Difference between revisions of "Basic Sniper strategy"

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The [[Sniper]] is a fragile class that excels in picking off dangerous foes from a long distance. With good aim, a Sniper can reliably [[headshot]] multiple enemies in succession to deal severe damage. Important targets include skilled enemy Snipers, enemy [[Heavies]] and [[Medics]], or [[Engineers]] near a [[Sentry Gun]].
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The [[Sniper]] excels in picking off enemies from great distances. He is capable of landing [[headshot]]s that deal severe damage. With good aim, he can devastate foes before they even get close to him. His effectiveness increases exponentially with the player's skill; one good Sniper is worth three or more. Important targets for a Sniper include enemy Snipers, Medics, Heavies, and Engineers. The Sniper is one of the weakest classes at close range combat and is often targeted by enemy Spies. If cornered and alone, he is likely to be killed. A good Sniper roams around the battlefield behind his team's combat classes and does not camp a single spot.
  
==General==
 
*Your [[Sniper Rifle]]'s laser dot is visible to the enemy. If you want to hide it, aim at a windowsill or nearby object until you are ready to shoot.
 
  
*If you are firing from unusual positions, remember that the killcam will reveal your location to the enemy. This is important if your position is easy to flank or approach.
 
  
*You will often be the first target for Spies. Check often. Pay attention.
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==Primary Weapons==
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All of your primary weapons rely on precise aiming, so experiment with your mouse sensitivity until you feel comfortable. If it is too low, you will have difficulty aiming at enemies who actively dodge. If it is too high, you will have trouble aiming at more specific targets, like your enemies' heads. If you are firing from unusual locations, remember that the [[deathcam]] reveals your location to the enemy. Switch positions often and keep an eye out for enemy Spies.  
  
*Experiment with your mouse sensitivity. Too low, and you will have difficulty aiming at dodging enemies. Too high, and you may have problems aiming for small targets, like their heads. Test each setting for at least a day so you can adjust.
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===[[Sniper Rifle]]===
 
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{{Icon weapon|weapon=Sniper Rifle|icon-size=100x100px}}
*Fully charged bodyshots do excellent damage. They can kill Medics and level one Sentry Guns.
 
  
==Weapon Specific Tips==
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Your [[Sniper Rifle]]'s laser dot is visible to the enemy. If you want to hide it, aim at a nearby object until you are ready to shoot. A quick headshot will deal as much damage as a fully charged bodyshot. As long as your aim is precise, you can quickly deal tons of damage. However, don't risk missing a headshot if it isn't necessary; a fully charged bodyshot will instantly kill five out of the nine classes. When not scoped, your Sniper Rifle is still completely accurate and deals uncharged bodyshot damage. Don't bother scoping if you have to fire immediately.
  
===[[Sniper Rifle]]===
 
{{Icon weapon|weapon=Sniper Rifle|icon-size=100x100px}}
 
*Quick headshots are generally preferable to charged bodyshots. You'll deal more damage faster as long as you hit your targets.
 
*When dealing with fast moving or covered targets, use bodyshots to your advantage. Fully-charged bodyshots can kill 5 of the 9 classes instantly. Don't risk missing a headshot if it isn't necessary.
 
*You can fire your gun without scoping. It is completely accurate and deals uncharged bodyshot damage. Don't bother scoping if you have to fire immediately.
 
*Boosted Crits from the [[Kritzkrieg]] or similar sources make any shot deal headshot damage.
 
*If an opposing Sniper is carrying the Croc-o-Style kit, hit him with a fully charged bodyshot instead of a headshot.
 
*The Sniper Rifle is a great weapon to take out a [[Sentry Gun]] over long range since there is no damage fall-off attacking [[buildings]].
 
  
 
===[[Huntsman]]===
 
===[[Huntsman]]===
 
{{Icon weapon|weapon=Huntsman|icon-size=100x100px}}
 
{{Icon weapon|weapon=Huntsman|icon-size=100x100px}}
*Because Huntsman arrows are [[projectiles]], lead your target.
 
