Difference between revisions of "Community Sniper strategy"
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− | The Sydney Sleeper is a craftable primary weapon for the Sniper, based on the [[Sniper Rifle]]. Its trademark ability is being able to apply the [[Jarate]] effect on scoped shots, with the duration scaled from 2 to 5 seconds depending on the charge. The only downside of the Sydney Sleeper is its inability to deliver deadly [[Critical hits|Critical]] [[Headshot|Headshots]] of 150-450 damage; it also cannot deliver [[Critical hits#Critical hit chance|random Critical hits]], as indicated in the weapon's description, though this downside is already present with the Sniper Rifle. Despite the lack of conventional Headshots, the Sydney Sleeper can still perform pseudo-Headshots (registered for [[Achievements|Achievement]] purposes and [[Scoreboard|Scoring systems]] as Bodyshots), with [[Critical hits#Mini-Crits|Mini-Crit]] damage being applied instead. These pseudo-Headshots can reduce the recharge time of Jarate (secondary weapon) if it is equipped. The Sydney Sleeper charges up | + | The Sydney Sleeper is a craftable primary weapon for the Sniper, based on the [[Sniper Rifle]]. Its trademark ability is being able to apply the [[Jarate]] effect on scoped shots, with the duration scaled from 2 to 5 seconds depending on the charge. The only downside of the Sydney Sleeper is its inability to deliver deadly [[Critical hits|Critical]] [[Headshot|Headshots]] of 150-450 damage; it also cannot deliver [[Critical hits#Critical hit chance|random Critical hits]], as indicated in the weapon's description, though this downside is already present with the Sniper Rifle. Despite the lack of conventional Headshots, the Sydney Sleeper can still perform pseudo-Headshots (registered for [[Achievements|Achievement]] purposes and [[Scoreboard|Scoring systems]] as Bodyshots), with [[Critical hits#Mini-Crits|Mini-Crit]] damage being applied instead. These pseudo-Headshots can reduce the recharge time of Jarate (secondary weapon) if it is equipped. The Sydney Sleeper charges up scoped shots 25% quicker than the Sniper Rifle. Body shots can douse flames, similarly to Jarate (you cannot douse yourself, however); this is intended for when the weapon is scoped, but this sometimes works when it is unscoped. |
* '''The Sydney Sleeper can be described as a support-oriented version of the Sniper Rifle.''' Lacking the ability to perform quick and powerful full-damage Headshots, the Sydney Sleeper's "playstyle" is a mix between those of the Sniper Rifle and Jarate. Delivering Mini-Crit headshots and full-damage Bodyshots (assisted by a slightly faster charge rate), the Sydney Sleeper is not too much of a downgrade from the Sniper Rifle in terms of its raw firepower. In exchange for this loss of this firepower, the Sydney Sleeper can apply Jarate to enemies, allowing the Sniper to easily assist multiple teammates in combat from the safety of friendly territory, by increasing the damage of his/her teammates via the Jarate debuff (which increases damage against sodden enemies by 35%). In this way, the player is essentially transferring his/her firepower into Assists, rather than claiming kills for him/herself. | * '''The Sydney Sleeper can be described as a support-oriented version of the Sniper Rifle.''' Lacking the ability to perform quick and powerful full-damage Headshots, the Sydney Sleeper's "playstyle" is a mix between those of the Sniper Rifle and Jarate. Delivering Mini-Crit headshots and full-damage Bodyshots (assisted by a slightly faster charge rate), the Sydney Sleeper is not too much of a downgrade from the Sniper Rifle in terms of its raw firepower. In exchange for this loss of this firepower, the Sydney Sleeper can apply Jarate to enemies, allowing the Sniper to easily assist multiple teammates in combat from the safety of friendly territory, by increasing the damage of his/her teammates via the Jarate debuff (which increases damage against sodden enemies by 35%). In this way, the player is essentially transferring his/her firepower into Assists, rather than claiming kills for him/herself. |
Revision as of 08:55, 3 June 2018
“ | If your strategy is to build me confidence, it's working.
Click to listen
— The Sniper
|
” |
The Sniper is a long-range support class that focuses on the elimination of key targets. The Sniper generally stays back to avoid heavy fire because he is very frail at 125 health. The Sniper is one of the three classes that can gain headshot bonuses (the others being an Ambassador-wielding Spy and a Pyro who compression blasts Huntsman arrows). Headshots are guaranteed critical hits, and often result in an instant kill when fully charged (with the exception of anyone with bullet resistance). The ability to do this consistently can set apart an amateur Sniper from an elite Sniper.
Quick Tips
- Snipers need to be aware of their surroundings because they are often the main targets of Spies and enemy Snipers, both of which he is most vulnerable to. Equip the Razorback, SMG, or Jarate to help with Spies. While reloading your rifle, move from side to side to Spy check the area you're sniping around.
- Try not to crowd up the class! Too many Snipers can ruin a team's viability. If you're not getting kills as a Sniper, you're not contributing and thus should consider switching classes until there are fewer Snipers.
- Put the crosshair on a target before scoping to maximize mobility.
General
- Since your enemies can see the laser dot of your rifle, consider aiming at a doorway or other obstacle to hide your presence. They will be much easier to hit if they are not expecting you than if they are actively trying to dodge your aim. Alternatively, you can use the Huntsman, which doesn't have a laser dot (though be aware that the Huntsman is not hitscan and is affected by gravity, and adjust your aim accordingly).
- In contrast to this, you can use it to discourage enemy advances. Most classes will not willingly walk into a Sniper's line of fire, and will instead take another route. This tactic does not always work well with Scouts, who are fast enough to slip through your aim. Note that the enemy can only see the laser dot when facing an object in the same direction you're facing.
- Watch for enemy Snipers. An uncharged headshot is a one-hit kill against your 125 hp, and expert Snipers can line one up in a fraction of a second. If you want to charge your shot, do so behind an obstacle where you can't be seen, and peek out when you're ready to shoot. This is not a foolproof method, however.
- Sticking to one point might take your life. The freezecam will give your position away after a single kill; you should switch to a new location often, especially after killing another Sniper or firing a shot from The Machina (which fires an obvious tracer from your position).
- Mobility in general is a valued trait for the Sniper. Remember that walking while zoomed is ineffective, as your speed is almost halved.
- Pick your targets carefully. As a support class, it's always important to help your team out in the most efficient way possible, so look out for high-value targets on the battlefield, mainly Medics, Heavies, and other Snipers. By killing targets that would otherwise disrupt your aim, inflict heavy damage, or negatively impact your team, you are being a great support to your entire team.
- A quick shot against a Medic's patient, or the Medic himself, can force him to use his ÜberCharge early, allowing your teammates to kill the patient before he has a good chance to inflict any damage to your team on the front lines.
- However, a Headshot with a Sniper Rifle will instantly kill a Medic (unless the Medic is overhealed). Take this into consideration, as you can easily take out support Medics.
- A quick shot against a Medic's patient, or the Medic himself, can force him to use his ÜberCharge early, allowing your teammates to kill the patient before he has a good chance to inflict any damage to your team on the front lines.
- Disabling the automatic re-zoom option might help you, but it's not a requirement. Some Snipers prefer to not use the automatic re-zoom of the Sniper Rifle's scope after every shot. To prevent the re-zoom, turn off the automatic re-zoom in the "Advanced Options" button on the main menu.
- Alternately, pressing alt-fire after taking a scoped shot and before the rifle has re-zoomed will prevent the re-zoom from occurring.
- A fully-charged shot can instantly destroy any Level 1 Building and do major damage to others. Put pressure on enemy Engineers by standing outside the range of their equipment and hitting them with charged shots. Make sure to kill the Engineers first, since harming their buildings will make them fix them back to full health, thus wasting ammo and time. Working in conjunction with a friendly Soldier can easily overwhelm the Engineer's repair capabilities.
- Crouching shifts your vision downwards while making you a much smaller target (albeit a slower one). This can be useful for getting a better shot on your enemies. Crouching may also throw off enemy Snipers going for a headshot, especially if you have just fired a shot and are retreating.
- When an enemy is Jumping, it can make it significantly easier to headshot them, as they move in a predictable path (unless Air strafing). Likewise, jumping to avoid an enemy Sniper will only make you a much easier target to hit.
