Sniper Rifle
“ | You'll be needin' another use for that neck!
Click to listen
— The Sniper
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” |
The Sniper Rifle is the Stock primary weapon for the Sniper. It is a single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath.
The rifle has perfect accuracy, no damage ramp-up or fall-off, and is one of six weapons with a zoom sight, the others being the Sydney Sleeper, Machina, Bazaar Bargain, Hitman's Heatmaker, and AWPer Hand. The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in, the charge meter increases gradually from 0% to 100% during 3.3 seconds, indicating the amount of damage that will be done by the shot. The dot becomes clearer as the shot charges. The charge meter resets to 0% after a shot is fired or when the scope is unzoomed. Players are therefore required to continually zoom in on an opponent if they wish to deal the full amount of damage against an enemy. Firing the Sniper Rifle when out of zoom will deal minor damage.
While zoomed, the Sniper's movement speed is reduced to 27%, and slows even further to 1.33% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling. The Sniper Rifle does not deliver random crits, however, if the player delivers a shot to an enemy's head while zoomed in, a headshot will occur which will deliver a guaranteed critical hit. Note that headshots cannot be scored if the Sniper fires while unscoped.
Whilst scoped, the Sniper Rifle projects a team-colored dot on walls or floors, serving as the laser sight for the Sniper. This can serve as a warning to other players of the Sniper's position. Resourceful Sniper players can circumvent this problem by deliberately aiming at objects or other surfaces in the foreground.
Contents
[hide]Damage and function times
[collapse]Damage and function times | ||
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Shot type | Hitscan | |
Damage | ||
Base damage | 100% | 0%: 50100%: 150
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Bodyshot | 0%: 43-57100%: 128-173
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Critical | 0%: 150100%: 450
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Mini-crit | 0%: 57-78100%: 172-233
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Function times | ||
Attack interval | 1.5 s | |
Maximum charge time | 3.3 s | |
Zoom-in charging delay | 1 s | |
Zoom-in headshot delay | 0.2 s | |
Values are approximate and determined by community testing. |
Demonstration
Strange variant
[expand]Strange variant information |
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Related achievements
General
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Pyro
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Sniper
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Update history
- Fixed occasional Sniper zoom crash.
- Fixed Sniper quick-switch exploit allowing them to avoid zoom/unzoom times.
- Added new option for this weapon to the advanced multiplayer options. If disabled, this weapon won't re-zoom after firing a zoomed shot.
- Fixed being able to zoom too quickly after firing a zoomed shot.
- Added a small delay (200 ms) before a zoomed Sniper shot can get a critical hit.
- Fixed exploit allowing Snipers to fire faster than intended.
- This weapon can now crit while under crit-boosts.
- Fixed this weapon not penetrating friendly players.
- Added a bell when the Sniper Rifle is fully charged.
- [Undocumented] Added Strange Quality.
- Fixed a problem where the Sniper Rifle wouldn't damage sticky bombs
December 15, 2011 Patch (Australian Christmas 2011)
- Added Festive variant.
- Festive Sniper Rifles can now be gifted
March 23, 2012 [Item schema update]
- Marked Sniper Rifle and Festive Sniper Rifle as usable with the Headshot Part.
August 15, 2012 Patch (Mann vs. Machine game mode)
- Added Botkiller variant.
- Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
Bugs
- When the Sniper Rifle ejects a shell, the shell comes out of the side opposite to the ejection port.
- In some cases, can shoot through a thin wall.
Trivia
- The Sniper Rifle has a very similar design to the Template:W, a Sniper Rifle used by the Americans during the Vietnam War.
Gallery
BLU festive variant.
See also
[expand]Weapons |
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