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| * Don't underestimate the Sydney Sleeper due to its inability to perform headshots; it can reach full charge faster than the standard Sniper Rifle (a fully charged bodyshot can kill classes that have 150 HP or less), and will coat you in Jarate when charged over 50%. The Jarate effect proves to be very hazardous if you have just run into enemy forces, since they will likely target you now. | | * Don't underestimate the Sydney Sleeper due to its inability to perform headshots; it can reach full charge faster than the standard Sniper Rifle (a fully charged bodyshot can kill classes that have 150 HP or less), and will coat you in Jarate when charged over 50%. The Jarate effect proves to be very hazardous if you have just run into enemy forces, since they will likely target you now. |
− | * If you are using [[Dead Ringer]] and recieved damage from a 50% charge, you will be covered in jarate even after leaving a fake corpse. | + | * If you are using [[Dead Ringer]] and recieved damage from a 50% charge, you will be covered in Jarate even after leaving a fake corpse. |
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| | align="center" valign="center" style="padding:0.5em" | {{Table icon|Bazaar Bargain}} | | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Bazaar Bargain}} |
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| * It is often best to retreat for cover if covered in Jarate, as you will most likely be pursued by the Sniper's teammates, who can now inflict [[Mini-Crit]]s on you. Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet. | | * It is often best to retreat for cover if covered in Jarate, as you will most likely be pursued by the Sniper's teammates, who can now inflict [[Mini-Crit]]s on you. Jarate can be removed by extended [[Healing]], entering water, or touching a Resupply cabinet. |
− | * As a pyro, you can reflect Jarate into the sniper or his teammates. | + | * As a Pyro, you can reflect Jarate into the Sniper or his teammates. |
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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}} |
The Sniper is an extremely dangerous class at long range due to his ability to kill any class instantly with a fully charged headshot. Generally, the best way to engage a Sniper is to get as close as possible because he lacks substantial close-ranged weaponry. However, at far range, one should generally try dodging the Sniper by moving erratically, using a mix of random crouches and jumps. This however, may be less effective against more skilled Snipers. A cornered Sniper has few options available except to run or engage you with weaker weapons, such as his Submachine Gun or melee weapon. Keep in mind that a Sniper can inflict bleeding damage or Mini-Crit vulnerability, depending on his weapon loadout. Further, Snipers who use the Huntsman can quickly shoot arrows which are effective at short to mid range, although this weapon takes away from the Sniper's long-range effectiveness.
General
Role
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- Make use of any available cover; if you must expose yourself, keep moving or else you will be an easy target.
- A Sniper is most effective when he fights from a distance, so close the gap between you and him to increase your chances of survival.
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Health
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- The Sniper has a rather low amount of health; he is quite vulnerable at close range and will generally lose a fight against sturdier classes.
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Speed
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- The Sniper walks and runs at an average pace, but he lags behind his team's main force for protection. In addition, he moves very slowly while scoped in. This makes the Sniper's ability to flee from fights rather poor.
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Power
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- The Sniper's primary weapons are unaffected by damage ramp-up and fall-off, making the Sniper very dangerous even at long ranges. They also have the ability to kill players instantly, so try to not get hit by them at all.
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Weapon-specific
A list of useful tidbits about the Sniper's tools, and how to counter them.
Primary weapons
Sniper Rifle / Festive Sniper Rifle
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- A Sniper has a very limited field of vision while he scopes in with his Sniper Rifle; ambush him from the side or the back. A Sniper's aim will be disrupted if he takes damage while scoped, so try to hurt him if you cannot escape his sight.
- Firing projectiles (such as rockets) may intimidate a Sniper into dodging them, denying him the time to take a clean shot. Keep moving from cover to cover, and limit your time out in the open.
- If you believe Snipers are watching the upcoming path, find an alternate one to bypass or attack them, if possible.
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Huntsman
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- While Huntsman arrows are nowhere as fast as bullets, they are just as dangerous, even moreso the closer the Sniper is to his target. Keep moving to deny him an accurate shot.
- If you can, make him airborne, as this will prevent him from firing an arrow until he lands. Note that arrows can be lit, and can be reflected (though this takes considerable skill, so a Pyro should just conserve its ammo). Also be wary of rushing blindly into corridors, as a Sniper may ambush you with the Huntsman's taunt-kill.
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Sydney Sleeper
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- Don't underestimate the Sydney Sleeper due to its inability to perform headshots; it can reach full charge faster than the standard Sniper Rifle (a fully charged bodyshot can kill classes that have 150 HP or less), and will coat you in Jarate when charged over 50%. The Jarate effect proves to be very hazardous if you have just run into enemy forces, since they will likely target you now.
