Difference between revisions of "Anti-Sniper strategy"

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(Melee Weapons)
(Weapon-specific)
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Huntsman|100px}} <br />'''[[Huntsman]] + reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Huntsman|100px}} <br />'''[[Huntsman]] + reskins'''
 
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* While Huntsman arrows are nowhere as fast as bullets, they are just as dangerous, even more so the closer the Sniper is to his target. Keep moving to deny him an accurate shot. Beware of narrow passageways, where it is harder to avoid many projectiles, and corners, where you may be ambushed (possibly by the Huntsman taunt-kill).
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* The Huntsman fires arrows, which move nowhere as quickly as bullets. Keep moving to deny the Sniper an accurate shot.
* If you can, send a Sniper airborne, as this will prevent him from firing his Huntsman until he lands. Stay out of his line of sight, as he may have been readying an arrow that will be fired upon landing.
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* Arrows have deceptively large hitboxes. Beware of fighting in narrow corridors, where dodging is much more difficult.
* A Pyro can deflect an enemy Sniper's Huntsman arrow, but this takes considerable skill. It is usually wiser to conserve ammo for attacking or deflecting other projectiles.
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* The Huntsman cannot zoom in, forcing the Sniper to fight closer to the front lines and making him easier to target.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sydney Sleeper}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sydney Sleeper}}
 
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* Don't underestimate the Sydney Sleeper due to its inability to perform headshots; it can reach full charge faster than the standard Sniper Rifle (a fully charged shot can kill classes that have 150 HP or less), and will coat you in Jarate when charged over 50%. The Jarate effect proves to be very hazardous if you have just run into enemy forces, since they will likely target you now.
+
* The Sydney Sleeper cannot perform headshots but charges faster than the default Sniper Rifle. This means not even a skilled Sniper can headshot you at close range once you attack him.
* If you are using the [[Dead Ringer]] and are shot by a Sydney Sleeper that was at least half-charged, you will be covered in Jarate even after leaving a fake corpse.
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* A fully charged shot deals 150 damage, which can instantly kill the weaker classes. A shot charged over 50% coats its victim in Jarate, allowing the Sniper's allies to finish you off easily.
 +
* Overall, the Sydney Sleeper gives greater lowest possible damage in return for no headshots; treating it as the default Sniper Rifle is a safe bet.
 
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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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* Snipers spawning with the Bazaar Bargain are at a disadvantage, requiring a longer time to charge powerful shots. However, any headshot will hasten the weapon's charge rate; make sure to take constant cover.  
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* The Bazaar Bargain reduces his rifle's charge time as he lands headshots. If you see teammates taking heavy damage or even dying, consider that the enemy Sniper is skilled enough to land consistent headshots.
* Scoped bodyshots and misses reduce the Bazaar Bargain's bonus - if you can't make a Sniper miss, at least force him to strike your body instead of your head.
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* Scoped bodyshots and misses reduce the Bazaar Bargain's charge bonus - if you can't make the Sniper miss, at least force him to strike your body instead of your head.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Machina}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Machina}}
 
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* The tracer rounds the Machina fires makes locating a Sniper much easier; however, utilize cover as you approach him, for a fully charged shot will cause massive damage.  
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* The Machina's fully charged shot pierces enemies, so avoid clustering up with teammates.
* Be wary of lining up with other teammates out in the open; a Sniper using the Machina may succeed in shooting (and killing) you all.  
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* The Machina's tracer rounds reveal its user, making tracking the Sniper down much easier should he miss.
* The Machina can only fire while scoped, so attack the Sniper up close; close enough so that the Sniper cannot get an accurate shot with this weapon, and just out of range of his secondary and/or melee weapons.
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* The Machina can only fire while scoped, leaving the Sniper even 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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* The Hitman's Heatmaker does less damage when landing a successful bodyshot than any other Sniper Rifle, giving you a better chance against a Sniper who chooses to fight you up close with one.
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* After obtaining an amount of kills or assists, the Sniper can activate the Heatmaker's focus ability. Take note that a Sniper who stays alive long enough to obtain that much kill credit may be skilled.
* Try to kill a Sniper using the Hitman's Heatmaker before he enters Focus, or locate him from the tracer rounds he fires once he does.
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* The Hitman's Heatmaker uses tracer rounds that reveal the Sniper after each shot, making him easier to locate.
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* The Hitman's Heatmaker suffers a bodyshot damage penalty, rewarding you for just partially dodging the Sniper's shots.
 
