Difference between revisions of "Sniper match-ups"
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| heavy-strategy = The Heavy’s slow speed and large size make him a juicy target. At a distance, his [[Minigun]] fire suffers from bullet spread and will do minimal damage, allowing you to snipe freely. Even with his large health pool, it will take only a few headshots to take him out. One fully charged headshot will instantly kill an overhealed Heavy, which might be worth waiting for. At close range, however, his weaponry will shred you to bits. If a Heavy somehow maneuvers to your sniping location, just run; both uncharged shots from your primary weapon and your Submachine Gun will deal pitiful damage. | | heavy-strategy = The Heavy’s slow speed and large size make him a juicy target. At a distance, his [[Minigun]] fire suffers from bullet spread and will do minimal damage, allowing you to snipe freely. Even with his large health pool, it will take only a few headshots to take him out. One fully charged headshot will instantly kill an overhealed Heavy, which might be worth waiting for. At close range, however, his weaponry will shred you to bits. If a Heavy somehow maneuvers to your sniping location, just run; both uncharged shots from your primary weapon and your Submachine Gun will deal pitiful damage. | ||
| engineer-strategy = An Engineer is usually encamped in a defensive position that makes it too dangerous to approach with just your Sniper Rifle. Unless the two of you are away from his Sentry Gun, you are unlikely to face each other in direct combat. His [[Shotgun]] and possibly [[Combat Mini-Sentry]] give him the advantage in close range combat, so don’t seek him out yourself. However, an exposed Sentry Gun can be picked off with a few charged shots from your primary weapon, forcing the Engineer to expose himself to repair or abandon it. If the Engineer is actively repairing the Sentry Gun or harassing you with the [[Wrangler]], target him first; he can’t repair his buildings if he’s dead. | | engineer-strategy = An Engineer is usually encamped in a defensive position that makes it too dangerous to approach with just your Sniper Rifle. Unless the two of you are away from his Sentry Gun, you are unlikely to face each other in direct combat. His [[Shotgun]] and possibly [[Combat Mini-Sentry]] give him the advantage in close range combat, so don’t seek him out yourself. However, an exposed Sentry Gun can be picked off with a few charged shots from your primary weapon, forcing the Engineer to expose himself to repair or abandon it. If the Engineer is actively repairing the Sentry Gun or harassing you with the [[Wrangler]], target him first; he can’t repair his buildings if he’s dead. | ||
− | | medic-strategy = When you see an enemy Medic, he should become one of your top priority targets. Do your best to land a headshot or fully charged bodyshot to instantly eliminate his team’s source of healing. His Syringe Gun and other weapons are ineffective over longer distances( | + | | medic-strategy = When you see an enemy Medic, he should become one of your top priority targets. Do your best to land a headshot or fully charged bodyshot to instantly eliminate his team’s source of healing. His Syringe Gun and other weapons are ineffective over longer distances (except for the [[Crusader's Crossbow]]); if he is alone, you should be able to fire at him without any problems. However, even a Medic can easily take you down at close range, where his Syringe Gun will outperform your Submachine Gun. His relatively high speed will allow him to easily chase you, so it might be best to stand your ground anyway. |
| sniper-strategy = One of your main jobs is to eliminate the pesky enemy Sniper that’s constantly picking off your own teammates. Because a Sniper duel can be decided in just one shot, focus on predicting the enemy Sniper's movements while remaining mobile yourself. A standing target is extremely easy to hit - even when aiming, strafe back and forth, adjusting your crosshair as needed. Accustom yourself to aiming for quick headshots unless you're sure your target can be killed by a bodyshot. After taking your shot, keep moving and don't stay exposed; if you fail to kill him, there will be a small window of time where he can freely fire at you. Establishing control of a zone first is important; being in a position to land a fully charged bodyshot on your enemy as soon as they step out from behind cover is a great advantage. If there are signs that an enemy Sniper is already watching the area, such as his Sniper Rifle's laser dot or injured teammates, consider moving to another position so that you can freely take the first shot. If you don't wish to do so, leave cover while charging your shot so that you are already prepared to fire. A Sniper with the Huntsman will have to fight considerably closer to the frontlines and is thus at a disadvantage when facing a Sniper with the default Sniper Rifle. Equipping the [[Darwin's Danger Shield]] will allow you to survive a