Difference between revisions of "Sniper match-ups"
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− | '''Relative merits:''' The Heavy’s slow speed and large size make him a juicy target. At a distance, his [[Minigun]] fire suffers from bullet spread | + | '''Relative merits:''' The Heavy’s slow speed and large size make him a juicy target. At a distance, his [[Minigun]] fire suffers from bullet spread, deals minimal damage, and will not affect your aim; allowing you to snipe freely. |
− | '''Tactics:''' Remain | + | '''Tactics:''' Remain at least 750 hammer units away; as this will prevent flinching from his Minigun while aiming. One fully charged headshot will instantly kill an overhealed Heavy, well worth waiting for if he has a Medic healing him. If a Heavy somehow maneuvers to your sniping location, run for your life; all your weapons deal pitiful damage against his large health pool and deadly Minigun. |
'''Useful weapons:''' | '''Useful weapons:''' | ||
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| medic-strategy = | | medic-strategy = | ||
− | '''Relative merits:''' The enemy Medic can [[overheal]] his team, making your uncharged headshots that much less deadly. He should be one of your top priority targets. His [[Syringe Gun]] and other weapons are ineffective over longer distances, but his patients will want to protect him. In close combat, the Medic can chase you with his | + | '''Relative merits:''' The enemy Medic can [[overheal]] his team, making your uncharged headshots that much less deadly. He should be one of your top priority targets. His [[Syringe Gun]] and other weapons barring the [[Crusader's Crossbow]] are ineffective over longer distances, but his patients will want to protect him. In close combat, the Medic can chase you with his higher speed and the Syringe Gun is better at close range than your weapons. |
'''Tactics:''' Do your best to land a headshot or fully charged bodyshot to instantly eliminate the enemy team’s source of healing. Respond appropriately to any enemies that notice and split off to target you, especially if there are any classes that excel at close range combat. | '''Tactics:''' Do your best to land a headshot or fully charged bodyshot to instantly eliminate the enemy team’s source of healing. Respond appropriately to any enemies that notice and split off to target you, especially if there are any classes that excel at close range combat. |
Revision as of 15:28, 1 May 2022
“ | Be polite. Be efficient. Have a plan to kill everyone you meet.
— The Sniper on exemplary battlefield etiquette
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” |
Class | Strategy | ||
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Sniper |
vs. | Scout |
Relative merits: The Scout is a dangerous enemy who can close in on you quickly using his speed, double jumps, and tools like Bonk! Atomic Punch. If the Scout manages to approach you, he has a massive advantage. At a distance, he can only harass you with his Pistol but is a difficult target.
Tactics: Pick a sniping spot where you can notice the Scout approaching or force him to take extra time to approach even with a double jump. Instead of aiming at the Scout's small head, consider fully charging a bodyshot instead. At close range, backpedal while firing your Submachine Gun or go for a quick headshot if he moves too predictably. Useful weapons:
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Sniper |
vs. | Soldier |
Relative merits: An enemy Soldier can either fight at the frontlines, away from you, or roam on his own, where he might hunt you down. So long as you can spot him, his slow walking speed and arcing rocket jumps are both predictable enough for you to snipe.
Tactics: As a Soldier approaches you, he will probably fire rockets to force you behind cover and mess up your aim. If he starts rocket jumping, predict his trajectory to shoot him out of the air or retreat if he gets too close. A roaming Soldier is more likely to simply get the drop on you; periodically check vertical routes he might take. |
Sniper |
vs. | Pyro |
Relative merits: An enemy Pyro's only option at long range is the Flare Gun or its variations, so you can freely snipe them in the open. Knowing this, the Pyro will try to ambush you up close from alternate routes.
Tactics: Keep an eye out for flares shot in your direction, as they can ignite you, significantly throwing off your aim. Otherwise, survey the battlefield as normal and be mindful of routes an ambusher can take to you. Try to have a plan to escape back to your team if caught at close range, where your best options are only the Submachine Gun or unscoped Sniper Rifle shots. Note that Huntsman arrows and Jarate are projectiles which can reflected by the Pyro's compression blast. Useful weapons:
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Sniper |
vs. | Demoman |
Relative merits: The Demoman's explosives at great at medium range and work from behind cover, but cannot travel much further. At extreme ranges, his below-average mobility makes him a vulnerable target.