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| align="center" valign="center" style="padding:0.5em" |  
 
| align="center" valign="center" style="padding:0.5em" |  
 
{{Table icon|Classic}}
 
{{Table icon|Classic}}
 
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*The Classic can only headshot when it is fully charged, and body shots deal slightly less damage. Engage a Sniper who has started charging his shot.
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* The Classic allows the Sniper to charge his shot while unscoped. This means that he'll have an easier time spotting and aiming at potential attackers.
*Avoid closing in on a Sniper who has fully charged his Classic, as this will only make it easier for him to shoot you while unscoped.
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* The Classic can headshot only when it is fully charged. Engaging the Sniper between charged shots will lessen the damage you take.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Submachine Gun}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Submachine Gun}}
 
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* The Submachine Gun is surprisingly accurate, yet ineffective at longer ranges. If a Sniper attempts to attack you with it, try to move away from him while attacking with a more powerful weapon.  
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* The Submachine Gun is surprisingly accurate, but ineffective at longer ranges. If a Sniper attempts to attack you with it, try to move away from him while attacking with a more powerful weapon.  
* The SMG only contains three clips of ammo, so it may not take long before the Sniper must resort to another weapon.
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* The Submachine Gun only contains three clips of ammo; the Sniper cannot fight for long with it.
 
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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, so attack him just outside his melee range.  
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* The Razorback deprives a Sniper of his secondary weapon, making him much weaker in a direct fight.
* A Sniper wearing the Razorback may discourage Spies from backstabbing him, but it shouldn't deter you from attacking the Sniper from outside his view anyway.
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* A Sniper may wear the Razorback to discourage Spies from backstabbing him, but they can still freely use their Revolver.  
** Additionally, a Spy wielding the [[Ambassador]] may aim for a [[headshot]] to deal 102 damage to the Sniper and finish him off with another shot.
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** As a Spy, take care to not reveal yourself to the enemy team if you decide to kill the Sniper with your gun.
 
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Jarate|100px}}<br />'''[[Jarate]] + reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Jarate|100px}}<br />'''[[Jarate]] + reskins'''
 
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* It is often best to retreat for cover if covered in Jarate, as you will most likely be pursued by the Sniper's teammates, who can now inflict [[Mini-Crit]]s on you. Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet.
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* If you're covered in Jarate, the Sniper's team will deal guaranteed [[mini-crit]]s to you. Take cover if there are other enemies nearby when you're splashed.
** Beware of Snipers pursuing you with the [[Bushwhacka]], which deals crits instead of mini-crits.
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* Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet.
* As a Pyro, you can deflect Jarate onto the Sniper or his teammates.
 
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Darwin's Danger Shield}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Darwin's Danger Shield}}
 
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* Do not underestimate the health of a Sniper using the Shield; take advantage of his lack of a secondary weapon and kill him outside of his melee range.  
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* Darwin's Danger Shield increases the Sniper's maximum health, but deprives him of a secondary weapon.  
* As a Spy, do not be intimidated by the presence of the Darwin's Danger Shield on a potential victim; the item does not prevent backstabs like the Razorback does.
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* The bullet resistance and health bonus the Danger Shield offers allows the Sniper to survive a fully charged bodyshot from an enemy Sniper, making headshots paramount to winning a Sniper duel.
* The Darwin's Danger Shield reduces bullet damage by 15%, but increases explosive damage by 20%, so attack with explosives if you can.
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* The Danger shield increases the Sniper's vulnerability to explosives, so he'll still be weak in direct combat.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cozy Camper}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cozy Camper}}
 
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* A Sniper equipped with the Cozy Camper will not flinch if you attack or burn him, allowing him an extended opportunity to shoot you. Use this bonus against him by attacking him from where he can't see you. By the time the Sniper realizes where he's being damaged, it should be too late for him to react.
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* A Sniper equipped with the Cozy Camper will not flinch if you try to harass him from long range. The Cozy Camper's innate health regeneration also offsets minor damage.
* A Sniper with the Cozy Camper takes 20% more damage. Use your most powerful weapons to make short work of him.
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* The Cozy Camper deprives the Sniper of a secondary weapon and increases all damage taken by 20%, making him extremely weak in direct combat.
* A Sniper with the Cozy Camper equipped will automatically regenerate health in a rate similar to the Medic, but only restores one health per second. Kill the Sniper before he gets away, or he may come back to continue harassing you and your team.
 
