Difference between revisions of "Anti-Sniper strategy"
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=== Primary weapons === | === Primary weapons === | ||
+ | *If you cannot escape a Sniper's sights, try to injure him, causing him to flinch and possibly miss the shot. | ||
+ | **You can also try to force Snipers to move (thus, denying them a clean shot) by firing projectiles (such as rockets) at them. | ||
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Sniper Rifle|100px}} {{icon item|Festive Sniper Rifle|100px}} {{icon item|AWPer Hand|100px}}<br />'''[[Sniper Rifle]]''' / '''[[Sniper Rifle|Festive Sniper Rifle]]''' / '''[[AWPer Hand]]''' | | align="center" valign="center" style="padding:0.5em" | {{icon item|Sniper Rifle|100px}} {{icon item|Festive Sniper Rifle|100px}} {{icon item|AWPer Hand|100px}}<br />'''[[Sniper Rifle]]''' / '''[[Sniper Rifle|Festive Sniper Rifle]]''' / '''[[AWPer Hand]]''' | ||
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− | * A Sniper has a very limited field of vision while he scopes in with his Sniper Rifle; ambush him from the side or the back | + | * A Sniper has a very limited field of vision while he scopes in with his Sniper Rifle; ambush him from the side or the back. |
− | + | * If you believe Snipers are watching the upcoming path, find an alternate one to bypass or attack them from, if possible. | |
− | * If you believe Snipers are watching the upcoming path, find an alternate one to bypass or attack them, if possible. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Huntsman}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Huntsman}} | ||
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* While Huntsman arrows are nowhere as fast as bullets, they are just as dangerous, even moreso the closer the Sniper is to his target. Keep moving to deny him an accurate shot. | * While Huntsman arrows are nowhere as fast as bullets, they are just as dangerous, even moreso the closer the Sniper is to his target. Keep moving to deny him an accurate shot. | ||
− | * If you can, | + | * If you can, send a Huntsman Sniper airborne, as this will prevent him from firing an arrow until he lands. |
+ | * A Pyro can reflect an enemy Sniper's Huntsman arrow, but this takes considerable skill. It is usually wiser to conserve ammo for attacking or reflecting other projectiles. | ||
+ | * Beware of narrow passageways. where it is harder to avoid many projectiles, and corners, where you may be ambushed (possibly by the Huntsman taunt-kill). | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sydney Sleeper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Sydney Sleeper}} | ||
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− | * Don't underestimate the Sydney Sleeper due to its inability to perform headshots; it can reach full charge faster than the standard Sniper Rifle (a fully charged | + | * Don't underestimate the Sydney Sleeper due to its inability to perform headshots; it can reach full charge faster than the standard Sniper Rifle (a fully charged shot can kill classes that have 150 HP or less), and will coat you in Jarate when charged over 50%. The Jarate effect proves to be very hazardous if you have just run into enemy forces, since they will likely target you now. |
* If you are using [[Dead Ringer]] and recieved damage from a 50% charge, you will be covered in Jarate even after leaving a fake corpse. | * If you are using [[Dead Ringer]] and recieved damage from a 50% charge, you will be covered in Jarate even after leaving a fake corpse. | ||
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* The tracer rounds this weapon fires makes locating a Sniper much easier; however, fully utilize cover as you approach him, for a fully charged shot will cause massive damage. | * The tracer rounds this weapon fires makes locating a Sniper much easier; however, fully utilize cover as you approach him, for a fully charged shot will cause massive damage. | ||
* Be wary of lining up with another teammate out in the open; a Sniper may succeed in shooting (and killing) you both. | * Be wary of lining up with another teammate out in the open; a Sniper may succeed in shooting (and killing) you both. | ||
− | * The Machina can only fire while scoped, so attack the Sniper up close; close enough so that the Sniper cannot get an accurate shot, | + | * The Machina can only fire while scoped, so attack the Sniper up close; close enough so that the Sniper cannot get an accurate shot with this weapon, and just out of range of his secondary and/or melee weapons. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Hitman's Heatmaker}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Hitman's Heatmaker}} | ||
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− | * The Hitman's Heatmaker does less damage when landing a successful body shot than any other Sniper Rifle. | + | * The Hitman's Heatmaker does less damage when landing a successful body shot than any other Sniper Rifle. This gives you a better chance against a Sniper who chooses to fight you up close with one. |
− | * With each kill and assist achieved with this weapon gains Focus which, once active, gives the user a 25% faster charge rate and doesn't require them to unscope between rounds. | + | * With each kill and assist achieved with this weapon gains Focus which, once active, gives the user a 25% faster charge rate and doesn't require them to unscope between rounds. Try to kill the Sniper before he goes on a rampage, or locate him from the tracer rounds he fires once he does. |
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Revision as of 22:24, 28 October 2012
“ | Perhaps they can bury you in that van you call 'home.'
Click to listen
— The Spy
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” |
The Sniper is an extremely dangerous class at long range due to his ability to kill any class instantly with a fully charged headshot. Generally, the best way to engage a Sniper is to get as close as possible because he lacks substantial close-ranged weaponry. However, at far range, one should generally try dodging the Sniper by moving erratically, using a mix of random crouches and jumps. This however, may be less effective against more skilled Snipers. A cornered Sniper has few options available except to run or engage you with weaker weapons, such as his Submachine Gun or melee weapon. Keep in mind that a Sniper can inflict bleeding damage or Mini-Crit vulnerability, depending on his weapon loadout. Further, Snipers who use the Huntsman can quickly shoot arrows which are effective at short to mid range, although this weapon takes away from the Sniper's long-range effectiveness.
Contents
General
Attributes | Anti-Sniper strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
A list of useful tidbits about the Sniper's tools, and how to counter them.
Primary weapons
- If you cannot escape a Sniper's sights, try to injure him, causing him to flinch and possibly miss the shot.
- You can also try to force Snipers to move (thus, denying them a clean shot) by firing projectiles (such as rockets) at them.
Weapon | Anti-Sniper strategy |
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Sniper Rifle / Festive Sniper Rifle / AWPer Hand |
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Huntsman |
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Sydney Sleeper |
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Bazaar Bargain |
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Machina |
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Hitman's Heatmaker |
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Secondary weapons
Weapon | Anti-Sniper strategy |
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SMG |
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Razorback |
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Jarate |
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Darwin's Danger Shield |
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Cozy Camper |
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Cleaner's Carbine |
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Melee Weapons
Weapon | Anti-Sniper strategy |
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Tribalman's Shiv |
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Bushwacka |
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Shahanshah |
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Item set effects
Set | Anti-Sniper strategy |
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See also
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