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 default primary weapon for the Sniper. It is a single-shot bolt-action rifle with a wooden stock and a massive telescopic scope with an attached laser sight.
The rifle has excellent accuracy, no damage falloff, and is one of two weapons with a zoom sight, the other being the Sydney Sleeper. The zoom display features a charge meter and a small team colored laser dot in the center. When zoomed in, the charge meter increases gradually from 0% to 100% during 4 seconds, indicating the amount of damage that will be done by the shot. The size of the dot increases 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.
During zoom, movement speed for the class is slowed to 27%, and slowed even further to 0.01% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling. Firing the Sniper Rifle when not zoomed will deal minor damage.
Should the player deliver a shot to an enemy's head while zoomed in, this will result in a Headshot, which will deliver a guaranteed critical hit. The Sniper Rifle is unable to deliver random critical hits any other way however, except during Humiliation, when subject to a Kritzkrieg's ÜberCharge, or when under the effect of any other crit-boost, such as after the Intelligence is captured on Capture the Flag maps. Headshots cannot be scored if the Sniper fires while unscoped.
Observant players will be able to detect a Sniper Rifle being used by the team-colored dot that will appear on walls or floors wherever the Sniper is aiming while zoomed in at the time. Competent Sniper players can circumvent this problem by deliberately aiming at objects in the foreground, luring enemies into a false sense of security.
Contents
Damage and function times
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%: 128-172
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Critical | 0%: 150100%: 450
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Mini-crit | 0%: 67.5100%: 202.5
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Function times | ||
Attack interval | 1.5 s | |
Maximum charge time | 4 s | |
Zoom-in charging delay | 1 s | |
Zoom-in headshot delay | 0.2 s | |
Values are approximate and determined by community testing. |
Demonstration
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 the Sniper Rifle to the advanced multiplayer options. If disabled, the Sniper Rifle 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.
- Sniper Rifle can now crit while under crit-boosts.
- Fixed Sniper Rifle not penetrating friendly players.
Bugs
- When the Sniper Rifle ejects a shell, the shell comes out of the side opposite the ejection port.
- It is possible to earn the achievement Dead Reckoning with a Sniper Rifle by firing at the exact same moment an enemy Sniper does.
Trivia
- When the Sniper reloads his rifle, it appears as if he just pulls the bolt back without inserting another bullet. The final scene in Meet the Sniper implies that whilst doing so, he flips out another bullet and places it into the gun at the same time.
- Bolt rifles such as these have a tendency to catch on the user's fingers. As such, the Sniper can be seen to have a scar on his right thumb.
- Despite popular belief, the scope does not reflect everything behind the Sniper. It instead shows static images of the map areas called cubemaps.
Gallery
See also