Sniper strategy
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Map Specific
2Fort
- Sniping from the lower deck at back of exit gives a view of the upper tier.
- Shooting from the water can take out the opposition on the bridge or the far bank.
- Count how many snipers the enemy has. This should be a good number to match with snipers on your own team. No more, no less.
Granary
Well
- Above your own Control Point 2 are some windows that give a great view to the building housing Control Point 3. Try hanging back from the window to squeeze in an unexpected shot on enemy snipers.
- Crouching can enable you to take out sentry guns underneath the carriages.
Gravel Pit
- When defending Point C, either side of the spawn point gives a good field of fire and relative protection from Spies due to the long run to reach it. You can also shoot into the side hallways from here.
Dustbowl
- When attacking Stage 1 Cap 1, go by the side shed and snipe from there. Most defenders will be hanging by the main shed; try to pick them off so the attacking players can hit the defenders hard on the main pathway. Run along the side shed pathway and try to take down any defenders teleporting to the front lines or any Engineers and their buildings.
- When defending Stage 1 Cap 1, a good sniper spot is the flat platform by the windows of the Capture Point A building. Snipe from here to cover the main shed, the canyon, and the side shed. If there's a sentry up in the corner of the stairs in the building, it will prevent Spies from backstabbing you. However, be sure to listen to the Engineer. If you hear that it's being sapped, pull out your Kukri and assist the Engineer by killing the Spy.
- When attacking Stage 1 Cap 2, take the platform with the tires to Snipe the defenders. Concentrate on taking down enemy Snipers from here, if there are any. To get a good vantage point on the Capture Point, cross the bridge after leaving the grating and snipe from the platform with the three stacked boxes.
- When defending Stage 1 Cap 2, look for a stack of tires back in a corner between the control point and the traditional Sniper platform above spawn. Jumping behind these tires gives you an excellent vantage point on almost all the entrances to the area, will keep most of your body protected, and nullifies Spy backstabs (though the occasional side-stab may happen, you're also nearby where Sentries are normally placed, so Spies will probably go for them first, unless he is gunning for you in particular).
- When defending Stage 2 Cap 1, staying back by the office is a good idea. This gives a good view of the front lines. There's a large ammo pack and medium medkit in the building, and outside by a sign, there is a large medkit. There are also some barrels in the corner that give quick access to the point for defense with your Kukri. You're a sitting duck for Spies in here though, and being indoors, nobody will see you get backstabbed and kill the Spy before he can do more damage.
- When attacking Stage 3 cap 2, enter the long hallway that contains a medium med kit. It will give you an excellent vantage point on the enemy.
Hydro
- With its many configurations, Hydro is a very good Sniper map.
- Sit at the back of your area and scope to the entrances. Most of the good spots are near spawn points.
- On offence, a Sniper can sit in the entrances to the enemy areas and take down sentry guns with fully charged shots.
- Try to find the more unusual and hard to reach areas to avoid Spies. After taking down enemy Snipers, change positions.
Weapon Specific
Sniper Rifle
- Aim for the head. If you can't, the body is also place to shoot if you have a fully charged shot. The enemy may survive, but it'll make it easier for your teammates to finish them off.
Submachine gun
- It isn't the most effective in a one on one scenario, so try and lay a shot into the body no scoped and quickly switch to this weapon to finish them off. It's important to make every shot with this weapon a good one.
- The Submachine gun is useful for spraying wide areas to reveal or draw out Spies in the vicinity.
Kukri
- Two blows with the Kukri is enough to kill a Spy.
- In close quarters such as many Sniper decks the Kukri can quickly dispatch cornered enemies.
Sniping Priorities
Priorities vary and depend on the what is currently going on at the time. The following list should be used but if the shot is easy then you should take it.
These Top 3 first
- Snipers
- Medics
- Heavies
The rest in no particular order.
- Engineers
- Scouts
- Soldiers
- Demomen
- Pyros
- Spies
Snipers would be top of the list because they allow you to cross an open space freely, and also present the biggest threat to you as another Sniper. Medics would be next because they are walking health packs. They can keep the enemy alive forever and they are even more important when they have an Ubercharge saved. Engineers are very important because their sentry guns can eliminate your whole team. Once he's down, your team won't have to worry about the sentry regaining his health. Heavies are tough enemies who can hold down points. They're high health makes them very difficult for your allies to take down.
Soldiers can be dangerous if they take notice of your presence - they can strafe and fire rockets at your general direction to prevent a clean shot. Demomen are next because their sticky bombs can hold down an area really well. Once they die, they're stickies will disappear which allows your team to move forward. Pyros and their awkward shaped heads make for easy kills. They can destroy your team in close combat so they must be taken down. Scouts move too fast and so you should rarely waste your time trying to get these guys. Spies are usually cloaked or disguised. If you see one, shoot it but most of the time they will be hard to find. Thus, you probably shouldn't worry about them, though if you spot one and don't see him die, call out his presence to your team, and watch your back. If you see them close to you, don't bother sniping them. Pull out your Kukri or SMG to take them down. Most of the time, if you get the jump on a Spy, you will kill him.
See also
