Difference between revisions of "Community Sniper strategy"
m (Added line about overhealed Heavies) |
m (Durr hurr hows mai grammer gaize) |
||
Line 122: | Line 122: | ||
* If you equip a secondary other than the SMG, try to stay near ammo. If you run out of arrows, you will only be able to use your melee weapon. | * If you equip a secondary other than the SMG, try to stay near ammo. If you run out of arrows, you will only be able to use your melee weapon. | ||
− | * 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. | + | * 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. |
− | * Arrows curve downwards when fired; the greater the charge, the straighter | + | * Arrows curve downwards when fired; the greater the charge, the straighter your shot will fly. |
* Always use alt-fire to gently release drawn arrows; this conserves your small ammo pool and avoids giving away your position. | * Always use alt-fire to gently release drawn arrows; this conserves your small ammo pool and avoids giving away your position. | ||
Line 132: | Line 132: | ||
* Always attempt to ambush enemies; catching them off-guard will give them no time to dodge your arrows. | * Always attempt to ambush enemies; catching them off-guard will give them no time to dodge your arrows. | ||
− | * A friendly [[Pyro]] can light your arrows on fire, even if they're not drawn; lit arrows have the added bonus of setting enemies on fire. Switching weapons will cause a lit arrow to go out. | + | * A friendly [[Pyro]] 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, it | + | * 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 an [[ÜberCharge]]! |
* The Huntsman can only do 360 damage, even with a fully-charged headshot; this means you cannot hope to instantly kill an overhealed [[Heavy]]. | * The Huntsman can only do 360 damage, even with a fully-charged headshot; this means you cannot hope to instantly kill an overhealed [[Heavy]]. |
Revision as of 03:53, 14 December 2010
The strategy articles are due for complete revision. Suggestions for how revisions should be done are welcomed here. If you're feeling bold, go ahead and start editing right away. |
The Sniper is a long ranged class. He and the Spy are the only classes that can headshot. In the Sniper's case, the Sniper Rifle or Huntsman can be used.
Headshots are guaranteed Critical hits, and most often result in an instant kill.
Good aiming is required on your part, but this makes him deadly in the right hands. He can also use Jarate to extinguish teammates, hinder enemies, deal lasting damage and also reveal cloaked Spies.
General
- Your Rifle's laser dot is visible to enemies; allowing it to be seen may cost you the element of surprise. This can be avoided by placing your dot out of sight on a nearby wall or object. Alternatively, you can use it to discourage enemy advances; most classes will not willingly go into a Sniper's line of fire, and will instead take another route. This tactic, however, doesn't always work with Scouts.
- A single uncharged headshot to an enemy is usually enough to kill Scouts, Snipers, Spies, Medics, Eyelander-wielding Demomen, and Engineers. So, if pressed for time, always take the headshot.
- When going for a headshot on a moving target, aim slightly ahead of the enemy (also slightly above him with the Huntsman).
- The freezecam will give your position away after a single kill; you should switch to a new location often, especially after killing another Sniper. This can be avoided by moving to an unfamiliar location upon making a kill, and may give you another shot opportunity if the enemy can't discern your location. This tactic is far less effective if you're firing from a well-known Sniper nest.
- Try sniping from unexpected angles or through small holes to catch enemies off-guard. These "loopholes" generally have small sight lines, but offer more cover from enemy fire.
- Keep an eye on your HUD; if you see teammates dying to backstabs, chances are an enemy Spy is nearby. Backstabbed teammates have a distinctive death cry, unless the Spy is using Your Eternal Reward. In the event of a face-to-face encounter, you should take advantage of the Knife's weakness and inability to Crit by using your Kukri.
- Experiment with mouse sensitivity. Too low, and you will have difficulty aiming at running enemies. Too high, and you may have problems aiming at targets who are farther away.
- To stop the automatic re-zoom of the Rifle's scope after ever shot, either press the zoom button again after firing a shot, or turn off the automatic re-zoom in the Multiplayer Advanced Options menu.
- Snipers are labeled as a support class, and can be used effectively on offense or defense for precision elimination of key targets such as Engineers, their buildings, and Medics.
- 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. 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.
- If only the enemy's body is visible, go for a fully-charged body shot; this should be enough to bring down light classes or significantly weaken heavier classes.
- Medics and Snipers are your most important targets; a fully charged bodyshot or uncharged headshot on either class is usually enough to score a kill.
- 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 spawns.
- Listen carefully! If you are alone in the field, listen for footsteps or the Spy's uncloaking sound. Switch to your Melee weapon to get the jump on Spies looking for an easy kill.
- If your rifle is fully charged, aim for high-priority targets or heavier classes. Go for quick uncharged headshots on lighter or lower-priority classes.
- When targeting Pyros, Demomen, Soldiers, and Heavies, always try to aim for the head. Unless already damaged, these classes cannot be killed by a charged body shot alone.
- If a Soldier is barreling towards you with The Equalizer, aim for the body! His speed guarantees he's at low health.
- Even while wearing the full Croc-o-Style Kit, be wary of Snipers! You can't die to headshots, but a fully-charged body shot is still lethal.
- A quick headshot or body shot against a Medic's patient (or the Medic himself) can force him to use his ÜberCharge early. Always be on the lookout for such opportunities.
- If an enemy engages you in close combat, you have two options: retreat and attempt a quick headshot or body shot, or fight with your secondary weapon and melee. A quick headshot is a viable option against slower classes, but should not be attempted against faster enemies.
Weapon Specific
Sniper Rifle
- Aim for the head if at all possible. However, keep in mind that bodyshots can also be deadly, particularly if you have a fully charged shot. Even if the enemy survives, your teammates can easily finish them off. Don't feel restricted to headshots, especially on low-health classes like Scouts, Engineers, medics, Spies and other Snipers, especially if said Sniper has the full Croc-o-Style kit.
- If it's possible, be sure to have your back against a wall when zoomed in. This could save you from an unfortunate backstab.
- A fully charged body shot can kill an Engineer, Scout, Sniper or Spy and might kill a Medic, so Snipers don't need to aim for their head all the time for a kill. Scouts and Spies are also very evasive classes, which means a headshot is not only unnecessary, but harder to pull off.
- While no-scoping is not usually an effective technique, it can be useful at medium ranges for a body shot to weaken an enemy allowing you to follow up with either the SMG or your Melee weapon. It does roughly 40-50 damage, which when used in combination with the SMG, Kukri or Tribalman's Shiv is very effective.
- Use no-scopes to deter, not kill. However, the 40-50 damage that the no-scope provides can still be effectively used as a "knock-out" follow up right after a barrage from the SMG or a shot from your melee weapon.
- While the Sniper Rifle never Crits randomly, it will still cause critical damage when you are ÜberCharged with the Kritzkrieg, or during Humiliation; meaning that you don't need to aim for the head to do critical damage in these situations.