- Pay attention to respawn timers, especially when facing many enemy Snipers. On defense, you may only have 5-10 seconds to focus on other targets between respawns.
- When forced into close combat (i.e. encountering a Spy or a Sniper in close range), you have two options: retreat and attempt a quick headshot or bodyshot, or fight with your secondary and melee weapons. A quick headshot is rarely a viable option unless you know you can make it. It's generally more advisable to retreat while firing your SMG or throwing your Jarate. Make sure to strafe while retreating to make your movement less predictable to Soldiers and Demomen. Rushing in with your melee weapon has different results depending on the weapon. The Shahanshah is primarily designed for this style of attack, and the Kukri is also viable. The Bushwacka works exceptionally if you use Jarate. The Tribalman's Shiv is better suited to surprise attacks and revealing Cloaked Spies.
- When sniping, it's very common for the other team to have one or two Spies attempting to backstab you. You can use walls to protect your back while you snipe if you don't use the Razorback. But keep alert, as a Spy can kill you just as easily with their Revolver or backstab you from the side.
- If Spies become a problem even after equipping the Razorback, one can equip the Jarate and the Bushwhacka. The Jarate can easily expose enemy Spies and the Bushwhacka allows the player to kill a Spy coated in Jarate with only one hit as opposed to two with the Kukri. For a more offensive and aware Sniper, this strategy is oftentimes more effective than equipping the Razorback, as it allows Spies to be eliminated with relative ease.
- Alternatively, you can stay near your teammates for support, so Spies will have a harder time picking you out.
Weapon Specific
Primary Weapons
Sniper Rifle + reskins
Weapon | Kill Icon | Ammo | Damage | ||||
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Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Stock Sniper Rifle |
1 | 25 | 43-57 | 128-172 | 150 | 450 | |
Uncrate Festive Sniper Rifle |
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Promotional AWPer Hand |
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Advanced+ Mann Up Reward Australium Sniper Rifle |
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- Aim for the head. A headshot will automatically crit, and a fully charged headshot is the only thing short of a backstab that can instantly kill a fully Overhealed Heavy.
- A fully charged Bodyshot can kill Scouts, Engineers, Spies, and other Snipers outright if they are not Overhealed. A fully charged bodyshot may kill a Medic in one shot, depending on damage spread. See Damage.
- Keeping your back against a wall while zoomed in can protect you from a backstab, but you should still be wary of Spies. On the other hand, keeping your back against a wall will leave you more open to splash damage from rockets.
- Note that Spies can backstab for 180 degrees around the back of a player.
- Unscoped Sniper Rifle shots do approximately 50 damage. If a target is too close, you should be using your secondary or melee weapons.
- The Sniper Rifle cannot randomly Crit. Outside of headshots, only the Kritzkrieg, First Blood, Crit boosts from Humiliation, Halloween pumpkins, and Intelligence captures can force your Rifle to score Critical hits.
- Standing still while zoomed in will make you an easy target for enemy Snipers and Spies. Move around and Spy check often to throw both classes off.
- Do not stay zoomed in constantly. It's easy to miss a player coming towards you with your narrowed field of view, or miss a chance to hit another enemy a few yards away.
- Positioning is key; you should look for high vantage points to get a good view of the battlefield, or positions where you can easily cover multiple enemy routes. Ideally, you want to maximize your threat to your enemies while minimizing their threat to you.
- Changing the cl_interp variable to 0.034 in your Autoexec.cfg can help increase the likelihood of hitting a fast moving enemy. See Scripting.
- Firing through small holes in walls minimizes the space enemies can shoot back through. This makes you a minuscule target, but this also limits the area you can cover.
The table below lists the percentage charge needed to kill enemies with a bodyshot/headshot. Percentages greater than 100 mean you cannot kill enemies with one shot in this fashion.
Class | Bodyshot Charge Needed (w/ Overheal) | Headshot Charge Needed (w/ Overheal) |
---|---|---|
Note: If random damage spread is enabled, body shot percentages will vary. All classes but the Pyro and Sniper have gear that can increase or lower their total health, so only use this table as a guide. The Soldier may use the Battalion's Backup, reducing your damage and preventing you from scoring headshots on his affected teammates: Look for a circle around their feet.
Huntsman + reskins
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Unlock Huntsman |
1 | 12 | 44-58 | 103-137 | 150 | 360 | |
150 | 360 | 360 | 360 | ||||
104-118 | 153-187 | 210 | 420 | ||||
Uncrate Festive Huntsman |
1 | 12 | 44-58 | 103-137 | 150 | 360 | |
150 | 360 | 360 | 360 | ||||
104-118 | 153-187 | 210 | 420 | ||||
Promotional/Craft Fortified Compound |
1 | 12 | 44-58 | 103-137 | 150 | 360 | |
150 | 360 | 360 | 360 | ||||
104-118 | 153-187 | 210 | 420 |
The Huntsman is an unlockable primary weapon for the Sniper. It gives the Sniper a bow to fire arrows as projectiles without the need to scope.
- Huntsman arrows take time to travel to your target. Lead your target unless they're headed straight for you. Arrows will always hit to the lower right corner of the crosshair.
- Arrows arc downwards when fired. The greater the charge, the straighter and faster your shot will fly. Aim your arrows above your target if they are far away, and constantly raise the distance above your target the farther away they are.
- When under fire, don't stick around to see if your shots hit their mark; duck behind cover! Enable the hit sound in Advanced Options so you can easily hear a successful shot.
- Occasionally take shots at areas enemies are likely to appear from, even if you don't see anyone there at the moment. By the time your arrow reaches its destination, an enemy may have appeared. This is mostly useful when aiming at common Sniper nests and choke points.
- A Sniper using a standard kind of Sniper Rifle has an advantage over you, since his weapon doesn't have travel time. Avoid engaging them at medium/long range unless they are under fire or are plainly unaware of your presence.
- If the Sniper is taking a shot and ducking behind cover in a very predictable pattern, it's possible to time your shots in order to hit him as he peeks out again.
- Huntsman Snipers have higher mobility and no scope to restrict their field of view. They are also capable of landing near-instant headshots, and have an easier time defending themselves with their primary weapon.
- The SMG pairs well with the Huntsman; it allows you to finish off an enemy faster if you miss a headshot and instead bodyshot them. In addition, if you run out of arrows, you will have a secondary damage source.
- If you equip a secondary other than the SMG, keep an eye on the amount of ammunition available. If you run out of arrows, you will only be able to use your melee weapon for direct damage.
- Use alt-fire to gently release drawn arrows without firing. Holding it drawn back for more than 5 seconds will result in a very inaccurate shot that will likely miss.
- Remember that the Huntsman loses aim after a few seconds. It is recommended to pull back the Huntsman only when you are certain an enemy is about to come into your line of sight. (Press alt-fire to release drawn arrows without firing.)
- The Huntsman does not have a laser sight, giving you an edge and an element of surprise on the battlefield. Use this advantage to fire safely behind cover. Make sure to still keep your mobility, though, as the freezecam will still give away your position!
- Before going around a corner, have your Huntsman fully drawn to be ready for approaching enemies. Alternately, jump around a corner while charging a shot to surprise your attackers.
- Avoid fighting in wide-open areas, where enemies can easily dodge your arrows. Stick to narrow spaces or mid-range combat whenever possible.
- Fired arrows have a team-colored trail and will stick in walls for a period of time. This can give away your position.
- Always attempt to ambush enemies; catching them off-guard will leave them with no time to dodge your arrows.
- A friendly Pyro with any Flamethrower, a Soldier with the Righteous Bison, an Engineer with the Pomson 6000, or a torch on DeGroot Keep can light your arrows on fire, even if they're not drawn. Lit arrows have the added bonus of setting your enemies on fire. Switching weapons will cause a lit arrow to go out.
- Since the Huntsman does similar damage to the Rifle while firing faster, you can use it to put pressure on enemy Medics and Engineers. Team up with a friendly Soldier or Sniper to quickly take down buildings or force a Medic to deploy an ÜberCharge.
- The Huntsman can do a maximum of 360 damage with a fully-charged headshot. This means you cannot kill an overhealed Heavy without using multiple arrows.
