Difference between revisions of "Sniper Rifle (Classic)"
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| ammo-loaded = 75 | | ammo-loaded = 75 | ||
| ammo-carried = N/A | | ammo-carried = N/A | ||
− | | ammo-type = Shells | + | | ammo-type = [[Image: TFC_Ammo_Shells.png|left|30px|link=]] Shells |
| tfc-model = Rifle tfc.png | | tfc-model = Rifle tfc.png | ||
| qtf-model = Rifle qwtf.png | | qtf-model = Rifle qwtf.png | ||
}} | }} | ||
− | The '''Sniper Rifle''' is a weapon in the classic Team Fortress games | + | The '''Sniper Rifle''' is a weapon in the classic Team Fortress games unique to the [[Sniper (Classic)|Sniper]]. |
+ | |||
+ | ==Usage== | ||
+ | By holding down the primary fire, the Sniper can charge a shot; releasing primary fire after charging a shot will fire the Sniper Rifle. | ||
+ | A shot can be fired by simply tapping the primary fire once, though the shot will deal minimal damage. | ||
+ | A red-colored dot will appear when a shot has been charged enough to be able to fire. The brighter the dot will be, the stronger the shot will be. | ||
+ | By using secondary fire, the Sniper can zoom in or out of one resolution. | ||
+ | |||
+ | ==Mobility downsides== | ||
+ | Charging a shot will hamper the Sniper's mobility greatly, making it nearly impossible to walk around without being an easy target. | ||
+ | Being off the floor by jumping or swimming will prevent the player from firing the Sniper Rifle. Although, these can be used to conserve ammunition. | ||
+ | Running or walking will also prevent the Sniper from charging a shot, forcing the latter to stop. | ||
+ | |||
+ | ==Power== | ||
+ | While having several downsides, the rifle posses several abilities that makes it up for it's lack of maneuverability. | ||
+ | The first one is the headshot, hitting an enemy's head deals a far greater amount of damage, capable of severely wounding him, or killing him if the shot is charged enough. | ||
+ | The slowdown consists of shooting an enemy in the legs. While this decreases by half the amount of damage dealt, the enemy's speed is decreased by half as well. This effect can be reverted if the victim is treated by a [[Medic (Classic)|Medic]]. | ||
+ | The rifle is also capable of pushing any players who are shot. This can help slow down enemy movement, deviate rocket, grenade, concussion jumpers. It can also be used for sniper jumping, allowing for teammates to quickly move from position to position in the map. | ||
+ | |||
+ | |||
+ | ==Comparison to it's ''[[Team Fortress 2]]'' counterpart== | ||
+ | *Unlike it's ''[[Team Fortress 2]]'' counterpart, the Rifle does not need to be zoomed in to be able to headshot or to charge. | ||
+ | *The rifle has the slowdown ability while it's latest version doesn't. | ||
+ | *Holding the primary fire is necessary to charge to shot, while it's counterpart automatically charges while zoomed in. | ||
+ | *It can be charged without zooming in, unlike it's latest version. | ||
==Trivia== | ==Trivia== | ||
− | + | A fatal headshot or a well placed fully charged shot will gib the victim as if they were killed by an explosion. | |
− | |||
− | |||
==Gallery== | ==Gallery== |
Revision as of 12:39, 19 August 2011
The Sniper Rifle is a weapon in the classic Team Fortress games unique to the Sniper.
Contents
Usage
By holding down the primary fire, the Sniper can charge a shot; releasing primary fire after charging a shot will fire the Sniper Rifle. A shot can be fired by simply tapping the primary fire once, though the shot will deal minimal damage. A red-colored dot will appear when a shot has been charged enough to be able to fire. The brighter the dot will be, the stronger the shot will be. By using secondary fire, the Sniper can zoom in or out of one resolution.
Mobility downsides
Charging a shot will hamper the Sniper's mobility greatly, making it nearly impossible to walk around without being an easy target. Being off the floor by jumping or swimming will prevent the player from firing the Sniper Rifle. Although, these can be used to conserve ammunition. Running or walking will also prevent the Sniper from charging a shot, forcing the latter to stop.
Power
While having several downsides, the rifle posses several abilities that makes it up for it's lack of maneuverability. The first one is the headshot, hitting an enemy's head deals a far greater amount of damage, capable of severely wounding him, or killing him if the shot is charged enough. The slowdown consists of shooting an enemy in the legs. While this decreases by half the amount of damage dealt, the enemy's speed is decreased by half as well. This effect can be reverted if the victim is treated by a Medic. The rifle is also capable of pushing any players who are shot. This can help slow down enemy movement, deviate rocket, grenade, concussion jumpers. It can also be used for sniper jumping, allowing for teammates to quickly move from position to position in the map.
Comparison to it's Team Fortress 2 counterpart
- Unlike it's Team Fortress 2 counterpart, the Rifle does not need to be zoomed in to be able to headshot or to charge.
- The rifle has the slowdown ability while it's latest version doesn't.
- Holding the primary fire is necessary to charge to shot, while it's counterpart automatically charges while zoomed in.
- It can be charged without zooming in, unlike it's latest version.
Trivia
A fatal headshot or a well placed fully charged shot will gib the victim as if they were killed by an explosion.
Gallery
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