Difference between revisions of "Sniper Rifle"

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The rifle has perfect accuracy, no damage ramp-up or fall-off, and is one of eight weapons with a zoom sight, the others being the [[Sydney Sleeper]], [[Machina]], [[Bazaar Bargain]], [[Hitman's Heatmaker]], [[AWPer Hand]], [[Shooting Star]], and [[Classic]]. The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in, the charge meter increases gradually from 0% to 100% during 3.3 seconds, indicating the amount of damage that will be done by the shot. The dot becomes clearer as the shot charges. The charge meter resets to 0% after a shot is fired or when the scope is unzoomed. Players are therefore required to continually zoom in on an opponent if they wish to deal the full amount of damage against an enemy. Firing the Sniper Rifle when out of zoom will deal minor damage. Unlike other [[hitscan]] weapons, the Sniper Rifle and the Sniper's [[Sniper#Primary|other primaries]] are able to penetrate friendly players.
 
The rifle has perfect accuracy, no damage ramp-up or fall-off, and is one of eight weapons with a zoom sight, the others being the [[Sydney Sleeper]], [[Machina]], [[Bazaar Bargain]], [[Hitman's Heatmaker]], [[AWPer Hand]], [[Shooting Star]], and [[Classic]]. The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in, the charge meter increases gradually from 0% to 100% during 3.3 seconds, indicating the amount of damage that will be done by the shot. The dot becomes clearer as the shot charges. The charge meter resets to 0% after a shot is fired or when the scope is unzoomed. Players are therefore required to continually zoom in on an opponent if they wish to deal the full amount of damage against an enemy. Firing the Sniper Rifle when out of zoom will deal minor damage. Unlike other [[hitscan]] weapons, the Sniper Rifle and the Sniper's [[Sniper#Primary|other primaries]] are able to penetrate friendly players.
  
While zoomed, the Sniper's movement [[Classes#Speed|speed]] is reduced to 27%, and slows even further to 1.33% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling. The Sniper Rifle does not deliver random [[Critical hits|crits]]; however, if the player delivers a shot to an enemy's head while zoomed in, a [[headshot]] will occur which will deliver a guaranteed critical hit. Note that headshots cannot be scored if the Sniper fires while unscoped.
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While zoomed, the Sniper's movement [[Classes#Speed|speed]] is reduced to 27%, and slows even further to 1.33% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling after jumping, however, falling off a ledge without jumping or getting knocked into the air will not inhibit scoping. The Sniper Rifle does not deliver random [[Critical hits|crits]]; however, if the player delivers a shot to an enemy's head while zoomed in, a [[headshot]] will occur which will deliver a guaranteed critical hit. Note that headshots cannot be scored if the Sniper fires while unscoped.
  
 
Whilst scoped, the Sniper Rifle projects a team-colored dot on walls or floors, serving as the laser sight for the Sniper. This can serve as a warning to other players of the Sniper's position. Resourceful Sniper players can circumvent this problem by deliberately aiming at objects or other surfaces in the foreground.
 
Whilst scoped, the Sniper Rifle projects a team-colored dot on walls or floors, serving as the laser sight for the Sniper. This can serve as a warning to other players of the Sniper's position. Resourceful Sniper players can circumvent this problem by deliberately aiming at objects or other surfaces in the foreground.
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* If the player scopes in and pauses their game, the zoom display will be removed, allowing the player to see as if they weren't scoped in while retaining their zoom and charge. Since the game is paused, the player will obviously be unable to shoot or look around during this time.
 
* If the player scopes in and pauses their game, the zoom display will be removed, allowing the player to see as if they weren't scoped in while retaining their zoom and charge. Since the game is paused, the player will obviously be unable to shoot or look around during this time.
 
** The zoom display is brought back up once the player unpauses the game.
 
** The zoom display is brought back up once the player unpauses the game.
 
== Notes ==
 
* As listed at the top of the article, players cannot scope in while jumping. However, if the player leaves the ground through other means such as knockback, grappling, or walking off a high ledge, they will be able to scope in while in midair as long as they do not jump beforehand. This allows the player to headshot enemy players while falling or flying through the air, and makes a flashy last resort for those using the [[Machina]] if blown into the air via airblast or explosives.
 
  
 
==Trivia==
 
==Trivia==

Revision as of 18:01, 5 March 2021

This article is about the stock weapon for the Sniper. For other sniper rifles, see Sniper Rifle (disambiguation).
You'll be needin' another use for that neck!
The Sniper

The Sniper Rifle is the default primary weapon for the Sniper. It is a single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath.

The rifle has perfect accuracy, no damage ramp-up or fall-off, and is one of eight weapons with a zoom sight, the others being the Sydney Sleeper, Machina, Bazaar Bargain, Hitman's Heatmaker, AWPer Hand, Shooting Star, and Classic. The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in, the charge meter increases gradually from 0% to 100% during 3.3 seconds, indicating the amount of damage that will be done by the shot. The dot becomes clearer as the shot charges. The charge meter resets to 0% after a shot is fired or when the scope is unzoomed. Players are therefore required to continually zoom in on an opponent if they wish to deal the full amount of damage against an enemy. Firing the Sniper Rifle when out of zoom will deal minor damage. Unlike other hitscan weapons, the Sniper Rifle and the Sniper's other primaries are able to penetrate friendly players.