The table below lists the percentage charge needed to kill enemies with a bodyshot/headshot. Percentages greater than 100 mean you cannot kill enemies with one shot in this fashion.
Class | Bodyshot Charge Needed (w/ Overheal) | Headshot Charge Needed (w/ Overheal) |
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Note: If random damage spread is enabled, body shot percentages will vary. All classes but the Pyro and Sniper have items that can increase or lower their total health, so only use this table as a guide.
Sydney Sleeper
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Craft Sydney Sleeper |
1 | 25 | 43-57 | 128-172 | 150 | 450 |
The Sydney Sleeper is a craftable primary weapon for the Sniper, based on the Sniper Rifle. Its trademark ability is being able to apply the Jarate effect on scoped shots, with the duration scaled from 2 to 5 seconds depending on the charge. The only downside of the Sydney Sleeper is its inability to deliver deadly Critical Headshots of 150-450 damage; it also cannot deliver random Critical hits, as indicated in the weapon's description, though this downside is already present with the Sniper Rifle. Despite the lack of conventional Headshots, the Sydney Sleeper can still perform pseudo-Headshots (registered for Achievement purposes and Scoring systems as Bodyshots), with Mini-Crit damage being applied instead. These pseudo-Headshots can reduce the recharge time of Jarate (secondary weapon) if it is equipped. The Sydney Sleeper charges up scoped shots 25% quicker than the Sniper Rifle. Body shots can douse flames, similarly to Jarate (you cannot douse yourself, however); this is intended for when the weapon is scoped, but this sometimes works when it is unscoped.
- The Sydney Sleeper can be described as a support-oriented version of the Sniper Rifle. Lacking the ability to perform quick and powerful full-damage Headshots, the Sydney Sleeper's "playstyle" is a mix between those of the Sniper Rifle and Jarate. Delivering Mini-Crit headshots and full-damage Bodyshots (assisted by a slightly faster charge rate), the Sydney Sleeper is not too much of a downgrade from the Sniper Rifle in terms of its raw firepower. In exchange for this loss of this firepower, the Sydney Sleeper can apply Jarate to enemies, allowing the Sniper to easily assist multiple teammates in combat from the safety of friendly territory, by increasing the damage of his/her teammates via the Jarate debuff (which increases damage against sodden enemies by 35%). In this way, the player is essentially transferring his/her firepower into Assists, rather than claiming kills for him/herself.
- Despite being less reliant on Headshots and more reliant on Bodyshots and Assists, the Sydney Sleeper is just as difficult to use as the Sniper Rifle, if not more difficult to use. A Sydney Sleeper Sniper should stay close to his/her teammates in order to not be caught off guard by Classes such as the Scout or Pyro, as the lack of "Quickscopes" (150-damage Headshots) can severely reduce the Sniper's abilities in a self-defensive situation against some of the more aggressive Classes.
- The Sydney Sleeper has a number of minor bonus abilities, related to the Jarate effect and Jarate itself.
- The Sydney Sleeper can douse flames on teammates, similarly to Jarate. However, executing this is, in fact, quite difficult. It is recommended to aim for the center of mass, aka the chest.
- According to some reports, flames can be doused with unscoped Bodyshots. However, this is not how the weapon is supposed to work.
- The Sydney Sleeper's pseudo-Headshots can reduce the recharge time of Jarate (secondary weapon). This is supposed to encourage a Jarate-centric style of gameplay.
- The Sydney Sleeper's own Jarate-applying darts can be used to highlight and reveal enemy players, such as Invisible or Disguised Spies, or any enemies hiding in dark areas, such as in shadowy rooms, caves, or in night-time Maps.
- Sharing all the downsides of Jarate in addition to the upsides, the Sydney Sleeper's Jarate debuff can be prematurely cancelled by the doused enemy in any way that Jarate's debuff can, including through prolonged Healing from a [[Medic] or Engineer's Dispenser/Payload cart, being doused in Water, or touching a Ressuply cabinet.
- The Sydney Sleeper can douse flames on teammates, similarly to Jarate. However, executing this is, in fact, quite difficult. It is recommended to aim for the center of mass, aka the chest.
- Sydney Sleeper Strategy:
- In a heated firefight, focus on hitting heavier classes with charged shots to aid your teammates. Coated enemies will be more cautious before entering a battlefield.
- Despite being less effective than just killing the enemies immediately, this can be used to control enemy movements. This is especially useful while playing around the objective of the game mode, where preventing enemies from entering or leaving an area can ease the tension on your teammates to defend or attack the objective.
- The darts are able to Jarate multiple targets (without necessarily killing them), allowing for skill-based applications. Charge up a shot for a long period to apply Jarate to heavier classes (150 damage + 5 seconds of Jarate debuff), and 'mark' weaker classes with a shorter-duration Jarate-applying shot (~50 damage + ~2 seconds of Jarate debuff).
- This strategy requires active teamwork and coordination. If your teammates are not coordinated with you, consider employing this strategy only when enemies are in direct combat with your teammates; in this situation, your Jarate will be more likely to be useful.
- Additionally, given the redundancy of allowing teammates to finish off enemies, rather than finishing them off on your own, this strategy is actually most logical in the situation highlighted above, where a quick 50-damage shot, with the addition of Jarate, can allow a teammate to quickly dispatch an immediate threat.
- Allowing teammates to claim kills is a smarter strategy than claiming them for yourself if they, for some reason, need to claim credit. For example, the Candy Cane only grants small Healthpacks when kills are executed by the Scout him/herself, so a friendly Candy Cane-wielding Scout would greatly benefit from being allowed to claim the kill credit. In a situation where a Candy Cane-wielding Scout is nearing death while in the midst of combat with an enemy, thus needing assistance from a friendly Sydney Sleeper Sniper (who doesn't claim credit for the kill), the successful result will be the Scout's survival, boosted by the small Healthpack, and the death of the enemy with an Assist from the Sniper.
- An unscoped shot on a coated enemy will do 68 damage (the same as a Headshot). Use this to finish off attackers.
- A 68-damage Quickscope Headshot followed up by a 68-damage unscoped [Body]shot on the same enemy (who will be coated from the first shot) will be dead by this point if he/she is a Scout, Engineer, Sniper, or Spy, and hasn't had any contact with Healing/Water sources during this time. There is almost no window for error with this combo. To give more room for error, the first shot can be charged slightly. This is also the relevant strategy for dealing with enemy Pyros, Demomen, Soldiers, and Heavies
- The new pseudo-Headshot ability can allow the Sniper to deal over 200 damage with a single full-damage Headshot, giving him more power against classes like the Pyro, Demoman, and Soldier, who can now be killed in one shot (if they are not Overhealed).
- Despite being more freely able to rely on Bodyshots, it's important to always aim for Headshots with the Sydney Sleeper, in order to maximise your damage potential.
- Prioritize hitting Spies if you find any. The Jarate debuff will temporarily nullify their Invisibility and any Disguises.
- The Jarate debuff will distinguish them from your teammates (if they are Disguised as members of your own team).
- This is especially effective if they have the Dead Ringer equipped, as when they "die", their outline will be highlighted by the Jarate effect for the duration of their charge.
- Spies who are using the Invis Watch or Cloak and Dagger can be confirmed to be using those weapons (as opposed to the Dead Ringer) if an invisible but coated figurine is not seen fleeing the scene.
- The Sydney Sleeper is one of the best weapons the Sniper has for taking out Engineer buildings because of its faster charge rate. Fully charged shots can take out all level 1 buildings, and a fully charged shot followed up with a half-charged shot will take out any unattended building.
- You are at a significant disadvantage facing off against other Snipers. It's vital to follow these few tips:
- Never try to face a Sniper head-on; he can headshot you quickly whereas you must wait a few seconds before being able to kill him. If you are forced to face one head-on, use corners and objects to safely charge your shot, and peep out to hopefully make a kill. Otherwise, rely on no-scopes.
- Take aim when the Sniper is busy or distracted; he is still a threat to your team, and it is still your job to deal with him. Take your time either waiting for a chance or taking an alternate route to remain out of their mind/sight. You should be able to safely kill him if this goes as planned.
- Don't forget to douse burning teammates with the Sydney Sleeper.
