Difference between revisions of "Sniper weapons (competitive)"

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(Huntsman: What do you mean by scoping with Huntsman? That bug was fixed. Tweaked the attributes and added more updated info..)
(Cleanup. Also, how does the SMG deal "backlash"?)
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{{competitive}}
 
{{competitive}}
The [[Sniper (competitive)|Sniper]] specializes in long range area denial and his weapons help with this duty. Although he is very strong from long range, in close quarter combat the Sniper has little weapons to defend himself with.
+
 
 +
The [[Sniper (competitive)|Sniper]] specializes in long range area denial. He is frequently used to get a pick on a Medic in case of a stalemate. If confronted by a Scout, he will lose at close range.
  
  
 
==Primary Weapon==
 
==Primary Weapon==
The Sniper's primary weapons comprise of three rifles and a bow and arrow set. All three do pretty much the same job of holding onto a large open area with some differences.
+
 
 +
The Sniper's primary weapons are his main source of damage, and constitute his long-range damage. All of them can be charged up to deal increased damage, and all but the Sydney Sleeper can deal headshots for increased damage. All but the Huntsman provide a highly visible sniper dot. All of the Sniper Rifles except for the Machina and Huntsman can fire without scoping, dealing accurate but low damage.
  
 
=== Sniper Rifle ===
 
=== Sniper Rifle ===
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[[File:Sniper rifle.png|100px|right]]
 
[[File:Sniper rifle.png|100px|right]]
  
The original rifle boasts the ability to heatshot opponents dealing up to 450 damage in a single shot, depending on how long the Sniper has been scoped in. This ability allows the Sniper to cover a large area as well as making [[pick]]s on key enemy targets like the [[Demoman (competitive)|Demoman]] and [[Medic (competitive)|Medic]] without severely endangering himself. Despite its strengths at long range, the rifle is extremely difficult to use in close quarter combat with "no scoping" only dealing 50 damage in a single shot. The Sniper, however, can opt to zoom in and attempt to headshot his opponent, although this skill requires some practice as well as luck.
+
The stock Sniper Rifle provides the simplest source of damage. It can kill any enemy on a fully charged headshot, and can deal significant damage on a bodyshot.
 
 
Although headshooting is a quick method of picking, in shots where the Sniper feels he cannot get a clean shot on his target he can opt instead to bodyshot his opponent by charging his shot. After staying scoped in for four seconds, the shot can deal the maximum 150 damage making a fully charged bodyshot capable of killing enemy Medics, [[Scout (competitive)|Scouts]] and Snipers.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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* '''Full Charge Time:''' 4s
 
* '''Full Charge Time:''' 4s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Has no damage falloff or ramp-up.
+
* Has no damage fall-off or ramp-up.
* After scoping, headshots won't work for 200ms.
+
* Charge damage does not increase for 1 second.
* The first 1 sec. of charge doesn't increase damage.
 
 
|}
 
|}
 
<br>
 
<br>
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[[File:Huntsman.png|100px|right]]
 
[[File:Huntsman.png|100px|right]]
  
The first released alternative for the rifle is the Huntsman. This weapon is effectively utilized at a shorter range than the rifle because the Sniper doesn't scope with this weapon, thus able to see much more of his surroundings. The weapon's mechanics are the same as the rifle, but more versatile. Arrows making headshots will deal critical damage and damage to both bodyshots and headshots are increased the longer the arrow is charged, capped after one second of charging. Where the weapon differs is the projectile and the damage it deals: Firstly, the arrow arcs rather than going in a straight line like the rifle bullet. The more charged the shot is, the further and straighter the arrow will travel. Also, as a projectile, the arrow can be reflected by enemy Pyros, though it rarely happens because of the difficulty of doing so. Damage wise, uncharged arrows will do more damage than the rifle bullet, if only slightly, although they are significantly weaker in terms of fully charged damage and critical damage as a full charged arrow will only deal 360 damage from a headshot; 70 less than the Sniper Rifle, thus unable to instantly kill a fully overhealed Heavy in one arrow to the head.
+
The Huntsman is designed for medium range combat. It is affected by gravity, but fires faster than the stock Sniper Rifle. It has a limit on the time it can maintain charge, and has reduced ammunition from the stock Sniper Rifle.
 
