Community Sniper strategy
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The Sniper is a long-range support class which is best at the precise elimination of key targets. The Sniper is one of the two classes that can headshot enemies (the other being the Spy wielding the Ambassador). Headshots are guaranteed critical hits, and often result in an instant kill (the only exception is an overhealed Heavy wielding the Fists of Steel). The ability to do this consistently is crucial to being a good Sniper.
Quick Tips
- Enemies are able to see your laser dot. Keep it hidden so that they're not alerted to it, making it easier to take out your opponents. Alternatively, you can use the Huntsman, which doesn't have a laser dot.
- The Sniper is most vulnerable to Spies and other Snipers. Equip the Razorback, SMG, or Jarate to help with Spies. While reloading, move from side to side and Spy Check the area you're sniping from.
- Too many Snipers or Spies can ruin a team's viability. Try not to crowd up the class! If you're not getting kills as a Sniper, you're not contributing - consider switching classes until there are fewer Snipers.
- Before scoping in, putting the crosshair directly onto enemy's head and then shooting make you more mobile and get a better view of things happening around you.
General
- The Sniper Rifle's laser dot is visible to enemies. This may cost you the element of surprise and deter enemies from walking inside your line of fire. This can be avoided by aiming out of sight on a nearby wall or object.
- Alternatively, you can use it to discourage enemy advances. Most classes will not willingly walk into a Sniper's line of fire, and will instead take another route. This tactic does not always work well with Scouts, who are fast enough to slip through your aim. Note that the enemy can only see the laser when facing an object in the same direction you're facing.
- Sticking to one point might take your life. The freezecam will give away your position away after a single kill; you should switch to a new location often, especially after killing another Sniper or firing a shot from The Machina, which will leave an obvious tracer from where you're position. This can be avoided by moving to another location upon making a kill, and may give you another opportunity to snipe enemies, as long as the enemy can't discern your location. Remember that walking while zoomed is ineffective, as your speed is almost halved (and almost zero with the Cozy Camper). This tactic is far less effective if you're firing from a well-known Sniper nest. Remember, mobility in general is a valued trait for the Sniper.
- Pick your targets carefully. As a support class it's always important to help your team out in the most efficient way possible, so look out for high value targets on the battlefield, mainly Medics, Heavies, and other Snipers. By killing targets that would otherwise disrupt your aim, inflict heavy damage or negatively impact your team, you are being a great support to your entire team.
- A quick shot against a Medic's patient, or the Medic himself, can force him to use his ÜberCharge early, thus allowing your team and you to kill the patient before inflicting any damage to your team in the front lines.
- Disabling the automatic re-zoom option might help you, yet it's not a requirement. Some Snipers prefer to not use the automatic re-zoom of the Sniper Rifle's scope after every shot. To prevent the re-zoom, turn off the automatic re-zoom in the "Advanced Options" button on the main menu.
- A fully-charged shot can instantly destroy any Level 1 Building and do major damage to others. Put pressure on enemy Engineers by standing outside the range of their equipment and hitting them with charged shots. Make sure to kill the Engineers first, since harming their buildings will make them fix them back to full health, thus wasting ammo and time. Working in conjunction with a friendly Soldier can easily overwhelm the Engineer's repair capabilities.
- Crouching shifts your vision downwards while making you a much smaller target (albeit a slower one). This can be useful for getting a better shot on your enemies. Crouching may also throw off enemy Snipers going for a headshot, especially if you have just fired a shot and are retreating.
- Pay attention to respawn timers, especially when facing many enemy Snipers. On defense, you may only have 5-10 seconds to focus on other targets between spawns.
- When forced into close combat (i.e. encountering a Spy or a Sniper in close range) You have two options: retreat and attempt a quick headshot or bodyshot, or fight with your secondary and melee weapons. A quick headshot is rarely a viable option unless you know you can make it. It's generally more advisable to retreat while firing your SMG or throwing your Jarate (unless you have the Razorback, Darwin's Danger Shield, or Cozy Camper equipped). Make sure to strafe while retreating, to make your movement less predictable to Soldiers and Demomen. Rushing in with your melee weapon has different results depending on the weapon. The Shahanshah was primarily designed for this style of attack, and the Kukri is also viable. The Bushwacka works exceptionally if you use Jarate. The Tribalman's Shiv is better suited to surprise attacks.
- When sniping, it's very common for the other team to have one or two Spies attempting to backstab you. You can use walls to protect your back while you snipe if you don't use the Razorback. But keep alert, as a Spy can kill you just as easily with their Revolver or backstab you from the side.