- With the Sydney Sleeper, it is important to stick to areas where your teammates are present, or to areas where there are no enemies present aside from the occasional enemy Spy (which can easily be dealt with).
- A Sydney Sleeper Sniper can benefit greatly from a partership with a friendly Engineer, who can provide great protection from various enemies, and can also supply Ammo and Health.
- It's a good idea to stay slightly further back from the rest of your team with the Sydney Sleeper. You cannot defend yourself as easily with the Sydney Sleeper than you can with the Sniper Rifle, due to the reduced power of your Quickscope Headshots. This is in spite of what the Sydney Sleeper's assigned loadout (set) may encourage, with the Darwin's Danger Shield component encouraging close or mid-ranged combat.
- In a heated firefight, focus on hitting heavier classes with charged shots to aid your teammates. Coated enemies will be more cautious before entering a battlefield.
- Sydney Sleeper Loadouts:
- The SMG is a more viable backup weapon when an enemy is coated, so it makes a good companion.
- Similarly, the Cleaner's Carbine is also rendered more effective in such a situation. Damaging and/or killing an enemy with the Cleaner's Carbine is easier when they are coated in Jarate. This can be used to charge up the Crikey Meter, which, when full, will allow the Sniper to unleash a fury of guaranteed Mini-Crits, continuing the cycle, and making for a highly Mini-Crit-oriented playstyle.
- The Jarate is not exactly a great combo with the Sydney Sleeper due to the slight redundancy when contrasted to the Sydney Sleeper's abilities. However, the Jarate can fill in the gap where the Sniper cannot douse himself with his Sydney Sleeper. Additionally, Jarate is easier to aim than shots from the Sydney Sleeper, and can be used to reveal invisible Spies in a way that the Sydney Sleeper can't (at least not easily), via "random spam", which utilises the "Splash".
- The Bushwacka is also a great backup weapon for coated enemies.
- You can 'Quickscope' close-range enemies with a dart and quickly switch to the Bushwacka. This strategy is very ineffective, however.
- This weapon can be used as a somewhat replacement/combination of Jarate and Sniper Rifle, especially for those who have trouble headshotting, due to being able to both extinguish teammates (with charged shots), and not only coat a single enemy, but a bunch if the shot was a Headshot and/or a fully-charged shot.
- The Darwin's Danger Shield is a decent backup weapon for the Sydney Sleeper. However, the player should not be fooled by the Sydney Sleeper's statistics and charge into the battlefield; it should be used passively as a defence against weapons like the Scorch Shot, from a distance.
- The SMG is a more viable backup weapon when an enemy is coated, so it makes a good companion.
Bazaar Bargain
Weapon | Kill Icon | Ammo | Damage | ||||
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Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Craft Bazaar Bargain |
1 | 25 | 43-57 | 128-172 | 150 | 450 | |
1 | 25 | 150 | 450 | 150 | 450 |
The Bazaar Bargain is a craftable Sniper Rifle for the Sniper. It starts out with a 50% slower charge rate when scoped-in. A headshot kill caused by the Bazaar Bargain will increase the charge rate by 25%, maxing out at 200% of the normal charge rate. This is represented by a "Head" counter on the HUD, with one head equaling +25% charge. Six consecutive headshots are needed to achieve the maximum charge rate.
- This weapon rewards skilled Snipers the most, as one must obtain three headshot kills in a single life to begin receiving any benefit from it.
- For your first few heads, target classes that can be killed with an uncharged headshot (Scouts, Engineers, Medics, Snipers, Spies).
- Beware of Demomen with the Eyelander; if they manage to decapitate you, your Head count will be added to theirs!
Machina + reskins
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Promotional/Craft Machina |
1 | 25 | 43-57 | 147-197 | 150 | 517 | |
1 | 25 | 150 | 517 | 150 | 517 | ||
1 | 25 | N/A | 147-197 | N/A | 517 | ||
1 | 25 | N/A | 517 | N/A | 517 | ||
Uncrate Shooting Star |
1 | 25 | 43-57 | 147-197 | 150 | 517 | |
1 | 25 | 150 | 517 | 150 | 517 | ||
1 | 25 | N/A | 147-197 | N/A | 517 | ||
1 | 25 | N/A | 517 | N/A | 517 |
The Machina is a craftable primary weapon for the Sniper. While scoped at full charge, it deals 15% more damage and can pierce through multiple targets, but at the cost of generating considerably more noise per shot, being unable to fire un-scoped, and leaving a highly-distinctive team-colored tracer behind the shot.
- The Machina is best in long corridors and entryway sniping, where the Machina's piercing attribute allows it to hit multiple foes at once. The BLU team entrances on Payload maps, the tunnel and alleyway on Badwater Basin, and maps that funnel enemies down specific routes are where the Machina truly excels. The Machina can kill both a Heavy and his Medic behind him with a well-placed, fully-charged shot.
- This weapon all but necessitates taking the SMG along with it. As the Machina cannot fire unless scoped, it is difficult to defend yourself in close-quarters combat. Though the weapon is still functional with other secondary weapons, you will be forced to rely on your melee weapon for dealing with enemies that manage to get close.
- The stock Sniper Rifle will most likely miss when not scoped, so this disadvantage of the Machina is not that significant.
- You can simulate unscoped shots by holding down primary fire and then pressing alt-fire to shoot.
- This weapon's power for stealth trade can be countered by using it whilst roaming, so the tracer cannot be used by your opponents to locate you in any one position.
- The Machina may succeed where other rifles fail; a Heavy with the Fists of Steel active can survive a fully charged headshot from the Sniper Rifle (450 − 40% = 270), but the Machina's extra damage will kill a Heavy under these conditions (518 − 40% = 311).
Hitman's Heatmaker
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Craft Hitman's Heatmaker |
1 | 25 | 34-48 | 120 | 120 | 120 | |
1 | 25 | 150 | 450 | 150 | 450 |
The Hitman's Heatmaker, like the Bazaar Bargain, comes with a meter that increases with each kill; in this case, each assist fills the "focus" bar by 11%, and every kill by 33%. Upon filling the bar, the rifle's charge rate increases by 25% and the player does not unscope, but the rifle temporarily fires tracer rounds. Additionally, the rifle is capped at 80% body-shot damage, limiting one-hit kills to headshots.
- Contrary to popular belief, the player can unscope while in focus mode, and even switch weapons. They simply remain scoped unless the player chooses to unscope.
- Since the benefits of the rifle are limited to its focus mode, consider a different rifle if Spies frequently prowl your location.
- This weapon pairs well with the Razorback, as you are vulnerable to backstabs while still in scoped mode. Listen for the sound of your Razorback breaking so you can unscope and kill the Spy. However, you are still vulnerable to the Spy's Revolver, which may kill you before you have time to react.
- Though bodyshots cannot get one-hit kills, do not be discouraged from using them — if the enemy is under attack or not at full health, you still have a high chance of getting a kill or assist despite performing a less difficult shot.
- This is a good weapon for a Sniper who likes to stay back from the front lines and avoid risks, in order to fill up his focus. Choose this weapon if you like to aim for headshots and want a bonus to charge rate, but don't wish to carry the Bazaar Bargain's initial charge rate penalty.
- Activate your Focus when your target(s) moves unpredictably. This will help you line up your shot by staying zoomed in, and comes with the bonus of a faster charge rate for heavier targets. Make sure your back is against a wall if you can while doing this, as Spies will be even more of a threat.
Classic
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Craft Classic |
25 | N/A | 38-50 | 137 | 137 | 137 | |
25 | N/A | 150 | 450 | 150 | 450 |
The Classic is a craftable primary weapon for the Sniper. The Classic will allow the player to charge their shot without having to zoom in, but the player will have decreased movement speed. It is only capable of getting headshots when fully charged, and deals 10% less damage on bodyshots. Unlike other rifles, the Classic is charged by holding down the fire key, and releasing to fire the shot. The Classic also allows the ability to fire multiple shots without leaving the scope.
- The player can actually cancel a shot simply by switching weapons to secondary or melee, or by jumping while releasing the fire key.
- Due to the damage penalty on bodyshots, try to aim for headshots as much as you can to maximize the effectiveness of this weapon.