- The crosshair moves slower when the Sniper is zoomed in than normal; it is more efficient to aim at the target's head before zooming in, reducing the amount of finer aiming required. Remember to wait for the Sniper Rifle to charge if targeting a Pyro, Demoman, Soldier, or Heavy, as these classes can survive an uncharged headshot.
- Although it is safest to maintain as far a distance as possible from the battle, the Sniper is also proficient at medium range since the hitboxes will become bigger; a missed shot at long range may hit at shorter ones.
- When zoomed in you should be moving, if you're not an opposing Sniper can easily take you out with a quick headshot. When scoping be sure that you are moving and after you take your shot jump and get out of the way, standing still will make you a easy target.
- Don't be afraid to get into a battle that isn't far off from where you are. If the target is already damaged you can quickly go in and finish him off. You can also help another teammate with an enemy as well with your SMG, or throw some Jarate to make the battle faster.
- If an opposing Sniper is carrying the Croc-o-style kit, hit him with a full charged bodyshot rather than a headshot; the Croc-o-style kit prevents him from dying to a headshot (he will be left with 1 hp), but a fully charged bodyshot will still kill him in one shot, provided he is not buffed by an opposing Medic.
- As a Sniper, positioning is key, whether you are on the front lines or at a long distance. There are several key things to take into account when finding a location.
- First, particularly when using the Sniper Rifle, try to stay in high positions far removed from the actual fighting zone. This will reduce the damage you take and the ability of short range classes to counter you. It also allows you to cover a large area, supporting your team more effectively.
- Second, keep in mind your range of view. Restricting yourself to a single section of the map generally limits your effectiveness and your choice of targets. Try to choose a spot with a good view of multiple areas, though keep in mind that if you can see your enemy they can see you. **Third, consider how accessible you are to your enemies. The harder it is for your foes to sneak up on you, the less you have to worry about a close-range attack. Ideally you should be able to focus on sniping without worrying about an untimely Backstab.
- Finally, know the path that your enemy will have to travel. If you spend all your time watching a path that is used infrequently you will not have many targets. You will also expose yourself to enemies who often take back roads, such as Pyros, Spies and Scouts. If you watch a path that gets a lot of traffic instead you will have plenty of enemy players to shoot at, especially if they must pass through a bottleneck. With skill you can often take out several enemies quickly if they are grouped close together.
- It is far easier to get a headshot on an enemy that is moving towards you or away from you than it is to shoot an enemy that is traveling across your screen. This is especially true for Scouts.
- When you zoom in with the Sniper scope you will see the charge meter. The following is a general list of the minimum percentage of the total charge needed to get a one shot kill with the Sniper Rifle if the enemy has full health. The number in parentheses is the amount it takes if the enemy is buffed to 150%. A fully charged shot to the body will not kill any class that is fully buffed.
Class | Bodyshot Charge Needed (w/ Overheal) | Headshot Charge Needed (w/ Overheal) |
---|---|---|
Note: If random damage spread is not disabled, body shot percentages will vary.
Huntsman
- The Huntsman fires relatively slow-moving projectiles: always lead your target unless they're headed straight for you.
- Fired arrows have a team-colored trail; beware, as this will give away your position when firing.
- When under fire, don't stick around to see if your shots hit their mark; duck behind cover! A distinct sound will always play upon a hit, no matter how far away you are.
- 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 in common Sniper nests and choke points.
- A Rifle Sniper has a major advantage over you, thanks to his hitscan weapon. Avoid engaging them at medium/long range unless they are under fire or plainly unaware of your presence.
- If a Rifle Sniper is taking a shot and ducking behind cover in a very predictable pattern, time your shots to catch 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. This sets them apart from Rifle Snipers.
- Arrows fire from shoulder height, even if you're crouching. This is a bug.
- If you equip a secondary other than the SMG, try to stay near ammo. If you run out of arrows, you will only be able to use your melee weapon.
- 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.
- Arrows curve downwards when fired; the greater the charge, the straighter your shot will fly.
- Always use alt-fire to gently release drawn arrows; this conserves your small ammo pool and avoids giving away your position.
- Avoid fighting in wide-open areas, where enemies can easily dodge your arrows; stick to narrow spaces or mid-range combat.
- Always attempt to ambush enemies; catching them off-guard will give them no time to dodge your arrows.
- A friendly Pyro 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 an ÜberCharge!
- The Huntsman can only do 360 damage, even with a fully-charged headshot; this means you cannot hope to instantly kill an overhealed Heavy.
Class | Bodyshot Charge Needed (w/ Overheal) | Headshot Charge Needed (w/ Overheal) |
---|---|---|
Note: If random damage spread is not disabled, body shot percentages will vary.
- Many Loadout options synergize well with the Huntsman:
- The SMG boosts your damage output and acts as a backup weapon if you ever run out of arrows.
- Showering enemies in Jarate allows you to kill Scouts, Engineers, and all Support classes with a single fully-charged arrow. It can also put out fires and reveal cloaked/disguised Spies.
- Taking the Razorback is generally NOT recommended, as your increased mobility and field of view make it much easier to detect Spies.
Skewer
- The arrow stab is the fastest taunt-kill in the game, and unlike most taunt-kills, it can be considered a serious combat tactic. Use this to your advantage if you believe you don't have time to switch to a different weapon, or you aren't confident you can kill your opponent at close range with an arrow. In particular, if you can catch a Heavy firing his Minigun or eating his Sandvich and he's unaware of you it makes for a fairly easy (and humiliating) kill. However, keep in mind you need to live long enough to actually remove the arrow for the taunt to deliver the kill. Another situation where the taunt can be useful is if you are stunned by a Sandman-using Scout; often the Scout will rush up to you and attempt to kill you point blank after stunning you with his ball, and will not expect you to be able to respond.
- Taunts can be used while stunned. If you are stunned by a Sandman wielding Scout, start your Huntsman taunt while facing him. If he doesn't have the Force-A-Nature (which can cause knockback and cancel the taunt) and gets close enough, you can kill him while you are stunned. This taunt can also be used to counter another Sniper's arrow taunt, you are already in range and unless the other Sniper knows what's going on, you can get an easy kill. If the other Sniper does figure it out, the two of you may be stuck stunning each other until a third party intervenes.
- The Skewer taunt can still stun ÜberCharged opponents. Though they are still impervious to the damage of the arrow being removed, you've still caused them to waste a few precious seconds of their charge.
- Choose carefully between the Medic or his ubered patient: stopping the former will waste the ÜberCharge, but it's also very likely to get you killed by the patient, while stopping the latter is only useful if the Medic is willing to waste the ÜberCharge to save his ally. Were he to change his target, you've still gained a taunt-kill in the process.
