Sniper strategy
From TF2 Wiki
The Sniper is a long range class. He and the Spy are the only classes that can do headshots. In the Sniper's case, it is with the with the sniper rifle or Huntsman. Headshots are guaranteed critical hits. Good aiming is required on your part but this makes him deadly in the right hands.
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General
- Your sniper dot is visible to the enemy, and if they see it you may lose the element of surprise. To avoid this, you can aim at a windowsill or a nearby object so that they cannot see the dot until you are ready to switch your aim to them. (See image.) Alternatively, you can use it scare people from entering or exiting places, such as the front doors of 2Fort, will not work on most scout's but most classes will not willingly go into a sniper range, and will take another route.
- A single uncharged headshot to an enemy is usually enough to kill them. So if pressed for time always take the headshot.
- Keep in mind that even in the best of hiding spots, the freezecam will give away your position the moment you kill your first victim. Therefore, it is a good idea to get a kill or two and switch locations if possible, especially after killing another Sniper. If you are firing from a sniper nest, then this is less of a problem, since you are expected to be there.
- If you are experienced, try to fire through unexpected angles or through small holes, making the enemy wonder how you shot them.
- Keep an eye on your HUD and if you see a lot of people around you dying from backstabs, there may be a dangerous spy nearby. If you suspect this is the case, you may wish to switch to your Kukri, or run. Teammates killed by a nearby spy also often have a distinctive death cry.
- Experiment with the correct mouse sensitivity. Too low, and you will have difficulty aiming at dodging enemies. Too high, and you may have problems aiming for small targets, like their heads.
- To stop the automatic re-zoom of the Sniper Rifle's scope after ever shot, 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, which is helpful for attacking sentries if you are far enough away that the sentry does not target you. (Hitting any visible part of the sentry should do damage.)
- 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, although as always headshots are preferable if you think you can do it.
- 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 before they try to get their revenge.
- 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.
- 2fort is perhaps one of the most common maps in which the Sniper can be effectively used. However, when Sniper duels occur, crouching tends to throw off enemy Snipers who commonly keep their aiming sights held where the heads of enemy snipers normally sit. This method can grant you precious time to aim across the field and remove enemies from their battlements without openly endangering yourself.
- On the map Dustbowl, after capturing the first point of the first stage, go up the stairs and continue. Once you pass the cart blocking the path, take an exit out the first doorway and snipe sentries, dispensers, RED Snipers, etc.
- If your shot is fully charged and you see one or very few enemies,it is often foolish to go for a headshot on classes you can kill with a charged bodyshot.
- The Scout, Sniper and Medic can be taken out with a fully charged body shot if they are not buffed. Pyros with reduced health can also be taken out this way. It is best to headshot Soldiers and Demomen in order to keep your defense safe, and you should always try for a headshot on a Heavy, as they are the class that will cause the most trouble for your team in most situations.
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.
- 2Fort is an excellent Sniper's map, but as the common strategy reads, you need to switch locations. An example would be to start on the supply room side of the sniper deck. Put your back against the corner, this gives you a clear view of the opposing team's supply room side, and helps you resist spys. The only way spys can really get you is though shooting or stabbing your front side which, by the time you notice, you can heal up, then kill the spy. After a few kills, it's best to move down to the lower side, any users that may switch to Sniper will expect you to be on the sniper deck, going down on the lower deck can really give you the advantage. Going outside and to either corner is good because this gives you the top and bottom decks of whichever side you chose, and the bridge. If you chose the left corner, you can take out any foes on the right lower deck, but is rather difficult to get good aim. Finally, going back up on the sniper deck and sniping though the windows is a good option. The enemy will fear using the bridge, and will most likely take the water, the windows on the sniper deck give a good view of the water. Enemy snipers might try and corner you with each sniper at opposite ends, it's best to take them out one by one, but the sniper deck windows gives you a clear vantage point for the attempted counter.
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 attacking Stage 1 Cap 1, you can also hold down a sniping spot just left of the side shed. This is a key, yet uncommon sniping point as it gives you views to the two tunnel exits, and the one above. If a battle is going on inside the main shed, and your team has limited the enemy team to the main shed, this spot is safe. The trick is to wait for any unaware enemies to come through either tunnel exits, and as always, keep your dot hidden, and you'll have your enemy running straight into bullets. This gives the rest of your team enough time to capture the point. The disadvantage, your a spys dinner, a spy can easily hug the canyon wall, and backstab you, and if you've been successful at this point, many enemy users will switch to spy.As a counter to any spy that may kill you, the side shed contains health and ammo kits, to whenever things get uneasy, fire off a clip from your SMG, then grab an ammo kit.
