Difference between revisions of "Sniper weapons (competitive)"
Shadowphel (talk | contribs) m (→Cozy Camper) |
(Updated a lot of details and added a section for The Cleaner's Carbine.) |
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==Primary Weapon== | ==Primary Weapon== | ||
− | The Sniper's primary weapons are his main source of damage, and constitutes his only long-range damage. All Sniper Rifles can be charged up to deal increased damage, and all but the Sydney Sleeper can deal [[headshots]] for guaranteed [[critical hits]]. All but the Huntsman provide a visible Sniper dot while scoped. The stock Sniper Rifle, Sydney Sleeper, Hitman's Heatmaker, and Bazaar Bargain can | + | The Sniper's primary weapons are his main source of damage, and constitutes his only long-range damage. All Sniper Rifles can be charged up to deal increased damage, and all but the Sydney Sleeper can deal [[headshots]] for guaranteed [[critical hits]]. All but the Huntsman provide a visible Sniper dot while scoped. The stock Sniper Rifle, Sydney Sleeper, Hitman's Heatmaker, and Bazaar Bargain can shoot without being scoped, dealing accurate but low damage. |
=== Sniper Rifle === | === Sniper Rifle === | ||
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| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* Has no damage fall-off or ramp-up. | * Has no damage fall-off or ramp-up. | ||
− | * | + | * Charging to 100% takes 3.3 seconds. |
+ | * No random critical hits. | ||
|} | |} | ||
<br> | <br> | ||
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=== Sydney Sleeper === | === Sydney Sleeper === | ||
− | 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 | + | 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 on scoped hits. It also has a 25% faster charge rate than the stock Sniper Rifle. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* Has no damage fall-off or ramp-up. | * Has no damage fall-off or ramp-up. | ||
− | * | + | * On a scoped hit, the target is coated with Jarate for 2 to 5 seconds, depending on the charge level. |
− | * | + | * Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second. |
− | * +25% charge rate | + | * +25% charge rate. |
+ | * No headshots. | ||
+ | * No random critical hits. | ||
|} | |} | ||
<br> | <br> | ||
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* Has no damage fall-off or ramp-up. | * Has no damage fall-off or ramp-up. | ||
* Initially charges at 150% time of the stock Sniper Rifle. | * Initially charges at 150% time of the stock Sniper Rifle. | ||
− | ** Decreases by 25% for each additional head, up to 6. | + | ** Decreases by 25% for each additional head, up to a maximum of 6 heads. |
* Head count is only affected by scoped shots. | * Head count is only affected by scoped shots. | ||
** Each headshot kill adds one head. | ** Each headshot kill adds one head. | ||
+ | * No random critical hits. | ||
|} | |} | ||
<br> | <br> | ||
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=== Machina === | === Machina === | ||
− | The Machina adds damage and piercing on full charge, but reveals the Sniper's location and prevents no-scopes. | + | The Machina adds damage and piercing on full charge, but reveals the Sniper's location and prevents no-scopes. The [[Shooting Star]] has the same stats as the Machina. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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* Fires tracer rounds which leave visual trails. | * Fires tracer rounds which leave visual trails. | ||
* Piercing damage is dealt to all targets in line, regardless if it kills any of them. | * Piercing damage is dealt to all targets in line, regardless if it kills any of them. | ||
− | |||
* Deals 15% extra damage on full charge. | * Deals 15% extra damage on full charge. | ||
+ | * Cannot fire unless zoomed. | ||
+ | * No random critical hits. | ||
|} | |} | ||
<br> | <br> | ||
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=== Hitman's Heatmaker === | === Hitman's Heatmaker === | ||
− | The Hitman's Heatmaker provides a combo system on kills and assists which grants a speedier charge time and no need to reload while active. | + | The Hitman's Heatmaker provides a combo system on kills and assists which grants a speedier charge time and no need to reload while active. This comes at the cost of a 20% damage penalty on bodyshots. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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** Each kill grants 1/3 the focus meter, and each assist grants 1/9. | ** Each kill grants 1/3 the focus meter, and each assist grants 1/9. | ||