- Only hold down the fire key when you know an enemy is visible, or you'll be vulnerable with your decreased movement speed.
- Thus, timing is key with this weapon. Hold down the fire key and release only when an enemy is in your line of sight, or you'll end up wasting your shot.
- Be aware that you cannot fire a charged shot in midair. Look out for classes with Juggling abilities.
- The Classic is a unique rifle in which it is possible to jump without unscoping or firing a shot. This means you have extra vertical maneuverability with this weapon, even while charging, although you are still limited by slowed movement speed or being unable to fire in the air.
- Don't be too fooled by the damage penalty for bodyshots, as a fully charged bodyshot is still capable of killing a non-Overhealed Scout, Spy, Engineer, and Sniper in one shot.
- Its recommend to use the ability to look around you while charging in case someone, especially Spies, try to kill you from behind your back or too close to the scope. Remember that you can still headshot even while unscoped, as long as the rifle is fully charged.
- Due to the Classic's unique ability to fire multiple shots while zoomed in, it'll be easier to pick off multiple targets in a short period of time with this weapon.
- You are at a disadvantage when facing other Snipers, since you cannot spend the time to charge a shot without being headshotted yourself. Use your abilities to move at full speed while scoped in and fire multiple shots without unscoping to your advantage.
Secondary Weapons
Submachine Gun + reskins
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Stock SMG |
25 | 75 | 8-12 | 4-6 | 4-5 | 24 | |
Advanced+ Mann Up Reward Australium SMG |
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Uncrate Festive SMG |
- If you are being attacked, retreat quickly while using your SMG, as it is more suited for close combat than your rifle.
- It's important to make every shot with this weapon count, due to the low damage output. Aim carefully and keep your crosshair trained on the enemy rather than just spraying bullets wildly.
- The SMG is useful for spraying wide areas to reveal or draw out Spies who are trying to hide in the vicinity. Once you know a Spy is in the immediate area, fire bullets into likely hiding places and watch for the tell-tale blood splattering and Cloak flicker to show when you've made a hit.
- The SMG can also finish off low-health enemies after a Sniper Rifle headshot.
- The SMG is much more viable if used when Mini-Crits or Critical Hits are in effect, due to its low damage and accuracy.
- Combining the SMG with the Tribalman's Shiv's bleed effect can be incredibly effective. Hit them with the Tribalman's Shiv to make them bleed, back up to mid-range, and start firing with the SMG. Having two constant sources of damage can quickly drain the health out of any class, but the success rate may vary; using this method on classes such as Soldiers and Heavies is not a good idea and should only be used in the worst of circumstances.
Razorback
Weapon | Ammo | Effect | ||||
---|---|---|---|---|---|---|
Loaded | Carried | Passive Effect | ||||
Unlock Razorback |
1 | 0 | Immunity to a single Backstab. If a backstab is attempted, the Spy will be unable to attack or Cloak for approximately 2 seconds, and will be unable to switch weapons. The player will be alerted by a loud electrical sound, as well as being zoomed out of their scope if they were zoomed in. |
- Keep an ear out for the electrical breaking sound of your Razorback, as it means a Spy is right behind you. Try killing him with you melee weapon, but be quick, because if too much time passes, the Spy can kill (or weaken) you with his Revolver.
- Only use the Razorback if you know the enemy has Spies on their team and those Spies are actively impeding your sniping. The SMG is very advantageous in hunting down Spies in your area or taking down nearby weak enemies. The other secondary item, Jarate, is excellent for keeping already-discovered Spies visible to your team or making enemies easier to kill due to its Mini-Crit effects.
- The peace-of-mind of being able to survive a backstab helps sniping on a psychological level, despite its many counters. This can be a benefit to certain new players or Snipers who get backstabbed too often.
- If you are actively capturing Control Points or pushing the Cart, the Razorback will help protect you from chainstabs.
- Razorbacks respawn after thirty seconds once they are broken; the only way to get one faster is to visit a resupply locker, so once it's broken, you have to either watch your back for thirty seconds, or head back to spawn to get a new one.
- If you are not in a well-defended location, the Razorback is not recommended. Experienced Ambassador/Enforcer Spies will kill you before you realize what hit you. However, it can also deter a Your Eternal Reward Spy due to forcing them to choose between killing you and losing a precious disguise or ignoring you and letting you continue picking off their team.
- The Razorback excels in Medieval Mode, as Spies will be limited to the use of their knives and disguise kits (unless using Your Eternal Reward).
- Just because you are immune to one backstab doesn't mean you can ignore your surroundings. If you know there is a Spy in the area, don't let him go so far as to remove your Razorback. Try Spy-checking or warning your teammates.
- If you have this shield equipped and are being shot, chances are a Spy is nearby and noticed your Razorback. Assuming you don't die, the best course of action is to run for safety, get health, and warn your teammates.
- As most experienced Spies will simply switch to their Revolver instead of stabbing your shield, the Razorback is best used for offensive Snipers with the Huntsman or experienced ones "quick-scoping" with the Sniper Rifles, as it will prevent trickstabs.
Jarate
Weapon | Ammo | Effect | ||||
---|---|---|---|---|---|---|
Loaded | Carried | Effect on Enemies | Effect on Teammates | Effect Duration | Recharge Time | |
Unlock Jarate |
1 | ∞ | Incoming damage is taken in mini-crits. Cloak is rendered useless. Can be removed by going into water or being healed by a Medic for some time. | Extinguishes flame on yourself and/or teammates. | 10 seconds | 20 seconds (16 seconds when teammate extinguished) |
Uncrate Self-Aware Beauty Mark |
- The Jarate's Mini-Crits do not stack with normal Crits, meaning that you'll either score a Critical hit or a Mini-Crit.
- Try to throw it at a Spy as soon as you spot him so that he can't Cloak and escape. Jarate renders the Spy's Cloak almost useless, lightly displaying his team color and showing dripping Jarate particles. If you suspect a Spy is in the vicinity, do not be afraid to use your Jarate to spycheck.
- You can use Jarate to extinguish yourself and your allies if on fire. Throw it at the ground if you are on fire yourself.
- Be aware that Jarate cannot be thrown through friendly players. Try to avoid having it hit a player who is not on fire that is in the way. This tends to happen in tight areas and hallways, when you can't throw past the friendlies in front of you.
- Alongside with Pyros, Demomen and Soldiers can also make good Jarate buddies, since they have powerful area-of-effect attacks with a similar range to Jarate. This means they have a better chance of hitting the coated enemy and dealing more damage to them.
- In particular, Soldiers with the Buff Banner are especially useful, as your Mini-Crits will charge their rage, so that they can grant further Mini-Crits.
- Jarate is a good team strategy for close-range Huntsman Snipers. Throw them at groups of enemies who are on a Cart or Control Point to help thin their numbers.
- Combine Jarate with the Bushwacka, which Crits whenever it can Mini-Crit, for reliable Critical hits.
- Keep in mind that Jarate does count as a projectile, so it can be airblasted by a Pyro back to you. Keep that in mind when trying to take on a Pyro head-on.
- Similarly, treat Jarate tosses like a Rocket Launcher against an experienced Pyro. Aim for the feet or splash damage to minimize the chance of them reflecting your Jarate.
Darwin's Danger Shield
Weapon | Effect | |||
---|---|---|---|---|
Passive Effect | ||||
Craft Darwin's Danger Shield |
50% fire damage resistance. 100% afterburn immunity. |
The Darwin's Danger Shield shield renders you immune to afterburn and halves the damage taken from fire.
- When used with the Huntsman, you can get closer to the battlefield.
- Alternatively, pairing the Shahanshah with this shield and the Huntsman allows you to make a last stand when things get rough and you must escape.
- This can give an advantage to Snipers that find themselves getting ambushed by enemy Pyros.
- This is especially useful for negating flare shots, which would otherwise result in flinching from fire damage that could considerably disrupt your aim.
- Negating afterburn can also deny enemy Pyros from obtaining critical hits from combos, such as the Flare Gun's crit-on-burning-players attribute.
Cozy Camper
Weapon | Effect | |||
---|---|---|---|---|
Passive Effect | ||||
Craft Cozy Camper |
No flinching while scoped. Knockback reduced by 20% while scoped. +1 health per second while equipped. Health regen increases to +4 health per second until being damaged again. |
- The Cozy Camper is a good secondary if you often stick to one spot while sniping.