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cleaner's Carbine}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cleaner's Carbine}}
 
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* The Cleaner's Carbine, like the Submachine Gun, is very accurate yet suffers from a smaller clip size, lower fire rate, and no random critical hits. The weapon's negative attributes give you a chance to damage him faster than he can damage you.
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* The Cleaner's Carbine is like the Submachine Gun, but grants 8 seconds of mini-crits on kill. If an enemy Sniper acquires the bonus, check if he attempts to rampage with the Carbine or switches to the Sniper Rifle for one quick shot.
* On kill, the Cleaner's Carbine will be granted 8 seconds of mini-crits making it very deadly. Keep your distance until the bonus wears off, or overpower the Sniper.
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* The Cleaner's Carbine suffers from a smaller clip size, lower fire rate, and no random critical hits. The weapon's negative attributes give you a chance to damage him faster than he can damage you.
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Revision as of 20:33, 25 September 2014

That's some shonky business right there!

The Sniper specializes in eliminating enemies at long range. He will typically position himself at a calm vantage point away from the battlefield, scanning the area for targets. His primary weapons can charge and deliver headshots, so ignoring him is never an option. Fortunately, the Sniper is horrible at close quarters combat. A cornered Sniper can only run or engage you with weaker armaments, such as his Submachine Gun or melee weapon. The best way to deal with a Sniper is awareness; if you know he's watching one route, try taking another one or forcing his attention somewhere else.

General

Attributes Anti-Sniper strategy
Sniper emblem RED.png Role
  • The Sniper's goal 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.
Leaderboard class medic.png Health
  • The Sniper has a rather low amount of health; he will generally lose in a direct fight against sturdier classes.
Leaderboard class scout.png Speed
  • The Sniper walks and runs at an average pace, but tends to slow down heavily while aiming. This makes his ability to flee from fights quite poor.
Leaderboard class soldier.png Power
  • The Sniper's primary weapons are unaffected by damage fall-off. Try not to get hit at all, as even an uncharged headshot from the default Sniper Rifle already does 150 damage.

Weapon-specific

Main article: Sniper weapons

Primary weapons

Weapon Anti-Sniper strategy
Sniper Rifle
Sniper Rifle + reskins
  • The Sniper Rifle fires a single, perfectly accurate bullet. This makes it ineffective in crowded or close quarters.
  • The Sniper Rifle has the ability to zoom in to charge a shot, indicated by the Sniper holding the weapon to his eye. When scoped, he moves very slowly and has a limited field of vision. He will be scoped often, making his susceptible to ambushes.
    • Even with the limited visibility, some players are still capable to dealing headshots to targets who are only a few feet from their faces. Charging at him from the front is ill-advised.
  • Try to check and see if there is a Sniper or his weapon's laser dot before entering an area to avoid walking into a charged shot. He can only cover one route at a time, so take a different route or move once he drops his guard.
  • If you must approach a Sniper while in the open, fire at him to cause flinching oreven force him to take cover.
Huntsman
Huntsman + reskins
  • The Huntsman fires arrows, which move nowhere as quickly as bullets. Keep moving to deny the Sniper an accurate shot.
  • 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.
Sydney Sleeper
Sydney Sleeper
  • The Sydney Sleeper cannot perform headshots but charges faster than the default Sniper Rifle. This means not even a skilled Sniper can headshot you at close range once you attack him.
  • A fully charged shot deals 150 damage, which can instantly kill the weaker classes. A shot charged over 50% coats its victim in Jarate, allowing the Sniper's allies to finish you off easily.
  • Overall, the Sydney Sleeper gives greater lowest possible damage in return for no headshots; treating it as the default Sniper Rifle is a safe bet.
Bazaar Bargain
Bazaar Bargain
  • The Bazaar Bargain reduces his rifle's charge time as he lands headshots. If you see teammates taking heavy damage or even dying, consider that the enemy Sniper is skilled enough to land consistent headshots.
  • Scoped bodyshots and misses reduce the Bazaar Bargain's charge bonus - if you can't make the Sniper miss, at least force him to strike your body instead of your head.
Machina
Machina
  • The Machina's fully charged shot pierces enemies, so avoid clustering up with teammates.
  • The Machina's tracer rounds reveal its user, making tracking the Sniper down much easier should he miss.
  • The Machina can only fire while scoped, leaving the Sniper even more vulnerable up close.
Hitman's Heatmaker
Hitman's Heatmaker
  • After obtaining an amount of kills or assists, the Sniper can activate the Heatmaker's focus ability. Take note that a Sniper who stays alive long enough to obtain that much kill credit may be skilled.
  • The Hitman's Heatmaker uses tracer rounds that reveal the Sniper after each shot, making him easier to locate.
  • The Hitman's Heatmaker suffers a bodyshot damage penalty, rewarding you for just partially dodging the Sniper's shots.