single uncharged headshot. | | sniper-strategy = One of your main jobs is to eliminate the pesky enemy Sniper that’s constantly picking off your own teammates. Because a Sniper duel can be decided in just one shot, focus on predicting the enemy Sniper's movements while remaining mobile yourself. A standing target is extremely easy to hit - even when aiming, strafe back and forth, adjusting your crosshair as needed. Accustom yourself to aiming for quick headshots unless you're sure your target can be killed by a bodyshot. After taking your shot, keep moving and don't stay exposed; if you fail to kill him, there will be a small window of time where he can freely fire at you. Establishing control of a zone first is important; being in a position to land a fully charged bodyshot on your enemy as soon as they step out from behind cover is a great advantage. If there are signs that an enemy Sniper is already watching the area, such as his Sniper Rifle's laser dot or injured teammates, consider moving to another position so that you can freely take the first shot. If you don't wish to do so, leave cover while charging your shot so that you are already prepared to fire. A Sniper with the Huntsman will have to fight considerably closer to the frontlines and is thus at a disadvantage when facing a Sniper with the default Sniper Rifle. Equipping the [[Darwin's Danger Shield]] will allow you to survive a single uncharged headshot. | ||
| spy-strategy = The Spy is your nemesis. Because you will frequently be focused on aiming at targets that are far away, you might not notice that he’s behind you with his [[Knife]]. As a Sniper, you generally work alone, so stay aware of your surroundings and [[Spy check]] any suspicious teammates that get too close. To discourage a Spy from picking you off, carry items such as the [[Razorback]] or Jarate. Continue to relatively close to teammates, as an experienced Spy will gun you down from a distance upon seeing one of those items. Although the Spy's [[Revolver]] gives him the advantage in a straight brawl, Jarate and the [[Tribalman's Shiv]] can inflict debuffs that nullify the Spy's [[Cloak]] and [[disguise]], making him easy for your teammates to track down. | | spy-strategy = The Spy is your nemesis. Because you will frequently be focused on aiming at targets that are far away, you might not notice that he’s behind you with his [[Knife]]. As a Sniper, you generally work alone, so stay aware of your surroundings and [[Spy check]] any suspicious teammates that get too close. To discourage a Spy from picking you off, carry items such as the [[Razorback]] or Jarate. Continue to relatively close to teammates, as an experienced Spy will gun you down from a distance upon seeing one of those items. Although the Spy's [[Revolver]] gives him the advantage in a straight brawl, Jarate and the [[Tribalman's Shiv]] can inflict debuffs that nullify the Spy's [[Cloak]] and [[disguise]], making him easy for your teammates to track down. |
Revision as of 00:29, 16 March 2017
“ | Be polite. Be efficient. Have a plan to kill everyone you meet.
— The Sniper on exemplary battlefield etiquette
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” |
Class | Strategy | ||
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Sniper |
vs. | Scout |
Although an enemy Scout is difficult to hit, he’ll only be able to harass you with his Pistol at longer ranges. He dominates you at close range, so try to take him out before he gets too close. His head is a rather small target, so don’t be afraid to take your time to land a fully charged bodyshot instead of going for a quick headshot. If a Scout runs in a straight path towards you, he’ll be easy to headshot, no matter how close he already is. If he does manage to close the distance, he’ll have a huge advantage. At close range, backpedal while firing your Submachine Gun or uncharged shots from your primary weapon. |
Sniper |
vs. | Soldier |
An enemy Soldier will typically be fighting at the frontlines, far away from you. He is a slow, bulky target and is easy to hit when grounded. If he sees you, he’ll probably fire rockets at your position to force you behind cover. In this situation, you can just take quick shots between his barrages. If he tries to approach you by rocket jumping, you’ll have to either shoot him out of the air or simply retreat. It is suicide to go toe-to-toe with a Soldier at close range, where he can easily land rockets and Shotgun blasts. |
Sniper |
vs. | Pyro |
Unless an enemy Pyro is using the Flare Gun or its variations, he has no way to fight back at long range. If he is out in the open, you can attack without fear of retaliation. However, at close range, his Flamethrower will devastate you. If stuck in this sort of situation, backpedal while firing your Submachine Gun or uncharged shots from your primary weapon. The effects of afterburn will negatively affect your aim but can be negated by Jarate or the Cozy Camper. If you are using the Huntsman, note that arrows are the one damaging projectile you have that can be reflected. |