- The weapon is less effective if you snipe near the front lines. As a result, this is a poor choice with the Huntsman.
- Be sure to take note of when you are actually taking damage, since you no longer have an obvious visual indicator of the scope moving.
- Although you suffer less knockback while scoped, you will be forced to unscope while in the air and be subject to aerials.
- It is extremely easy to become complacent while aiming. Be aware of your surroundings lest someone take you out at close range or with the occasional Kill taunt.
- The Cozy Camper is well-suited for Snipers who prefer quick shots and pop in and out of scope often. When using the Cozy Camper, do not be afraid to unscope to reposition for a better shot.
Cleaner's Carbine
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Craft Cleaner's Carbine |
20 | 75 | 8-12 | 4-6 | 4-5 | 24 |
- Despite being fundamentally similar to the stock SMG, the Cleaner's Carbine has a CRIKEY bar which, after getting filled by dealing damage with the weapon and activated through secondary fire, gives the user 100% chance of Mini-Crits for 8 seconds. However, it holds 20% less ammo in a clip, fires 25% slower, and grants no random crits.
- The mini-crits pass onto your other weapons, so if an enemy is out of the Cleaner's Carbine's effective range, switch to the rifle to get a quick, unscoped, mini-crit bodyshot. If an enemy is close by and you have to reload the Cleaner's Carbine, switch to your melee to get an easy kill. The Bushwacka, which deals critical hits whenever it would normally Mini-Crit, makes an excellent choice when paired with this weapon.
Melee Weapons
Kukri + reskins
Weapon | Kill Icon | Attack Interval | Damage | |||
---|---|---|---|---|---|---|
Point Blank | Critical | |||||
Stock Kukri |
0.8 seconds | 65 | 195 | |||
Promotional Saxxy |
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Craft Conscientious Objector |
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Promotional Frying Pan |
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Promotional/Craft Freedom Staff |
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Drop Bat Outta Hell |
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Drop Ham Shank |
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Achievement Necro Smasher |
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Uncrate Crossing Guard |
- Two blows with the Kukri are enough to kill non-Overhealed Spies, Scouts, Engineers, or Snipers.
- Try to use the Kukri in close quarters. All melee weapons have an increased chance of Critical hits, so you should have an easier time killing your enemy.
Tribalman's Shiv
Weapon | Kill Icon | Attack Interval | Damage | |||
---|---|---|---|---|---|---|
Point Blank | Critical | |||||
Craft Tribalman's Shiv |
0.8 seconds | 33 | 98 | |||
Bleeding | 48 damage over 6 seconds | N/A | N/A |
- In many ways, the Shiv's Bleeding effect behaves much in the same way as the Pyro's afterburn. However, bleeding has the advantage of not being removed by being submerged in water, or extinguished with Jarate. Only resupply cabinets and health kits can stop the bleeding effect.
- Use your Jarate in combination with the Shiv for bleeding Mini-Crits. Using this combination results in a one-hit kill on 125 HP classes such as the Scout, Spy, Sniper, and Engineer. This combination is also useful when wearing down heavier classes; if needed, supplement this damage with your primary weapon.
- Overall, the Tribalman's Shiv causes more damage than the normal Kukri but over a longer duration.
- Due to the post-damage, two hits with the Tribalman's Shiv on lighter classes (Scout, Spy, Sniper, and Engineer) are enough to kill them by the bleeding, unless they find a way to heal themselves within 6 seconds.
- Cloaked Spies will be semi-visible when bleeding, due to a slight flicker of their Cloak and the blood effect.
- Spies using the Dead Ringer won't flicker from bleeding, but will still leave the blood effect, revealing their location.
- Due to the fact that bleeding does not stack, it may be a good idea to hit each opponent once when fighting multiple foes, and then hit each one again instead of focusing on one first.
- A Critical hit against an enemy with moderate health can be devastating. If you score a Crit against an enemy, you can take the chance to run away and the bleeding will probably finish them off.
- Additionally, you can pair the Tribalman's Shiv with the SMG or the Cleaners Carbine to increase damage on the victim with the bleeding and the bullets.
Bushwacka
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Bushwacka |
0.8 seconds | 65 | 195 |
- This weapon can be very effective when used in conjunction with Jarate, due to its ability of turning Mini-Crits into Full Critical hits.
- If your enemies have the habit of closing in after being hit by the Sydney Sleeper, this is an excellent counter.
- The Mini-Crit into Crit effect is applicable to any source of Mini-Crits (Buff Banner, marked for death, etc).
- The Bushwacka is ideal for dispatching Spies who have activated the Dead Ringer. Coating them in Jarate and hitting them a few times will kill them quickly.
- In conjunction with a well-placed Jarate toss, the Bushwacka can easily dispatch most enemies; even distracted, overhealed Heavies.
- Be wary about when you pull out this weapon, due to the increased damage you take when it is active. Only wield it if you are sure that a melee kill is imminent.
Shahanshah
Weapon | Kill Icon | Attack Interval | Damage | |||
---|---|---|---|---|---|---|
At Low Health | At Full Health | Critical at Low Health | Critical at Full Health | |||
Craft Shahanshah |
0.8 seconds | 81 | 49 | 244 | 146 |
The Shahanshah is a craftable melee weapon for the Sniper. It does 25% less damage when the Sniper is at or above 50% health, but does 25% more damage when he is below 50% health.
- The Shahanshah is good for fighting Spies. Spies fight at close range, so you'll probably take enough damage to make you a force to be reckoned with.
- The Shahanshah is best used in combination with the Razorback. The Razorback will encourage Spies to use their Revolver instead of their knife. Being hit with a Revolver will easily bring you under the 50% health requirement and improve your ability to fight Spies even further.
- The Shahanshah is less effective for ambushing enemies, should the situation arise. For example, if you are the only one around and it becomes necessary to stop a capture, you may need to ambush, which is less effective with this weapon.
Taunt attacks
Skewer
Kill Icon | Weapon | Damage | Duration | Details | |
---|---|---|---|---|---|
Arrow Stab |
Huntsman Fortified Compound |
500 | 4 seconds | The Sniper will remove the prepped arrow from his bow, spin it behind him, and then fiercely stab it forwards before yanking it back. |
- The Huntsman's Skewer taunt is the second-fastest taunt in the game, taking a mere 4 seconds to kill. The initial thrust stuns enemy players, while pulling the arrow out kills.
- You can stun (but not kill) ÜberCharged enemies with the Skewer, causing them to waste precious seconds.
- You don't need to touch the enemy with the initial thrust to get the kill; the enemy merely must be in melee range when the arrow is yanked back.
- On the other hand, it is possible to stun the enemy with the initial thrust but not kill them with the retraction. The taunt is sufficiently fast that you should be able to taunt again before the first thrust's stun wears off.
- Being such a fast taunt, you can use it to kill distracted enemies or enemies that you suspect are charging towards your position, perhaps around tight corners.