Tactics: The Demoman, with his indirect weaponry, is one of the only classes capable of attacking you from outside your line of sight; well placed explosives can turn your sniping spot into a deathtrap. Keep moving in between your own shots to avoid the splash damage of lobbed grenades and watch out for Stickybomb traps placed where you might snipe. If he tries to sticky jump or use one of his shields to approach you, take advantage of his predictable trajectory to land an easy headshot. If he gets too close, backpedal while firing your Submachine Gun or unscoped shots from your primary weapon. Useful weapons:
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Sniper |
vs. | Heavy |
Relative merits: The Heavy’s slow speed and large size make him a juicy target. At a distance, his Minigun fire suffers from bullet spread, deals minimal damage, and will not affect your aim; allowing you to snipe freely.
Tactics: Remain at least 750 hammer units away; as this will prevent flinching from his Minigun while aiming. One fully charged headshot will instantly kill an overhealed Heavy, well worth waiting for if he has a Medic healing him. If a Heavy somehow maneuvers to your sniping location, run for your life; all your weapons deal pitiful damage against his large health pool and deadly Minigun. Useful weapons:
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Sniper |
vs. | Engineer |
Relative merits: The Engineer likely takes a defensive position that you can harass with your Sniper Rifle. His Shotgun and possibly Combat Mini-Sentry give him a dueling advantage, so don't seek him out yourself.
Tactics: Freely take shots at exposed Engineer buildings. If the Engineer comes out of cover to repair it or uses the Wrangler to target you, shoot him too. If he hides behind his Sentry Gun and can't be hit, fire at his other buildings to deprive him of resources. |
Sniper |
vs. | Medic |
Relative merits: The enemy Medic can overheal his team, making your uncharged headshots that much less deadly. He should be one of your top priority targets. His Syringe Gun and other weapons barring the Crusader's Crossbow are ineffective over longer distances, but his patients will want to protect him. In close combat, the Medic can chase you with his higher speed and the Syringe Gun is better at close range than your weapons.
Tactics: Do your best to land a headshot or fully charged bodyshot to instantly eliminate the enemy team’s source of healing. Respond appropriately to any enemies that notice and split off to target you, especially if there are any classes that excel at close range combat. Useful weapons:
|
Sniper |
vs. | Sniper |
Mirror match-up: One of your main jobs is to eliminate enemy Snipers that are constantly picking off your own teammates. The superior Sniper temporarily grants his team reprieve over wide, open battlefields, making their jobs that much easier.
Tactics: A Sniper duel can be decided in just one shot. Focus on predicting the enemy Sniper's movements while remaining mobile yourself. A standing target is extremely easy to hit - even when aiming, strafe back and forth, adjusting your crosshair as needed. Accustom yourself to aiming for quick headshots unless you're sure your target can be killed by a bodyshot. After taking your shot, keep moving and don't stay exposed; if you fail to kill him, there will be a small window of time where he can freely fire at you. Establishing zone control first is important; being in a position to land a fully charged bodyshot on your enemy as soon as they step out from behind cover is a great advantage. If there are signs that the enemy Sniper is already watching the area, such as his Sniper Rifle's laser dot or injured teammates, consider moving to another position so that you can freely take the first shot. If you don't wish to do so, leave cover while charging your shot so that you are already prepared to fire. Useful weapons:
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Sniper |
vs. | Spy |
Relative merits: Because you frequently focus on aiming at targets that are far away, you may not notice when an enemy Spy is behind you with his Knife, especially if he slips past your teammates with his Cloak and disguise.
Tactics: As the Sniper, you generally work a bit away from your team, so stay aware of your surroundings and Spy check any suspicious teammates that get too close. If someone suspicious enters your sightline, Spy-check them with a fully charged bodyshot. To discourage a Spy from picking you off, stay close enough to your team that they can provide assistance (or vengeance). Do not try to run away with your back facing a Spy, as his higher speed will allow him to catch up to you and backstab you. The Spy's Revolver gives him an advantage in a duel. If you can't draw him into melee range, try to aim for a quick headshot, which will instantly kill a Spy. Useful weapons:
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See also
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