- The Skewer taunt's stabbing stun effect is useful for allies to land a hit just in case the enemy falls out of range from the kill.
- If you have good reaction time this taunt can catch a Demoman as he charges toward you.
Sydney Sleeper
- Snipers with less than average aim should opt to use The Sydney Sleeper over the Rifle. You're able to deal a good amount of damage and apply the Jarate effect without having to aim for heads.
- If you have a large group of allies with you, you can just charge the sufficient to cover the enemy in Jarate, and quickly weaken the other team for your allies to adequately finish off.
- It is very useful for Snipers that want to assist in pushes where the enemy is moving too frantic and frequently to pull off headshots. The body shot would damage enemies and make them vulnerable to Mini-Crit damage as your allies finish them off. It is a good choice for Snipers who are less-than-expert headshotters and prefer long-range over medium-range. (I.E. Huntsman.)
- For instance, the Sydney Sleeper is a good Scout rush counter, as it is a lot easier to bodyshot this fast-movng class; Jarate aplied to a Scout drains his health pool very quickly when he will be attacked by your team.
- The Sydney Sleeper + Submachine Gun (SMG) can be a very lethal combination. A 50% or more charged shot will cover your target in Jarate, and a single clip of the SMG can deal about 250 damage (if you hit every bullet), without the dart damage itself. Moreover, Mini-Crits don't suffer from damage fall-off, giving you a great advantage in short and medium ranges.
- The Sydney Sleeper is a great unlock if you want the Jarate Mini-Crit bonus without giving up on the SMG.
- While it lacks the area of effect Jarate has, you can still cover a far away target in Jarate and give extra help to your teammates.
- Remember that the Jarate only takes place with a charge of 50% or more.
- The Sydney Sleeper cannot headshot, which is a serious handicap, but you can still charge your shots, like the original Sniper Rifle. A fully charged shot will be able to kill all of the lower health classes such as Spies, Scouts and Engineers, as well as Snipers who do not have Darwin's Danger Shield equipped.
- The Jarate effect can be a huge help for your team against high health targets such as Heavies and Soldiers. You will not be able to kill them instantly with your Sydney Sleeper if they have full health, but you can weaken them and expose them to Mini-Crits, so your other teammates can finish them off easily.
- The Sydney Sleeper is also a good choice for "no-scoping" snipers; simply hit a 50% charged shot to put the Jarate effect on your target, and every shot you connect with thereafter will automatically be a Mini-Crit regardless of whether you zoom in or not.
- Using the Sydney Sleeper on approaching enemies will work well if you have the Bushwacka, as you'll likely be able to kill them in one hit if you've hit them with a fully charged shot.
- Jarate works as a great deterrent; shooting an enemy coming towards the front lines will make them think again about running into a fight, which will buy your team more time and possibly deter other enemies from proceeding into your sightlines.
- The Sydney Sleeper allows you to shoot Jarate from afar. Consider working with a Pyro though team chat to tag important targets such as Medics or Engineers and let the Pyro finish them off with their flamethrowers. Jarate and flames make a very devastating combination, allowing you and your cohort to kill important targets with no expense of haste.
- If a Medic combo is going into your base, apply the Jarate effect to the Patient by hiding in a corner in the direction they will come, and run. Your team mates can kill the threat faster and cost less time and casualties.
Submachine Gun
- The Submachine Gun (SMG) isn't the most effective in a one-on-one scenario, so try and use your Sniper Rifle to fire a no scoped shot into the body of your enemy, and then quickly switch to the Submachine Gun to finish them off. It is important to make every shot with this weapon count, so 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 to show when you've hit.
- While equipped along with the Huntsman, the SMG makes a good finisher weapon after bodyshotting an opponent.
- Combining the SMG with the Tribalman's Shiv's bleed effect can total up to a really fast kill. Hit them with the Tribalman's Shiv to make them bleed, back up to mid-range and start shooting away with the SMG. Having two constant sources of damage can quickly drain the health out of any class, success rate may vary, using this method on classes like Soldiers and Heavies is not a good idea and should only be used in the worst of circumstances.
- Combining the SMG with the Sydney Sleeper may be a good idea. Seeing as Mini-Crits prevent damage falloff and makes sure that the weapon does 135% base damage, if you failed to kill someone with the first shot of your Sydney Sleeper but know that you might have brought him to near death, it is probably a better idea to whip out the SMG and fire at him. The Mini-Crits from the Sydney Sleeper will mean that the SMG will do around 11 damage at any range, so it will be a competent enough weapon to finish off any enemies that you didn't manage to kill with the Sleeper.
Razorback
- Only use the Razorback if you know the enemy has Spies on their team and/or 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.
- Try to stay in the open with the Razorback and close to allies. If you're far off, it'll be easier for the Spy to realize that you have the Razorback equipped and effectively counterattack you with his Revolver or Ambassador.
- With the Razorback, you make an excellent 'rear guard' on maps with tight corridors or Payload maps. If you hang at the very back of the group, a Spy who would normally get quite a few backstabs from sneaking up behind will instead have to either alert you by breaking your shield, or try and go around you to get unshielded friendlies in-front of you. Either option is quite a bit more inconvenient than if you hadn't been there in the first place.
- The only way to get a Razorback once it's been used is to get another one from a resupply cabinet. Remember to do this every time you have the chance to avoid getting backstabbed by another Spy.
- Even with the Razorback equipped the Sniper is still vulnerable to Spies, since the Sniper cannot see his immediate surroundings when zoomed in. 3 shots from a Revolver and 2 shots (including one headshot) from an Ambassador will kill a Sniper quickly; check for Spies periodically and stay alert for the Spy's decloaking sound to survive.
- The Razorback is a great pairing for the Sniper Rifle or the Sydney Sleeper since your peripheral is very limited. When using the Huntsman you'll usually be moving around more often, and you'll be able to see people coming near you.
- However, it is still a viable option to pair this with a Huntsman, as you will have the agility granted by the Huntsman, along with immunity to backstabs. This forces Spies to shoot you at your decreased movement speed when you are preparing a shot.
- Despite the Razorback generally not offering any secondary weapon abilities, it does allow you to more recklessly engage Spies in melee fights without fear of being backstabbed if they slip behind you.
Darwin's Danger Shield
- This shield raises your maximum health to 150 at the cost of losing your secondary weaponry. This allows the Sniper to be bolder in entering combat, as his survivability has increased. Consider using the Huntsman in conjunction with this to get in close(r) to the front. However, 150 is not a lot of health compared to some classes, so don't get too cocksure!
- The shield is a rather poor choice in conjunction with either of the Sniper rifles, as you often do not need the extra health when you're at the back lines, and the lack of a secondary weapon will force you to engage Spies in melee combat, a rather risky business.