Sniper |
vs. | Demoman |
Over long distances, an enemy Demoman can only lob inaccurate grenades and Stickybombs at your position. Keep moving in between your own shots to avoid the wide splash damage. If he tries to sticky jump or use one of his shields to approach you, hide behind cover or take advantage of his predictable trajectory to land an easy headshot. At medium range, his explosives can easily make short work of you. If he gets too close, backpedal while firing your Submachine Gun or uncharged shots from your primary weapon. The Demoman, with his indirect weaponry, is one of the only classes capable of attacking you from outside your line of sight; well placed explosives can turn your sniping spot into a deathtrap. Keep an eye (and ear) out for traps and use your Sniper Rifle or Submachine Gun to remove Stickybombs if needed. |
Sniper |
vs. | Heavy |
The Heavy’s slow speed and large size make him a juicy target. At a distance, his Minigun fire suffers from bullet spread and will do minimal damage, allowing you to snipe freely. Even with his large health pool, it will take only a few headshots to take him out. One fully charged headshot will instantly kill an overhealed Heavy, which might be worth waiting for. At close range, however, his weaponry will shred you to bits. If a Heavy somehow maneuvers to your sniping location, just run; both uncharged shots from your primary weapon and your Submachine Gun will deal pitiful damage. |
Sniper |
vs. | Engineer |
An Engineer is usually encamped in a defensive position that makes it too dangerous to approach with just your Sniper Rifle. Unless the two of you are away from his Sentry Gun, you are unlikely to face each other in direct combat. His Shotgun and possibly Combat Mini-Sentry give him the advantage in close range combat, so don’t seek him out yourself. However, an exposed Sentry Gun can be picked off with a few charged shots from your primary weapon, forcing the Engineer to expose himself to repair or abandon it. If the Engineer is actively repairing the Sentry Gun or harassing you with the Wrangler, target him first; he can’t repair his buildings if he’s dead. |
Sniper |
vs. | Medic |
When you see an enemy Medic, he should become one of your top priority targets. Do your best to land a headshot or fully charged bodyshot to instantly eliminate his team’s source of healing. His Syringe Gun and other weapons are ineffective over longer distances (except for the Crusader's Crossbow); if he is alone, you should be able to fire at him without any problems. However, even a Medic can easily take you down at close range, where his Syringe Gun will outperform your Submachine Gun. His relatively high speed will allow him to easily chase you, so it might be best to stand your ground anyway. |
Sniper |
vs. | Sniper |
One of your main jobs is to eliminate the pesky enemy Sniper that’s constantly picking off your own teammates. Because a Sniper duel can be decided in just one shot, focus on predicting the enemy Sniper's movements while remaining mobile yourself. A standing target is extremely easy to hit - even when aiming, strafe back and forth, adjusting your crosshair as needed. Accustom yourself to aiming for quick headshots unless you're sure your target can be killed by a bodyshot. After taking your shot, keep moving and don't stay exposed; if you fail to kill him, there will be a small window of time where he can freely fire at you. Establishing control of a zone first is important; being in a position to land a fully charged bodyshot on your enemy as soon as they step out from behind cover is a great advantage. If there are signs that an enemy Sniper is already watching the area, such as his Sniper Rifle's laser dot or injured teammates, consider moving to another position so that you can freely take the first shot. If you don't wish to do so, leave cover while charging your shot so that you are already prepared to fire. A Sniper with the Huntsman will have to fight considerably closer to the frontlines and is thus at a disadvantage when facing a Sniper with the default Sniper Rifle. Equipping the Darwin's Danger Shield will allow you to survive a single uncharged headshot. |
Sniper |
vs. | Spy |
The Spy is your nemesis. Because you will frequently be focused on aiming at targets that are far away, you might not notice that he’s behind you with his Knife. As a Sniper, you generally work alone, so stay aware of your surroundings and Spy check any suspicious teammates that get too close. To discourage a Spy from picking you off, carry items such as the Razorback or Jarate. Continue to relatively close to teammates, as an experienced Spy will gun you down from a distance upon seeing one of those items. Although the Spy's Revolver gives him the advantage in a straight brawl, Jarate and the Tribalman's Shiv can inflict debuffs that nullify the Spy's Cloak and disguise, making him easy for your teammates to track down. |
See also
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