Difference between revisions of "Sniper match-ups"

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(vs. the defensive classes gone over.)
(vs. the supports gone through.)
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| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
| Unless an enemy Pyro is using the [[Flare Gun, he has no way to fight back at long range. If he is out in the open, you can attack without fear of retaliation. However, at close range, his Flamethrower will devastate you. If stuck in this sort of situation, backpedal while firing your [[Submachine Gun]] or uncharged shots from your primary weapon. Using [[Jarate]] defensively will negate the effects of any [[afterburn]].  
+
| Unless an enemy Pyro is using the [[Flare Gun]], he has no way to fight back at long range. If he is out in the open, you can attack without fear of retaliation. However, at close range, his Flamethrower will devastate you. If stuck in this sort of situation, backpedal while firing your [[Submachine Gun]] or uncharged shots from your primary weapon. The effects of [[afterburn]] will negatively affect your aim but can be extinguished by [[Jarate]].
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|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
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| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
| Medics are often underestimated by Snipers. Remember that they regenerate health, and have a higher max hp than you (unless you carry the [[Darwins Danger Shield]]). Their Syringe Gun easily out damages your SMG, so try to draw them into in a melee duel. If they have the Übersaw, then you have an even match (as the Kukri has a higher DPS), but with the Bonesaw they will usually overpower you. Snipers are the most viable candidate for killing [[Medic]]s who are paired up with pesky [[medic buddy|Medic buddies]], and as such, should be treated as high priority targets. Their high speed and constant strafing makes a [[headshot]] difficult, but due to their relatively low health, a fully charged shot to the body will kill the Medic. It's best not to leave them alive, as they can take cover behind their Medic buddy and regenerate their health.
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| When you see an enemy Medic, he should become one of your top priority targets. Do your best to land a headshot or fully charged bodyshot to instantly eliminate his team’s source of healing. His Syringe Gun is ineffective over longer distances; if he is alone, you should be able to fire at him without any problems. However, even a Medic can easily take you down at close range, where his Syringe Gun will outperform your Submachine Gun. His relatively high speed will allow him to easily chase you, so it might be best to stand your ground anyway.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>Sniper
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>Sniper
| Protecting your team-mates from a pesky [[Sniper]] can assist heavily in winning a map (though overdoing this can lead to 'Sniper-wars', where both of you are of no direct use to each other's teams at all!). Other Snipers remain a priority target, as you are to them. Shuffle about constantly if you're in their crosshairs, and aim for the head. If you find yourself getting knocked out more than you are knocking them out, then it might be time to switch classes. A good strategy against other Snipers is to duck just before taking a shot out of cover. Most times the other Sniper while take his shot at where your head used to be, leaving him vulnerable. If you have a Huntsman and the other Sniper has a rifle, a good strategy for getting close enough is to fire your SMG while advancing until you're in range.
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| One of your main jobs is to eliminate the pesky enemy Sniper that’s constantly picking off your own teammates. If you know an enemy Sniper is already in the area, leave your cover while charging your shot so that you are already prepared to fire. Always aim for the head when facing your counterpart; a Sniper duel can be decided in just one shot, and a headshot will almost always beat out a bodyshot. Don’t stay exposed for too long; if you fail to kill him, there will be a small window of time where he can freely fire at you. Even when aiming, keep moving so you are more difficult to hit, adjusting your crosshair as needed. A Sniper with the Huntsman will have to fight considerably closer to the frontlines and is thus at a disadvantage when facing a Sniper with the default Sniper Rifle.
When fighting against Snipers who are equipped with the Croc-O-Style [[Item sets#Sniper|Item set]], avoid the temptation to attack with a [[headshot]]. Snipers using the set cannot kill you with a headshot, but cannot be killed by them either. Attacking with a fully charged body shot is a better choice against these Snipers. Conversely, you can also use the Croc-O-Style to avoid being instantly killed by a headshot, but you will often have to fully charge to kill another Sniper, as headshots will not be available. Also remember that if headshotted, you will have 1 hp remaining, and even a stray bullet will be able to kill you. Stay behind team lines so that this doesn't happen.
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The [[Croc-o-Style Kit]] can remarkably change the dynamics of a Sniper duel. Because neither the user nor his Sniper opponent will be able to kill the other with a headshot, being able to charge up a strong bodyshot first will decide the victor. This is where zone control is most important; being in a position to land a fully charged shot on your enemy as soon as they step out from behind cover will give you a great advantage in any Sniper duel.
  