- However if you are good enough with No-scoping and Quickscoping and want to use your rifle offensively, the Danger Shield will give you some extra time on the battlefield to deal more damage.
- Despite its similarity to the Razorback, you can still be backstabbed if you have the Danger Shield equipped. Do not hang around in Spy-friendly areas too much if you don't have backup.
Jarate
- The Jarate's Mini-Crits do not stack with normal Crits. Which means you'll either score a Critical hit (ex: Headshots) or you'll get a Mini-Crit (Bodyshot).
- 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 near useless, lightly displaying his team color and showing dripping Jarate particles. If you suspect a Spy do not be afraid to use your Jarate to spycheck.
- You can use it to extinguish a player in case they are desperately in need and there's no Medic or medkit around.
- Be aware that Jarate cannot be thrown through friendly players. Try to avoid using it accidentally on a player who is not on fire. This tends to happen in tight areas and hallways, when you can't throw past the friendlies in front of you.
- Throwing Jarate near your feet will extinguish yourself.
- Using Jarate in combination with a friendly Pyro can be devastating due to the "tap" effects of a Pyro's Fire.
- The same goes for the Sniper's own Tribalman's Shiv or a Engineer's Southern Hospitality.
- 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 Buff Banner are especially useful, as your Mini-Crits will charge their rage, so that they can grant further Mini-Crits.
- Sometimes you'll find yourself in the fray alongside a few members of your team. If you spot an allied Heavy walking into a group toss your Jarate. The spread of his bullets will put Mini-Crits into everyone in the area, successfully neutralizing the number of enemies arrayed against you and your new Heavy friend.
- Usually, it's not a good idea to use Jarate alongside The Sydney Sleeper, as both carry the same effect and offer only a minimal amount of extra utility together.
- Using Jarate with the Bushwacka can be very effective, by throwing the Jarate first and then striking the enemy with the Bushwacka for a guaranteed Crit.
Kukri
- Two blows with the Kukri are enough to kill an unbuffed Spy, Scout, Engineer, or Sniper.
- Use your Kukri to quickly dispatch cornered enemies if you are in close quarters, such as many Sniper decks.
- Try to use the Kukri in close quarters instead of your Primary weapon or SMG. All melee weapons have an increased chance of Critical hits so you should have an easier time killing your enemy.
- Using the Kukri in addition to Jarate is an effective strategy for dealing with Spies as it makes it harder for them to get away.
Tribalman's Shiv
- 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 stem the bleeding.
- Use your Jarate in combination with the Shiv for bleeding Mini-Crits. One hit on a 125 hp class will kill them with the bleeding if they are coated. Use this to wear down heavier classes quickly, supplementing the damage with your primary weapon if necessary,
- 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.
Bushwacka
- This weapon can be very effective when used in conjunction with Jarate, due to its ability of turning Mini-Crits into Full Critical hits.
- Jarate also works well to counter the Bushwacka's vulnerability to fire damage, as you can extinguish the flames easily and potentially coat the Pyro in Jarate.
- If your enemies have the habit of closing in after being hit by the Sydney Sleeper, this is an excellent counter.
- Unless the opposing team has an actively attacking Pyro, the Bushwacka should be used in place of the Kukri if you are not using the Tribalman's Shiv.
- The Mini-Crit into Crit effect is active for any source of Mini-Crits (Buff Banner, enemy Crit-a-Cola, etc.)
- Remember that the Bushwacka can still perform random Crits, in addition to its effect.
- 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.
- Even if you are preferring to stay behind the frontlines and provide support, be wary of your fire weakness. Pyros maybe easy pickings, but a stray flare can cause a lot of damage to you, making you easier to pick off for other enemies.
- In conjunction with a well-placed Jarate toss, the Bushwacka can easily dispatch most enemies; even distracted, overhealed Heavies.
The Croc-o-style Kit
- The main perk of this set, the immunity to death by headshots, is great when fighting predictable enemy Snipers. Upon being headshotted with a shot that would normally kill you, you will be left at 1 HP.
- Despite this tempting quality, bodyshots will do the same amount of damage as usual, are easier to execute, and unless you are overhealed, will kill you regardless of your 25 health buff (if fully charged).
- Also remember that you will be unable to kill heavier classes on your own unless you can successfully fire off two higher charged shots on them in quick succession, or cover them in Jarate and proceed to hit them with the Bushwacka.
- Snipers that see you have Ol' Snaggletooth equipped may assume you are using the full set, and take a split second to readjust their aim to your body. Don't give the chance, and kill them quickly!
- An overhealed 225 HP Croc-o-Style Sniper is a great counter to distant enemy Snipers, as there is no way for them to take him down fast enough, unless they are overhealed as well.
- You can also still aim for quick bodyshots. A fully charged bodyshot is still normally enough to kill a Sniper with the Danger Darwin Shield equipped.
- Croc-o-style Snipers are NOT immune to fully charged Huntsman headshots. However, you will survive uncharged headshots.
“Oh dear, I've made quite a mess.” This page has been marked for general cleanup. Reason given: none given Please see Team Fortress Wiki style guide for information on how to improve this article. |
Sniping Priorities
Priorities vary and depend on the what is currently going on at the time. The following list should often, but not always, be used but if the shot is easy then you should take it. For example, if you have lots of teammates near a Medic with a Heavy, sometimes taking out the Heavy first is best since your teammates will be able to quickly control the area. If you shoot the Medic first the Heavy might hold it by himself long enough for reinforcements to arrive, but it will prevent them from using an ÜberCharge.
These four classes first:
The rest in relative priority order:
________________
- Snipers are on top of the list because they allow you to cross an open space freely, and also present the biggest threat to you as another Sniper.
- Medics are next because they are walking health packs. They can keep the enemy alive forever and they are even more important when they have an ÜberCharge saved.
- Heavies are important because of the high damage they can deal out at close to medium range. They are tough enemies who can hold down points and with their high health makes them very difficult for your allies to take down.
- Engineers are very important because their Sentry Guns can eliminate your whole team. Once he's down, your teammates won't have to worry about the Sentry Gun being repaired. If you can, try to take out at least the Sentry Gun from the distance after you've eliminated the Engineer, to save your teammates some time.
- Soldiers can be dangerous if they take notice of your presence - they can strafe and fire rockets at yourto prevent a clean shot; Direct Hit Soldiers are especially dangerous.
- Pyros and their awkward shaped heads make for easy kills. They can destroy your team in close combat so they must be taken down; Pyros equipped with The Flare Gun can set you aflame at range and greatly hinder your ability to snipe.
- Demomen are next because their sticky bombs can hold down an area really well. Once they die, their stickies will disappear which allows your team to move forward.
