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 three weapons with a zoom sight, the other being the Sydney Sleeper and Bazaar Bargain. 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 3.3 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. Firing the Sniper Rifle when out of zoom will deal minor damage.
While zoomed, movement speed for the class is slowed to 27%, and slows even further to 0.01% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling. 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 - however, the Sniper Rifle never randomly crits whatsoever. 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 surfaces in the foreground.
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 | 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
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.
Bugs
- The weapon remains static when the player is stationary, and does not play an idle animation.
- 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.
- When switching weapons quickly after taking a shot, the Sniper Rifle will not eject a shell at all. When done fast enough, this can be used as an exploit, since this will increase the rate of fire.
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 this one, 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.
- The Sniper Rifle has very similar design to the Template:W, a Sniper Rifle used by the Americans during the war in Vietnam.
- The Sniper Rifle can be used to destroy sticky bombs. Which can even lead to a fail of an enemy Demoman's sticky jump
Gallery
See also