Sniper (Classic)

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Sniper (Classic)
Sniper (Classic)
Basic Information
Type: Other
Health: 90
(140 when overhealed by a Medic)
Armor: 50
Armor type: Light
Speed: Medium

The Sniper is a class in the classic Team Fortress games. His primary weapon, the Sniper Rifle, can kill any class with one headshot or can greatly reduce a target's speed if the victim's legs are hit. However, in order to do this, he must charge his weapon for the right amount of time. For close quarters, he is equipped with the Automatic Rifle and Nailgun.

The class' low armor prevents him from being effective in a direct firefight, so Snipers should always try to stay away and snipe from a distance, where most classes are not effective against a Sniper.


Basic Strategy

  • Use your Sniper Rifle often.
  • To fire your Sniper Rifle you need to have both feet on the ground.
  • Do not attempt to use your Sniper Rifle when forced into close combat.
  • Avoid alerting enemies by hiding your laser sight until you're ready to fire.
  • Always aim for the head.
  • Your Sniper Rifle can be charged by holding down the fire button. This is most useful if you cannot easily land a headshot on your target or need more damage than a headshot alone can provide. You can charge the shot even if you are not zoomed in.
  • Your Sniper Rifle has an automatic setting. Automatic can be useful if your aim is goot but depletes ammo rapidly. Use it only when pressed or your other weapons are not appropriate.
  • Your Sniper Rifle's zoom ability does not restrict your field of vision as much as a scope usually would. Use this to your advantage as many assume you are tunnel visioned with your Sniper Rifle out.
  • A Sniper does not need to kill every target to be effective. Sometimes it is better to fire often and accurately. 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 to refill their health.


Special Abilities

Class Skill: Toggles Sniper Rifle zoom.

Weapons

Weapon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Weapon 1 Crowbar N/A N/A
Weapon 2 Sniper Rifle 75 N/A
Weapon 3 Automatic Rifle 75 N/A
Weapon 4 Nailgun 100 N/A

Grenades

Grenade Grenades
Carried
Damage Range Notes / Special Abilities
Primary Hand Grenade 2 High
Secondary Flare (Quake Team Fortress only) 4 None

Gallery

See Also