- Spies are usually cloaked or disguised. If you see one, shoot it but most of the time they will be hard to find. Thus, you probably shouldn't worry about them, though if you spot one and don't see him die, call out his presence to your team, and watch your back. If you see them close to you, don't bother sniping them. Pull out your Melee weapon or SMG to take them down. Most of the time, if you get the jump on a Spy, you will kill him.
- Scouts move too fast and so you should rarely waste your time trying to get these guys.
Map Specific
2Fort
- Sniping from the ground floor in the dark areas near the base exits gives a relatively safe view of the upper tier.
- Shooting from the water can take out the opposition on the bridge or the far bank.
- Count how many Snipers the enemy has. This should be a good number to match with Snipers on your own team. No more, no less.
- 2Fort is an excellent Sniper's map, but as the common strategy reads, you need to switch locations. An example would be to start on the supply room side of the Sniper deck. Put your back against the corner, this gives you a clear view of the opposing team's supply room side, and helps you resist Spies. The only way Spies can really get you is though shooting or stabbing your front side which, by the time you notice, you can heal up, then kill the Spy. After a few kills, it's best to move down to the lower side, any users that may switch to Sniper will expect you to be on the Sniper deck, going down on the lower deck can really give you the advantage. Going outside and to either corner is good because this gives you the top and bottom decks of whichever side you chose, and the bridge. If you chose the left corner, you can take out any foes on the right lower deck, but is rather difficult to get good aim. Finally, going back up on the Sniper deck and sniping though the windows is a good option. The enemy will fear using the bridge, and will most likely take the water, the windows on the Sniper deck give a good view of the water. Enemy Snipers might try and corner you with each Sniper at opposite ends, it's best to take them out one by one, but the Sniper deck windows gives you a clear vantage point for the attempted counter.
- Jarate is an excellent choice here. Even blind Jarate tosses can potentially coat an entire bridge push. It is also possible to hit across the bridge with Jarate from a jumping high arc throw from the battlements; this can be good if a just missed Spy that cloaked got away, and you have an approximation to his location, leaving him vulnerable to kills or forcing him to the water.
- Scouts are also a problem for Snipers here, almost more so than a fellow Sniper. It's a common tactic for Scouts to rush your battlements by hopping from theirs and running the top of the bridge. Though, a quick, well timed shot at the zenith of their jump can knock them out of the sky or at worst off course and send them to the ground or water. If a Scout actually makes it across, it's for the better to fall back to a resupply and plan an ambush, or let someone better at close quarters handle the situation, however, you can make them rethink their decision by a quickly thrown Jarate, which will usually make a Scout turn tail.
Granary
- Granary can be a difficult place for Snipers at times. Points 1 and 5 have long sight lines and several spots to shoot from. Most players will expect Snipers to attack from the window overlooking the right-side exit (when viewed from the last point), but this leaves Snipers vulnerable to any enemies that manage to make it up the catwalk or pipe, or worse yet, rocket-jumping Soldiers. The left-side exit (right for the attacker) is less expected as it is further from the point, yet still provides line of sight for most of the area, including a peek behind the defensive wall on the left. Remember that the struts for the pipe will block some of your line of sight in such a case.
- Defense on points 1 and 5 is far easier for a Sniper, with the back right corner behind the wall being a common spot to hide in, allowing occasional picks through the right side door. Other spots used can be on the left door just outside the defending team's spawn, or on the pipe in the middle of the area, though the most common is the previously mentioned right side.
- Points 2 and 4, and the areas between them and the central point, are troublesome for the Sniper. The area there is usually quite close and provides several advantages to the defenders of those areas. Snipers wishing to assault this area would be better served with the Huntsman than the Sniper Rifle. The same can be said of defending it. The lines of sight are short and the action around the point is hectic, giving the bow more advantages in this area over the rifle.
- The central point offers only a few options. While the ledges overlooking the point are an obvious perch, these are watched intensely for Snipers, not to mention in perfect line of sight for Soldiers and Demomen on the crates. The wall close at the Sniper's back allows explosive damage to splash onto him easily, and the lack of cover only compounds it. A somewhat less risky option is sniping from the entrances to the point, though this will usually only allow targeting a small portion of the other team.
- Due to the relative ease of travel for Spies on Granary, with numerous avenues of approach and escape, Snipers should take extra care to watch their backs. Try to avoid sniping without some (genuine) teammates nearby.
- If defending the last cap as a Sniper, watch the window to Cap 2/4, the catwalk along the pipe, and the right-side entrance (from defense's view) carefully. The first is ideal for enemy Snipers and Soldiers to attack the defenders as they move to protect the point, the second is the fastest approach to the point, and the third is where the largest pushes (IE, Medic and Buddy combos) will usually emerge. As the height is with your opponents, be careful of headshots that may hit over the wall usually used as cover when defending the last point.
Well
- Above your own Control Point 2 are some windows that give a great view to the building housing Control Point 3. Try hanging back from the window to squeeze in an unexpected shot on enemy Snipers.
- Crouching can enable you to take out Sentry Guns underneath the carriages.
- If attacking the last point as a Sniper, remember that your line of sight is better on the higher approach, but this leaves you open to any enemies who can manage to flank you. Stay alert for enemies moving on the same level as you, as the trip up to the attic from the ground is usually a long one, and most will take the direct (i.e., straight across) route.
- The small space at the front of the boxcars (the side touching the building) separating teams at Point 3 is often a preferred spot to snipe through before the match starts — thus, don't hug up against that wall or the gate unless you plan to counter-snipe.
- If sniping out the windows in the direction of Point 3, don't forget to check the water — enemies may sneak out of there while you're not looking, and that can end badly if they know you're up there.
Gravel Pit
- Gravel Pit's long sight lines favor Snipers, and almost all approaches to the capture points are marked by areas that one or two Snipers can readily cover. As BLU, anticipate at least one RED Sniper with the team in each CP, and as RED, remember that BLU has several protected sniping areas that you do not.
- When defending B, there are 5 entrances to B that you must be aware of when sniping. 2 coming from Blue spawn, 2 coming from C, and 1 connecting tunnel between A and B. If A hasn't been taken, then you don't have to worry about the C entrances very much if at all. The connecting tunnel entrance is positioned directly to the right of the right spawn exit, so watching both at the same time is relatively easy, yet somewhat inaccessible. The left exit, is a long tunnel that forces the blue players into a bottleneck, and with a large rock outside of it offering a defensive Sniper cover, it makes a good spot for sniping.
- When defending A, there are 2 spawn entrances, the connecting tunnel, and only 1 entrance from C, again, if B hasn't been taken then the C entrances don't pose much threat. A is undoubtedly the harder point to snipe at There is no clear view into the bottlenecked spawn entrances, or any good cover. You can however see most of the whole side of the map from the building that houses the control point.