** Focus activates on fire when the focus meter is full. | ** Focus activates on fire when the focus meter is full. | ||
− | ** In focus: +25% faster charge rate and no | + | ** In focus: +25% faster charge rate and no need to unscope. |
** Focus can still be added while Focus is active. | ** Focus can still be added while Focus is active. | ||
* -20% damage penalty on body shot. | * -20% damage penalty on body shot. | ||
+ | * No random critical hits. | ||
|} | |} | ||
<br> | <br> | ||
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=== Primary Weapon Usage === | === 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 consistent long-range damage, and can kill most classes with a quick headshot. The Bazaar Bargain is good for a Sniper who | + | 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 consistent long-range damage, and can kill most classes with a quick headshot. The Bazaar Bargain is good for a Sniper who can hit headshots consistently, thus ramping up the charge rate. The Machina is useful for dealing increased damage, or for getting multiple kills with a single shot. The Hitman's Heatmaker is good for extremely accurate Snipers, since consistent headshots can eliminate unscoping completely (at the cost of revealing your location). Snipers, due to their situational use, tend to go for the stock Sniper Rifle for quick and consistent damage without having to reveal their position. |
==Secondary Weapon== | ==Secondary Weapon== | ||
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The stock Submachine Gun deals strong damage at medium and close range, and can help the Sniper survive an encounter with a Scout. | 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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| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* If unfired in the past 1.25 seconds, the next shot has perfect accuracy. | * If unfired in the past 1.25 seconds, the next shot has perfect accuracy. | ||
+ | |} | ||
+ | <br> | ||
+ | |||
+ | === The Cleaner's Carbine === | ||
+ | |||
+ | The Cleaner's Carbine functions similiarly to the stock Submachine Gun. It has a -20% clip size and a -25% firing speed | ||
+ | , but can fill up a charge bar to provide mini-crits for 8 seconds when needed. | ||
+ | {| 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;" | [[Cleaner's Carbine]] <br>{{Item icon|Cleaner's Carbine}} | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Point-Blank:''' 12 | ||
+ | * '''512 units:''' 8 | ||
+ | * '''Over 1024 units:''' 4 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Critical:''' 24 | ||
+ | * '''Point-Blank Mini-crit:''' 16 | ||
+ | * '''Over 512 units: Mini-crit:''' 11 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Attack:''' 0.13s | ||
+ | * '''Reload:''' 1.1s | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | *If unfired in the past 1.25 seconds, the next shot has perfect accuracy. | ||
+ | * Dealing damage fills the charge bar, completely filling it requires doing 100 damage with the weapon. | ||
+ | ** When charged, secondary fire grants mini-crits for 8 seconds. | ||
+ | * -20% clip size. | ||
+ | * -25% slower firing speed. | ||
+ | * No random critical hits. | ||
|} | |} | ||
<br> | <br> | ||
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=== Darwin's Danger Shield === | === Darwin's Danger Shield === | ||
− | The Darwin's Danger Shield provides the [[Sniper]] with | + | The Darwin's Danger Shield provides the [[Sniper]] with 50% fire damage resistance, and makes him immune to the effects of [[Fire|afterburn]]. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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| style="background-color:#FFF4CC;" | N/A | | style="background-color:#FFF4CC;" | N/A | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * Sniper gains | + | * Sniper gains 50% fire damage resistance. |
− | * Sniper gains | + | * Sniper gains immunity to the effects of afterburn. |
− | |||
|} | |} | ||
<br> | <br> | ||
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| style="background-color:#FFF4CC;" | N/A | | style="background-color:#FFF4CC;" | N/A | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * Knockback is reduced by 20% while scoped | + | * Knockback is reduced by 20% while scoped. |
− | ** No flinching | + | ** No flinching when aiming and fully charged. |
* Huntsman is affected similarly by charging an arrow. | * Huntsman is affected similarly by charging an arrow. | ||
− | * +1 health regenerated per second, increasing to +4 over | + | * +1 health regenerated per second, increasing to +4 over the course of 8 seconds. |
|} | |} | ||
<br> | <br> | ||
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===Secondary Weapon Usage=== | ===Secondary Weapon Usage=== | ||