Weapon combinations
Example Combinations | |||
---|---|---|---|
Combo | Usage | ||
A default mixed Sniper loadout, for Snipers that are completely fine and confident enough without the Razorback's protection from Spies, and can deal with them with ease. The Sniper Rifle, which is a trademark of this set, can easily deal consistent high damage if the user is skilled with good aim and concentration. If you are being hassled by enemy Scouts, Pyros, Soldiers, and Spies from close-range, but not good at aiming from such a range, either switch weapons fast enough to compensate for it. If you are good with aiming, you can possibly headshot from such a range, or more plausibly, switch to the SMG for more general defense. For veterans that are used to playing Snipers on QWTF or TFC, the Classic may offer a better alternative, as it function identically with the Sniper Rifles from those game, which allows player to charge shots without zooming in, and can fire the next shot without leaving the scope. However, just like the old rifles, it cannot headshot until fully charged. The SMG, with its faster firing rate, can easily also deal with close ranged offenders, or can wound enemies from mid-range for other teammates to finish off later. The Tribalman's Shiv is for, also dealing with close range offenders, especially Spies, since they're Cloak is completely visible while bleeding. The bleed damage, along with the SMG, can easily be a combo in itself, as it will drain away a enemies health in almost a few seconds, and makes it easier to get a non-headshot/headshot kill, SMG kill, or even, a kill from the Tribalman's Shiv. However due to the increased damage penalty, the Kukri is better choice if you doing fight close enemies (2 hits kill Spies). | |||
For a more defensive and long ranged Sniper. Contains the Sniper Rifle which provides consistently high damage from a long range. The Machina is an even more powerful, yet, difficult alternative. If you are skilled enough with scope shots, then it can make up for the lack of the no scope shot feature. The Razorback helps defend you from Spies and the Tribalman's Shiv bleeding effect means that, although less damage is inflicted, the attacker is more likely to retreat - which is important as this combination features less close-range damage. | |||
For a more offensive medium-ranged Sniper. The Huntsman provides higher and faster damage output at a closer range while the Submachine Gun acts as a secondary defense when under attack at close quarters (or if you run out of arrows). The Cleaner's Carbine can finish off weakened enemies, giving temporary mini crits with any weapon, boosting your firepower. The Kukri is a reliable backup that can take out a weak close-by threat in few swings to avoid further conflict, while the Tribalman's Shiv's bleeding ability allows you to reveal cloaked Spies and is devastating with SMG. However, this combination lacks the power that the Sniper Rifle provides at long range. | |||
A good setup if you are working close with your team as opposed to at a far distance. Your Jarate can help expose Spies as well as help your team take down enemies faster. Jarate also extinguishes fire, which makes it perfect for working with your team by putting out the afterburn on nearby teammates or by quickly putting out the flames on yourself, which is useful because of the Bushwacka's extra fire damage drawback. In addition, after hitting an opponent with Jarate all hits of your Bushwacka are Crits instead of just the Mini-Crits that Jarate normally provides. The Huntsman is useful for taking down enemies who have advanced toward your team while the Sniper Rifle can be used to take out enemy defense and allow your own team to advance. | |||
An ideal setup in Medieval Mode. Since you do not get Mini-Crits except in certain situations often requiring combinations with weapons from other classes, stick with the Shahanshah to kill enemies efficiently or the Shiv for Spy checking and forcing attacking classes to retreat. On the other hand, the Huntsman is the fastest firing and the most powerful ranged-weapon in Medieval Mode, and the Cozy Camper allows health regeneration that can be useful. This setup will make Sniper a good counter to Demomen. To counter Spies or Pyros with the Sharpened Volcano Fragment, change the Cozy Camper to either the Razorback or the Darwin's Danger Shield, respectively. | |||
For a Sniper whose priority is to support your team in a strong defense/offense this loadout is great at this situation. Sydney Sleeper's ability is similar to Jarate but you don't have to be near the enemy to use it. Jarate is perfect when you want to extinguish your teammates or yourself from fire, reveal Spies, fight against a enemy in near distance or make a unexpected rain of urine on your enemies while taking a cover and retreat while your teammates do a job. | |||
This setup is good for a defensive/support mixed Sniper. The Sydney Sleeper allows you to Jarate enemies from a distance even though you cannot deal headshots, the Submachine Gun is good for taking out coated enemies from a short-medium range and the Tribalman's Shiv's bleeding will be made mini crit. The damage dealt will force enemies back to get health. However, this tactic does not always work on Heavies, Soldiers or enemies with a Medic healing them. | |||
This defensive Sniper setup relies heavily on attaining high killstreaks. A good strategy with the Machina is to use the SMG in replacement of unscoped Sniper Rifle shots, and a good Shahanshah strategy is to use the SMG until your health gets low enough for the damage bonus to apply. When fully charged, the Machina's increased damage bonus can take out multiple classes with one bodyshot or two. The rounds can penetrate, as well as severely damage or kill multiple enemies with one shot. The stock SMG, or the Cleaner's Carbine can deal with nearby Spies, and weaken enemies, but getting a Cleaner's Carbine kill rewards you with 8 seconds worth of Mini crits, creating a supportive killing spree. This will greatly increase the deadliness of the Machina's firepower, as well as your melee weapon, making yourself a deadly adversary to your enemies, especially Spies. But be very cautious and watch your back, and snipe from places where a Spy cannot backstab you. Travel with your SMG out until you reach your sniping spot, snipe there until, or unless, you are attacked, then switch to your SMG again until your HP is low enough for the Shahanshah to become effective. If not using the Shahanshah, the Tribalman's Shiv is a good alternative. By combining it with the SMG, you can get a few kills before you can get to your sniping spot. | |||
For the Sniper who spends most of his time zoomed in, thus becoming a huge Spy target. Since the Bazaar Bargain is utilized to its fullest when it does zoomed headshots to increase the charging rate, the Cozy Camper improves your accuracy and has good synergy with the Bazaar Bargain. If Spies are a threat, the Razorback protects you from backstabs. If they start using their Revolver, you can always take out the Tribalman's Shiv to at least make sure people know there's a Spy. If you use this set, make every shot count, as it will increase you charge rate, and therefore get you more kills in less time. You almost never survive one on one confrontations, so remember to stay at a place where you won't be engaged, like the battlements on 2Fort, and stay there until you die or have to escape from a hazard. | |||
This setup is built around the Focus ability of the Hitman's Heatmaker, and as such revolves around earning fast kills and assists. Jarate works well to weaken enemies, making them easy for teammates to kill and allowing you to rake up easy assists, or as a defensive measure against ambushes, giving you better odds of survival when under direct attack from enemies such as Spies. Alternatively, the Cleaner's Carbine can be used at close range as a defensive weapon; it is effective against Scouts and Spies, who may try to ambush you at close range. The Mini crits provided upon a successful kill with the Carbine can used to earn even more kills. Additionally, it is possible to fire the Carbine into a group of enemies under attack by your teammates at medium to long distances and possibly earn a few easy assists. The Tribalman's Shiv's ability to inflict bleed makes it invaluable for earning assists in situations where melee combat is necessary, while the Bushwacka's ability to inflict critical hits in place of mini-crits can allow for easy kills on Jarated enemies, or if a nearby friendly Soldier uses the Buff Banner.
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This, rather strange (and difficult/awkward to use) setup, is for aggressive Snipers that want to deal out moderate damage and go close(r) to their team than with a regular setup, but not as close as with using the Huntsman (most of the time, not when example Carbining). The Sydney Sleeper allows players to deal out moderate damage, while amplifying all of the damage the target(s) receive(s), Cleaner's Carbine, while not having as good damage per second as with the default SMG, can, when first enough dealt damage with, give 8 seconds of Mini-crits, which then allows user to deal somewhat more damage, and, when properly used, massive amounts of damage with the Bushwacka due to Mini-crit boosts act just like regular critboosts for the Bushwacka. | |||
Unless marked with a †, all weapons can be substituted with reskins. |
Cooperative Class Strategies
Scout
Cooperating with a Scout is a bit unorthodox due to your completely different fighting styles, but there is still some chemistry to be found with a friendly Scout.
- If a Scout is using the Fan O'War, your Bushwacka will score critical hits on an enemy marked for death.
- You provide a great distraction for the Scout. If enemies are reluctant to cross open areas because of you, they will begin using alternate routes to attack, which allows the Scout to more easily ambush them.
- If an enemy Engineer is using the Gunslinger, destroying his mini-Sentry Guns from a distance with your Sniper Rifle can help a Scout tremendously.
- The combination of Jarate with the bleeding effect of a Scout's Boston Basher, Three-Rune Blade, Wrap Assassin or Flying Guillotine can quickly kill weaker classes and severely weaken bulkier ones.
- When using the Huntsman, you will generally fight closer to the frontlines. A Scout can provide a good distraction, giving you more time to pick your targets.
Soldier
The Soldier is a bulky class that can provide excellent protection for you. While there isn't a whole lot you can do to make the Soldier's job easier, there are still some tactical situations to keep in mind.
- Enemy Pyros can prevent a Soldier from doing maximum damage due to their airblasting ability. Take them out to allow the Soldier more liberal use of his Rocket Launcher.
- A Soldier using the Battalion's Backup, when activated, can make it much easier for you to take out an enemy Sniper, as you will be immune to Critical hits, making it impossible for him to headshot you.