- 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 offense, 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.
Watchtower
- Watchtower has very little cover for enemies heading towards the middle, and the pipes are fairly small, not giving them much room to maneuver. This makes enemies very predictable and much easier to headshot.
- A great spot in Watchtower is just to the right of the spawn area, where you can just see over the wooden fence, you can easily see enemies approaching the tower from the enemy spawn, giving you the ability to take out enemies within seconds of the round starting. Medics are the easiest to take down, as you can see their healing ray before you see them if they are healing someone.
- If an enemy Sniper is using the spot above, simply move to a similiar area to the left, and shoot them the second you see them. They probably will not see you as they would be focused on the pipe your team will be crossing. If you are fast enough you can take them out before they kill any of your teammates.
- You can watch the control point in the tower by standing on one of the high pipes near the cliff, you should only remain there if all the remaining enemies are inside the tower. You will have to shoot out the windows before you are able to shoot them, which will tip them off and force them to duck to stay out of the way, making it easier for your teammates to catch them off gaurd.
- If you are the last one alive and there is one enemy left in the tower, a good strategy is to shoot out one of the windows and, if you have it, throw a jar of Jarate inside and cover them with it. At this point they will be watching the direction you threw it from. Jump down from the pipe down to the staircase and make your way up behind them and finish them with the kukri, they shouldn't see you coming.
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.
- If it's possible, be sure to have your back against a wall when zoomed in. This could save you from an unfortunate backstab.
- A fully charged body shot can kill an Engineer, Scout, Sniper or Spy and might kill a Medic, so Snipers don't need to aim for their head all the time for a kill. Scouts and Spies are also very evasive classes, which means a headshot is not only harder to pull off, but is unnecessary.
When you zoom in with the Sniper scope you will see the charge meter. The following is a general list of the minimum percent of the total charge needed to be filled to get a one shot kill with the Sniper Rifle if the enemy has full health. The number in parentheses is the amount it takes if the enemy is buffed to 150% by the Medic's Medigun. A fully charged shot to the body will not kill any class that is fully buffed.
Note: If random damage spread is not disabled, body shot percentages will vary.
Scout:
- HEAD - 0% (12%)
- BODY - 75% (135%)
Soldier
- HEAD - 17% (50%)
- BODY - 150% (250%)
Pyro
- HEAD - 9% (37%)
- BODY - 125% (210%)
Demoman
- HEAD - 9% (37%)
- BODY - 125% (210%)
Heavy
- HEAD - 50% (100%)
- BODY - 250% (400%)
Engineer
- HEAD - 0% (12%)
- BODY - 75% (135%)
Medic
- HEAD - 0% (25%)
- BODY - 100% (175%)
Sniper
- HEAD - 0% (12%)
- BODY - 75% (135%)
Spy
- HEAD - 0% (12%)
- BODY - 75% (135%)
Huntsman
- Because the arrows travel slightly slower than the bullet, try to lead your target. Look at where they are headed and estimate their arrival. Try to line it up so they will be strafing into the direction of the arrow.
- If you equip the Razorback, try to stay near a place that can refill your ammo because the Razorback cannot damage an enemy at any range like the SMG can. Your only ranged attack would be the Huntsman and with only 13 arrows to shoot and a Kukri for close combat.
- Before going around a corner, have your Huntsman in full charge. That way, if an enemy does come out at you, you'll be ready for him. If no one is there, use alt-fire so you don't waste an arrow and don't lose accuracy from holding it drawn too long.
- Keep in mind that the arrows curve downwards a little bit. Understand the arrow's trajectory before firing, and bear in mind that the trajectory will change slightly depending on your "charge level" when you release the arrow.
- Always use the Alt-Fire button to put away your drawn arrow if you're not going to fire. With only 13 arrows, it's best not to waste one. And with the colored streak flying across the air, you don't want to give away your position to the enemy.
- Stay in a spot that is best suited to the Huntsman's effective range. It's much easier to kill an enemy in a tight mid-range combat situation for most people than it is to kill an enemy that has plenty of room to strafe and dodge your arrows.
- Because your Arrows follow a curved trajectory it is often possible to hit targets out of your line of sight by firing into known hiding spots, these are commonly rooms at a higher level than yourself where attackers congregate before attacking.