Weapon Specific
Primary Weapons
Sniper Rifle/Festive Sniper Rifle
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Stock Sniper Rifle |
1 | 25 | 43-57 | 128-172 | 150 | 450 | |
1 | 25 | 150 | 450 | 450 | 450 | ||
Uncrate Festive Sniper Rifle |
1 | 25 | 43-57 | 128-172 | 150 | 450 | |
1 | 25 | 150 | 450 | 450 | 450 |
- Aim for the head. A headshot will automatically Crit, and a fully charged headshot is the only thing short of a backstab that can instantly kill a fully Overhealed Heavy.
- A fully charged Bodyshot can kill Scouts, Engineers, Medics, other Snipers, and Spies outright if they are not Overhealed. To prevent your laser dot from being seen while charging, aim at a wall.
- Keeping your back against a wall while zoomed in can protect you from a backstab, but you should still be wary of Spies. On the other hand, keeping your back against a wall will leave you more open to splash damage from rockets.
- Note that Spies can backstab for 180 degrees around the back of a player.
- Unscoped Sniper Rifle shots do approximately 50 damage. If a target is too close, you should be using your secondary or melee weapons.
- The Sniper Rifle cannot randomly Crit. Outside of headshots, only the Kritzkrieg, Crit boosts from Humiliation, and Intelligence captures can force your Rifle to score Critical hits.
- Standing still while zoomed in will make you an easy target for enemy Snipers and Spies. Move around and Spy check often to throw both classes off.
- Do not stay zoomed in constantly. It's easy to miss a player coming towards you with your narrowed field of view, or miss a chance to hit another enemy a few yards away.
- Positioning is key; you should look for high vantage points to get a good view of the battlefield, or positions where you can easily cover multiple enemy routes. Ideally, you want to maximize your threat to your enemies while minimizing their threat to you.
- Changing the cl_interp variable to 0.034 can help increase the likelihood of hitting a fast moving enemy.
- Firing through small holes in walls minimizes the space enemies can shoot back through. This makes you a minuscule target, but this also limits the area you can cover.
The table below lists the percentage charge needed to kill enemies with a bodyshot/headshot. Percentages greater than 100 mean you cannot kill enemies with one shot in this fashion.
Class | Bodyshot Charge Needed (w/ Overheal) | Headshot Charge Needed (w/ Overheal) |
---|---|---|
Note: If random damage spread is enabled, body shot percentages will vary. All classes but the Soldier have gear that can increase or lower their total health, so only use this table as a guide. The Soldier may use the Battalion's Backup, reducing your damage against them.
Huntsman
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Unlock Huntsman |
1 | 12 | 44-58 | 103-137 | 150 | 360 | |
150 | 360 | 360 | 360 | ||||
104-118 | 153-187 | 210 | 420 |
- The Huntsman fires slow-moving projectiles. Lead your target unless they're headed straight for you. Arrows will always hit to the lower right corner of the crosshair.
- Arrows arc downwards when fired. The greater the charge, the straighter and faster your shot will fly. Aim your arrows above your target if they are far away, and constantly raise the distance above your target the farther away they are.
- When under fire, don't stick around to see if your shots hit their mark; duck behind cover! Enable the hit sound in Advanced Options so you can easily hear a successful shot.
- Occasionally take shots at areas enemies are likely to appear from, even if you don't see anyone there at the moment. By the time your arrow reaches its destination, an enemy may have appeared. This is mostly useful when aiming at common Sniper nests and choke points.
- A Sniper using the standard Sniper Rifle has an advantage over you, since his weapon doesn't have travel time. Avoid engaging them at medium/long range unless they are under fire or plainly unaware of your presence.
- If a Sniper using the standard Sniper Rifle is taking a shot and ducking behind cover in a very predictable pattern, it's possible to time your shots in order to hit him as he peeks out again.
- Huntsman Snipers have higher mobility and no scope to restrict their field of view. They are also capable of landing near-instant headshots, and have an easier time defending themselves with their primary weapon.
- The SMG pairs well with the Huntsman; it allows you to finish off an enemy faster if you miss a headshot and instead bodyshot them. In addition, if you run out of arrows you will have a secondary damage source.
- If you equip a secondary other than the SMG, keep an eye on the amount of ammunition available. If you run out of arrows, you will only be able to use your melee weapon for direct damage.
- Remember that the Huntsman loses aim after a few seconds. It is recommended to pull back the Huntsman only when you are certain an enemy is about to come into your line of sight.
- The Huntsman does not have a laser sight, giving you an edge and an element of surprise on the battlefield. Use this advantage to fire safely behind cover. Make sure to still keep your mobility though, as the freezecam will still give away your position!
- Before going around a corner, have your Huntsman fully drawn to be ready for approaching enemies. Alternately, jump around a corner while charging a shot to surprise your attackers.
- Be aware however, that you can not fire the Huntsman while in the air.
- Use alt-fire to gently release drawn arrows without firing. Holding it drawn back for more than 5 seconds will result in a very inaccurate shot that will likely miss.
- Avoid fighting in wide-open areas, where enemies can easily dodge your arrows. Stick to narrow spaces or mid-range combat whenever possible.
