Difference between revisions of "Basic Sniper strategy"
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==Primary Weapons== | ==Primary Weapons== | ||
− | All of your primary weapons rely on precise aiming, so experiment with your mouse sensitivity until you feel comfortable. If it is too low, you will have difficulty aiming at enemies who actively dodge. If it is too high, you will have trouble aiming at more specific targets, like your enemies' heads. If you are firing from | + | All of your primary weapons rely on precise aiming, so experiment with your mouse sensitivity until you feel comfortable. If it is too low, you will have difficulty aiming at enemies who actively dodge. If it is too high, you will have trouble aiming at more specific targets, like your enemies' heads. If you are firing from a hidden position, remember that the [[deathcam]] reveals your location to the enemy. Switch positions often and keep an eye out for any enemies that try to flank you, especially Spies. |
===[[Sniper Rifle]]=== | ===[[Sniper Rifle]]=== | ||
{{Icon weapon|weapon=Sniper Rifle|icon-size=100x100px}} | {{Icon weapon|weapon=Sniper Rifle|icon-size=100x100px}} | ||
− | Your [[Sniper Rifle]]'s laser dot is visible to the enemy. If you want to hide it, aim at a nearby object until you are ready to shoot. A quick headshot will deal as much damage as a fully charged bodyshot | + | Your [[Sniper Rifle]]'s laser dot is visible to the enemy. If you want to hide it, aim at a nearby object until you are ready to shoot. A quick headshot will deal as much damage as a fully charged bodyshot; as long as your aim is precise, you can quickly deal tons of damage. However, don't risk missing a headshot if it isn't necessary; a fully charged bodyshot will instantly kill five out of the nine classes. When not scoped, your Sniper Rifle is still completely accurate and deals uncharged bodyshot damage, so don't bother to scope if you have to fire immediately. |
===[[Huntsman]]=== | ===[[Huntsman]]=== | ||
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{{Icon weapon|weapon=Sydney Sleeper|icon-size=100x100px}} | {{Icon weapon|weapon=Sydney Sleeper|icon-size=100x100px}} | ||
− | Use the Sydney Sleeper if you have less than average aim or find yourself rarely landing headshots | + | Use the Sydney Sleeper if you have less than average aim or find yourself rarely landing headshots; a weakened enemy covered in Jarate is easy prey for your teammates. Without the ability to headshot, you are vulnerable to enemy Snipers that use the standard Sniper Rifle and will only be able to kill the weaker classes with a fully charged shot. Pair it with the [[Submachine Gun]] to deal with enemies at medium range. |
==Secondary Weapons== | ==Secondary Weapons== | ||
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{{Icon weapon|weapon=Submachine Gun|icon-size=100x100px}} | {{Icon weapon|weapon=Submachine Gun|icon-size=100x100px}} | ||
− | + | While the Submachine Gun (SMG) is a weak weapon, you can use it to finish off weakened foes. Because of its close range nature, it pairs well with the Huntsman. Equip the Submachine Gun when you're operating away from teammates; it is easier to defend yourself with than Jarate. | |
===[[Razorback]]=== | ===[[Razorback]]=== | ||
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{{Icon weapon|weapon=Tribalman's Shiv|icon-size=100x100px}} | {{Icon weapon|weapon=Tribalman's Shiv|icon-size=100x100px}} | ||
− | When including the [[bleed]] effect, one hit from the Tribalman's Shiv does more damage than the standard Kukri, but over a longer period of time. Use it when you find yourself landing only a few melee hits on nearby foes. Coating an enemy in [[Jarate]] will greatly enhance the damage bleeding does. | + | When including the [[bleed]] effect, one hit from the Tribalman's Shiv does more damage than the standard Kukri, but over a longer period of time. Use it when you find yourself landing only a few melee hits on nearby foes. Coating an enemy in [[Jarate]] will greatly enhance the damage bleeding does. The bleed effect can be used to track down [[Cloak]]ed Spies. |
===[[Bushwacka]]=== | ===[[Bushwacka]]=== | ||
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{{item icon|Ol' Snaggletooth|100px}} | {{item icon|Ol' Snaggletooth|100px}} | ||
− | The set bonus gives you a bit of survivability when fighting enemy Snipers. However, | + | The set bonus gives you a bit of survivability when fighting enemy Snipers. However, the overall lack of offensive weaponry will make self-defense difficult. Because the Sydney Sleeper cannot [[headshot]], you are unable to kill bulkier classes on your own and must charge your shot to kill even weaker classes in one hit. Experienced enemy Snipers will simply bodyshot you in return. |
{{Class strategy}} | {{Class strategy}} |
Revision as of 21:38, 16 May 2011
The Sniper excels in picking off enemies from great distances. He is capable of landing headshots that deal severe damage. With good aim, he can devastate foes before they even get close to him. His effectiveness increases exponentially with the player's skill; one good Sniper is worth three or more. Important targets for a Sniper include enemy Snipers, Medics, Heavies, and Engineers. The Sniper is one of the weakest classes at close range combat and is often targeted by enemy Spies. If cornered and alone, he is likely to be killed. A good Sniper roams around the battlefield behind his team's combat classes and does not camp a single spot.