 
The arrow can also be ignited by Pyros, Righteous Bison, and Pomson 6000 shots. An ignited arrow enables the Sniper to burn the victim on hit, causing to have the damage hit from the arrow, plus the afterburn damage as high as default flamethrower afterburn damage and duration.
 
 
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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! style="background-color:#FFF4CC;" | [[Huntsman]] <br>[[Image:Huntsman.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Huntsman]] <br>[[Image:Huntsman.png|70x39px]]
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Uncharged:''' 51-53
+
* '''Uncharged:''' 50
 
* '''Charged:''' 120
 
* '''Charged:''' 120
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Critical, Uncharged:''' 153-159
+
* '''Critical, Uncharged:''' 150
 
* '''Critical, Charged:''' 360
 
* '''Critical, Charged:''' 360
* '''Mini-Crit, Uncharged:''' 69-72
+
* '''Mini-Crit, Uncharged:''' 68
 
* '''Mini-Crit, Charged:''' 162
 
* '''Mini-Crit, Charged:''' 162
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
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* '''Full Charge Time:''' 1.0s
 
* '''Full Charge Time:''' 1.0s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Has no damage falloff or ramp-up.
+
* Has no damage fall-off or ramp-up.
* Shoots arrow projectiles that travels in arc.
+
* Projectiles are affected by gravity.
* The arrow can be ignited by friendly Pyros, Righteous Bison, and Pomson 6000 shots.
+
* Arrows can be uncharged with alt-fire.
 +
* Arrows can be ignited to deal fire damage to the target.
 +
* Provides the [[Skewer]] taunt.
 +
* Enemies which are killed with an arrow near a wall may be pinned to it.
 
|}
 
|}
 
<br>
 
<br>
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[[File:Sydney Sleeper.png|100px|right]]
 
[[File:Sydney Sleeper.png|100px|right]]
  
The Sydney Sleeper is the second alternative to the rifle. The rifle acts more as a team support weapon than the rifle. This is mainly because Sydney Sleeper headshots do not deal critical damage to opponents. Instead, after charging for just over a second, the weapon can cover their opponent in Jarate for eight seconds. This ability can help the Sniper's team taking down a key opponent quickly through Jarate mini-crits although it lacks the ability to cover Jarate in multiple opponents like its Jar based counterpart.
+
The Sydney Sleeper provides a stronger support basis for the team. It sacrifices the ability to deal headshots at the benefit of applying jarate to the target after a short charge time, for a duration of 8 seconds.
 
 
Damage wise, the Sydney Sleeper has the same damage/charge ramp as the rifle; a fully charged shot will deal 150 damage.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 1.5s
 
* '''Attack:''' 1.5s
 +
* '''Charge
 
* '''Jarate Delay:''' 1.06s
 
* '''Jarate Delay:''' 1.06s
 +
* '''Jarate Effect Duration:''' 8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Has no damage falloff or ramp-up.
+
* Has no damage fall-off or ramp-up.
* Shots don't headshot, but can inflict Jarate.
+
* Cannot headshot.
* Jarate effect applied after first jar icon starts fading.
 
 
* +25% charge rate
 
* +25% charge rate
 
|}
 
|}
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[[File:Backpack Bazaar Bargain.png|100px|right]]
 
[[File:Backpack Bazaar Bargain.png|100px|right]]
  
The Bazaar Bargain is useful for Snipers who have a clear, still aim, and can easily get headshots, as it increases the head counter every time a headshot is accumalated, to the maximum of 7 head count and the charging rate becoming 1.78 seconds.
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The Bazaar Bargain has an initially slowed charge time, which increases with each accurate headshot. It counts "heads obtained", up to a maximum of 7. A miss or body shot will lower the number, but a no-scope will not.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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* '''Afterscope Delay:''' 0.2s
 