  
*When a Huntsman arrow hits a person, it makes a distinctive sound that is always audible to the Sniper who fired it, no matter how far away the target is.  
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Because you cannot zoom in, the Huntsman promotes fighting near the front lines. Huntsman arrows are [[projectiles]] that travel in a light arc, so lead your target accordingly. Charging your shot will decrease this arc and increase the arrow's speed and damage. If you keep an arrow drawn for over five seconds, the shot will not follow your crosshair and will generally miss. Alternate fire will let you stop charging your arrow, allowing you to save ammo and relax the Sniper's arm. Friendly [[Pyro]]s can light your arrows on fire, allowing you to ignite enemies from far away.
  
*Firing around head height towards chokepoints will score occasional kills.
 
  
*Arrows curve down a bit, and curve even more if you don't charge the shot. Aim up if you're shooting for the head.
 
 
*The alt-fire button lets you stop charging your arrow. Use this to save ammo and to relax the Sniper's arm. If he is charged for more than 5 seconds, the arrow will be fired with spread and will generally miss the target.
 
 
*Friendly [[Pyro]]s can light your arrows on fire, even when you do not have one drawn. These arrows will not do extra damage on a hit, but will light the target on [[fire]].
 
 
*Projectiles have a large hitbox. Sometimes you can nail a headshot by shooting just to one side of their head. This is good for hitting distant foes and Engineers behind buildings.
 
  
 
===[[Sydney Sleeper]]===
 
===[[Sydney Sleeper]]===
 
{{Icon weapon|weapon=Sydney Sleeper|icon-size=100x100px}}
 
{{Icon weapon|weapon=Sydney Sleeper|icon-size=100x100px}}
*Snipers with less than average aim should opt to use the Sydney Sleeper over the Sniper Rifle. You're able to deal a good amount of damage and apply the [[Jarate]] effect without having to aim for heads.
 
  
*The Sydney Sleeper + Submachine Gun (SMG) can be a very lethal combination. If you hit a shot charged long enough to cover your target in Jarate, a single clip of the SMG can deal about 250 damage. Moreover, Mini-Crits don't suffer from damage fall-off, giving you a great advantage in short and medium ranges.
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Use the Sydney Sleeper if you have less than average aim. Support your team by applying Jarate on dangerous foes, such as Heavies. Pair it with the [[Submachine Gun]] to deal with enemies at medium range. Without the ability to headshot, you are very vulnerable to enemy Snipers that use the standard Sniper Rifle.
  
*The Sydney Sleeper is also great for when your team is in close-range combat with the other team. The swarm of bodies means low visibility for you, so it is easier to go for body shots. In addition, it will help your team finish off large threats such as a [[Heavy]]-[[Medic]] combo.
 
  
*The Sydney Sleeper is not too great for Sniper duels, or figting with a Sniper head on only using your primary weapon, since you have to keep jumping around to not get shot, there is no time to charge the rifle for a Jarate shot, and you cannot score headshots.
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==Secondary Weapons==
  
 
===[[Submachine Gun]]===
 
===[[Submachine Gun]]===
 
{{Icon weapon|weapon=Submachine Gun|icon-size=100x100px}}
 
{{Icon weapon|weapon=Submachine Gun|icon-size=100x100px}}
*The Submachine Gun (SMG) is best used to finish off damaged foes, especially with the Huntsman and Sydney Sleeper.
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*When operating away from teammates, the SMG is generally more effective at defending against enemies as a last ditch effort than Jarate.
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The Submachine Gun (SMG) is a weak weapon, but you can use it to finish off damaged foes. Because of its close range nature, it pairs well with the Huntsman. Equip the Submachine Gun when you're operating away from teammates; it is easier to defend yourself with than Jarate.
*Only engage enemies who have been damaged as the Submachine Gun does not deal much damage.
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===[[Razorback]]===
 
===[[Razorback]]===
 
{{Icon weapon|weapon=Razorback|icon-size=100x100px}}
 
{{Icon weapon|weapon=Razorback|icon-size=100x100px}}
*Only use the Razorback if you know there are enemy Spies that actively target you. The SMG and Jarate are better anti-Spy choices if you're not being constantly assaulted.
 