- The Righteous Bison can light your Huntsman arrows on fire.
Pyro
A Pyro can effectively eliminate your risk of getting backstabbed due to its' excellent Spy-checking ability, allowing you to snipe without having to constantly watch your back.
- As with the Scout, the fear of a Sniper will make enemies avoid open areas, which allows the Pyro to more easily ambush them. This is especially effective when the Pyro is using the Backburner.
- Combining Jarate with afterburn is extremely effective.
- A Pyro can lit your Huntsman arrows on fire. This is especially effective when you are fighting close to the frontlines, as the Pyro can constantly keep your arrows lit up.
- A Pyro can use his Flare Gun to harass enemy Snipers, making it easier for you to take them out.
Demoman
Like the Soldier, the Demoman is a bulky class that can protect you with his explosive ordnance.
- When the Demoman is using the B.A.S.E. Jumper be sure to protect him, as he is an easy target when descending, especially for enemy Snipers.
- If possible, take out any enemy Scottish Resistance stickies with your Sniper Rifle or SMG, as they can destroy your Demoman's own stickies.
- You provide good long range assistance to a Demoman, as he lacks any hitscan weaponry. Focus on targets that are outside the Demoman's range.
- Do not "steal" sure kills from a Demoman who is using the Half-Zatoichi, as he will then be unable to put it away without suffering 50 HP of damage.
- You can greatly assist a Demoman in taking out an enemy Sentry nest. Taking out the Engineer with your Sniper Rifle makes sure he can't repair or haul his buildings while the Demoman destroys them.
Heavy
Eliminating enemy Snipers is of utmost importance when supporting a friendly Heavy. The Heavy is a slow class with a large hitbox, making him a juicy target for a Sniper. This is especially true when the Heavy is using the Brass Beast.
- The Heavy's firepower and obvious, intimidating presence will usually draw lots of enemy fire to him. This allows you to pick your targets more carefully without having to worry too much about incoming fire.
- If you are close to the frontlines with a Heavy and facing a group of opponents, try to hit all of them with Jarate. The Heavy can then easily deal with them with his Minigun.
- Although the Heavy boasts the most health of all the classes and is usually not likely to die due to afterburn, extinguishing him with Jarate is still a good idea, as it allows him to save his Sandvich for a more critical situation.
- A Heavy using the Holiday Punch can make enemies laugh, allowing you to easily headshot them.
- A Heavy using the Natascha can slow down enemies, which makes it easier for you to take them out.
Engineer
While working with an Engineer may not be overly effective, you can still help him keep his Sentry nest alive.
- If the Engineer's buildings are being sapped, throw Jarate close to the buildings to reveal the Spy.
- If you have the SMG equipped, you can use it to destroy enemy sticky bombs that threaten your Engineer's buildings.
- Taking out enemy Medics denies their ÜberCharge advantage, which goes a long way for defending a Sentry nest.
- Make sure to protect your Engineer when he is using the Wrangler, as he stands completely still while using it, making him an easier target.
- Jarate greatly increases the effectiveness of the Southern Hospitality. Its added fire vulnerability is mitigated and its bleed damage will be upgraded to mini-crits.
- The Pomson 6000 can light your Huntsman arrows on fire.
Medic
Protecting your Medic from enemy Snipers should be your top priority at all times.
- While you are not a very efficient pocket for a Medic, the Huntsman paired with the Kritzkrieg can still do considerable damage in the hands of a skilled Huntsman Sniper.
- Always extinguish the Medic first with your Jarate.
- You will generally be a fair distance away from your Medic, so try not to rely on his healing and remember the locations of health packs. If you absolutely need a Medic, go to him rather than have him come to you, as his distance from you means he may have to abandon the rest of the team to help you. If he is using the Crusader's Crossbow, stand completely still so he can quickly heal you from a distance and get back to his work.
Sniper
Two Snipers working together is extremely hazardous to the enemy team, as they will constantly have to avoid open areas, limiting their effectiveness.
- If the other Sniper is using the SMG, equip Jarate to improve its effectiveness.
- You can work as a Sniper-Spotter pair: one can stay scoped in to keep his shot fully charged, while the other can stay unscoped to call out potential targets and keep watch for ambushes or Spies.
- A pair of Snipers is especially problematic for a lone enemy Sniper, as he constantly has to worry about a headshot from both of you, limiting his effectiveness.
Spy
You and the Spy fulfill a very similar role, albeit in a different fashion. Cooperating with a Spy can maximize the effectiveness of this role and instill fear and paranoia on the enemy team.
- If you see a friendly Spy on fire, put him out with Jarate to keep his disguise up. If it's an enemy Spy, he'll be soaked in it, revealing him.
- Communication with a Spy is important: you can wait until he is in position behind an enemy Medic, take out his pocket and then let him deal with the Medic, or vice versa.
- You can take out a whole Sentry nest with a Spy. Take out the Engineer with your Sniper Rifle and let the Spy take care of the buildings with his Sapper.
Sniping Priorities
Priorities vary and depend on the situation at the time. The following list should often, but not always, be used in order to specify which target is the first to take down. But if there is an easier shot to take, you should take the time to kill that target first. For example, if you have a large number of teammates battling a nearby Medic with a Heavy, sometimes taking out the Heavy first is the better choice since your teammates will be able to quickly control the area and kill the isolated Medic. If you shoot the Medic first, the Heavy might hold his ground by himself long enough for reinforcements to arrive, but it will only prevent them from using an ÜberCharge.
In order of priority, you should be taking out:
- Snipers
- Medics
- Heavies
- Engineers
The rest in relative priority order:
- Soldiers
- Pyros
- Demomen
- Spies
- Scouts
- Snipers are on the top of the list because they deny your teammates the ability to cross an open space freely and present the biggest threat to you as another Sniper.
- Medics are next because they have the ability to heal and activate an ÜberCharge. They can also assist the enemy forces by providing overheals in order to survive the brutal fight with your teammates. The Medics are a higher priority when they have an ÜberCharge ready.
- Heavies are important targets because of their high damage output, and they can deal a significant amount of damage at close to medium range. They are tough enemies who can hold down points, and with their high health, this makes them very difficult for your allies to take down. When you are taking out a Heavy, fully charge your Sniper Rifle, because their large amounts of health could survive your headshot.
- Engineers are essential to kill because their Sentry Guns can eliminate your whole team. Once he is down, your teammates will not have to worry about the Sentry Gun being repaired. If you can, try to take out at least the Sentry Gun from a distance after you have eliminated the Engineer in order to save your teammates some time and effort.
- Soldiers can be a dangerous threat if they take notice of your presence - they can strafe and fire rockets at you to prevent a clean shot. Direct Hit Soldiers are especially dangerous. Taking them down will essentially save your teammates the possibility of being wiped out by the Soldier's rockets.
- Pyros have awkward-shaped heads, which can make it easier to kill them. They have the ability to easily destroy your team in close combat, so they must be taken down quickly and prior to their onslaught. Pyros equipped with the Flare Gun can set you aflame at range and greatly hinder your ability to snipe.
- Demomen are next in the priority list because their Stickybombs can hold down an area really well, but their location is most likely reclusive in their territories. Once they die, their stickies will disappear, which will allow your team to move forward.
- Spies are usually cloaked or disguised. If you see one, shoot him before he causes any trouble, but they will become hard to find as time goes on. Thus, you probably should not worry about them, though if you spot a Spy and did not see him die, call out his presence to your team and watch your back. Most of the time, he should not be a sniping priority.
- Scouts move too fast in most cases for sniping, and you would be wasting your time and ammo trying to snipe Scouts. In fact, the only times you should even attempt to snipe a Scout is when he is capturing an objective (such as the Intelligence or the Control Point), or there are no other larger threats to kill. If you must snipe a Scout, charge a scoped shot and wait until he is in midair and has used his double-jump, then bodyshot him for an instant kill. (Small exception: On 2Fort, Scouts can often pose a great threat to you and your team if they take the bridge's roof. If you time it right, you can often take them out and retreat to cover before an enemy takes a shot at you. This doesn't make them the highest priority (they are little more than a nuisance if they miss their jump), but makes them a more significant threat than most Spies and Pyros would.)
See also
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