- Fired arrows have a team-colored trail and will stick in walls for a period of time. This can give away your position.
- Always attempt to ambush enemies; catching them off-guard will give them no time to dodge your arrows.
- A friendly Pyro with any Flamethrower, a Soldier with the Righteous Bison, or an Engineer with the Pomson 6000 can light your arrows on fire, even if they're not drawn. Lit arrows have the added bonus of setting your enemies on fire. Switching weapons will cause a lit arrow to go out.
- Since the Huntsman does similar damage to the Rifle while firing faster, you can use it to put pressure on enemy Medics and Engineers. Team up with a friendly Soldier or Sniper to quickly take down buildings or force a Medic to deploy an ÜberCharge.
- The Huntsman can do a maximum of 360 damage with a fully-charged headshot. This means you cannot kill an overhealed Heavy without using multiple arrows.
- You cannot fire an arrow in the air or in water. This means you are at a significant disadvantage when fighting Pyros.
The table below lists the percentage charge needed to kill enemies with a bodyshot/headshot. Percentages greater than 100 mean you cannot kill enemies with one shot in this fashion.
Class | Bodyshot Charge Needed (w/ Overheal) | Headshot Charge Needed (w/ Overheal) |
---|---|---|
Note: If random damage spread is enabled, body shot percentages will vary. Demomen, Scouts, Engineers, Snipers, Heavies, and Medics all have items that can increase or lower their total health, so only use this table as a guide.
Skewer
Kill Icon | Weapon | Damage | Duration | Details | |
---|---|---|---|---|---|
Arrow Stab |
Huntsman | 500 | 4 seconds | The Sniper will remove the prepped arrow from his bow, spin it behind him, and then fiercely stab it forwards before yanking it back. |
- The Huntsman's Skewer taunt is the second fastest taunt in the game, taking a mere 4 seconds to kill. The initial thrust stuns enemy players, while pulling the arrow out kills.
- You can stun (but not kill) Übercharged enemies with the Skewer, causing them to waste precious seconds.
- You don't need to touch the enemy with the initial thrust to get the kill; the enemy merely must be in melee range when the arrow is yanked back.
- Being such a fast taunt, you can use it to kill distracted enemies or enemies that you suspect are charging towards your position, perhaps around tight corners.
Sydney Sleeper
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Craft Sydney Sleeper |
1 | 25 | 43-57 | 128-172 | 150 | 450 |
- Support-oriented Snipers should use the Sydney Sleeper. It applies Jarate to enemies hit with a shot fired with greater than 50% charge.
- In a heated firefight, focus on hitting heavier classes with charged shots to aid your teammates. Enemies coated in Jarate take damage in Mini-Crits which deal 35% more damage. Coated enemies will be more cautious before entering a battlefield.
- The Sleeper only applies Jarate to one target per shot. You must select your targets carefully for maximum effectiveness.
- An unscoped shot on a coated enemy will do 68 damage. Use this to finish off attackers.
- Work with your teammates to eliminate threats. Applying the Jarate effect to an enemy is useless unless there is a teammate there to help finish the job.
- Although you can't score headshots with the Sydney Sleeper, a fully charged bodyshot still does significant damage and can kill lighter classes while applying the Jarate effect to heavier ones.
- When playing maps that take place at night, use the Sydney Sleeper to highlight enemies that are hidden in the shadows waiting to ambush you or your teammates.
- The SMG is a more viable backup weapon when an enemy is coated, so it makes a good companion.
- Specifically aim for Spies if you find any because the Jarate effect will distinguish them from your teammates.
- The Sydney Sleeper is one of the best weapons the Sniper has for taking out Engineer buildings because of its faster charge rate. Fully charged shots can take out all level 1 buildings, and a fully charged shot followed up with a half-charged shot will take out any unattended building.
Bazaar Bargain
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Craft Bazaar Bargain |
1 | 25 | 43-57 | 128-172 | 135 | 450 | |
1 | 25 | 150 | 450 | 150 | 450 |
- The Bazaar Bargain is a craftable Sniper Rifle for the Sniper. It starts out with a 20% slower charge rate when scoped-in. A headshot caused by the Bazaar Bargain will increase the charge rate by 10%, maxing out at 30% faster-than-normal charging. This is represented by a "Head" counter on the HUD, with one head equaling 10% charge. Five consecutive headshots (Five heads) are needed to achieve the 30% faster charge rate. A bodyshot or a miss will reduce the charge rate by 10% (Removes one head from the counter).
- Note that no-scope shots do not affect the charge rate or Head counter one way or the other.
- This is a weapon meant for advanced Snipers, as it takes three consecutive headshots to begin getting any benefit from the weapon. Do not use this weapon if your aim is inconsistant.
