Difference between revisions of "Sniper weapons (competitive)"

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m (Bazaar Bargain: Updated the weapon's attributes.)
(Huntsman: What do you mean by scoping with Huntsman? That bug was fixed. Tweaked the attributes and added more updated info..)
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The first released alternative for the rifle is the Huntsman. This weapon is effectively utilized at a shorter range than the rifle because the Sniper can see much more of his surroundings. The weapon's mechanics are the same as the rifle, arrows making headshots will deal critical damage and damage to both bodyshots and headshots are increased the longer the arrow is charged, capped after one second of charging. Where the weapon differs is the projectile and the damage it deals: Firstly, the arrow arcs rather than going in a straight line like the rifle bullet. Also, as a projectile, the arrow can be reflected by enemy Pyros so the Sniper should take care when wielding this item when he comes across any enemy Pyro. Damage wise, uncharged arrows will do more damage than the rifle bullet, if only slightly, although they are significantly weaker in terms of fully charged damage and critical damage as a full charged arrow will only deal 360 damage from a headshot; 70 less then the rifle.
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The first released alternative for the rifle is the Huntsman. This weapon is effectively utilized at a shorter range than the rifle because the Sniper doesn't scope with this weapon, thus able to see much more of his surroundings. The weapon's mechanics are the same as the rifle, but more versatile. Arrows making headshots will deal critical damage and damage to both bodyshots and headshots are increased the longer the arrow is charged, capped after one second of charging. Where the weapon differs is the projectile and the damage it deals: Firstly, the arrow arcs rather than going in a straight line like the rifle bullet. The more charged the shot is, the further and straighter the arrow will travel. Also, as a projectile, the arrow can be reflected by enemy Pyros, though it rarely happens because of the difficulty of doing so. Damage wise, uncharged arrows will do more damage than the rifle bullet, if only slightly, although they are significantly weaker in terms of fully charged damage and critical damage as a full charged arrow will only deal 360 damage from a headshot; 70 less than the Sniper Rifle, thus unable to instantly kill a fully overhealed Heavy in one arrow to the head.
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The arrow can also be ignited by Pyros, Righteous Bison, and Pomson 6000 shots. An ignited arrow enables the Sniper to burn the victim on hit, causing to have the damage hit from the arrow, plus the afterburn damage as high as default flamethrower afterburn damage and duration.
  
  
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* Has no damage falloff or ramp-up.
 
* Has no damage falloff or ramp-up.
* After scoping, headshots won't work for 200ms.
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* Shoots arrow projectiles that travels in arc.
* The first 1 sec. of charge doesn't increase damage.
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* The arrow can be ignited by friendly Pyros, Righteous Bison, and Pomson 6000 shots.
 
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Revision as of 16:53, 29 January 2012

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.

The Sniper specializes in long range area denial and his weapons help with this duty. Although he is very strong from long range, in close quarter combat the Sniper has little weapons to defend himself with.


Primary Weapon

The Sniper's primary weapons comprise of three rifles and a bow and arrow set. All three do pretty much the same job of holding onto a large open area with some differences.

Sniper Rifle

Sniper rifle.png

The original rifle boasts the ability to heatshot opponents dealing up to 450 damage in a single shot, depending on how long the Sniper has been scoped in. This ability allows the Sniper to cover a large area as well as making picks on key enemy targets like the Demoman and Medic without severely endangering himself. Despite its strengths at long range, the rifle is extremely difficult to use in close quarter combat with "no scoping" only dealing 50 damage in a single shot. The Sniper, however, can opt to zoom in and attempt to headshot his opponent, although this skill requires some practice as well as luck.

Although headshooting is a quick method of picking, in shots where the Sniper feels he cannot get a clean shot on his target he can opt instead to bodyshot his opponent by charging his shot. After staying scoped in for four seconds, the shot can deal the maximum 150 damage making a fully charged bodyshot capable of killing enemy Medics, Scouts and Snipers.

Weapon Damage Critical Damage Function Times Special
Sniper Rifle
Sniper rifle.png
  • Uncharged: 50
  • Charged: 150
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 203
  • Attack: 1.5s
  • Afterscope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 4s
  • Has no damage falloff or ramp-up.
  • After scoping, headshots won't work for 200ms.
  • The first 1 sec. of charge doesn't increase damage.


Huntsman

Huntsman.png

The first released alternative for the rifle is the Huntsman. This weapon is effectively utilized at a shorter range than the rifle because the Sniper doesn't scope with this weapon, thus able to see much more of his surroundings. The weapon's mechanics are the same as the rifle, but more versatile. Arrows making headshots will deal critical damage and damage to both bodyshots and headshots are increased the longer the arrow is charged, capped after one second of charging. Where the weapon differs is the projectile and the damage it deals: Firstly, the arrow arcs rather than going in a straight line like the rifle bullet. The more charged the shot is, the further and straighter the arrow will travel. Also, as a projectile, the arrow can be reflected by enemy Pyros, though it rarely happens because of the difficulty of doing so. Damage wise, uncharged arrows will do more damage than the rifle bullet, if only slightly, although they are significantly weaker in terms of fully charged damage and critical damage as a full charged arrow will only deal 360 damage from a headshot; 70 less than the Sniper Rifle, thus unable to instantly kill a fully overhealed Heavy in one arrow to the head.

