Difference between revisions of "Basic Sniper strategy"

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{{Icon weapon|weapon=Huntsman|icon-size=100x100px}}
 
{{Icon weapon|weapon=Huntsman|icon-size=100x100px}}
  
When compared to the Sniper Rifle, the Huntsman cannot zoom in, has a slow rate of fire and fires relatively slow [[projectiles]], encouraging you to fight closer to the front lines. It cannot be used to camp an area as easily, as a charged arrow that is kept drawn for over five seconds will not follow your crosshair and generally miss the target. 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.
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When compared to the Sniper Rifle, the Huntsman cannot zoom in, has a slow rate of fire and fires relatively slow [[projectiles]], encouraging you to fight closer to the front lines. It cannot be used to camp an area as easily, as a charged arrow that is kept drawn for over five seconds will not follow your crosshair and generally miss the target. 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. It is also not barred from Medieval Mode, offering a distinct advantage over enemies; an accurate ranged weapon versus their slow, close-range melee attacks.
  
 
===[[Sydney Sleeper]]===
 
===[[Sydney Sleeper]]===

Revision as of 05:23, 8 July 2011

The Sniper excels in picking off enemies from great distances. His ability to headshot lets him deal severe damage to foes before they can even get close. His effectiveness increases exponentially with the player's skill; one experienced Sniper can be 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 classes that operate alone, such as Scouts and 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 a hidden position, remember that the deathcam reveals your location to the enemy. Switch positions often and keep an eye out for any enemies that try to flank you, especially 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, so don't bother to scope if you have to fire immediately.

Huntsman

Item icon Huntsman.png

When compared to the Sniper Rifle, the Huntsman cannot zoom in, has a slow rate of fire and fires relatively slow projectiles, encouraging you to fight closer to the front lines. It cannot be used to camp an area as easily, as a charged arrow that is kept drawn for over five seconds will not follow your crosshair and generally miss the target. 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. It is also not barred from Medieval Mode, offering a distinct advantage over enemies; an accurate ranged weapon versus their slow, close-range melee attacks.

Sydney Sleeper

Item icon Sydney Sleeper.png

Use the Sydney Sleeper if you have less than average aim or find yourself rarely landing headshots; a weakened enemy covered in Jarate is easy prey for your teammates. Without the ability to headshot, you are vulnerable to enemy Snipers that use the standard Sniper Rifle and will only be able to kill the weaker classes with a fully charged shot. Pair it with the Submachine Gun to deal with enemies at medium range.

Bazaar Bargain

Item icon Bazaar Bargain.png

The Bazaar Bargain is made for consistent Snipers that can land consecutive headshots. With a full bonus, it will charge up to 50% faster, allowing you to quickly take down bulky classes. Uncharged headshot damage does remain the same, meaning you can deal with weaker classes normally. You can safely keep your charge bonus by using unscoped shots at medium range.

Secondary Weapons

Submachine Gun

Item icon Submachine Gun.png

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

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 / Saxxy

Item icon Kukri.png Item icon Saxxy.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.

Shahanshah

Item icon Shahanshah.png

If you're cornered by an enemy, use the Submachine Gun for close range combat until your health is low enough that you can use the Shahanshah as a strong last resort.


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, the overall lack of offensive weaponry will make self-defense difficult. 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.

Lawrence of Australia

Bazaar Bargain Shahanshah Desert Marauder

In combat, the weapons of this item set function similarly and are comparable to the standard Sniper Rifle and Kukri; the more precise your shooting is, the less likely you'll have to use the Shahanshah in defense.