* '''Afterscope Delay:''' 0.2s
 
* '''Charge Delay:''' 1.0s
 
* '''Charge Delay:''' 1.0s
* '''Full Charge Time:''' 5.26 (0 Heads) 1.78 (7 Heads)
+
* '''Full Charge Time:''' 5.26s (0 Heads) 1.78s (7 Heads)
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Has no damage falloff or ramp-up.
+
* Has no damage fall-off or ramp-up.
* -20% base charge rate, charge rate increases through head count.
+
* Initially charges at 120% time of the stock Sniper Rifle.
* Each scoped headshot increases head count.
+
** Decreases by 10% for each additional head, up to 7.
* Each scoped bodyshot reduces head count.
+
* Head count is only affected by scoped shots.
* Each scoped miss also reduces head count.
+
** Each headshot adds one head.
 +
** Any other scoped shot loses one head.
 
|}
 
|}
 +
<br>
 +
 +
===Machina===
 +
 +
[[File:Machina.png|100px|right]]
 +
 +
The Machina adds damage and piercing on full charge, but reveals the Sniper's location and prevents no-scopes.
 +
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Machina]] <br>[[Image:Machina.png|70x39px]]
 +
| style="background-color:#FFF4CC;" |
 +
* '''Uncharged:''' 50
 +
* '''Charged:''' 173
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical, Uncharged:''' 150
 +
* '''Critical, Charged:''' 518
 +
* '''Mini-Crit, Uncharged:''' 68
 +
* '''Mini-Crit, Charged:''' 233
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 1.5s
 +
* '''Afterscope Delay:''' 0.2s
 +
* '''Charge Delay:''' 1.0s
 +
* '''Full Charge Time:''' 4s
 +
| style="background-color:#FFF4CC;" |
 +
* Has no damage fall-off or ramp-up.
 +
* Fires tracer rounds which leave visual trails.
 +
* Piercing damage is dealt to all targets in line, regardless if it kills any of them.
 +
** Maximum of 50 targets.<!--Needs Confirmation!-->
 +
* Deals 15% extra damage on full charge.
 +
|}
 +
 
<br>
 
<br>
  
 
=== Primary Weapon Usage ===
 
=== Primary Weapon Usage ===
Arguably, a majority of Snipers will either take the Rifle or the Bazaar Bargain simply because they can potentially do the most damage in a reliable manner, unlike the Huntsman, and the ability to headshot their opponents, unlike the Sydney Sleeper. This does not mean to say the Huntsman and Sleeper aren't considered, some Snipers will opted for the Huntsman on Payload maps where the close bodies through choke points can make Huntsman spam a viable option.
+
 
 +
The Sydney Sleeper and the Huntsman are uncommon choices, due to an overall reduced damage output, but can be useful to assist the team. The stock Sniper Rifle deals consistant long-range damage, and can kill most classes with a quick headshot. The Bazaar Bargain is good for a sniper who is looking to take down a few high-health classes quickly, and the Machina is useful for dealing increased damage, or for getting a pair of kills. Snipers, due to their situational use, tend to go for the stock Sniper Rifle for quick and consistant damage without revealing their location.
  
 
==Secondary Weapon==
 
==Secondary Weapon==
The Sniper's secondary weapons vary through a means to defending himself close quarters to shields with varying passive effects to a Jar of urine.
+
 
 +
The Sniper deals the majority of his damage with his primary, but his secondary weapon can provide some key medium range combat damage.
  
 
=== SMG ===
 
=== SMG ===
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[[File:SMG IMG.png|100px|right]]
 
[[File:SMG IMG.png|100px|right]]
  
The SMG is the Sniper's only non-melee weapon designed for close quarter combat. The weapon, assuming all shots hit, will damage 120 per second from point blank.
+
The stock Submachine Gun deals strong damage at medium and close range, and can help the sniper survive an encounter with a Scout.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[SMG]] <br>[[Image:SMG IMG.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[SMG]] <br>[[Image:SMG IMG.png|70x39px]]
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
 
* '''Point-Blank:''' 12
 
* '''Point-Blank:''' 12
 
* '''512 units:''' 8
 
* '''512 units:''' 8
* ''' Over 1024 units:''' 4
+
* '''Over 1024 units:''' 4
* '''Backlash:''' 45-88
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" |
 
 
* '''Critical:''' 24
 
* '''Critical:''' 24
* '''Point-Blank Minicrit:''' 16
+
* '''Point-Blank Mini-crit:''' 16
* '''Over 512 units:''' Minicrit: 11
+
* '''Over 512 units: Mini-crit:''' 11
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.1s
 