  
*The Razorback works best near allies, where enemy Spies risk revealing themselves if they were to attack you. If you are isolated, a Spy can still use the [[Revolver]] or [[Ambassador]] to reliably kill you.
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The Razorback works best when you fight near allies, where enemy Spies risk revealing themselves if they were to attack you. If you are isolated, a Spy can still use his Revolver to easily kill you. The Submachine Gun or Jarate are better anti-Spy choices if you're not being constantly assaulted.
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===[[Jarate]]===
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{{Icon weapon|weapon=Jarate|icon-size=100x100px}}
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In large firefights, use Jarate to douse multiple enemies at once and let your teammates finish the job. Pair it with the [[Bushwacka]] to quickly dispatch foes that get too close. Jarate can be thrown at a Spy to easily nullify his [[cloak]] and [[disguise]].
  
*If your Razorback breaks, get a new one by visiting a [[resupply]] cabinet.
 
  
 
===[[Darwin's Danger Shield]]===
 
===[[Darwin's Danger Shield]]===
 
{{Icon weapon|weapon=Darwin's Danger Shield|icon-size=100x100px}}
 
{{Icon weapon|weapon=Darwin's Danger Shield|icon-size=100x100px}}
*This shield raises your maximum health to 150 at the cost of losing your secondary weapon. Consider using it with the Huntsman for close range combat.
 
* The Darwin's Danger Shield does not protect you from [[backstabs]], so keep on the lookout for Spies.
 
  
===[[Jarate]]===
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Consider using the Darwin's Danger Shield with the [[Huntsman]] for close range combat. It does not protect you from [[backstabs]], so you are as vulnerable to Spies as ever.
{{Icon weapon|weapon=Jarate|icon-size=100x100px}}
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*The Jarate's [[Critical hit#Mini-Crits|Mini-Crits]] do not stack with normal Crits. Which means you'll either score a Critical hit (ex: Headshots) or you'll get a Mini-Crit (Bodyshot).
 
  
*Try to throw it at a Spy as soon as you spot him so that he can't [[Cloak]] and escape. Jarate renders the Spy's Cloak near useless, lightly displaying his team color and dripping Jarate particles.
 
  
*When operating in close proximity to your teammates, use Jarate to douse incoming waves of enemies, as a single Jarate can cover multiple enemies and make them highly vulnerable to attacks from teammates.
 
  
*Using Jarate with the [[Bushwacka]] can be very effective.
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==Melee Weapons==
  
 
===[[Kukri]]===
 
===[[Kukri]]===
 
{{Icon weapon|weapon=Kukri|icon-size=100x100px}}
 
{{Icon weapon|weapon=Kukri|icon-size=100x100px}}
*In close quarters, such as many Sniper decks, the Kukri can quickly dispatch cornered enemies without the low initial damage of the Shiv or the Pyro vulnerability of the Bushwacka.
 
  
*The Kukri is best used when defending yourself from flanking enemies, especially Spies.
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The Kukri is your go-to weapon when dealing with enemies at close range, especially Spies.
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===[[Tribalman's Shiv]]===
 
===[[Tribalman's Shiv]]===
 
{{Icon weapon|weapon=Tribalman's Shiv|icon-size=100x100px}}
 
{{Icon weapon|weapon=Tribalman's Shiv|icon-size=100x100px}}
*Use your [[Jarate]] in combination with the Shiv for bleeding Mini-Crits. One combo hit on a 125 hp class will kill them.
 
