Difference between revisions of "Anti-Sniper strategy"
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* The Submachine Gun is surprisingly accurate, but ineffective at longer ranges. If a Sniper attacks you with it, move away from him and retaliate with a more powerful weapon. | * The Submachine Gun is surprisingly accurate, but ineffective at longer ranges. If a Sniper attacks you with it, move away from him and retaliate with a more powerful weapon. | ||
* The Sniper only holds three clips of SMG ammo; he cannot fight for long before you can overwhelm him. | * The Sniper only holds three clips of SMG ammo; he cannot fight for long before you can overwhelm him. | ||
+ | * While the Submachine Gun isn't the best in close-range defense, underestimating its high fire rate and damage output can still lead to your demise. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Razorback}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Razorback}} | ||
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* Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet. | * Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet. | ||
* A lone Sniper will often follow up his Jarate toss with his weapon. React to his ranged or melee weapon appropriately. | * A lone Sniper will often follow up his Jarate toss with his weapon. React to his ranged or melee weapon appropriately. | ||
− | * The Sniper can use Jarate to extinguish himself or his teammates. As the Pyro, don't rely on afterburn to finish him off. | + | * The Sniper can use Jarate to extinguish himself or his teammates. As the Pyro, don't always rely on afterburn to finish him off. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Darwin's Danger Shield}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Darwin's Danger Shield}} | ||
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− | * Darwin's Danger Shield's grants afterburn immunity and 50% damage resistance against fire, allowing him to survive an ambushing Pyro with less difficulty. As the Pyro, switch to your Shotgun instead. | + | * Darwin's Danger Shield's grants afterburn immunity and 50% damage resistance against fire, allowing him to survive an ambushing Pyro with less difficulty. As the Pyro, switch to your Shotgun or Melee instead. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cozy Camper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Cozy Camper}} | ||
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* A Sniper equipped with the Cozy Camper will not flinch if his Sniper Rifle is fully charged. Force him to take cover or shoot early. | * A Sniper equipped with the Cozy Camper will not flinch if his Sniper Rifle is fully charged. Force him to take cover or shoot early. | ||
+ | * Cozy Camper snipers will often stay scoped in in order to take advantage of the flinch resistance. Use their lack of vision to sneak around their line of sight and ambush them, or deal with them from out of their sight. | ||
* Be on the lookout and react accordingly if a Sniper comes out of cover. | * Be on the lookout and react accordingly if a Sniper comes out of cover. | ||
* The Cozy Camper deprives the Sniper of a secondary weapon, making him nearly useless in close-range combat. | * The Cozy Camper deprives the Sniper of a secondary weapon, making him nearly useless in close-range combat. | ||
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* Dealing 100 damage with the Cleaner's Carbine allows the Sniper to fill a "Crikey" bar, giving him 8 seconds of mini-crits once filled and activated. If this happens, treat fighting him as if you have been hit by Jarate. | * Dealing 100 damage with the Cleaner's Carbine allows the Sniper to fill a "Crikey" bar, giving him 8 seconds of mini-crits once filled and activated. If this happens, treat fighting him as if you have been hit by Jarate. | ||
− | * The Cleaner's Carbine suffers from a smaller clip size and lower fire rate, so the Sniper either has to surprise an enemy or deal substantial chip damage. If you spot the Sniper trying to do either, attack back. | + | * The Cleaner's Carbine suffers from a smaller clip size and lower fire rate, so the Sniper either has to surprise an enemy or deal substantial chip damage. If you spot the Sniper trying to do either, attack back to prevent them from reaching full "Crikey." |
− | * The Carbine's damage boost works well with the Bushwacka; be prepared for it | + | * The Carbine's damage boost works well with the Bushwacka; be prepared for it! |
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Revision as of 22:45, 25 April 2021
“Sun Tzu's got nothing on us!” This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: Needs a class specific section just like the Anti-Scout strategy has it. |
“ | Perhaps they can bury you in that van you call 'home.'
Click to listen
— The Spy
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” |
The Sniper specializes in eliminating enemies at long range. He will typically position himself at a calm vantage point away from the battlefield, scanning the area for targets. His primary weapons can charge and deliver headshots, so ignoring him is never an option. Fortunately, the Sniper is very weak at close combat. A cornered Sniper can usually only fight with weaker armaments, such as his Submachine Gun or melee weapon. The best way to deal with a Sniper is awareness; if you know he's watching one route, try taking another or forcing his attention somewhere else.
Contents
General
Attributes | Anti-Sniper strategy |
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Role |
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Health | |
Speed | |
Power |
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Weapon-specific
Main article: Sniper weapons
Primary weapons
Weapon | Anti-Sniper strategy |
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Sniper Rifle + reskins |
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Huntsman + reskins |
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Sydney Sleeper |
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Bazaar Bargain |
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Machina + reskins |
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Hitman's Heatmaker |
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Secondary weapons
Weapon | Anti-Sniper strategy |
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SMG + reskins |
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Razorback |
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Jarate + reskins |
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Darwin's Danger Shield |
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Cozy Camper |
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Cleaner's Carbine |
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Melee Weapons
Weapon | Anti-Sniper strategy |
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Kukri + reskins |
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Tribalman's Shiv |
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Bushwacka |
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Shahanshah |
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See also
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