Difference between revisions of "Sniper weapons (competitive)"
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* Crits where it would normally mini-crit. | * Crits where it would normally mini-crit. | ||
** Cannot deal mini-crit damage. | ** Cannot deal mini-crit damage. | ||
− | * +20% fire damage | + | * +20% vulnerability to fire damage when placed in loadout |
* No random critical hits. | * No random critical hits. | ||
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Revision as of 04:39, 28 October 2014
The community competitive scene changes frequently. Some or all info may be outdated.
The Sniper specializes in long range area denial. He is frequently used to get a pick on a Medic in case of a stalemate. He deals little damage at close range.
Primary Weapon
The Sniper's primary weapons are his main source of damage, and constitutes his only long-range damage. All Sniper Rifles can be charged up to deal increased damage, and all but the Sydney Sleeper can deal headshots for guaranteed critical hits. All but the Huntsman provide a visible Sniper dot while scoped. The stock Sniper Rifle, Sydney Sleeper, and Bazaar Bargain can no-scope, dealing accurate but low damage.
Sniper Rifle
The stock Sniper Rifle provides the simplest source of damage. It can kill any enemy on a fully charged headshot, and can deal significant damage on a bodyshot. The AWPer Hand has the same stats as the stock Sniper Rifle.
Weapon | Damage | Critical Damage | Function Times | Special |
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Sniper Rifle |
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Huntsman
The Huntsman is designed for medium range combat. It is affected by gravity, but fires faster than the stock Sniper Rifle. It has a limit on the time it can maintain full charge, and has less ammunition than the stock Sniper Rifle.
Weapon | Damage | Critical Damage | Function Times | Special |
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Huntsman |
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Sydney Sleeper
The Sydney Sleeper provides a stronger support basis for the team. It sacrifices the ability to deal headshots at the benefit of applying Jarate to the target after a short charge time, for a duration of 8 seconds.
Weapon | Damage | Critical Damage | Function Times | Special |
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Sydney Sleeper |
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Bazaar Bargain
The Bazaar Bargain has an initially slowed charge time, which increases with each headshot. It counts "heads obtained", up to a maximum of 7. A miss or body shot will lower the number, but a no-scope will not.
Weapon | Damage | Critical Damage | Function Times | Special |
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Bazaar Bargain |
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Machina
The Machina adds damage and piercing on full charge, but reveals the Sniper's location and prevents no-scopes.
Weapon | Damage | Critical Damage | Function Times | Special |
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Machina |
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Hitman's Heatmaker
The Hitman's Heatmaker provides a combo system on kills and assists which grants a speedier charge time and no need to reload while active. It has a 20% damage penalty on bodyshot.
Weapon | Damage | Critical Damage | Function Times | Special |
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Hitman's Heatmaker |
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Primary Weapon Usage
The Sydney Sleeper and the Huntsman are uncommon choices, due to an overall reduced damage output, but can be useful to assist the team. The stock Sniper Rifle deals consistant long-range damage, and can kill most classes with a quick headshot. The Bazaar Bargain is good for a Sniper who is looking to take down a few high-health classes quickly, and the Machina is useful for dealing increased damage, or for getting a pair of kills. Snipers, due to their situational use, tend to go for the stock Sniper Rifle for quick and consistant damage without revealing their location.
Secondary Weapon
The Sniper deals the majority of his damage with his primary, but his secondary weapon can provide some key medium range combat damage.
SMG
The stock Submachine Gun deals strong damage at medium and close range, and can help the Sniper survive an encounter with a Scout. The Cleaner's Carbine has the same stats as the stock Submachine Gun, but has a clip size of 20, fires 35% slower, and grants 3 seconds of crit-boost on kill.
Weapon | Damage | Critical Damage | Function Times | Special |
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SMG |
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Jarate
Jarate does not deal any immediate damage, but makes any normal damage dealt to coated players become Mini-crits.
Weapon | Damage | Critical Damage | Function Times | Special |
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Jarate |
N/A | N/A |
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Razorback
The Razorback saves the Sniper from one backstab attempt from a Spy. It temporarily disables the Spy's knife after the stab.
Weapon | Damage | Critical Damage | Function Times | Special |
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Razorback |
N/A | N/A |
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Darwin's Danger Shield
The Darwin's Danger Shield provides the Sniper with 25 additional health. It increases bullet resistance by 15%, but increases explosion vulnerability by 20%.
Weapon | Damage | Critical Damage | Function Times | Special |
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Darwin's Danger Shield |
N/A | N/A | N/A |
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Cozy Camper
The Cozy Camper prevents the player's scoped view from jumping when they take damage. . It regenerates the wearer's health by +1 per second, but increases vulnerability to all damage by 20%.
Weapon | Damage | Critical Damage | Function Times | Special |
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Cozy Camper |
N/A | N/A | N/A |
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Secondary Weapon Usage
The stock Submachine Gun provides actual damage output, making it a strong option to deal with enemies. Jarate can help a push if it hits multiple enemies, and the Razorback and Darwin's Danger Shield provide more passive effects which are rarely useful in competitive play. The Cozy Camper is useful for increasing survivability, making for a more aggressive Sniper play style. The stock Submachine Gun provides the Sniper with better deathmatch, and is thus a popular choice.
Melee Weapon
The Sniper's melee weapon is rarely used, but deals damage in a pinch.
Kukri
The stock Kukri deals standard damage, and can have use if out of ammo.
Weapon | Damage | Critical Damage | Function Times | Special |
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Kukri |
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Tribalman's Shiv
The Tribalman's Shiv deals reduced initial damage, with bleeding.
Weapon | Damage | Critical Damage | Function Times | Special |
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Tribalman's Shiv |
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Bushwacka
The Bushwacka deals critical damage where it would normally deal mini-crit damage. The Sniper takes an additional 20% fire damage.
Weapon | Damage | Critical Damage | Function Times | Special |
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Bushwacka |
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Shahanshah
The Shahanshah deals increased damage when the Sniper is below 50% health, and reduced damage when he is above 50% health.
Weapon | Damage | Critical Damage | Function Times | Special |
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Shahanshah |
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Melee Weapon Usage
Sniper melee is rare, but often effective. The stock Kukri deals not much additional damage, and is rarely useful. The Tribalman's Shiv can deal great damage to a Scout or Soldier who cannot get back to their Medic in time, whereas the Bushwacka deals immense damage in combination with Jarate, but means the Sniper dies very fast to a Pyro. The Shahanshah can deal immense damage to an unsuspecting player if the Sniper is at low health, but if confronted when at high health is a detriment. Most Snipers use the Shiv for increased overall damage, or use the Bushwacka, counting on the rarity of Pyros.
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