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 laser-sighted scope.
The rifle boasts excellent accuracy, no damage falloff, and a zoom sight. Only four weapons may zoom, and all are weapons equipped only to the Sniper: the Sydney Sleeper, the Machina and the 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% in 3.3 seconds, indicating the amount of damage that will be done by the shot. The size of the dot also 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. An unscoped Sniper Rifle shot will deal minor damage.
A zoomed-in Sniper has a standing movement speed of 27%, or 1.33% if crouching. Also, zooming cannot be performed when the Sniper is in the air. Jumping will cancel scoping. Should the player shoot an enemy's head while zoomed in and only if zoomed in, the damage will be considered a Headshot, and deliver a guaranteed critical hit. That said, the Sniper Rifle will never randomly crit. No-scoped headshots will NOT crit.
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 enemies of the Sniper's position. Resourceful Sniper players can circumvent this problem by deliberately aiming at objects or surfaces in the foreground, then quickly shooting an enemy when visible.
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.
- Added a bell when the Sniper Rifle is fully charged.
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.
- The butt of the rifle clips through the Darwin's Danger Shield when taunting.
- The Strange version of this weapon does not destroy Pumpkin Bombs. [citation needed]
Trivia
- The Sniper Rifle has very similar design to the Template:W, a Sniper Rifle used by the Americans during the war in Vietnam.
Gallery
See also