 
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| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
| Watch your back; the Spy is the Sniper's nemesis. [[Spy-checking|Spy check]] people you notice hanging around the battlements. Spies will often disguise themselves as other Snipers in popular sniping locations, so be especially wary of any other Snipers that come close. Also sometimes decent sniping locations are also used as Engineer nests so watch for Engineers as well. Watch the kill log in the top-right of  for team-mates getting [[Backstab]]bed, friendly buildings being sapped, or enemy Sappers being removed. If there's another Sniper on the deck, try to put him between you and the entrance to the Sniper deck so that you have some advanced warning. Better him than you. Given a threat to personal space, melee combat is highly recommended. After all, you have a much bigger Knife. Jarate also helps, as it augments your Kukri's damage and makes the Spy unable to safely escape even if he does kill you.
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| The Spy is your nemesis. Because you will frequently be focused on aiming at targets that are far away, you might not notice that he’s behind you with his [[Revolver]] or [[Knife]]. As a Sniper, you generally work alone, so stay aware of your surroundings and [[Spy check]] any suspicious teammates that get too close. [[Jarate]] as well as the [[bleed]] effect from the [[Tribalman's Shiv]] can be used to nullify both the [[Cloak]] and [[disguise]] of an enemy Spy, allowing you and your teammates to hunt him down. The Spy possesses some of the weakest weapons in the game, so you hold a slight advantage in a straight one-on-one fight, especially if you manage to afflict him with one of your debuffs.
If the Spy is wielding his [[Revolver]], strafe and gun or hope for a melee Crit, as 3 hits at close range are fatal. It's important to use [[Jarate]] against the Spies because Jarate will short out their Cloak, reveal their disguise and allow your teammates to take them out quickly. Using the [[Razorback]] will also provide protection from Spies when near teammates and make them take more time to kill you with the Revolver, but it will be ineffective if you are not paying attention to your surroundings or you may fail to notice having your Razorback removed while scoped and be backstabbed normally. Spies carrying the Ambassador can make quick work of you with a headshot and then a finishing shot (which is especially popular when Snipers wield the Razorback), so check your surroundings often. The Tribalman's Shiv is also effective for killing Spies as the bleeding effect nullifies their Cloak ability, and the long term damage may kill the Spy should he try to run away or end up killing you.
 
 
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Revision as of 08:44, 16 April 2011