- Do not shoot a Building while scoped-in with a charge boost. The game will count this as a "Miss" and will take a head out of your collected bonus. Rather, use the scope to get your dot on the Building, lower your scope, and fire at the Building. Alternatively, shoot at the Building when you have no charge boost.
- No-scope shots are highly recommended when you are not actively sniping with this weapon. It's very easy to miss or bodyshot when the enemy is close to you and any scoped-in shot other than a headshot will decrease your charge rate bonus.
- A fully charged bodyshot is enough to kill non-Overhealed Spies, Scouts, Engineers, or Snipers in one hit. Consider a scoped-in bodyshot on these four classes if your charge bonus is sufficient (three heads or more on the Head counter) and the headshot is not available.
- Remember that non-lethal headshots still add to the headshot counter. A Heavy-Medic pair can be used to boost your rifle up a few heads in a small amount of time, provided you don't kill them too quickly.
Machina
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | 0% Charge | 100% Charge | Critical at 0% | Critical at 100% | ||
Promotional/Craft Machina |
1 | 25 | 43-57 | 147-197 | 150 | 517 | |
1 | 25 | 150 | 517 | 150 | 517 | ||
1 | 25 | N/A | 147-197 | N/A | 517 | ||
1 | 25 | N/A | 517 | N/A | 517 |
- The Machina is a promotional weapon for the Sniper. It's an extremely powerful Sniper Rifle that boasts improved power at full charge and piercing capability, but at the cost of generating considerably more noise per shot, being unable to fire un-scoped, and leaving a highly-distinctive team-colored smoke-trail behind the shot.
- The Machina is best in long corridors and entryway sniping, where the Machina's piercing attribute allows it to hit multiple foes at once. The BLU team entrances on Payload maps, the tunnel and alleyway on Badwater Basin, and maps that funnel enemies down specific routes are where the Machina truly excels. The Machina can kill both a Heavy and his Medic behind him with a well-placed, fully-charged shot.
- This weapon all but necessitates taking the SMG along with it. As the Machina cannot fire unless scoped, it is difficult to defend yourself in close-quarters combat. Though the weapon is still functional with the Razorback, Darwin's Danger Shield, or Jarate, you will be forced to rely on your melee weapon for dealing with enemies that manage to get close.
- This weapon's power for stealth trade can be countered by using it whilst roaming, so the smoke trail cannot be used by your opponents to locate you in any one position.
Secondary Weapons
Submachine Gun
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Stock SMG |
25 | 75 | 8-12 | 4-6 | 4-5 | 24 |
- If you are being attacked, retreat quickly while using your Submachine Gun (SMG) as it is more suited for close combat than your rifle.
- It's important to make every shot with this weapon count, due to the low damage output. Aim carefully and keep your crosshair trained on the enemy rather than just spraying bullets wildly.
- The SMG is useful for spraying wide areas to reveal or draw out Spies who are trying to hide in the vicinity. Once you know a Spy is in the immediate area, fire bullets into likely hiding places and watch for the tell-tale blood splattering and Cloak flicker to show when you've made a hit.
- The SMG is much more viable if used when Mini-Crits or Criticals are in effect, due to its low damage and accuracy.
- Combining the SMG with the Tribalman's Shiv's bleed effect can be incredibly effective. Hit them with the Tribalman's Shiv to make them bleed, back up to mid-range and start firing with the SMG. Having two constant sources of damage can quickly drain the health out of any class, but success rate may vary; using this method on classes such as Soldiers and Heavies is not a good idea and should only be used in the worst of circumstances.
Razorback
Weapon | Ammo | Effect | ||||
---|---|---|---|---|---|---|
Loaded | Carried | Passive Effect | ||||
Unlock Razorback |
1 | 0 | Immunity to a single Backstab. If a backstab is attempted, the Spy will be unable to attack or Cloak for approximately 2 seconds, and will be unable to switch weapons. The player will be alerted by a loud electrical sound, as well as being zoomed out of their scope if they were zoomed in. |
- Keep an ear out for the electrical breaking sound of your Razorback as it means a Spy is right behind you.
- Only use the Razorback if you know the enemy has Spies on their team and those Spies are actively impeding your sniping. The SMG is very advantageous in hunting down Spies in your area or taking down nearby weak enemies. The other secondary item, Jarate, is excellent for keeping already-discovered Spies visible to your team or making enemies easier to kill due to its Mini-Crit effects.
- The peace-of-mind from knowing you can survive one of one of the most powerful attacks in the game can help improve your sniping on a psychological level, despite the many counters to the Razorback.
- If you are actively capturing Control Points or pushing the Cart, the Razorback will help protect you from chainstabs.
- Razorbacks do not recharge after being broken, so if it breaks you should get a new one from a resupply locker.
- If you are not in a well-defended location, the Razorback is not recommended. Experienced Ambassador/Enforcer Spies will kill you before you realise what hit you. It can break a disguise chain of a Your Eternal Reward Spy, however.