- When defending Point C, either side of the spawn point gives a good field of fire and relative protection from Spies due to the long run to reach it. You can also shoot into the side hallways from here. Also, the tower that houses the final control point gives relatively good cover, and allows you a good view of all 3 entrances into C.
- When on Blue, you're somewhat limited in what you can do. Blue is bottlenecked very badly when exiting spawn into both A and B. However, once out of the bottleneck, if your team has taken some ground at either point you can Sniper enemies coming to fight off your teammates with more ease. Also, after taking A and B. Enemies on the tower at C are vulnerable to Sniper fire. C is where you'll be able to do more damage.
- Look for alternate attack routes, especially on Point C. It is possible to snipe distracted defenders from multiple angles and sneak away quickly to another one before they can react.
Dustbowl
- When attacking Stage 1 Cap 1, go by the side shed and snipe from there. Most defenders will be hanging by the main shed; try to pick them off so the attacking players can hit the defenders hard on the main pathway. Run along the side shed pathway and try to take down any defenders teleporting to the front lines or any Engineers and their buildings.
- When attacking Stage 1 Cap 1, you can also hold down a sniping spot just left of the side shed. This is a key, yet uncommon sniping point as it gives you views to the two tunnel exits, and the one above. If a battle is going on inside the main shed, and your team has limited the enemy team to the main shed, this spot is safe. The trick is to wait for any unaware enemies to come through either tunnel exits, and as always, keep your dot hidden, and you'll have your enemy running straight into bullets. This gives the rest of your team enough time to capture the point. The disadvantage is that a Spy can easily hug the canyon wall, and backstab you, and if you've been successful at this point, many enemy users will switch to Spy. As a counter to any Spy that may kill you, the side shed contains health and ammo kits, so whenever things get uneasy, fire off a clip from your SMG, then grab an ammo kit.
- When defending Stage 1 Cap 1, a good Sniper spot is the flat platform by the windows of the Capture Point A building. Snipe from here to cover the main shed, the canyon, and the side shed. If there's a Sentry Gun up in the corner of the stairs in the building, it will prevent Spies from backstabbing you. However, be sure to listen to the Engineer. If you hear that it's being sapped, pull out your Kukri or Tribalman's Shiv and assist the Engineer by killing the Spy.
- When attacking Stage 1 Cap 2, use the platform with the tires to Snipe the defenders. Concentrate on taking down enemy Snipers from here, if there are any. To get a good vantage point on the Capture Point, cross the bridge after leaving the grating and snipe from the platform with the three stacked boxes.
- When defending Stage 1 Cap 2, look for a stack of tires back in a corner between the control point and the traditional Sniper platform above spawn. Jumping behind these tires gives you an excellent vantage point on almost all the entrances to the area, will keep most of your body protected, and nullifies Spy backstabs (though the occasional side-stab may happen, you're also nearby where Sentry Guns are normally placed, so Spies will probably go for them first, unless he is gunning for you in particular).
- When defending Stage 2 Cap 1, staying back by the office is a good idea. This gives a good view of the front lines. There's a large ammo pack and medium medkit in the building, and outside by a sign, there is a large medkit. There are also some barrels in the corner that give quick access to the point for defense with your Melee weapon. You're a sitting duck for Spies there though, and being indoors, nobody will see you get backstabbed and kill the Spy before he can do more damage.
- When attacking Stage 3 cap 2, enter the long hallway that contains a medium medkit. It will give you an excellent vantage point on the enemy.
Hydro
- With its many configurations, Hydro is a very good Sniper map.
- However playing rifle Sniper at the very beginning of the round is not advised as rifle Snipers only suffer from new unknown map variations; pick rifle Sniper only when you are familiar with the current Hydro layout.
- Sit at the back of your area and scope to the entrances. Most of the good spots are near spawn points.
- On offense, a Sniper can sit in the entrances to the enemy areas and take down Sentry Guns with fully charged shots.
- Try to find the more unusual and hard to reach areas to avoid Spies. After taking down enemy Snipers, change positions.
Watchtower
- Watchtower has very little cover for enemies heading towards the middle, and the pipes are fairly small, not giving them much room to maneuver. This makes enemies very predictable and much easier to headshot.
- A great spot in Watchtower is just to the right of the spawn area, where you can just see over the wooden fence, you can easily see enemies approaching the tower from the enemy spawn, giving you the ability to take out enemies within seconds of the round starting. Medics are the easiest to take down, as you can see their healing beam before you see them if they are healing someone.
- If an enemy Sniper is using the spot above, simply move to a similar area to the left, and shoot them the second you see them. They probably will not see you as they would be focused on the pipe your team will be crossing. If you are fast enough you can take them out before they kill any of your teammates.
- You can watch the control point in the tower by standing on one of the high pipes near the cliff, you should only remain there if all the remaining enemies are inside the tower. You will have to shoot out the windows before you are able to shoot them, which will tip them off and force them to duck to stay out of the way, making it easier for your teammates to catch them off guard.
- If you are the last one alive and there is one enemy left in the tower, a good strategy is to shoot out one of the windows and, if you have it, throw a jar of Jarate inside and cover them with it. At this point they will be watching the direction you threw it from. Jump down from the pipe down to the staircase and make your way up behind them and finish them with your Melee weapon, they shouldn't see you coming.
Badwater Basin
- Badwater Basin is good map for Snipers as each of its points has good lines of sight from either side, but also has limited areas to snipe from due to its initial linearity. As such, you may be competing with friendly Snipers for the prime spots, so try to mix things up a little, and snipe closer to the front lines than the enemy would expect you to.
- The BLU Spawn is an obvious sniping spot when attacking the first area due to its darkness and being a no-go zone for Spies, but be wary of enemy Snipers positioned at the very top of the hill next to, behind and on the rock formations at the top of the hill. Conversely, the rock is a great spot for defending Snipers, as you can pick off enemies as they leave spawn or try to take pot shots up the hill (though it is worth being aware of your blind spot, in case you have no teammates standing guard or enemy Spies jumping up to stab you).
- The tunnel that the cart goes through for most of the first area is a good sniping spot for both teams also as it provides a very long line of sight down the otherwise most covered part of the area, allowing you to pick off enemies as they proceed through to push/stop the cart.
- The second area of the map is another Sniper-friendly one, with narrow but key sightlines coming from the top of the hill where the rocks are all the way to just next to RED's forward spawn/shortcut. On attack, this view can be used to effectively lock down the area that spans the back of the second point by preventing them from running over to the stairs/roof building directly, and forcing them to take Teleporters or try tricky jumps to evade being headshot. On RED, you can aim up to the rocks where the BLU Snipers may be with ease, but it is worth noting that they may already be stationed there and ready to headshot you as soon as you poke your head out to survey the area. However, this is nevertheless a good spot, as it lets you pick off just-spawned enemies as they go over the hill, and also effectively cover the cart (which should be in such a range that you can easily deter/assist in killing any cart pushers with Jarate).