The arrow can also be ignited by Pyros, Righteous Bison, and Pomson 6000 shots. An ignited arrow enables the Sniper to burn the victim on hit, causing to have the damage hit from the arrow, plus the afterburn damage as high as default flamethrower afterburn damage and duration.


Weapon Damage Critical Damage Function Times Special
Huntsman
Huntsman.png
  • Uncharged: 51-53
  • Charged: 120
  • Critical, Uncharged: 153-159
  • Critical, Charged: 360
  • Mini-Crit, Uncharged: 69-72
  • Mini-Crit, Charged: 162
  • Attack: 1.94s
  • Inaccuracy Delay: 5.0s
  • Full Charge Time: 1.0s
  • Has no damage falloff or ramp-up.
  • Shoots arrow projectiles that travels in arc.
  • The arrow can be ignited by friendly Pyros, Righteous Bison, and Pomson 6000 shots.


Sydney Sleeper

Note: The Sydney Sleeper is banned or restricted in some leagues for acquisition time.

The Sydney Sleeper is the second alternative to the rifle. The rifle acts more as a team support weapon than the rifle. This is mainly because Sydney Sleeper headshots do not deal critical damage to opponents. Instead, after charging for just over a second, the weapon can cover their opponent in Jarate for eight seconds. This ability can help the Sniper's team taking down a key opponent quickly through Jarate mini-crits although it lacks the ability to cover Jarate in multiple opponents like its Jar based counterpart.

Damage wise, the Sydney Sleeper has the same damage/charge ramp as the rifle; a fully charged shot will deal 150 damage.

Weapon Damage Critical Damage Function Times Special
Sydney Sleeper
70x39px
  • Uncharged: 50
  • Charged: 150
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 203
  • Attack: 1.5s
  • Jarate Delay: 1.06s
  • Has no damage falloff or ramp-up.
  • Shots don't headshot, but can inflict Jarate.
  • Jarate effect applied after first jar icon starts fading.
  • +25% charge rate


Bazaar Bargain

Backpack Bazaar Bargain.png

The Bazaar Bargain is useful for Snipers who have a clear, still aim, and can easily get headshots, as it increases the head counter every time a headshot is accumalated, to the maximum of 7 head count and the charging rate becoming 1.78 seconds.

Weapon Damage Critical Damage Function Times Special
Bazaar Bargain
Backpack Bazaar Bargain.png
  • Uncharged: 50
  • Charged: 150
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 203
  • Attack: 1.5s
  • Afterscope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 5.26 (0 Heads) 1.78 (7 Heads)
  • Has no damage falloff or ramp-up.
  • -20% base charge rate, charge rate increases through head count.
  • Each scoped headshot increases head count.
  • Each scoped bodyshot reduces head count.
  • Each scoped miss also reduces head count.


Primary Weapon Usage

Arguably, a majority of Snipers will either take the Rifle or the Bazaar Bargain simply because they can potentially do the most damage in a reliable manner, unlike the Huntsman, and the ability to headshot their opponents, unlike the Sydney Sleeper. This does not mean to say the Huntsman and Sleeper aren't considered, some Snipers will opted for the Huntsman on Payload maps where the close bodies through choke points can make Huntsman spam a viable option.

Secondary Weapon

The Sniper's secondary weapons vary through a means to defending himself close quarters to shields with varying passive effects to a Jar of urine.

SMG

SMG IMG.png

The SMG is the Sniper's only non-melee weapon designed for close quarter combat. The weapon, assuming all shots hit, will damage 120 per second from point blank.

Weapon Damage Critical Damage Function Times Special
SMG
SMG IMG.png
  • Point-Blank: 12
  • 512 units: 8
  • Over 1024 units: 4
  • Backlash: 45-88
  • Critical: 24
  • Point-Blank Minicrit: 16
  • Over 512 units: Minicrit: 11
  • Attack: 0.1s
  • Reload: 1.1s
  • If unfired in the past 1.25 seconds, shot has perfect accuracy.


Jarate

Jarate.png

Jarate is the alternative to the SMG. When thrown, the Jar will break on the first object it touches, be it a wall, a player or a prop, and enemy players within the area of effect will be covered in Jarate. Affected players will receive mini-crit damage from friendly players. Jarate also has the ability to extinguish friendly players and expose cloaked Spies. The effect of Jarate lasts for ten seconds. On maps with water, however, Snipers should try and use their Jarate on players close to his team and also on enemy players somewhat far from a source of water where they can fully immerse themselves as water can remove the Jarate effect. Übercharges, both normal and Kritz, can remove the Jarate effect as well.

Weapon Damage Critical Damage Function Times Special
Jarate
Jarate.png
  • N/A
  • N/A
  • Effect Duration: 10s
  • Refill Time: 20s
  • Victims suffer Mini-Crits from all attacks during effect.
  • Splash goes through doors and grates.
  • Extinguishes fire on teammates.
  • Reveals Spies (can't be removed by DR, unlike fire).
  • Jarate removed by full immersion in water.