Jarate
Weapon | Ammo | Effect | ||||
---|---|---|---|---|---|---|
Loaded | Carried | Effect on Enemies | Effect on Teammates | Effect Duration | Recharge Time | |
Unlock Jarate |
1 | ∞ | Incoming damage is taken in mini-crits. Cloak is rendered useless. Can be removed by going into water or being healed by a Medic for some time. | Extinguishes flame on yourself and/or teammates. | 10 seconds | 20 seconds |
- The Jarate's Mini-Crits do not stack with normal Crits, meaning that you'll either score a Critical hit or a Mini-Crit.
- Try to throw it at a Spy as soon as you spot him so that he can't Cloak and escape. Jarate renders the Spy's Cloak almost useless, lightly displaying his team color and showing dripping Jarate particles. If you suspect a Spy is in the vicinity do not be afraid to use your Jarate to spycheck.
- You can use Jarate to extinguish yourself and your allies if on fire. Throw it at the ground if you are on fire yourself.
- Be aware that Jarate cannot be thrown through friendly players. Try to avoid having it hit a player who is not on fire that is in the way. This tends to happen in tight areas and hallways, when you can't throw past the friendlies in front of you.
- Alongside with Pyros, Demomen and Soldiers can also make good Jarate buddies, since they have powerful area-of-effect attacks with a similar range to Jarate. This means they have a better chance of hitting the coated enemy and dealing more damage to them.
- In particular, Soldiers with the Buff Banner are especially useful, as your Mini-Crits will charge their rage, so that they can grant further Mini-Crits.
- Jarate is a good team strategy for close-range Huntsman Snipers. Throw them at groups of enemies who are on a Cart or Control Point to help thin their numbers.
- Combine Jarate with the Bushwacka, which Crits whenever it can Mini-Crit, for reliable Critical hits.
Darwin's Danger Shield
Weapon | Effect | |||
---|---|---|---|---|
Passive Effect | ||||
Craft Darwin's Danger Shield |
+25 maximum health. |
- This shield raises your maximum health to 150 at the cost of losing your secondary weapon. This allows the Sniper to be bolder when entering combat due to increased survivability. Consider using the Huntsman in conjunction with this to get in closer to the front.
- The shield is a rather poor choice in conjunction with any of the Sniper rifles, as you often do not need the extra health when you're at the back lines, and the lack of a secondary weapon will force you to engage Spies in melee combat, a rather risky business.
- Despite its similarity to the Razorback, you can still be backstabbed if you have the Danger Shield equipped. Do not hang around in Spy-friendly areas too much without backup.
Cozy Camper
Weapon | Effect | |||
---|---|---|---|---|
Passive Effect | ||||
Craft Cozy Camper |
No flinching while scoped. Knockback reduced by 20% while scoped. -60% slower movement speed while aiming. |
- The Cozy Camper is a good secondary if you often stick to one spot while sniping.
- The weapon is less effective if you move often while scoped. As a result, this is a poor choice with the Huntsman.
- Be sure to take note of when you are actually taking damage since you no longer have an obvious visual indicator of the scope moving.
- Aim before scoping to avoid wasting time while strafing.
- While scoped, you may not be able to strafe your way out of danger quickly enough against other Snipers.
- Although you suffer less knockback while scoped, you will be forced to unscope while in the air and be subject to aerials.
- It is extremely easy to become complacent while aiming. Be aware of your surroundings lest someone take you out at close range or with the occasional Kill taunt.
Melee Weapons
Kukri/Saxxy/Conscientious Objector/Frying Pan
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Stock Kukri |
0.8 seconds | 65 | 195 | |
Promotional Saxxy |
||||
Craft Conscientious Objector |
||||
Promotional Frying Pan |
- Two blows with the Kukri are enough to kill non-Overhealed Spies, Scouts, Engineers, or Snipers.
- Try to use the Kukri in close quarters. All melee weapons have an increased chance of Critical hits so you should have an easier time killing your enemy.
Tribalman's Shiv
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Tribalman's Shiv |
0.8 seconds | 33 | 98 | |
Bleeding | 48 damage over 6 seconds | N/A | N/A |
- In many ways, the Shiv's Bleeding effect behaves much in the same way as the Pyro's afterburn. However, bleeding has the advantage of not being removed by being submerged in water, or extinguished with Jarate. Only resupply cabinets and health kits can stop the bleeding effect.
- Use your Jarate in combination with the Shiv for bleeding Mini-Crits. Using this combination results in a one hit on a 125 hp classes such as the Scout, Spy, Sniper and Engineer. This combination is also useful when wearing down heavier classes, if needed supplement this damage with your primary weapon.
- Overall, the Tribalman's Shiv causes more damage than the normal Kukri but over a longer duration.