* '''Attack:''' 0.1s
 
* '''Reload:''' 1.1s
 
* '''Reload:''' 1.1s
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
* If unfired in the past 1.25 seconds, shot has perfect accuracy.
+
* If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
 
|}
 
|}
 
<br>
 
<br>
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[[File:Jarate cropped.png|100px|right]]
 
[[File:Jarate cropped.png|100px|right]]
  
Jarate is the alternative to the SMG. When thrown, the Jar will break on the first object it touches, be it a wall, a player or a prop, and enemy players within the area of effect will be covered in Jarate. Affected players will receive mini-crit damage from friendly players. Jarate also has the ability to extinguish friendly players and expose cloaked Spies. The effect of Jarate lasts for ten seconds. On maps with water, however, Snipers should try and use their Jarate on players close to his team and also on enemy players somewhat far from a source of water where they can fully immerse themselves as water can remove the Jarate effect. Übercharges, both normal and Kritz, can remove the Jarate effect as well.
+
Jarate does not deal any immediate damage, but makes any normal damage dealt to coated players become mini-crits.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Jarate]] <br>[[Image:Jarate cropped.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Jarate]] <br>[[Image:Jarate cropped.png|70x39px]]
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" | N/A
* N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |  
* N/A
 
| style="background-color:#fffae7;" |  
 
 
* '''Effect Duration:''' 10s
 
* '''Effect Duration:''' 10s
 
* '''Refill Time:''' 20s
 
* '''Refill Time:''' 20s
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |
* Victims suffer Mini-Crits from all attacks during effect.
+
* Normal damage against coated players is upgraded to mini-crit damage.
* Splash goes through doors and grates.
+
* Extinguishes fire.
* Extinguishes fire on teammates.
+
* Removable in water.
* Reveals Spies (can't be removed by DR, unlike fire).
+
* Visible on cloaked or disguised spies.
* Jarate removed by full immersion in water.
 
 
|}
 
|}
 
<br>
 
<br>
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[[File:Razorback.png|100px|right]]
 
[[File:Razorback.png|100px|right]]
  
The Razorback was designed primarily as an anti-[[Spy (competitive)|Spy]] means with its ability to block a single backstab attempt. Spies attempting to backstab a Sniper with the Razorback with be unable to switch weapons for attack for two seconds, giving the Sniper opportunity to address the threat posed by the Spy. Razorbacks do not recharge and in order to replace a broken one, the Sniper needs to head back to a resupply cabinet.
+
The Razorback saves the sniper from one backstab attempt from a Spy. It temporarily disables the Spy's knife after the stab.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Razorback]] <br>[[Image:Razorback.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Razorback]] <br>[[Image:Razorback.png|70x39px]]
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" | N/A
* N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" |  
* N/A
+
* '''Time Restriction on Spy Knife:''' 2s
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |
* '''[[Spy (competitive)|Spy]] lockup:''' 2s
+
* Can be replaced at a resupply cabinet.
| style="background-color:#fffae7;" |
 
* Passive on all weapons and empties slot2.
 
* Spy in lockup can't switch weapons or attack.
 
* Only restocks on respawn or resupply.
 
 
|}
 
|}
 
<br>
 
<br>
  
 
=== Darwin's Danger Shield ===
 
=== Darwin's Danger Shield ===
 
: '''Note:''' The Darwin's Danger Shield is banned or restricted in some leagues for acquisition time.
 
  
 
[[File:Darwin's Danger Shield.png|100px|right]]
 
[[File:Darwin's Danger Shield.png|100px|right]]
  
: '''Note:''' This weapon is either limited or banned in some Team Fortress 2 leagues. Please check your league's rule page for details on their weapon restrictions.
+
: '''Note:''' The Darwin's Danger Shield is banned or restricted in some leagues for acquisition time.
  