- Attackers can also take advantage of the building found at the very back of the courtyard behind the second point, by sniping enemies on the roof/coming up the stairs from the ground floors (especially effective when the defenders still consider it a 'safe' zone and position their Medics or Engineer buildings on the back of the roof). However, being such a far off spot with covered routes to it, it becomes easy for Spies and Scouts to quickly make their way up to you and take you out if you are alone (it is also subject to Soldiers and Demomen as they can rocket/sticky jump on to the sniping balcony from the roof with little effort).
- A BLU Sniper can also elect to jump onto the rock outcroppings in the courtyard, and have clearer sightlines to Engineers who would otherwise be behind cover if you were to snipe from the building. However, you yourself will be exposed and will have to escape quickly if you are detected by the RED team.
- The roof at the second point can be used by BLU Snipers when the cart is being pushed from the second to the third points, but it only covers 2/3 of the distance to the third point, and also is in the main line of sight of Snipers aiming up from the dip the cart goes down the ramp into. It can however be safely used for sniping enemies going in and out of the house above the dip, as you can snipe both enemies coming and going via the back entrance as well as going up the stairs from the near side. It is for this reason that it is not advisable to snipe from said house on the defending team when aiming at rooftop enemies, as it is a blind chokepoint and so subject to a lot of Grenade Launcher and other spam.
- Attacking Snipers can snipe up at the third point from the dip near where the full health and ammo packs are, and have a good wall to hide behind, but are in risk because the spot is just within a Heavy's effective Minigun range as well as grenade range, meaning it will be difficult to get a clear shot. You can also go through the newly opened left corridor to get a better view of the third point, but it is in the prime sightlines of RED Snipers due to being such an effective spot and is also a chokepoint for long range rockets and grenades, most likely coming from the building on the left (which may have a Sentry Gun on its balcony, rendering this area almost inaccessible).
- On the defending team RED Snipers can aim out of the windows in the buildings overlooking the point, as they provide great coverage and are dark and brown enough to help you blend in with them slightly, throwing the aim of enemy Snipers slightly. The middle window is the most effective, as it allows you to see all of the cart's route from the dip onwards, and it protects you from Snipers hiding in the far right buildings. However, the window is low enough to arc grenades and Stickybomb Launcher into easily, and it is secluded enough that a Spy can backstab you without any teammates around you noticing. Alternatively, the concrete pipes slightly past the third point can be used as a safer sniping point, but compromises your vision in return.
- BLU Snipers at the last point can snipe from the concrete pipes next to the third point to target any Snipers or players coming out of the upper left spawn exit (from the attackers' view), and can also crouch to safeguard yourself against other Snipers temporarily. You can also snipe directly from the top of the last ramp the cart goes down, but it is a large risk as it is a commonly stickied area, and is also the edge of a safe zone for enemy Spies (them being able to stab you and directly run down the ramp to safety). Alternatively, the window in the top tower can be used, as can the windows in the right buildings nearer the upper enemy spawn, but these are both in the enemy Sniper's view from either of their spawns.
- Snipers defending the last point can do so from the relative safety of their upper spawn doors, as they can easily aim and hide from enemies by retreating into spawn, but run the risk of being backstabbed if they stay still for too long. If the cart has already been pushed to the bottom of the ramp and enemies are pushing, picking the upper left spawn is probably the best as you can see the prime sniping BLU sniping spots instantly, and can effectively fire down on the cart area with relative ease (and if worst comes to worst, it's within range to throw some Jarate, jump down and attempt a last stand with the Kukri or Tribalman's Shiv).
Gorge
- Gorge is a good map for Snipers too as it has very open sightlines for both sides and also a large amount of cover (such as over hills or behind props and corners) to hide from incoming fire/other Snipers. Most of these sightlines work both ways, so both teams can use them (though some are more efficient for one team than they are for the other).
- On attack, sniping the first area is somewhat difficult as all the spawn exits will be watched periodically by enemy players, though not necessarily all at the same time. For example, the far left door may go unnoticed while the far right or middle doors may be the targets of a lot of projectile spam. When scoping out of whichever exit you choose, be sure to look for enemy Snipers first and take them out as necessary (particularly if they are looking the other way).
- Support any charges out of the spawn with Jarate if you have it, as it will help in disorienting and weakening any enemies who are otherwise locking down your spawn doors. If you hang back you may also see enemy Spies run in from their hiding spots, so keep any eye out for them and try to kill them or warn your team of them quickly.
- If you are using the Huntsman, try to fire arrows out of different doors at different times to distract the enemy as to where you're going to be next. That said, be careful of enemy Rifle Snipers as they can kill you and evade your arrows even if you aim directly at them.
- When defending the first area, try to spend your time throwing Jarate at the enemy spawn entrances to deter or hinder their pushes, chase up any possible Spies you see and snipe the doors furthest away from you (for instance, standing in the right windows to attack the far left BLU spawn door). This will let you deal with any Snipers trying to take you down and also eliminate any threats that your team mates may be too far away from to deal with (like a spun up advancing Heavy or a charging Medic).
- The areas either side of the first point are good for Snipers on both teams as they allow them to look over the central bridge where the point is located AND look to the other side to take out enemy Snipers. However, these places are also mostly out in the open with only a few pieces of cover, so try to mix up the places where you snipe from a little.
- When on offense, sniping from the left side will allow you to cover the very far left, middle, right garage door and right ledges on the defenders' side. This is good for taking out Snipers trying to hide in the garage, and you can crouch to hide behind the crest of the hill. However, the open area behind the hill and the various alcoves make it an easy place for Spies to uncloak and stab/shoot you. The right side compensates for this by being easily seen and cramped (so Spies will have a hard time remaining stealthy) but conversely this works against you by making you stand out and giving you limited escape routes.
- On attack, you can also snipe through the windows next to the bridge. Be careful of Spies and Scouts though, as they can both easily access them and hide in the shadows to surprise you should you stand still for too long.
- Defending Snipers can hide in the garage door on the left to keep themselves out of sight, behind the crates next to the point, in the windows on the right and at the back of the far right area behind the concrete blocks. All these areas will hide you briefly and give you more of a window to shoot other Snipers, as well as anybody who enters your sightlines. Unfortunately, some of these areas are popular for [Sentry Gun|Sentry] placement, so be careful and choose an unoccupied spot that won't have any other players to draw attention to you.
- If you are using the Huntsman or Jarate, fire arrows/throw it on the point when the BLU team has made their charge. With the amount of people on the point, you're highly likely to hit and possibly kill someone with any arrows you fire, and saturate everyone on the point thanks to Jarate's large radius.
- The rooms and corridors between the first and last points are where the Huntsman shines, as they range from a small to medium length and more often than not heavier classes such as Soldiers and Heavies will move in predictable lines due to the limited space, making aiming a lot easier.
