Difference between revisions of "Sniper (Classic)"

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(Basic Strategy)
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| Capable of headshotting; must hold down primary fire key to strengthen shot; must be standing still or moving slowly to shoot. Shares magazine with [[Automatic Rifle (Classic)|Automatic Rifle]]
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100-500 on headshot.
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| Capable of headshooting; must hold down primary fire key to strengthen shot; must be standing still or moving slowly to shoot. Shares magazine with [[Automatic Rifle (Classic)|Automatic Rifle]]
 
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! [[File:HUD_auto_rifle_TFC.png|100px]]<br>Weapon 3
 
! [[File:HUD_auto_rifle_TFC.png|100px]]<br>Weapon 3
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| Shares magazine with [[Sniper Rifle (Classic)|Sniper Rifle]]
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| Shares [[Ammo (Classic)|ammo]] reserve with [[Sniper Rifle (Classic)|Sniper Rifle]]
 
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! [[File:HUD_nail_gun_TFC.png|100px]]<br>Weapon 4
 
! [[File:HUD_nail_gun_TFC.png|100px]]<br>Weapon 4
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| Used as a backup weapon or a replacement for the [[Automatic Rifle (Classic)|Automatic Rifle]] as it does more damage over time plus Nailgun ammunition is independent from the [[Sniper Rifle (Classic)|Sniper Rifle]].
 
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| '''[[Hand Grenade (Classic)|Hand Grenade]]'''
 
| '''[[Hand Grenade (Classic)|Hand Grenade]]'''
 
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| Deals massive damage on a four second fuse.
 
| Deals massive damage on a four second fuse.
 
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Revision as of 12:58, 25 February 2012

Sniper (Classic)
Sniper (Classic)
Basic Information
Type: Other
Health: 90 / 140
Armor: 50
Armor type: Light
Speed: 100%

The Sniper is a playable class in Team Fortress Classic. He possesses average health and the weakest armor. He moves at a medium speed, and his weapons are designed to destroy all enemies at long-range.

The class is ineffective in a direct firefight, so Snipers should always try to stay away from close combat as they have a large advantage over all classes from a distance.

Basic Strategy

  • Use your Sniper Rifle often.
  • Do not attempt to use your Sniper Rifle when forced into close combat, Instead use your Nail Gun at close range.
  • Avoid alerting enemies by hiding your laser sight until you're ready to fire.
  • Always aim for the head.
  • A Sniper does not need to kill every target to be effective. For example, Soldiers rely on their health for mobility. Simply damaging them may make it impossible for them to effectively push for the flag until they retreat in order to refill their health.
  • Any Sniper Rifle shot to an enemy's legs will lower their running speed. Use this if you do not have the proper angle to headshot them nor the time to charge a fatal shot before they move out of your line of sight.
  • Depending on the status of friendly fire on a server, Snipers can use the Sniper Rifle to launch teammates great distance using a tactic called Sniper Jumping.

Special Abilities

Class Skill: Toggles Sniper Rifle zoom.

Quake Console Aliases:

Alias Effect
autozoom Toggle the automatic zooming of the Sniper Rifle.

Weapons

Weapon Ammo Damage
per hit
Notes / Special Abilities
Type Loaded Carried
HUD crowbar TFC.png
Weapon 1
Crowbar N/A N/A N/A 18 N/A
HUD sniper rifle TFC.png
Weapon 2
Sniper Rifle Shells 75 N/A 50-250 on bodyshot.

100-500 on headshot.

Capable of headshooting; must hold down primary fire key to strengthen shot; must be standing still or moving slowly to shoot. Shares magazine with Automatic Rifle
HUD auto rifle TFC.png
Weapon 3
Automatic Rifle Shells 75 N/A 8 Shares ammo reserve with Sniper Rifle
HUD nail gun TFC.png
Weapon 4
Nailgun Nails 100 N/A 9 Used as a backup weapon or a replacement for the Automatic Rifle as it does more damage over time plus Nailgun ammunition is independent from the Sniper Rifle.

Grenades

Grenade Grenades
Carried
Damage Range Notes / Special Abilities
Frag tfc.png
Primary
Hand Grenade 4 145-50 Deals massive damage on a four second fuse.
Flare.png
Secondary
Flare
(Quake Team Fortress only)
4 None N/A

Gallery

See also

  • The Sniper in Team Fortress 2.