- If you are using Dead Ringer and recieved damage from a 50% charge, you will be covered in Jarate even after leaving a fake corpse.
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Bazaar Bargain
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- Snipers spawning with the Bazaar Bargain are at a disadvantage, requiring a longer time to charge high-damage shots. However, any headshot will hasten the Bazaar Bargain's charge rate; make sure to take constant cover.
- Scoped bodyshots and misses reduce the bonus - if you can't make a Sniper miss, at least force him to strike your body instead of your head.
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Machina
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- The tracer rounds this weapon fires makes locating a Sniper much easier; however, fully utilize cover as you approach him, for a fully charged shot will cause massive damage.
- Be wary of lining up with another teammate out in the open; a Sniper may succeed in shooting (and killing) you both.
- The Machina can only fire while scoped, so attack the Sniper up close; close enough so that the Sniper cannot get an accurate shot, yet just outside his melee range.
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Secondary weapons
SMG
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- The Submachine Gun is surprisingly accurate, yet ineffective at longer ranges. If a Sniper attempts to attack you with it, try to move away from him while attacking with a more powerful weapon.
- The SMG only contains three clips of ammo, so it may not take long before the Sniper must resort to another weapon.
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Razorback
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- The Razorback deprives a Sniper of his secondary weapon, so attack him just outside his melee range.
- This item may discourage Spies from backstabbing him, but it shouldn't deter you from attacking him from outside his view anyway.
- Additionally, an Ambassador-wielding Spy may aim for a close range headshot to reduce a Sniper to 23 health and finish him off with another shot or a knife slash.
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Jarate
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- It is often best to retreat for cover if covered in Jarate, as you will most likely be pursued by the Sniper's teammates, who can now inflict Mini-Crits on you. Jarate can be removed by extended Healing, entering water, or touching a Resupply cabinet.
- As a Pyro, you can reflect Jarate into the Sniper or his teammates.
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Darwin's Danger Shield
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- Do not underestimate the health of a Sniper using the Shield; take advantage of his lack of a secondary weapon and kill him outside of his melee range.
- As a Spy, do not be intimidated by the presence of the Darwin's Danger Shield on a potential victim; the item does not prevent backstabs like the Razorback does.
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Cozy Camper
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- A Sniper will not flinch if you attack him and will have a better chance to shoot you, but will usually not react if attacked from the sides or back.
- A Sniper will also move very slowly when scoped and can be picked out easily. This also applies when using the Huntsman.
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Melee Weapons
Kukri / Saxxy / Conscientious Objector
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- A Sniper will generally only use this weapon as a last resort. Simply back up and finish the Sniper off.
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Tribalman's Shiv
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- The Tribalman's Shiv does less damage upfront, meaning you will probably kill the Sniper in melee combat. However, the bleeding causes it to do more damage over time, so have an idea of where health kits and Medics are before facing a Sniper wielding one.
- Do not let the Sniper get close to you if you have been doused in Jarate, as bleeding is affected by Mini-Crits.
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Bushwacka
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- A Sniper will typically pull out this weapon after dousing you in Jarate. Wait for the effect to fade away before confronting him, or keep your distance as you attack, preferably with ranged weapons.
- Beware facing a Sniper with the Bushwacka out while under the effects of Crit-a-Cola, the Buffalo Steak Sandvich, or if he is buffed by the Buff Banner; he will deal critical hits instead of Mini-Crits.
- Because of his increased fire vulnerability, use fire to dispatch the Sniper more quickly.
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Shahanshah
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- Be careful in engaging in prolonged melee combat with a Sniper wielding the Shahanshah. At over 50% health, the weapon will do 25% less damage than normal; once a Sniper's health is under 50%, the weapon will do 25% more damage than normal.
- A Sniper wielding this weapon may purposely run into harm's way in order to deal serious damage to you once he gets within melee range; kill him before he gets the chance.
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Item set effects
See also
Sniper |
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| Weapons |
Primary | | | Secondary | | | Melee |
Kukri ( Frying Pan, Saxxy, Conscientious Objector, Freedom Staff, Bat Outta Hell, Memory Maker, Ham Shank, Golden Frying Pan, Necro Smasher, Crossing Guard, Prinny Machete) · Tribalman's Shiv · Bushwacka · Shahanshah | | | |
| | Abilities | | | Cosmetics | | | Item sets | | | Special taunts | | | Achievements | | | Character | | | Strategy | | | Other | |
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