  
*Overall, the Tribalman's Shiv causes more damage than the normal [[Kukri]] but over a longer duration.
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When including the [[bleed]] effect, one hit from the Tribalman's Shiv does more damage than the standard Kukri, but over a longer period of time. Use it when you find yourself landing only a few melee hits on nearby foes. Coating an enemy in [[Jarate]] will greatly enhance the damage bleeding does.  The bleed effect can be used to track down [[cloak]]ed Spies.
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*Cloaked Spies will be semi-visible when bleeding, due to a slight flicker of their Cloak and the blood effect.
 
  
 
===[[Bushwacka]]===
 
===[[Bushwacka]]===
 
{{Icon weapon|weapon=Bushwacka|icon-size=100x100px}}
 
{{Icon weapon|weapon=Bushwacka|icon-size=100x100px}}
*Because it turns Mini-Crits into Crits, it is great to use in combination with [[Jarate]].
 
  
*If your enemies have the habit of closing in after being hit by the [[Sydney Sleeper]], this is an excellent counter.
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Use the Bushwacka in combination with [[Jarate]] to quickly dispatch nearby foes. Enemies will rarely charge directly at you, making the Bushwacka-[[Sydney Sleeper]] combo less effective. If a Pyro manages to corner you, you're probably going to die anyway, making the fire vulnerability negligible.
  
*Unless the opposing team has an actively attacking Pyro, the Bushwacka should be used in place of the Kukri if you are not using the [[Tribalman's Shiv]].
 
  
*The Crit effect is active for ''any'' source of Mini-Crits ([[Buff Banner]], [[Jarate]], enemy [[Crit-a-Cola]], [[Buffalo Steak Sandvich]], etc.)
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==Item sets==
 
 
*It is remomended to not equip this weapon if you are not going to take [[Jarate]] or the [[Sydney Sleeper]] with you, because the chances of you running into situations listed above are quite rare.
 
  
 
=== [[Item sets#The Sniper|The Croc-o-style Kit]] ===
 
=== [[Item sets#The Sniper|The Croc-o-style Kit]] ===
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{{item icon|Ol' Snaggletooth|100px}}
 
{{item icon|Ol' Snaggletooth|100px}}
  
*The set bonus, immunity to death by [[headshots]], is great when fighting predictable enemy Snipers. If you are hit by a headshot, you will survive with one health point left, if however you get shot in the head after that again, you will be killed.
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The set bonus gives you a bit of survivability when fighting enemy Snipers. However, because the Sydney Sleeper cannot [[headshot]], you are unable to kill bulkier classes on your own and must charge your shot to kill even weaker classes in one hit. Experienced enemy Snipers will simply bodyshot you in return.
 
 
*Unless you can successfully fire off two shots in quick succession, you will be unable to kill bulkier classes on your own.
 
 
 
*Be careful when in Sniper duels. Experienced Snipers will perform bodyshots on you as well.
 
  
==See also==
 
*[[Team strategy]]
 
  
 
{{Class strategy}}
 
{{Class strategy}}

Revision as of 08:58, 14 March 2011

The Sniper excels in picking off enemies from great distances. He is capable of landing headshots that deal severe damage. With good aim, he can devastate foes before they even get close to him. His effectiveness increases exponentially with the player's skill; one good Sniper is worth three or more. Important targets for a Sniper include enemy Snipers, Medics, Heavies, and Engineers. The Sniper is one of the weakest classes at close range combat and is often targeted by enemy Spies. If cornered and alone, he is likely to be killed. A good Sniper roams around the battlefield behind his team's combat classes and does not camp a single spot.


Primary Weapons

All of your primary weapons rely on precise aiming, so experiment with your mouse sensitivity until you feel comfortable. If it is too low, you will have difficulty aiming at enemies who actively dodge. If it is too high, you will have trouble aiming at more specific targets, like your enemies' heads. If you are firing from unusual locations, remember that the deathcam reveals your location to the enemy. Switch positions often and keep an eye out for enemy Spies.