The Darwin's Danger Shield is an alternative to the Razorback, but instead of offering protection from Spies it offers a 25&nbsp;hp boost to the Sniper's maximum health, giving him an advantage in Sniper battles, excluding being hit by a headshot, as well as a small boost when in melee fights as the Sniper can take an extra standard melee hit before dying.
+
The Darwin's Danger Shield provides the Sniper with 25 additional health.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Darwin's Danger Shield]] <br>[[Image:Darwin's Danger Shield.png|140x78px]]
+
! style="background-color:#FFF4CC;" | [[Darwin's Danger Shield]] <br>[[Image:Darwin's Danger Shield.png|140x78px]]
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" | N/A
* N/A
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" |
+
| style="background-color:#FFF4CC;" | N/A
* N/A
+
| style="background-color:#FFF4CC;" |
| style="background-color:#fffae7;" |  
+
* Sniper gains 25 maximum health, for a total of 150.
* N/A
+
** Maximum overheal is increased to 225 from 185.
| style="background-color:#fffae7;" |
 
* Passive on all weapons and empties slot2.
 
* While equipped, grants wearer +25 max health.
 
 
|}
 
|}
 
<br>
 
<br>
  
 
===Secondary Weapon Usage===
 
===Secondary Weapon Usage===
The Jarate and SMG are regularly used in competitive TF2 as they either provide team support (Jarate), or a means for the Sniper, who is not confident in quick scoping opponents, to defend himself in short range combat (SMG). The Razorback is rarely used in competitive TF2 because the class it counters is also rarely used there, so Snipers see little need to equip it. The Darwin's Danger Shield, whilst offering a health boost, will do little to help a Sniper out in a battle against an enemy Sniper confident in his ability to headshot his targets and also against Scouts as a double meatshot, both dealing over 75 damage a shot, will easily take care of the Sniper in two shots.
+
 
 +
The stock Submachine Gun provides actual damage output, making it a strong option to deal with enemies. Jarate can help a push if it hits multiple enemies, but the Razorback and Darwin's Danger Shield provide more passive effects which are rarely useful in competitive play.
  
 
== Melee Weapon ==
 
== Melee Weapon ==
The melee weapon is commonly opted by the Sniper is close range combat, particularly with Jarate, as a reliable means to address his aggressors.
+
 
 +
The Sniper's melee weapon is rarely used, but deals damage in a pinch.
  
 
=== Kukri ===
 
=== Kukri ===
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[[File:Kukri IMG.png|100px|right]]
 
[[File:Kukri IMG.png|100px|right]]
  
The Kukri is the Sniper’s standard melee weapon. Like other standard melee weapons, it deals moderate damage. For the Sniper it is seen as a viable option for close range combat, especially against opponents covered in Jarate.
+
The stock Kukri deals standard damage, and can have use if out of ammo.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 195
 
* '''Critical:''' 195
* '''Minicrit:''' 88
+
* '''Mini-crit:''' 88
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Completely standard melee weapon.
+
* Stock melee weapon.
 
|}
 
|}
 
<br>
 
<br>
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[[File:Tribalman's shiv.png|100px|right]]
 
[[File:Tribalman's shiv.png|100px|right]]
  
The alternative to the Kukri, the Tribalman's Shiv deals considerably less damage on hit than the Kukri, although a successful hit will incur a bleeding effect on opponent. Bleeding damages opponents for four health for every half second for six seconds—dealing 48 damage without interruption. Bleeding can be stopped by a Medic or from health kits.
+
The Tribalman's Shiv deals reduced initial damage, with bleeding.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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! style="background-color:#FFF4CC;" | [[Tribalman's Shiv]] <br>[[File:Tribalman's shiv.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Tribalman's Shiv]] <br>[[File:Tribalman's shiv.png|70x39px]]
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Melee:''' 32.5
+
* '''Melee:''' 33
* '''Bleed:''' 4 per hit
+
* '''Bleed:''' 8 per second (48 total)
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Critical:''' 97.5
+
* '''Critical:''' 98
* '''Minicrit:''' 44
+
* '''Mini-crit:''' 44
* '''Minicrit Bleed:''' 5.4 per hit
+
* '''Mini-crit Bleeding:''' 10.8 per second (64.8 total)
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
* '''Bleed Hit:''' 0.5s
 
* '''Bleed Duration:''' 6.0s
 
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Inflicts Bleeding on hit; total bleed damage 48 (Mini-Crit 65).
+
* Deals more damage overall than the stock Kukri.
* Bleed effect purged by health kit pick up or from Über/Kritz.
 
 
|}
 
|}
 
<br>
 
<br>
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[[File:Bushwacka.png|100px|right]]
 
[[File:Bushwacka.png|100px|right]]
  
The Bushwacka is very similar to the Kukri damage wise with the same damage per hit and same function times. Where the Bushwacka differs, however, is the ability to crit when it would normally mini-crit, e.g. on an opponent covered in Jarate. Dealing 195 damage on a Jarated opponent means the Sniper is capable of killing the enemy Medic, a fully-buffed Scout and damaged [[Soldier (competitive)|Soldier]] and Demoman in a single hit.  
+
The Bushwacka deals critical damage where it would normally deal mini-crit damage. The Sniper takes an additional 20% fire damage.
 
