Difference between revisions of "Anti-Sniper strategy"
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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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− | * | + | * 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. | |
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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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− | * | + | * 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. | ||
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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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− | * | + | * 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 | + | * 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 | + | * 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, | + | * 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 | + | * 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. | ||
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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 | + | * 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. | |
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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, | + | * 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 | + | * 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, | + | * The Razorback deprives a Sniper of his secondary weapon, making him much weaker in a direct fight. |
− | * A Sniper | + | * 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. |
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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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− | * | + | * 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. |
− | + | * Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet. | |
− | |||
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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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− | * | + | * 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 | + | * 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 | + | * 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. |
− | |||
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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 | + | * 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. | |
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Revision as of 20:33, 25 September 2014
“ | 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 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.
Contents
General
Attributes | Anti-Sniper strategy |
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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 |
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![]() Hitman's Heatmaker |
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Secondary weapons
Weapon | Anti-Sniper strategy |
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![]() SMG |
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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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![]() Tribalman's Shiv |
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![]() Bushwacka |
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![]() Shahanshah |
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See also
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