Difference between revisions of "Anti-Sniper strategy"
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]''' | ||
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− | * The Sniper runs at an average pace, but is heavily slowed while aiming. He has difficulty fleeing from | + | * The Sniper runs at an average pace, but is heavily slowed while aiming. He has difficulty fleeing from mobile opponents such as the [[Scout]], [[Soldier]], and [[Pyro]]. |
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| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]''' | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]''' | ||
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* After obtaining an amount of kills or assists, the Sniper can activate the Heatmaker's “focus” ability. A Sniper who stays alive long enough to obtain that much kill credit may be skilled. | * After obtaining an amount of kills or assists, the Sniper can activate the Heatmaker's “focus” ability. A Sniper who stays alive long enough to obtain that much kill credit may be skilled. | ||
* When focus is activated, the Hitman's Heatmaker uses tracer rounds that reveal the Sniper after each shot, making him easier to locate. | * When focus is activated, the Hitman's Heatmaker uses tracer rounds that reveal the Sniper after each shot, making him easier to locate. | ||
− | * The Hitman's Heatmaker suffers a bodyshot damage penalty, rewarding you for | + | * The Hitman's Heatmaker suffers a bodyshot damage penalty, rewarding you for partially dodging the Sniper's shots. |
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| align="center" valign="center" style="padding:0.5em" | | | align="center" valign="center" style="padding:0.5em" | | ||
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* The Classic allows the Sniper to charge his shot while unscoped. This means that he'll have an easier time spotting and aiming at potential attackers. | * The Classic allows the Sniper to charge his shot while unscoped. This means that he'll have an easier time spotting and aiming at potential attackers. | ||
− | * The Classic can headshot only when it is fully charged. | + | * The Classic can headshot only when it is fully charged. Engage the Sniper between charged shots. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Submachine Gun}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Submachine Gun}} + '''reskins''' | ||
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− | * The Submachine Gun is surprisingly accurate | + | * The Submachine Gun is surprisingly accurate. Don't get complacent if a Sniper switches to 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. | ||
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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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| 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 | + | * Darwin's Danger Shield's grants afterburn immunity and 50% damage resistance against fire. If ambushing him as the Pyro, switch to your Shotgun or melee weapon 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 | + | * A Sniper with the Cozy Camper may stay scoped in more often, leaving him without vision to spot ambushing enemies. |
* 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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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Cleaner's Carbine}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Cleaner's Carbine}} | ||
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− | * Dealing 100 damage with the Cleaner's Carbine | + | * Dealing 100 damage with the Cleaner's Carbine fills a "CRIKEY" bar, giving the Sniper 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 to prevent them from reaching full " | + | * 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 01:01, 28 June 2021
“ | 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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