 
The Bushwacka's drawback is the added 20% fire susceptibility.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 364: Line 386:
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Crits whenever it would Mini-Crit.
+
* Crits where it would normally mini-crit.
* Gives 20% fire vulnerability while equipped.
+
* +20% fire damage.
 
|}
 
|}
 
<br>
 
<br>
Line 373: Line 395:
 
[[File:Backpack Shahanshah.png|100px|right]]
 
[[File:Backpack Shahanshah.png|100px|right]]
  
The Shahanshah is the Equalizer of the Sniper, as it heavily relies on risk. Whereas damage dealt is increased if the player's health is under half, damage is reduced if health is over half. As a result, the player should be an expert in using melees efficiently, or have a lot of guts.
+
The Shahanshah deals increased damage when the Sniper is below 50% health, and reduced damage when he is above 50% health.
 
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
Line 384: Line 405:
 
! style="background-color:#FFF4CC;" | [[Shahanshah]] <br>[[File:Backpack Shahanshah.png|140x78px]]
 
! style="background-color:#FFF4CC;" | [[Shahanshah]] <br>[[File:Backpack Shahanshah.png|140x78px]]
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Melee:''' 65
+
* '''Melee when below 50%:''' 49
 +
* '''Melee when above 50%:''' 81
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Critical:''' 195
+
* '''Critical when below 50%:''' 146
* '''Minicrit:''' 88
+
* '''Critical when above 50%:''' 244
 +
* '''Minicrit when below 50%:''' 66
 +
* '''Minicrit when above 50%:''' 110
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
*+25% increase in damage when health is less than 50% of max health
+
* Deals 25% additional damage when below 50% health.
*-25% decrease in damage when health is less than 50% of max health
+
* Deals 25% less damage when above 50% health.
 +
** Effects melee only.
 
|}
 
|}
 
<br>
 
<br>
  
 
===Melee Weapon Usage===
 
===Melee Weapon Usage===
The knifes are all considered side-grades and so are equally used between Snipers. Although Snipers tend to favor either the Shiv for its ability to continually damage their opponent through bleed damage even after they've died or the Bushwacka because of the ability to crit when it would normally mini-crit and the drawback, extra fire damage, will be rarely suffered because of how rarely Pyros are used in competitive TF2.
+
 
 +
Sniper melee is rare, but often effective. The stock Kukri deals not much additional damage, and is rarely useful. The Tribalman's Shiv can deal great damage to a Scout or Soldier who cannot get back to their Medic in time, whereas the Bushwacka deals immense damage in combination with Jarate, but means the sniper dies very fast to a Pyro. The Shahanshah can deal immense damage to an unsuspecting player if the Sniper is at low health, but if confronted when at high health is a detriment. Most Snipers use the Shiv for increased overall damage, or use the Bushwacka, counting on the rarity of Pyros.
  
 
==See also==
 
==See also==

Revision as of 22:46, 23 February 2012

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.

The Sniper specializes in long range area denial. He is frequently used to get a pick on a Medic in case of a stalemate. If confronted by a Scout, he will lose at close range.


Primary Weapon

The Sniper's primary weapons are his main source of damage, and constitute his long-range damage. All of them can be charged up to deal increased damage, and all but the Sydney Sleeper can deal headshots for increased damage. All but the Huntsman provide a highly visible sniper dot. All of the Sniper Rifles except for the Machina and Huntsman can fire without scoping, dealing accurate but low damage.

Sniper Rifle

Sniper rifle.png

The stock Sniper Rifle provides the simplest source of damage. It can kill any enemy on a fully charged headshot, and can deal significant damage on a bodyshot.