Sniper Rifle

Item icon Sniper Rifle.png

Your Sniper Rifle's laser dot is visible to the enemy. If you want to hide it, aim at a nearby object until you are ready to shoot. A quick headshot will deal as much damage as a fully charged bodyshot. As long as your aim is precise, you can quickly deal tons of damage. However, don't risk missing a headshot if it isn't necessary; a fully charged bodyshot will instantly kill five out of the nine classes. When not scoped, your Sniper Rifle is still completely accurate and deals uncharged bodyshot damage. Don't bother scoping if you have to fire immediately.


Huntsman

Item icon Huntsman.png

Because you cannot zoom in, the Huntsman promotes fighting near the front lines. Huntsman arrows are projectiles that travel in a light arc, so lead your target accordingly. Charging your shot will decrease this arc and increase the arrow's speed and damage. If you keep an arrow drawn for over five seconds, the shot will not follow your crosshair and will generally miss. Alternate fire will let you stop charging your arrow, allowing you to save ammo and relax the Sniper's arm. Friendly Pyros can light your arrows on fire, allowing you to ignite enemies from far away.


Sydney Sleeper

Item icon Sydney Sleeper.png

Use the Sydney Sleeper if you have less than average aim. Support your team by applying Jarate on dangerous foes, such as Heavies. Pair it with the Submachine Gun to deal with enemies at medium range. Without the ability to headshot, you are very vulnerable to enemy Snipers that use the standard Sniper Rifle.


Secondary Weapons

Submachine Gun

Item icon Submachine Gun.png

The Submachine Gun (SMG) is a weak weapon, but you can use it to finish off damaged foes. Because of its close range nature, it pairs well with the Huntsman. Equip the Submachine Gun when you're operating away from teammates; it is easier to defend yourself with than Jarate.


Razorback

Item icon Razorback.png

The Razorback works best when you fight near allies, where enemy Spies risk revealing themselves if they were to attack you. If you are isolated, a Spy can still use his Revolver to easily kill you. The Submachine Gun or Jarate are better anti-Spy choices if you're not being constantly assaulted.

Jarate

Item icon Jarate.png

In large firefights, use Jarate to douse multiple enemies at once and let your teammates finish the job. Pair it with the Bushwacka to quickly dispatch foes that get too close. Jarate can be thrown at a Spy to easily nullify his cloak and disguise.


Darwin's Danger Shield

Item icon Darwin's Danger Shield.png

Consider using the Darwin's Danger Shield with the Huntsman for close range combat. It does not protect you from backstabs, so you are as vulnerable to Spies as ever.



Melee Weapons

Kukri

Item icon Kukri.png

The Kukri is your go-to weapon when dealing with enemies at close range, especially Spies.


Tribalman's Shiv

Item icon Tribalman's Shiv.png

When including the bleed effect, one hit from the Tribalman's Shiv does more damage than the standard Kukri, but over a longer period of time. Use it when you find yourself landing only a few melee hits on nearby foes. Coating an enemy in Jarate will greatly enhance the damage bleeding does. The bleed effect can be used to track down cloaked Spies.


Bushwacka

Item icon Bushwacka.png

Use the Bushwacka in combination with Jarate to quickly dispatch nearby foes. Enemies will rarely charge directly at you, making the Bushwacka-Sydney Sleeper combo less effective. If a Pyro manages to corner you, you're probably going to die anyway, making the fire vulnerability negligible.


Item sets

The Croc-o-style Kit

Sydney Sleeper Darwin's Danger Shield Bushwacka Ol' Snaggletooth

The set bonus gives you a bit of survivability when fighting enemy Snipers. However, because the Sydney Sleeper cannot headshot, you are unable to kill bulkier classes on your own and must charge your shot to kill even weaker classes in one hit. Experienced enemy Snipers will simply bodyshot you in return.