Classic
Classic

  • The Classic allows the Sniper to charge his shot while unscoped. This means that he'll have an easier time spotting and aiming at potential attackers.
  • The Classic can headshot only when it is fully charged. Engaging the Sniper between charged shots will lessen the damage you take.

Secondary weapons

Weapon Anti-Sniper strategy
Submachine Gun
SMG
  • The Submachine Gun is surprisingly accurate, but ineffective at longer ranges. If a Sniper attempts to attack you with it, try to move away from him while attacking with a more powerful weapon.
  • The Submachine Gun only contains three clips of ammo; the Sniper cannot fight for long with it.
Razorback
Razorback
  • The Razorback deprives a Sniper of his secondary weapon, making him much weaker in a direct fight.
  • A Sniper may wear the Razorback to discourage Spies from backstabbing him, but they can still freely use their Revolver.
    • As a Spy, take care to not reveal yourself to the enemy team if you decide to kill the Sniper with your gun.
Jarate
Jarate + reskins
  • If you're covered in Jarate, the Sniper's team will deal guaranteed mini-crits to you. Take cover if there are other enemies nearby when you're splashed.
  • Jarate can be removed by extended Healing, entering water, or touching a Resupply cabinet.
Darwin's Danger Shield
Darwin's Danger Shield
  • Darwin's Danger Shield increases the Sniper's maximum health, but deprives him of a secondary weapon.
  • The bullet resistance and health bonus the Danger Shield offers allows the Sniper to survive a fully charged bodyshot from an enemy Sniper, making headshots paramount to winning a Sniper duel.
  • The Danger shield increases the Sniper's vulnerability to explosives, so he'll still be weak in direct combat.
Cozy Camper
Cozy Camper
  • A Sniper equipped with the Cozy Camper will not flinch if you try to harass him from long range. The Cozy Camper's innate health regeneration also offsets minor damage.
  • The Cozy Camper deprives the Sniper of a secondary weapon and increases all damage taken by 20%, making him extremely weak in direct combat.
Cleaner's Carbine
Cleaner's Carbine
  • The Cleaner's Carbine is like the Submachine Gun, but grants 8 seconds of mini-crits on kill. If an enemy Sniper acquires the bonus, check if he attempts to rampage with the Carbine or switches to the Sniper Rifle for one quick shot.
  • The Cleaner's Carbine suffers from a smaller clip size, lower fire rate, and no random critical hits. The weapon's negative attributes give you a chance to damage him faster than he can damage you.

Melee Weapons

Weapon Anti-Sniper strategy
Kukri


Kukri + reskins

  • A Sniper will generally only use this weapon as a last resort. Simply back up and finish him off.
Tribalman's Shiv
Tribalman's Shiv
  • The Tribalman's Shiv does less damage upfront, giving you an immediate advantage in melee combat. However, it causes you to bleed and take extra damage over time, so end the fight quickly and know where you can find healing.
  • Do not let the Sniper get close to you if you have been doused in Jarate, as bleeding is affected by Mini-Crits.
Bushwacka
Bushwacka
  • A Sniper will typically pull out the Bushwacka weapon after dousing you in Jarate. Fight from outside his melee range, where his primary weapon is still difficult to aim.
Shahanshah
Shahanshah
  • The Shahanshah deals increased damage if the Sniper is below half health. If fighting him in melee combat, know that his strikes may become stronger after landing a hit or two.
  • A Sniper who takes out the Shahanshah is likely injured and trying to take advantage of its damage bonus. Kill him before he can reach you.

See also