- Due to the post-damage, two hits with the Tribalman's Shiv on lighter classes (Scout, Spy, Sniper and Engineer) are enough to kill them by the bleeding, unless they find a way to heal themselves within 6 seconds.
- Cloaked Spies will be semi-visible when bleeding, due to a slight flicker of their Cloak and the blood effect.
- Spies using the Dead Ringer won't flicker from bleeding, but will still leave the blood effect revealing their location.
- Due to the fact that bleeding does not stack, it may be a good idea to hit each opponent once when fighting multiple foes, and then hit each one again instead of focusing on one first.
- A Critical hit against an enemy with moderate health can be devastating. If you score a Crit against an enemy, you can take the chance to run away and the bleeding will probably finish them off.
Bushwacka
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Bushwacka |
0.8 seconds | 65 | 195 |
- This weapon can be very effective when used in conjunction with Jarate, due to its ability of turning Mini-Crits into Full Critical hits.
- Jarate works well to counter the Bushwacka's vulnerability to fire damage, as you can extinguish the flames easily and potentially coat the Pyro in Jarate.
- If your enemies have the habit of closing in after being hit by the Sydney Sleeper, this is an excellent counter.
- Unless the opposing team has an aggressive Pyro, the Bushwacka should be used in place of the Kukri if you are not using the Tribalman's Shiv or Shahanshah.
- The Mini-Crit into Crit effect is applicable to any source of Mini-Crits (Buff Banner, enemy Crit-a-Cola, etc).
- The Bushwacka can still perform random Crits, in addition to its effect.
- The Bushwacka is ideal for dispatching Spies who have activated the Dead Ringer. Coating them in Jarate and hitting them a few times will kill them quickly.
- Even if you prefer staying behind the front lines to provide support, be aware of your fire weakness. Pyros may be easy pickings, but a stray flare can cause a lot of damage to you, making you easier to dispatch for other enemies.
- In conjunction with a well-placed Jarate toss, the Bushwacka can easily dispatch most enemies; even distracted, overhealed Heavies.
Shahanshah
Weapon | Kill Icon | Attack Interval | Damage | |||
---|---|---|---|---|---|---|
At Low Health | At Full Health | Critical at Low Health | Critical at Full Health | |||
Craft Shahanshah |
0.8 seconds | 81 | 49 | 244 | 146 |
- The Shahanshah is a craftable melee weapon for the Sniper. It does 25% less damage when the Sniper is at or above 50% health, but does 25% more damage when he is below 50% health.
- The Shahanshah is good for fighting Spies. Spies fight at close range, so you'll probably take enough damage to make you a force to be reckoned with.
- The Shahanshah is best used in combination with the Razorback. The Razorback will encourage Spies to use their Revolver instead of their knife. Being hit with a Revolver will easily bring you under the 50% health requirement and improve your ability to fight Spies even further.
- The Shahanshah also can work well with Darwin's Danger Shield. Despite having to take more damage to reach <50% health, you will retain more health while having your damage buff.
- The Shahanshah is less effective for ambushing enemies, should the situation arise. For example, if you are the only one around and it becomes necessary to stop a capture, you may need to ambush, which is less effective with this weapon.
Item set effects
The Croc-o-style Kit
The Croc-o-Style Kit | |
---|---|
Effect |
Leave a Calling Card on your victims |
- The main perk of this set is great when fighting predictable enemy Snipers. Upon being hit with a headshot that would normally kill you, you will be left at 1 HP instead.
- Despite this tempting quality, bodyshots will do the same amount of damage as usual, are easier to execute, and unless you are overhealed, a fully charged bodyshot will kill you regardless of your 25 health buff.
- Bear in mind that you will be unable to easily kill heavier classes on your own unless you can successfully fire off two higher charged shots on them in quick succession, or cover them in Jarate and proceed to hit them with the Bushwacka.
- Snipers that see you have Ol' Snaggletooth equipped may assume you are using the full set, and take a split second to readjust their aim to your body. Don't give the chance, and kill them quickly!
- An overhealed 225 HP Croc-o-Style Sniper is a great counter to distant enemy Snipers, as there is no way for them to take him down fast enough, unless they are overhealed as well.
- You can also aim for quick bodyshots. A fully charged bodyshot is still normally enough to kill a Sniper with the Darwin Danger Shield equipped.
Weapon Combinations
Loadout combinations that can be used with the Huntsman:
- The SMG boosts your damage output and acts as a backup weapon if you ever run out of arrows.
- Showering enemies in Jarate allows you to kill Scouts, Engineers, and all Support classes with a single fully-charged arrow. It can also put out fires and reveal cloaked/disguised Spies.
- Using the Razorback is generally not recommended, as your increased mobility and field of view make it much easier to detect Spies, while the Darwin's Danger Shield will give you more survivability.
- The Bushwacka is also a viable choice if you also have Jarate; showering four people and then hacking away will more often than not grant you at least two kills. You must be more wary of Pyros, however.