Weapon Damage Critical Damage Function Times Special
Sniper Rifle
Sniper rifle.png
  • Uncharged: 50
  • Charged: 150
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 203
  • Attack: 1.5s
  • Afterscope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 4s
  • Has no damage fall-off or ramp-up.
  • Charge damage does not increase for 1 second.


Huntsman

Huntsman.png

The Huntsman is designed for medium range combat. It is affected by gravity, but fires faster than the stock Sniper Rifle. It has a limit on the time it can maintain charge, and has reduced ammunition from the stock Sniper Rifle.

Weapon Damage Critical Damage Function Times Special
Huntsman
Huntsman.png
  • Uncharged: 50
  • Charged: 120
  • Critical, Uncharged: 150
  • Critical, Charged: 360
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 162
  • Attack: 1.94s
  • Inaccuracy Delay: 5.0s
  • Full Charge Time: 1.0s
  • Has no damage fall-off or ramp-up.
  • Projectiles are affected by gravity.
  • Arrows can be uncharged with alt-fire.
  • Arrows can be ignited to deal fire damage to the target.
  • Provides the Skewer taunt.
  • Enemies which are killed with an arrow near a wall may be pinned to it.


Sydney Sleeper

Note: The Sydney Sleeper is banned or restricted in some leagues for acquisition time.

The Sydney Sleeper provides a stronger support basis for the team. It sacrifices the ability to deal headshots at the benefit of applying jarate to the target after a short charge time, for a duration of 8 seconds.

Weapon Damage Critical Damage Function Times Special
Sydney Sleeper
70x39px
  • Uncharged: 50
  • Charged: 150
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 203
  • Attack: 1.5s
  • Charge
  • Jarate Delay: 1.06s
  • Jarate Effect Duration: 8s
  • Has no damage fall-off or ramp-up.
  • Cannot headshot.
  • +25% charge rate


Bazaar Bargain

Backpack Bazaar Bargain.png

The Bazaar Bargain has an initially slowed charge time, which increases with each accurate headshot. It counts "heads obtained", up to a maximum of 7. A miss or body shot will lower the number, but a no-scope will not.

Weapon Damage Critical Damage Function Times Special
Bazaar Bargain
Backpack Bazaar Bargain.png
  • Uncharged: 50
  • Charged: 150
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 203
  • Attack: 1.5s
  • Afterscope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 5.26s (0 Heads) 1.78s (7 Heads)
  • Has no damage fall-off or ramp-up.
  • Initially charges at 120% time of the stock Sniper Rifle.
    • Decreases by 10% for each additional head, up to 7.
  • Head count is only affected by scoped shots.
    • Each headshot adds one head.
    • Any other scoped shot loses one head.


Machina

Machina.png

The Machina adds damage and piercing on full charge, but reveals the Sniper's location and prevents no-scopes.

Weapon Damage Critical Damage Function Times Special
Machina
Machina.png
  • Uncharged: 50
  • Charged: 173
  • Critical, Uncharged: 150
  • Critical, Charged: 518
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 233
  • Attack: 1.5s
  • Afterscope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 4s
  • Has no damage fall-off or ramp-up.
  • Fires tracer rounds which leave visual trails.
  • Piercing damage is dealt to all targets in line, regardless if it kills any of them.
    • Maximum of 50 targets.
  • Deals 15% extra damage on full charge.


Primary Weapon Usage

The Sydney Sleeper and the Huntsman are uncommon choices, due to an overall reduced damage output, but can be useful to assist the team. The stock Sniper Rifle deals consistant long-range damage, and can kill most classes with a quick headshot. The Bazaar Bargain is good for a sniper who is looking to take down a few high-health classes quickly, and the Machina is useful for dealing increased damage, or for getting a pair of kills. Snipers, due to their situational use, tend to go for the stock Sniper Rifle for quick and consistant damage without revealing their location.

Secondary Weapon

The Sniper deals the majority of his damage with his primary, but his secondary weapon can provide some key medium range combat damage.

SMG

SMG IMG.png

The stock Submachine Gun deals strong damage at medium and close range, and can help the sniper survive an encounter with a Scout.

