker stays scoped after each shot and fires tracer rounds that reveal the Sniper. This could be a chance to track and defeat the Sniper up close while he is too focused on making use of his buff. |
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* The Hitman's Heatmaker suffers a bodyshot damage penalty, rewarding you for partially dodging the Sniper's shots. | * The Hitman's Heatmaker suffers a bodyshot damage penalty, rewarding you for partially dodging the Sniper's shots. | ||
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* 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 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. | ||
− | * If you are struck by a fully-charged Huntsman arrow, the Sniper may switch to his SMG to finish you off. | + | * If you are struck by a strong attack, such as a fully-charged Huntsman arrow, the Sniper may switch to his SMG to finish you off. This takes him less time than attacking again with his primary weapon. |
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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. As the Spy, take care to not reveal yourself to the enemy team if you decide to kill the Sniper with your primary weapon | + | * 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. |
− | + | ** This would take up to 3 shots depending on your gun choice, so wait until the Sniper scopes in before striking. | |
* The Razorback renders the Sniper unable to receive any kind of overheal, meaning that in a Sniper duel, he will always die to an uncharged headshot. | * The Razorback renders the 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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* 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, so assume his shots will deal extra damage, | + | * A Sniper with the Cozy Camper may stay scoped in more often, so assume his shots will deal extra damage, but that his field of vision is severely reduced. |
* Be on the lookout for if a Sniper comes out of cover - his Rifle may already be charged. | * 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. |
Revision as of 22:17, 28 April 2023
“ | 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 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 |
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Role |
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Health | |
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 |
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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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