Arrow Taunt
- If you know an enemy is about to go around a corner after you, try to do the taunt right as they come around the corner within range. It's alright if you don't get the initial puncture, just make sure that when you remove, they are within range and they will die.
- The arrow stab is the fastest taunt-kill in the game. Use this to your advantage if you believe you don't have time to switch to a different weapon, or you aren't confident you can kill your opponent at close range with an arrow. In particular, if you can catch a Heavy firing his minigun and he's unaware of you it makes for a fairly easy (and humiliating) kill. However, keep in mind you need to live long enough to actually remove the arrow for the taunt to actually kill.
- Be careful when using the arrow stab on fast or bunny-hopping opponents. You may find that your initial stun hit will land only for them to go out of range of the killing arrow removal.
- Taunts can be used while stunned, including this one. If you are stunned by a Sandman wielding Scout, start your Huntsman taunt while facing him. If he doesn't have the Force-a-Nature (which can cause knockback and cancel the taunt) and gets close enough, you can kill him while you are stunned. This taunt can also be used to counter another Sniper's arrow taunt, you are already in range and unless the other Sniper knows whats going on you can get an easy kill. If the other Sniper does figure it out, the two of you may be stuck stunning each other until a third party intervenes.
- The Arrow taunt can still stun Ubered opponents. Though they are still impervious to the damage of the arrow being removed, you've still caused them to waste a few precious seconds of their charge.
Sub-machine 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 Sub-machine gun is useful for spraying wide areas to reveal or draw out Spies in the vicinity.
- While Equipped with the Huntsman, the SMG makes a good finisher weapon after body shotting an opponent.
Razorback
- Only use the Razorback if you know the enemy has spies on their team and/or those spies are actively impeding your sniping. The SMG is very advantageous in hunting down spies in your area or taking down nearby weak enemies. The other secondary item, Jarate, is excellent for keeping already-discovered Spies visible to your team or making enemies easier to kill due to its mini-crit effects.
- Try to stay in the open with the razorback and close to allies. If you're far off, it'll be easier for the Spy to realize that you have the razorback equipped and effectively counterattack you with his Revolver or Ambassador. However, if you were to be in the open with your allies, the spy might be seen and taken down before he has a chance to headshot you with the Ambassador or just kill you with the Revolver.
- With the Razorback, you make an excellent 'rear guard' on maps with tight corridors or Payload maps. If you hang at the very back of the group, a spy who would normally get quite a few backstabs from sneaking up behind will instead have to either alert you by breaking your shield, or try and go around you to get unshielded friendlies in-front of you. Either option is quite a bit more inconvenient than if you hadn't been there in the first place.
- The only way to get a Razorback once its been used for the first time, is to get it from a resupply cabinet. Do this to avoid getting killed from another spy.
Jarate
- The effects of Jarate (the mini-crits) do not stack with normal crits. Which means, you'll either score a critical hit (ex: Headshots) or you'll get a mini-crit (Bodyshot).
- Try to throw it first on a spy when you spot him so that he can't get away, it will show through his cloak.
- You can use it to extinguish a player in case they are desperately in need and there's no medic around.
- Using Jarate in combination with a friendly Pyro can be devastating due to the "tap" effects of a Pyro's Fire.
- Other than Pyros, Demomen and Soldiers can also make good Jarate buddies, since they have powerful area-of-effect attacks with a similar range to Jarate. This means they have a better chance of hitting the Jarated enemy and dealing more damage to them.
Kukri
- Two blows with the Kukri is enough to kill an unbuffed Spy, Scout, Engineer, or Sniper.
- In close quarters, such as many Sniper decks, the Kukri can quickly dispatch cornered enemies.
- Try to use the Kukri in close quarters instead of your Primary weapon or SMG. All melee weapons have an increased chance of critical hits so with this buff, it should help you in killing your enemy.
Sniping Priorities
Priorities vary and depend on the what is currently going on at the time. The following list should often, but not always, be used but if the shot is easy then you should take it. For example, if you have lots of teammates near a medic with a heavy, sometimes taking out the heavy first is best since your teammates will be able to quickly control the area. If you shoot the medic first the heavy might hold it by himself long enough for reinforcements to arrive, but it will prevent them from using and Übercharge.
These Top 4 first
- Snipers
- Medics
- Heavies
- Engineers
The rest in no particular order.
- Scouts
- Soldiers
- Demomen
- Pyros
- Spies
Snipers are on 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 are next because they are walking health packs. They can keep the enemy alive forever and they are even more important when they have an ÜberCharge 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. Their 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, their 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
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