While zoomed, the Sniper's movement speed is reduced to 27%, and slows even further to 1.33% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling after jumping, however, falling off a ledge without jumping or getting knocked into the air will not inhibit scoping. The Sniper Rifle does not deliver random crits; however, if the player delivers a shot to an enemy's head while zoomed in, a headshot will occur which will deliver a guaranteed critical hit. Note that headshots cannot be scored if the Sniper fires while unscoped.

Whilst scoped, the Sniper Rifle projects a team-colored dot on walls or floors, serving as the laser sight for the Sniper. This can serve as a warning to other players of the Sniper's position. Resourceful Sniper players can circumvent this problem by deliberately aiming at objects or other surfaces in the foreground.

Damage and function times

See also: Damage
[collapse]Damage and function times
Shot type Hitscan
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Base damage 100%
0%:
50
100%:
150
Critical
0%:
150
100%:
450
Mini-crit
0%:
68
100%:
203
Function times
Attack interval 1.5 s
Maximum charge time 3.3 s
Zoom-in charging delay 1.3 s
Zoom-in headshot delay 0.2 s
Values are approximate and determined by community testing.
# of ticks lit Bodyshot damage Headshot damage
3 50 N/A
4 50 150
5 50 150
6 50 150
7 ~60 ~180
8 ~75 ~225
9 ~90 ~270
10 ~105 ~315
11 ~120 ~360
12 ~135 ~405
13 150 450

Values are approximate and determined by community testing.[1] Note that the values with the symbol [~] in front of it are estimates, as the damage varies by a few integers depending on how long the newest tick has been lighten up.

Demonstration

Strange variant


Related achievements

Invalid parameter. See Template:Achiev type link for a list of valid parameters

Grey Matter
Grey Matter
Get 25 headshots as a Sniper.

Leaderboard class pyro.png Pyro

Firewatch
Firewatch
Ignite 10 Snipers while they are zoomed in.

Leaderboard class sniper.png Sniper

Be Efficient
Be Efficient
Get 3 kills with the Sniper Rifle without missing a shot.


Dropped Dead
Dropped Dead
Kill a Scout in midair with your Sniper Rifle or the Huntsman.


Flight Cancelled
Flight Cancelled
Kill 25 parachuting players with a critical headshot.


Jumper Stumper
Jumper Stumper
Kill a rocket or grenade-jumping enemy in midair with your Sniper Rifle or the Huntsman.


Parting Shot
Parting Shot
Headshot an enemy player the moment his invulnerability wears off.
Self-destruct Sequence
Self-destruct Sequence
Headshot 10 enemy Snipers.


Socket to Him
Socket to Him
Headshot an enemy Demoman.


The Last Wave
The Last Wave
Provide an enemy with a freezecam shot of you waving to them.


Trust Your Feelings
Trust Your Feelings
Get 5 kills with the Sniper Rifle without your scope.

Update history

September 21, 2007 Patch
  • Fixed occasional Sniper zoom crash.

December 31, 2007 Patch

  • Fixed Sniper quick-switch exploit allowing them to avoid zoom/unzoom times.

January 14, 2008 Patch

  • Added an option for the Sniper Rifle to the advanced multiplayer options. If disabled, the Sniper Rifle won't re-zoom after firing a zoomed shot.

January 15, 2008 Patch

  • Fixed being able to zoom too quickly after firing a zoomed shot.

February 14, 2008 Patch

  • Added a small delay (200 ms) before a zoomed Sniper shot can get a critical hit.

March 1, 2008 Patch (Xbox)

  • Fixed exploit allowing Snipers to fire faster than intended.

February 2, 2009 Patch

  • The Sniper Rifle can now crit while under crit-boosts.

January 13, 2010 Patch

  • Fixed this weapon not penetrating friendly players.

January 19, 2011 Patch

  • Fixed the Sniper Rifle view model having RED skins while on the BLU team.

August 18, 2011 Patch

  • Added a bell when the Sniper Rifle is fully charged.
  • [Undocumented] Added Strange Quality.

October 18, 2011 Patch #2

  • Fixed a problem where the Sniper Rifle wouldn't damage sticky bombs.

December 15, 2011 Patch (Australian Christmas 2011)

December 19, 2011 Patch

  • Festive Sniper Rifles can now be gifted.

March 23, 2012 [Item schema update]

  • Marked Sniper Rifle and Festive Sniper Rifle as usable with the Headshot Part.

August 15, 2012 Patch (Mann vs. Machine Update)

  • [Undocumented] Added Silver and Gold Botkiller variants.

October 9, 2012 Patch

  • Added Rust, Blood, Carbonado, and Diamond Botkiller variants.

December 20, 2012 Patch (Mecha Update)

  • Added Silver and Gold Botkiller Mk. II variants.

May 13, 2013 Patch

  • Fixed the Botkiller Sniper Rifle using incorrect team materials for the arms.

November 21, 2013 Patch (Two Cities Update)

June 18, 2014 Patch (Love & War Update)

  • Converted the Sniper Rifle models to use the c_models system.

March 30, 2018 Patch

  • Fixed a server crash related to the Sniper Rifle.

Bugs

  • If the player scopes in and pauses their game, the zoom display will be removed, allowing the player to see as if they weren't scoped in while retaining their zoom and charge. Since the game is paused, the player will obviously be unable to shoot or look around during this time.
    • The zoom display is brought back up once the player unpauses the game.

Trivia

Gallery

References

See also