Weapon Damage Critical Damage Function Times Special
SMG
SMG IMG.png
  • Point-Blank: 12
  • 512 units: 8
  • Over 1024 units: 4
  • Critical: 24
  • Point-Blank Mini-crit: 16
  • Over 512 units: Mini-crit: 11
  • Attack: 0.1s
  • Reload: 1.1s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.


Jarate

Jarate.png

Jarate does not deal any immediate damage, but makes any normal damage dealt to coated players become mini-crits.

Weapon Damage Critical Damage Function Times Special
Jarate
Jarate.png
N/A N/A
  • Effect Duration: 10s
  • Refill Time: 20s
  • Normal damage against coated players is upgraded to mini-crit damage.
  • Extinguishes fire.
  • Removable in water.
  • Visible on cloaked or disguised spies.


Razorback

Razorback.png

The Razorback saves the sniper from one backstab attempt from a Spy. It temporarily disables the Spy's knife after the stab.

Weapon Damage Critical Damage Function Times Special
Razorback
Razorback.png
N/A N/A
  • Time Restriction on Spy Knife: 2s
  • Can be replaced at a resupply cabinet.


Darwin's Danger Shield

Darwin's Danger Shield.png
Note: The Darwin's Danger Shield is banned or restricted in some leagues for acquisition time.

The Darwin's Danger Shield provides the Sniper with 25 additional health.

Weapon Damage Critical Damage Function Times Special
Darwin's Danger Shield
Darwin's Danger Shield.png
N/A N/A N/A
  • Sniper gains 25 maximum health, for a total of 150.
    • Maximum overheal is increased to 225 from 185.


Secondary Weapon Usage

The stock Submachine Gun provides actual damage output, making it a strong option to deal with enemies. Jarate can help a push if it hits multiple enemies, but the Razorback and Darwin's Danger Shield provide more passive effects which are rarely useful in competitive play.

Melee Weapon

The Sniper's melee weapon is rarely used, but deals damage in a pinch.

Kukri

Kukri IMG.png

The stock Kukri deals standard damage, and can have use if out of ammo.

Weapon Damage Critical Damage Function Times Special
Kukri
Kukri IMG.png
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Stock melee weapon.


Tribalman's Shiv

Tribalman's shiv.png

The Tribalman's Shiv deals reduced initial damage, with bleeding.

Weapon Damage Critical Damage Function Times Special
Tribalman's Shiv
Tribalman's shiv.png
  • Melee: 33
  • Bleed: 8 per second (48 total)
  • Critical: 98
  • Mini-crit: 44
  • Mini-crit Bleeding: 10.8 per second (64.8 total)
  • Attack: 0.8s
  • Deals more damage overall than the stock Kukri.


Bushwacka

Note: The Bushwacka is banned or restricted in some leagues for acquisition time.
Bushwacka.png

The Bushwacka deals critical damage where it would normally deal mini-crit damage. The Sniper takes an additional 20% fire damage.

Weapon Damage Critical Damage Function Times Special
Bushwacka
Bushwacka.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Crits where it would normally mini-crit.
  • +20% fire damage.


Shahanshah

Backpack Shahanshah.png

The Shahanshah deals increased damage when the Sniper is below 50% health, and reduced damage when he is above 50% health.

Weapon Damage Critical Damage Function Times Special
Shahanshah
Backpack Shahanshah.png
  • Melee when below 50%: 49
  • Melee when above 50%: 81
  • Critical when below 50%: 146
  • Critical when above 50%: 244
  • Minicrit when below 50%: 66
  • Minicrit when above 50%: 110
  • Attack: 0.8s
  • Deals 25% additional damage when below 50% health.
  • Deals 25% less damage when above 50% health.
    • Effects melee only.


Melee Weapon Usage

Sniper melee is rare, but often effective. The stock Kukri deals not much additional damage, and is rarely useful. The Tribalman's Shiv can deal great damage to a Scout or Soldier who cannot get back to their Medic in time, whereas the Bushwacka deals immense damage in combination with Jarate, but means the sniper dies very fast to a Pyro. The Shahanshah can deal immense damage to an unsuspecting player if the Sniper is at low health, but if confronted when at high health is a detriment. Most Snipers use the Shiv for increased overall damage, or use the Bushwacka, counting on the rarity of Pyros.

See also