Razorback

Razorback.png

The Razorback was designed primarily as an anti-Spy means with its ability to block a single backstab attempt. Spies attempting to backstab a Sniper with the Razorback with be unable to switch weapons for attack for two seconds, giving the Sniper opportunity to address the threat posed by the Spy. Razorbacks do not recharge and in order to replace a broken one, the Sniper needs to head back to a resupply cabinet.

Weapon Damage Critical Damage Function Times Special
Razorback
Razorback.png
  • N/A
  • N/A
  • Passive on all weapons and empties slot2.
  • Spy in lockup can't switch weapons or attack.
  • Only restocks on respawn or resupply.


Darwin's Danger Shield

Note: The Darwin's Danger Shield is banned or restricted in some leagues for acquisition time.
Darwin's Danger Shield.png
Note: This weapon is either limited or banned in some Team Fortress 2 leagues. Please check your league's rule page for details on their weapon restrictions.

The Darwin's Danger Shield is an alternative to the Razorback, but instead of offering protection from Spies it offers a 25 hp boost to the Sniper's maximum health, giving him an advantage in Sniper battles, excluding being hit by a headshot, as well as a small boost when in melee fights as the Sniper can take an extra standard melee hit before dying.

Weapon Damage Critical Damage Function Times Special
Darwin's Danger Shield
Darwin's Danger Shield.png
  • N/A
  • N/A
  • N/A
  • Passive on all weapons and empties slot2.
  • While equipped, grants wearer +25 max health.


Secondary Weapon Usage

The Jarate and SMG are regularly used in competitive TF2 as they either provide team support (Jarate), or a means for the Sniper, who is not confident in quick scoping opponents, to defend himself in short range combat (SMG). The Razorback is rarely used in competitive TF2 because the class it counters is also rarely used there, so Snipers see little need to equip it. The Darwin's Danger Shield, whilst offering a health boost, will do little to help a Sniper out in a battle against an enemy Sniper confident in his ability to headshot his targets and also against Scouts as a double meatshot, both dealing over 75 damage a shot, will easily take care of the Sniper in two shots.

Melee Weapon

The melee weapon is commonly opted by the Sniper is close range combat, particularly with Jarate, as a reliable means to address his aggressors.

Kukri

Kukri IMG.png

The Kukri is the Sniper’s standard melee weapon. Like other standard melee weapons, it deals moderate damage. For the Sniper it is seen as a viable option for close range combat, especially against opponents covered in Jarate.

Weapon Damage Critical Damage Function Times Special
Kukri
Kukri IMG.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Completely standard melee weapon.


Tribalman's Shiv

Tribalman's shiv.png

The alternative to the Kukri, the Tribalman's Shiv deals considerably less damage on hit than the Kukri, although a successful hit will incur a bleeding effect on opponent. Bleeding damages opponents for four health for every half second for six seconds—dealing 48 damage without interruption. Bleeding can be stopped by a Medic or from health kits.

Weapon Damage Critical Damage Function Times Special
Tribalman's Shiv
Tribalman's shiv.png
  • Melee: 32.5
  • Bleed: 4 per hit
  • Critical: 97.5
  • Minicrit: 44
  • Minicrit Bleed: 5.4 per hit
  • Attack: 0.8s
  • Bleed Hit: 0.5s
  • Bleed Duration: 6.0s
  • Inflicts Bleeding on hit; total bleed damage 48 (Mini-Crit 65).
  • Bleed effect purged by health kit pick up or from Über/Kritz.


Bushwacka

Note: The Bushwacka is banned or restricted in some leagues for acquisition time.
Bushwacka.png

The Bushwacka is very similar to the Kukri damage wise with the same damage per hit and same function times. Where the Bushwacka differs, however, is the ability to crit when it would normally mini-crit, e.g. on an opponent covered in Jarate. Dealing 195 damage on a Jarated opponent means the Sniper is capable of killing the enemy Medic, a fully-buffed Scout and damaged Soldier and Demoman in a single hit.

The Bushwacka's drawback is the added 20% fire susceptibility.

Weapon Damage Critical Damage Function Times Special
Bushwacka
Bushwacka.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Crits whenever it would Mini-Crit.
  • Gives 20% fire vulnerability while equipped.


Shahanshah

Backpack Shahanshah.png

The Shahanshah is the Equalizer of the Sniper, as it heavily relies on risk. Whereas damage dealt is increased if the player's health is under half, damage is reduced if health is over half. As a result, the player should be an expert in using melees efficiently, or have a lot of guts.

Weapon Damage Critical Damage Function Times Special
Shahanshah
Backpack Shahanshah.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • +25% increase in damage when health is less than 50% of max health
  • -25% decrease in damage when health is less than 50% of max health


Melee Weapon Usage

The knifes are all considered side-grades and so are equally used between Snipers. Although Snipers tend to favor either the Shiv for its ability to continually damage their opponent through bleed damage even after they've died or the Bushwacka because of the ability to crit when it would normally mini-crit and the drawback, extra fire damage, will be rarely suffered because of how rarely Pyros are used in competitive TF2.

See also