- The walkways on the upper floors are also good for Huntsman Snipers as it becomes impossible for enemies to move out of the way at close quarters without falling off. Alternatively if you've run out of arrows, use the Kukri or Tribalman's Shiv in combination with Jarate to deal lasting damage if you or your team doesn't finish the enemy off.
- The last point is difficult to attack as a Sniper as it has a very limited selection of places to snipe safely from, only offering the main door (which has crates but these are very easy to reach as a Spy or Scout), the upper walkways (which Soldiers and Demomen can jump up to) and the left corridor (that will always have people running through, attracting attention to your sniping). As such, keep changing your location as much as possible and try to stay out of the areas where you know enemy Snipers will be aiming (such as to the right side of the main doorway to the point).
- Like with the previous point, on RED you can easily snipe on either side at the opposite side and maintain a safe spot, jumping down to the actual point as necessary to get health ammo. In the event of the BLU team pushing in, once again be sure to throw Jarate and use your Huntsman/Kukri/Shiv to deal damage, also buying time for your team to jump down by stopping the cap and possibly stopping the BLU team's impending victory.
Junction
- Using the rifle on Junction is fairly ineffective, as there are few areas where the distance between you and your target will be longer than the Huntsman can manage. As such, using the Huntsman is recommended as it can be used effectively in nearly any part of the map (its fire-and-forget playstyle is also useful when trying to lay down suppressing fire through chokepoints).
- Jarate is usually the best option for this map on either team, as the tight space means you'll often splash multiple enemies and Spies will have little space to dodge in once you have soaked them. However, be careful of your teammates when throwing Jarate, as the corridors may cause the jar to break on them and not your enemies if used in an enclosed area.
Attack
- At points A and B, use the Huntsman to take quick shots out of the spawn doors before retreating back in to evade any projectile spam from outside. If you feel you can act fast enough, use the Rifle to increase the likelihood of your shots hitting.
- When your team is charging for the point, hang back and aim toward the doors or corridors that go to C. This will be where enemy reinforcements come through, and if you either fire arrows or train your laser dot in a clearly visible spot, it will deter the RED team from coming through.
- If there are multiple enemies on the point, throw Jarate onto it through a doorway. This will make any pushes onto the point from your team a lot more effective, and may scare off valuable targets such as Medics or Heavies if timed right.
- Do not use the SMG for Spychecking or killing Spies going in for the kill, as it is far too slow in terms of damage and it will allow them to make a quick getaway through the numerous corridors. Instead, use Jarate and/or the Tribalman's Shiv to put pressure on the Spy and make him easily trackable.
- At C, try attacking solo from different angles via the many different doorways. This will make the enemy's job of staying out of potential sniping zones a lot harder, and also may allow you to get into a Sentry Gun's blind spot.
- If you are attacking C from the connecting B corridors, try to fire arrows around the corner at the middle windows. This will allow you to freely attack the main area assuming there are no Sentry Guns present on the left side of the near walkway (the Rifle can also be used here, though you will not be able to retreat after firing immediately, in case of a Soldier, Scout or Demoman jumping into the windows).
Defense
- Use Jarate to make points easier to retake if the BLU team are capturing them. This will enhance the effect of Soldiers, Demomen and Pyros directly attacking the point, and the combination of explosive damage, fire damage and Jarate will finish off any enemies quickly.
- Use the Sniper Rifle to aim directly at the BLU spawn doors from the safety of the raised areas around the points, as you will be able to kill enemies instantly instead of having to predict when they are going to come out of the spawn with the Huntsman.
- Spycheck people regularly with Jarate or the Tribalman's Shiv. This will prevent any sudden attacks from the corridors behind or between A and B, and allow your team to quickly identify them as a threat should you die.
- When defending C, you can stand on the top right ledge with the Rifle to pick off any targets trying to come through the far left corridors from B. However, be careful of Spies coming up behind you, along with the usual threats of enemy Snipers and long range rockets from the far left.
Pipeline
General
- The long sightlines and lack of cover make this a very good map for Snipers. Set up with your teammates to deny the enemy access to corridors, doorways and their cart.
- The abundance of shortcuts and flanking routes render Spies a very dangerous threat. Always keep an eye out for them sneaking around. Don't be afraid to Spy check any suspicious teammates.
- Toss Jarate on the enemy cart while they are pushing it, as there will be likely many enemies to be coated. This will make it much easier for your teammates to kill them.
Section 1
- Stay near your spawn while defending your base so that respawned teammates can keep you safe and check for Spies.
- Move up to the center when possible to support your team, keeping the enemy from using their main spawn exit doors under the threat of headshots.
- The side route on the left as you exit your base will take you to an elevated platform behind the enemy. This will provide you with a good view of the enemy base until they spot you. Be aware that Soldiers and Demomen will attempt to rocket/sticky jump into your hiding spot.
Section 2
- The long, main corridor is perfect for sniping, as there is almost no cover for the other players. Be aware that you do not have any cover either, so be careful of incoming rockets, grenades or opposing Snipers.
- There are numerous ways to get behind you in your base, so be sure to check these paths occasionally in case of Spies, Scouts or other enemy players.
Section 3
- The Sniper bunker attached to your spawn can be the best location to snipe the opposing team from. There is a pathway up to the bunker so be aware of any incoming attacks and flanking players.
- Focus on removing the enemy teams Snipers first, as they are the most dangerous to your team on this section.
- The carts are usually hotly contested, so keep an eye out for anyone moving the enemy cart and attempt to kill them, slowing their progress.
- Use your long sight lines to warn teammates of incoming attacks from above or below.
Turbine
- Their are two main areas on Turbine that Snipers like to use, the hallway that leads from the turbine room to the Intelligence room and the Sniper deck the overlooks the turbine room that leads to the vents. Both areas cover the turbine room and opposing Sniper areas. A benefit of the Sniper deck is that there is a glass wall that can protect from enemy fire.
- When sniping from the Sniper deck, having a Razorback equipped can be beneficial since it is easy for Spies to get there and backstab Snipers. When sniping from the hallway, having Jarate is useful for repelling an attack force going for the intelligence. There is less chance of being backstabed since the hallway is usually covered by an Engineer or Demoman.
- The vents are where the Huntsman can be devastating. The enclosed space combined with a good sense of judgement will earn you some easy kills.
- If you have the Huntsman and are together with teammates, Try to take out Power classes and Medics when in the vents. You'll clear the way for them and help them proceed to the other side.
- Due to the small size of Turbine itself, Jarate is very effective. Try to throw it from the Sniper decks so you can see who is highest value target and where the enemy is attacking from. Just don't throw the Jarate too high or you'll smash it off the roof, wasting it.
See also
|