Class Strategy
Sniper.png
Sniper
vs Scout.png
Scout
Although an enemy Scout is difficult to hit, he’ll only be able to harass you with his Pistol at longer ranges. He dominates you at close range, so try to take him out before he gets too close. His head is a rather small target, so don’t be afraid to take your time to land a fully charged bodyshot instead of going for a quick headshot. If a Scout runs in a straight path towards you, he’ll be easy to headshot, no matter how close he already is. If he does manage to close the distance, he’ll have a huge advantage. At close range, backpedal while firing your Submachine Gun or uncharged shots from your primary weapon.
Sniper.png
Sniper
vs Soldier.png
Soldier
An enemy Soldier will typically be fighting at the frontlines, far away from you. He is a slow, bulky target and is easy to hit when grounded. If he sees you, he’ll probably fire rockets at your position to force you behind cover. In this situation, you can just take quick shots between his barrages. If he tries to approach you by rocket jumping , you’ll have to either shoot him out of the air or simply retreat. It is suicide to go toe-to-toe with a Soldier at close range, where he can easily land rockets and Shotgun blasts.
Sniper.png
Sniper
vs Pyro.png
Pyro
Unless an enemy Pyro is using the Flare Gun, he has no way to fight back at long range. If he is out in the open, you can attack without fear of retaliation. However, at close range, his Flamethrower will devastate you. If stuck in this sort of situation, backpedal while firing your Submachine Gun or uncharged shots from your primary weapon. The effects of afterburn will negatively affect your aim but can be extinguished by Jarate.
Sniper.png
Sniper
vs Demoman.png
Demoman
Over long distances, an enemy Demoman can only lob inaccurate grenades and Stickybombs at your position. Keep moving in between your own shots to avoid the wide splash damage. If he tries to sticky jump or use the Chargin’ Targe to approach you, hide behind cover or take advantage of his predictable trajectory to land an easy headshot. At medium range, his explosives can easily make short work of you. If he gets too close, backpedal while firing your Submachine Gun or uncharged shots from your primary weapon. The Demoman, with his indirect weaponry, is one of the only classes capable of attacking you from outside your line of sight; well placed explosives can turn your sniping spot into a deathtrap. Keep an eye out for traps and use your Sniper Rifle or Submachine Gun to remove Stickybombs if needed.
Sniper.png
Sniper
vs Heavy.png
Heavy
The Heavy’s slow speed and large size make him a juicy target. At a distance, his Minigun fire suffers from bullet spread and will do minimal damage, allowing you to snipe freely. Even with his large health pool, it will take only a few headshots to take him out. At close range, however, his weaponry will shred you to bits. If a Heavy somehow maneuvers to your sniping location, just run; both uncharged shots from your primary weapon and your Submachine Gun will deal pitiful damage.
Sniper.png
Sniper
vs Engineer.png
Engineer
You are unlikely to face an Engineer in direct combat unless the two of you are away from his Sentry Gun. His Shotgun, Pistol, and possibly Combat Mini-Sentry will give him the advantage in close range combat, so don’t seek him out yourself. You can use a few charged shots from your primary weapon to pick off an exposed Sentry Gun from a distance. If the Engineer is actively repairing the Sentry Gun or harassing you with the Pistol or Wrangler, target him first; he can’t repair his buildings if he’s dead.
Sniper.png
Sniper
vs Medic.png
Medic
When you see an enemy Medic, he should become one of your top priority targets. Do your best to land a headshot or fully charged bodyshot to instantly eliminate his team’s source of healing. His Syringe Gun is ineffective over longer distances; if he is alone, you should be able to fire at him without any problems. However, even a Medic can easily take you down at close range, where his Syringe Gun will outperform your Submachine Gun. His relatively high speed will allow him to easily chase you, so it might be best to stand your ground anyway.
Sniper.png
Sniper
vs Sniper.png
Sniper
One of your main jobs is to eliminate the pesky enemy Sniper that’s constantly picking off your own teammates. If you know an enemy Sniper is already in the area, leave your cover while charging your shot so that you are already prepared to fire. Always aim for the head when facing your counterpart; a Sniper duel can be decided in just one shot, and a headshot will almost always beat out a bodyshot. Don’t stay exposed for too long; if you fail to kill him, there will be a small window of time where he can freely fire at you. Even when aiming, keep moving so you are more difficult to hit, adjusting your crosshair as needed. A Sniper with the Huntsman will have to fight considerably closer to the frontlines and is thus at a disadvantage when facing a Sniper with the default Sniper Rifle.

The Croc-o-Style Kit can remarkably change the dynamics of a Sniper duel. Because neither the user nor his Sniper opponent will be able to kill the other with a headshot, being able to charge up a strong bodyshot first will decide the victor. This is where zone control is most important; being in a position to land a fully charged shot on your enemy as soon as they step out from behind cover will give you a great advantage in any Sniper duel.

Sniper.png
Sniper
vs Spy.png
Spy
The Spy is your nemesis. Because you will frequently be focused on aiming at targets that are far away, you might not notice that he’s behind you with his Revolver or Knife. As a Sniper, you generally work alone, so stay aware of your surroundings and Spy check any suspicious teammates that get too close. Jarate as well as the bleed effect from the Tribalman's Shiv can be used to nullify both the Cloak and disguise of an enemy Spy, allowing you and your teammates to hunt him down. The Spy possesses some of the weakest weapons in the game, so you hold a slight advantage in a straight one-on-one fight, especially if you manage to afflict him with one of your debuffs.

See also