The Sniper specializes in eliminating enemies at long range. He will typically position himself at a calm vantage point away from the battlefield, scanning the area for targets. His primary weapons can charge and deliver headshots, so ignoring him is never an option. Fortunately, the Sniper is horrible at close quarters combat. A cornered Sniper can only run or engage you with weaker armaments, such as his Submachine Gun or melee weapon. The best way to deal with a Sniper is awareness; if you know he's watching one route, try taking another one or forcing his attention somewhere else.
General
Role
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- The Sniper's goal is to pick off any exposed enemies. Make good use of cover and keep moving to avoid being an easy target.
- A Sniper is most effective when he fights from a distance.
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Health
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- The Sniper has a rather low amount of health; he will generally lose in a direct fight against sturdier classes.
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Speed
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- The Sniper walks and runs at an average pace, but tends to slow down heavily while aiming. This makes his ability to flee from fights quite poor.
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Power
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- The Sniper's primary weapons are unaffected by damage fall-off. Try not to get hit at all, as even an uncharged headshot from the default Sniper Rifle already does 150 damage.
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Weapon-specific
Primary weapons
Sniper Rifle + reskins
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- The Sniper Rifle fires a single, perfectly accurate bullet. This makes it ineffective in crowded or close quarters.
- The Sniper Rifle has the ability to zoom in to charge a shot, indicated by the Sniper holding the weapon to his eye. When scoped, he moves very slowly and has a limited field of vision. He will be scoped often, making him susceptible to ambushes.
- Even with the limited visibility, some players are still capable to dealing headshots to targets who are only a few feet from their faces. Charging at him from the front is ill-advised.
- Try to check and see if there is a Sniper or his weapon's laser dot before entering an area to avoid walking into a charged shot. He can only cover one route at a time, so take a different route or move once he drops his guard.
- If you must approach a Sniper while in the open, fire at him to cause flinching oreven force him to take cover.
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Huntsman + reskins
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- The Huntsman fires arrows, which move nowhere as quickly as bullets. Keep moving to deny the Sniper an accurate shot.
- Arrows have deceptively large hitboxes. Beware of fighting in narrow corridors, where dodging is much more difficult.
- The Huntsman cannot zoom in, forcing the Sniper to fight closer to the front lines and making him easier to target.
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Sydney Sleeper
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- The Sydney Sleeper cannot perform headshots but charges faster than the default Sniper Rifle. This means not even a skilled Sniper can headshot you at close range once you attack him.
- A fully charged shot deals 150 damage, which can instantly kill the weaker classes. A shot charged over 50% coats its victim in Jarate, allowing the Sniper's allies to finish you off easily.
- Overall, the Sydney Sleeper gives greater lowest possible damage in return for no headshots; treating it as the default Sniper Rifle is a safe bet.
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Bazaar Bargain
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- The Bazaar Bargain reduces his rifle's charge time as he lands headshots. If you see teammates taking heavy damage or even dying, consider that the enemy Sniper is skilled enough to land consistent headshots.
- Scoped bodyshots and misses reduce the Bazaar Bargain's charge bonus - if you can't make the Sniper miss, at least force him to strike your body instead of your head.
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Machina
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- The Machina's fully charged shot pierces enemies, so avoid clustering up with teammates.
- The Machina's tracer rounds reveal its user, making tracking the Sniper down much easier should he miss.
- The Machina can only fire while scoped, leaving the Sniper even more vulnerable up close.
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Hitman's Heatmaker
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- After obtaining an amount of kills or assists, the Sniper can activate the Heatmaker's focus ability. Take note that a Sniper who stays alive long enough to obtain that much kill credit may be skilled.
- The Hitman's Heatmaker uses tracer rounds that reveal the Sniper after each shot, making him easier to locate.
- The Hitman's Heatmaker suffers a bodyshot damage penalty, rewarding you for just partially dodging the Sniper's shots.
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Classic
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- The Classic allows the Sniper to charge his shot while unscoped. This means that he'll have an easier time spotting and aiming at potential attackers.
- The Classic can headshot only when it is fully charged. Engaging the Sniper between charged shots will lessen the damage you take.
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Secondary weapons
SMG
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- The Submachine Gun is surprisingly accurate, but 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 Submachine Gun only contains three clips of ammo; the Sniper cannot fight for long with it.
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Razorback
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- The Razorback deprives a Sniper of his secondary weapon, making him much weaker in a direct fight.
- A Sniper may wear the Razorback to discourage Spies from backstabbing him, but they can still freely use their Revolver.
- As a Spy, take care to not reveal yourself to the enemy team if you decide to kill the Sniper with your gun.
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Jarate + reskins
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- If you're covered in Jarate, the Sniper's team will deal guaranteed mini-crits to you. Take cover if there are other enemies nearby when you're splashed.
- Jarate can be removed by extended Healing, entering water, or touching a Resupply cabinet.
- A lone Sniper will typically follow up his Jarate toss with the Bushwacka. Don't carelessly rush into melee range after being covered, even if the Sniper is traditionally weak up close.
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Darwin's Danger Shield
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- Darwin's Danger Shield increases the Sniper's maximum health, but deprives him of a secondary weapon.
- The bullet resistance and health bonus the Danger Shield offers allows the Sniper to survive a fully charged bodyshot from an enemy Sniper, making headshots paramount to winning a Sniper duel.
- The Danger shield increases the Sniper's vulnerability to explosives, so he'll still be weak in direct combat.
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Cozy Camper
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- A Sniper equipped with the Cozy Camper will not flinch if you try to harass him from long range. The Cozy Camper's innate health regeneration also offsets minor damage.
- The Cozy Camper deprives the Sniper of a secondary weapon and increases all damage taken by 20%, making him extremely weak in direct combat.
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Cleaner's Carbine
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- The Cleaner's Carbine is like the Submachine Gun, but grants 8 seconds of mini-crits on kill. If an enemy Sniper acquires the bonus, check if he attempts to rampage with the Carbine or switches to the Sniper Rifle for one quick shot.
- The Cleaner's Carbine suffers from a smaller clip size, lower fire rate, and no random critical hits. The weapon's negative attributes give you a chance to damage him faster than he can damage you.
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Melee Weapons
See also
Sniper |
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| Weapons |
Primary | | | Secondary | | | Melee |
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