Loadout combinations that can be used with the Sydney Sleeper:
- Your SMG can be extremely useful for eliminating coated enemies who are advancing on your position.
- The Bushwacka is extremely effective against coated enemies and provides excellent synergy with the Sleeper's bonus effect.
Example Combinations | |||
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Combo | Usage | ||
or |
For a more defensive and long ranged Sniper. Contains the Sniper Rifle which provides consistently high damage from a long range. The Razorback helps defend you from Spies and the Tribalman's Shiv bleeding effect means that, although less damage is inflicted, the attacker is more likely to retreat - which is important as this combination features less close-range damage. | ||
or or or or
Tribalman's Shiv or Kukri or Saxxy or Conscientious Objector or Frying Pan |
For a more offensive medium-ranged Sniper. The Huntsman provides higher and faster damage output at a closer range while the Submachine Gun acts as a secondary defense when under attack at close quarters (or if you run out of arrows). The Kukri is a reliable backup that can take out a weak close-by threat in few swings to avoid further conflict, while the Tribalman's Shiv's bleeding ability allows you to reveal cloaked Spies and is devastating with SMG. However, this combination lacks the power that the Sniper Rifle provides at long range. | ||
or or |
A good setup if you are working close with your team as opposed to at a far distance. Your Jarate can help expose Spies as well as help your team take down enemies faster. Jarate also extinguishes fire, which makes it perfect for working with your team by putting out the afterburn on nearby teammates or by quickly putting out the flames on yourself, which is useful because of the Bushwacka's extra fire damage drawback. In addition, after hitting an opponent with Jarate all hits of your Bushwacka are Crits instead of just the Mini-Crits that Jarate normally provides. The Huntsman is useful for taking down enemies who have advanced toward your team while the Sniper Rifle can be used to take out enemy defense and allow your own team to advance. | ||
or |
An ideal setup in Medieval Mode. Since you do not get Mini-Crits except with a Buff Banner or against Scouts using Crit-a-Cola in this mode, stick with the Shahanshah to kill enemies efficiently or Shiv for Spy checking or forcing attacking classes to retreat. On the other hand, the Huntsman is the fastest firing and the most powerful ranged-weapon in Medieval Mode, and the Shield allows a Sniper to survive melee combat. This setup will make Sniper a good counter to Demomen. | ||
For a Sniper whose priority is to support your team in a strong defense/offense this loadout is great at this situation. Sydney Sleeper's ability is similar to Jarate but you don't have to be near the enemy to use it. Jarate is perfect when you want to extinguish your teammates or yourself from fire, reveal Spies, fight against a enemy in near distance or make a unexpected rain of urine on your enemies while taking a cover and retreat while your teammates do a job. | |||
The Croc-O-Style Setup
This setup is the weaponry for The Croc-O-Style Kit, and will give you invulnerability to Headshots when wearing the Ol' Snaggletooth. The Sydney Sleeper isn't the best weapon for taking down high HP enemies, but a long-range coating of Jarate will give your teammates an edge. The Danger Shield's extra health can allow you to be closer to the action, but be wary for Pyros as your Bushwacka makes you more vulnerable to fire, and you're not carrying Jarate. Overall, the Bushwacka is significantly harder to utilize without Jarate unless you're sniping people closer to the action. | |||
This setup is good for a defensive Sniper. The Sydney Sleeper allows you to Jarate enemies from a distance even though you cannot deal headshots, the Submachine Gun is good for taking out coated enemies from a short-medium range and the Tribalman's Shiv's bleeding will be made mini crit. The damage dealt will force enemies back to get health. However, this tactic does not always work on Heavies, Soldiers or enemies with a Medic healing them. | |||
This setup relies heavily on the SMG. A good strategy with the Machina is to use the SMG in replacement of unscoped Sniper Rifle shots, and a good Shahanshah strategy is to use the SMG until your health gets low enough for the damage bonus to apply. Travel with your SMG out until you reach your sniping spot, snipe there until/unless you are attacked, then switch to the SMG again until your HP is low enough for the Shahanshah to become effective. | |||
For the Sniper who spends most of his time zoomed in, thus becoming a huge Spy target. Since the Bazaar Bargain is utilized to it's fullest when it does zoomed headshots to increase the charging rate, the Cozy Camper improves your accuracy and has good synergy with the Bazaar Bargain. If Spies are a threat, the Razorback protects you from backstabs. If they start using their Revolver, you can always take out the Tribalman's Shiv to at least make sure people know there's a Spy. If you use this set, make every shot count, as it will increase you charge rate, and therefore get you more kills in less time. You almost never survive one on one confrontations, so remember to stay at a place where you won't be engaged, like the battlements on 2Fort, and stay there until you die or have to escape from a hazard. |
Class Combat Strategies
Scout
- Scouts are little more than a nuisance to you at long ranges, but should they come into close range, use the SMG to protect yourself. Try to follow their quick movements and anticipate where they will go.
