Sniper

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Sniper

Basic Info
Class: Sniper
Type: Support
Health: 125
Speed: 100%
(27% while zoomed;
1.3% while zoomed
and crouched)


Contents

Information

The Sniper is the class for players who love to hang back and pick people off from a distance. Perfect for hiding in hard-to-see areas, the Sniper can pick off slow moving classes like the Heavy with ease. The Sniper is also ideal for eliminating an enemy Medic healing a Heavy or Soldier, giving your team a chance to advance.

The Sniper Rifle charges in strength the longer the Sniper remains zoomed in. The Sniper Rifle's laser sight will expand until fully charged. The Sniper has very little close-combat defense, sporting only a Submachine gun which isn't immensely powerful, and a Kukri.

Bio

Voice actor: John Patrick Lowrie

AKA:

Country of Origin: Northern Territory, Australia

Job: Precision Elimination

Motto: "Pink Cloud of Death"

A hard-as-nails customer from down-under whose finely honed marksman's eye is a credit to the team. To him, his enemies are only so many giant, walking heads waiting to be turned into, as he puts it, a 'fine red mist'. An avid big-game hunter, he enjoys roughing it in the outback. He once slept in the corpse of a water buffalo just to survive.

Taunts

  • Sniper Rifle
    • The sniper waves and says:
      • "Beauty!"
      • "Thanks fer standin' still, wanker!"
      • "There ya go!"
      • "Wave goodbye to yer 'ead, wanker!"
      • "G'Day!"
  • Submachine gun
    • The sniper kicks his heels together, punches the air and says:
      • "God save the queen!"
      • "Yaaaagh!"
  • Kukri
    • The sniper takes off his hat, holds it across his chest with a solemn expression and mumbles:
      • "Y'got blood on my knife, mate."
      • "You'd best keep lyin' down."
      • "That funeral ain't gonna be open casket."

Strategy

Main article: Sniper strategy
Keep the laser sight on a nearby object.
Keep the laser sight on a nearby object.
Watch your back!
Watch your back!
  • When your Rifle is zoomed, keep it focused on the windowsill or a nearby object, so your victims won't see your laser sight ahead and take another path (see image).
  • Although a fully charged shot is great way to get a sniper kill, a single uncharged headshot to an enemy is usually enough to kill them. So if pressed for time always take the headshot.
  • On most maps it is a good idea to get a kill or two and switch locations; it throws off players you have taken out who will be hunting for you after they respawn.
  • Keep an eye on your HUD and if you see a lot of people around you dying from backstabs, switch to your Kukri, or run.
  • Having a high sensitivity is very important for turning around quickly and being able to keep your reticule on the enemy when they are strafing. If you are used to a low sensitivity then you should try to increase it by a couple of points every few rounds. This way you will get used to having a higher sensitivity and help reduce that feeling of 'awkwardness' when you go from a low to a high sensitivity.
  • To stop the automatic re-zoom of the Sniper Rifle's scope, either press the zoom button again after firing a shot, or turn off the automatic re-zoom in the options menu.
  • While Snipers are classed as a support class and may seem like a defensive class, they can be used effectively on offense as well. On maps like Dustbowl, for instance, they are invaluable for peeking out and taking out enemies; particularly Engineers, their Sentry guns, other Snipers, Demomen setting traps on the objective, and of course any part of a Medic/Heavy combo. Don't be afraid to try them on offense in more close quarters maps such as 2fort though, especially if the enemy team is turtling in the Intelligence room.
  • A few charged up shots can take out buildings from outside their range.
  • On many maps crouching (Default key "Ctrl" for PC, "X" on 360, or "L3" on PS3) will allow you to be a much smaller target and can shift your field of vision while zoomed. For example: crouching in the back part of a front entrance in 2fort allows you to see the upper tier of the opposing fort but makes it harder to look into the water.
    • If you are entering a new area (like moving to the second Control point) try and use crouch to peek out. It will be likely the enemies have already set up a defense and are on the look out for enemies. Always remember that crouching will dramatically decrease your movement speed, but you can use this to your advantage because moving in slowly should be less noticeable than just running out.
  • If your field of vision will only show the body of the enemy then try a fully charged body shot - in most situations this should be enough to bring them down or enough for your team-mates to finish them off.
  • Take out the Medic first, a fully charged body shot will usually do the trick. (Or if you're actually good at sniper you can just quickshot him in the head)
  • In a Sniper duel, pay attention to how many Snipers the enemy team has and the respawn timer. If the enemy has two Snipers and you pick them off, you may have 10 to 12 seconds to concentrate on other targets.
  • Listen carefully! If you are alone in a sniper spot, listen carefully for the sounds of footsteps or the Spy's uncloaking sound (Spies still make footstep sounds when cloaked) and switch to your Kukri if heard, it is an effective way to get the jump on spies looking for an easy kill.

Weapons

Note: Weapon damage is approximate and measured at point blank range. See individual weapon pages for details.

Type Weapon Ammo Loaded Ammo Carried Damage Range
Primary Sniper Rifle 1 25 110-195 (Capable of headshots dealing 3x damage) (34-66 uncharged, 100% charged shot + headshot = instant kill])
Secondary Submachine gun 25 75 8-12 per bullet at 10/sec = 80-120/sec (2x damage for a Critical hit)
Melee Kukri N/A N/A 43-87 (195 for a Critical hit) at a rate of a little more than 1 hit per second

See also


Classes
ScoutSoldierPyroDemomanHeavyEngineerMedicSniperSpy


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