Contents
Primary Weapons
All of your primary weapons rely on precise aiming, so experiment with your mouse sensitivity until you feel comfortable. If it is too low, you will have difficulty aiming at enemies who actively dodge. If it is too high, you will have trouble aiming at more specific targets, like your enemies' heads. If you are firing from a hidden position, remember that the deathcam reveals your location to the enemy. Switch positions often and keep an eye out for any enemies that try to flank you, especially Spies.
Sniper Rifle
Your Sniper Rifle's laser dot is visible to the enemy. If you want to hide it, aim at a nearby object until you are ready to shoot. A quick headshot will deal as much damage as a fully charged bodyshot; as long as your aim is precise, you can quickly deal tons of damage. However, don't risk missing a headshot if it isn't necessary; a fully charged bodyshot will instantly kill five out of the nine classes. When not scoped, your Sniper Rifle is still completely accurate and deals uncharged bodyshot damage, so don't bother to scope if you have to fire immediately.
Huntsman
When compared to the Sniper Rifle, the Huntsman cannot zoom in and instead fires relatively slow projectiles, encouraging you to fight closer to the front lines. It cannot be used to camp an area as easily, as a charged arrow that is kept drawn for over five seconds will not follow your crosshair and generally miss the target. Alternate fire will let you stop charging your arrow, allowing you to save ammo and relax the Sniper's arm. Friendly Pyros can light your arrows on fire, allowing you to ignite enemies from far away.
Sydney Sleeper
Use the Sydney Sleeper if you have less than average aim or find yourself rarely landing headshots; a weakened enemy covered in Jarate is easy prey for your teammates. Without the ability to headshot, you are vulnerable to enemy Snipers that use the standard Sniper Rifle and will only be able to kill the weaker classes with a fully charged shot. Pair it with the Submachine Gun to deal with enemies at medium range.
Secondary Weapons
Submachine Gun
While the Submachine Gun (SMG) is a weak weapon, you can use it to finish off weakened foes. Because of its close range nature, it pairs well with the Huntsman. Equip the Submachine Gun when you're operating away from teammates; it is easier to defend yourself with than Jarate.
Razorback
The Razorback works best when you fight near allies, where enemy Spies risk revealing themselves if they were to attack you. If you are isolated, a Spy can still use his Revolver to easily kill you. The Submachine Gun or Jarate are better anti-Spy choices if you're not being constantly assaulted.
Jarate
In large firefights, use Jarate to douse multiple enemies at once and let your teammates finish the job. Pair it with the Bushwacka to quickly dispatch foes that get too close. Jarate can be thrown at a Spy to easily nullify his Cloak and disguise.
Darwin's Danger Shield
Consider using the Darwin's Danger Shield with the Huntsman for close range combat. It does not protect you from backstabs, so you are as vulnerable to Spies as ever.
Melee Weapons
Kukri
The Kukri is your go-to weapon when dealing with enemies at close range, especially Spies.
Tribalman's Shiv
When including the bleed effect, one hit from the Tribalman's Shiv does more damage than the standard Kukri, but over a longer period of time. Use it when you find yourself landing only a few melee hits on nearby foes. Coating an enemy in Jarate will greatly enhance the damage bleeding does. The bleed effect can be used to track down Cloaked Spies.
Bushwacka
Use the Bushwacka in combination with Jarate to quickly dispatch nearby foes. Enemies will rarely charge directly at you, making the Bushwacka-Sydney Sleeper combo less effective. If a Pyro manages to corner you, you're probably going to die anyway, making the fire vulnerability negligible.
Item sets
The Croc-o-style Kit
The set bonus gives you a bit of survivability when fighting enemy Snipers. However, the overall lack of offensive weaponry will make self-defense difficult. Because the Sydney Sleeper cannot headshot, you are unable to kill bulkier classes on your own and must charge your shot to kill even weaker classes in one hit. Experienced enemy Snipers will simply bodyshot you in return.
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