Soldier
- Soldiers move slowly, so it is not too hard to land a headshot. At long range, you should be able to avoid incoming projectiles providing you are not close to a wall. Otherwise, you are at a serious disadvantage if they are close to you.
Pyro
- A good Pyro can reflect Huntsman arrows. You should be fine as long as they do not get close. If they do, you may have a chance of using a short-range counter, such as using Jarate and the Bushwacka to finish them off.
Demoman
- Be wary of the sound that stickybombs make, as a distracted Sniper may not notice if an enemy Demoman is placing stickies at their feet.
Heavy
- The Heavy is slow, so it is not easy to miss one. If they are close, you are at a serious disadvantage. If they are pocketed by a Medic, your best chance of killing them is a fully-charged headshot.
- It's better to wait for a fully charged headshot than firing early as the Heavy has more hitpoints than any class.
Engineer
- An Engineer without any of his buildings is nearly harmless to you. If he is hiding in a nest, both him and yourself won't be able to do much without assistance.
Engineer Buildings
- Sentry Guns are harmless to you from a distance, so if they are not being handled by an Engineer you should be able to pick them off without a problem. Make sure you're isolated though, it takes a long time in the open to pick off a building.
Medic
- If pocketing someone, you should be taking them out to aid your team. Otherwise, they are pretty harmless, as both their weapons are ineffective from a distance.
Sniper
- When in combat with enemy Snipers, it all depends on who has the better aim and timing. Strafe constantly to prevent them from getting a clear shot, and be quick with the scope to waste as little time as possible. Remember that uncharged headshots will still do enough damage to even take out a Sniper wielding the Darwin's Danger Shield.
Spy
- Using the Razorback or sticking to a wall will deter most Spies at close range, who will then have to resort to using their Revolver to kill you. This can put them at a disadvantage if you are in an area frequented by your team.
- If you bumped into a Spy and don't know where he is, try using Jarate to expose him.
Sniping Priorities
Priorities vary and depend on the situation at the time. The following list should often, but not always, be used in order to specify which target is the first to take down. But if there is an easier shot to take, you should take the time to kill that target first. For example, if you have a large number of teammates battling a nearby Medic with a Heavy, sometimes taking out the Heavy first is the better choice since your teammates will be able to quickly control the area and kill the isolated Medic. If you shoot the Medic first, the Heavy might hold his ground by himself long enough for reinforcements to arrive, but it will only prevent them from using an ÜberCharge.
In order of priority, you should be taking out:
The rest in relative priority order:
- Snipers are on the top of the list because they deny your teammates the ability to cross an open space freely and present the biggest threat to you as another Sniper.
- Medics are next because they are have the ability to heal and activate an ÜberCharge. They can also assist the enemy forces by providing overheals in order to survive the brutal fight with your teammates. The Medics are a higher priority when they have an ÜberCharge ready.
- Heavies are important targets because of their high damage output, and they can deal a significant amount of damage at close to medium range. They are tough enemies who can hold down points, and with their high health, this makes them very difficult for your allies to take down. When you are taking out a Heavy, fully charge your Sniper Rifle because their large amounts of health could survive your headshot.
- Engineers are essential to kill because their Sentry Guns can eliminate your whole team. Once he is down, your teammates would not have to worry about the Sentry Gun being repaired. If you can, try to take out at least the Sentry Gun from the distance after you have eliminated the Engineer in order to save your teammates some time and effort.
- Soldiers can be a dangerous threat if they take notice of your presence - they can strafe and fire rockets at you to prevent a clean shot; Direct Hit Soldiers are especially dangerous. Taking them down will essentially save your teammates the possibility of being wiped out by the Soldier's rockets.
- Pyros and their awkward shaped heads make it easier to kill them. They have the attribute to destroy your team in close combat, so they must be taken down quickly and prior to their onslaught; Pyros equipped with the Flare Gun can set you aflame at range and greatly hinder your ability to snipe.
- Demomen are next in the priority list because their Stickybombs can hold down an area really well, but their location is most likely reclusive in their territories. Once they die, their stickies will disappear which would allow your team to move forward.
- Spies are usually cloaked or disguised. If you see one, shoot him before he causes any trouble, but they will become hard to find as time goes on. Thus, you probably should not worry about them though if you spot a Spy and did not see him die, call out his presence to your team and watch your back. Most of the time, he should not be a sniping priority.
- Scouts move too fast in most cases for sniping, and you would be wasting your time and ammo trying to snipe Scouts. In fact, the only times you should even attempt to snipe a Scout is when he is capturing an objective (Intelligence, Point), or there are no other larger threats to kill. If you must snipe a Scout, charge a scoped shot and wait until he is in midair and has used his double-jump, then bodyshot him for an instant kill.
See also
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