− | The stock Submachine Gun provides | + | The stock Submachine Gun provides high damage output at close range, making it a strong option to deal with enemies. Jarate can help a push if it hits multiple enemies, and the Razorback and Darwin's Danger Shield provide more passive effects which are rarely useful in competitive play (but can save your life in some situations). The Cozy Camper is useful for increasing survivability, making for a more aggressive Sniper play style. The stock Submachine Gun provides the Sniper with better deathmatch capabilities, and is thus a popular choice in competitive play. |
== Melee Weapon == | == Melee Weapon == | ||
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=== Tribalman's Shiv === | === Tribalman's Shiv === | ||
− | The Tribalman's Shiv deals reduced initial damage, with bleeding. | + | The Tribalman's Shiv deals reduced initial damage, but comes with a bleeding effect. With the initial damage and bleeding combined, it deals more damage in a single hit than the Kukri, unless the victim finds a source of healing fast enough. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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* '''Attack:''' 0.8s | * '''Attack:''' 0.8s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * | + | * On Hit: Bleed for 6 seconds. |
+ | * -50% damage penalty. | ||
|} | |} | ||
<br> | <br> | ||
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* '''Attack:''' 0.8s | * '''Attack:''' 0.8s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * Crits | + | * Crits whenever it would normally mini-crit. |
** Cannot deal mini-crit damage. | ** Cannot deal mini-crit damage. | ||
* +20% vulnerability to damage when active | * +20% vulnerability to damage when active | ||
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===Melee Weapon Usage=== | ===Melee Weapon Usage=== | ||
− | Sniper melee is rare, but often effective. The stock Kukri deals | + | Sniper melee usage is rare, but often effective. The stock Kukri deals little damage compared to others, 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. |
{{Class competitive Nav}} | {{Class competitive Nav}} |
Revision as of 19:48, 1 June 2018
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. He deals decent damage at close range, but not enough to match other classes.
Primary Weapon
The Sniper's primary weapons are his main source of damage, and constitutes his only long-range damage. All Sniper Rifles can be charged up to deal increased damage, and all but the Sydney Sleeper can deal headshots for guaranteed critical hits. All but the Huntsman provide a visible Sniper dot while scoped. The stock Sniper Rifle, Sydney Sleeper, Hitman's Heatmaker, and Bazaar Bargain can shoot without being scoped, dealing accurate but low damage.
Sniper Rifle
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. The AWPer Hand has the same stats as the stock Sniper Rifle.
Weapon | Damage | Critical Damage | Function Times | Special |
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Sniper Rifle |
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Huntsman
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 full charge, and has less ammunition than the stock Sniper Rifle. The Fortified Compound has the same stats as the Huntsman.
Weapon | Damage | Critical Damage | Function Times | Special |
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Huntsman |
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Sydney Sleeper
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 on scoped hits. It also has a 25% faster charge rate than the stock Sniper Rifle.
Weapon | Damage | Critical Damage | Function Times | Special |
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Sydney Sleeper |
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Bazaar Bargain
The Bazaar Bargain has an initially slowed charge time, which increases with each headshot kill. It counts "heads obtained", up to a maximum of 7.
Weapon | Damage | Critical Damage | Function Times | Special |
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Bazaar Bargain |
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Machina
The Machina adds damage and piercing on full charge, but reveals the Sniper's location and prevents no-scopes. The Shooting Star has the same stats as the Machina.
Weapon | Damage | Critical Damage | Function Times | Special |
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Machina |
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Hitman's Heatmaker
The Hitman's Heatmaker provides a combo system on kills and assists which grants a speedier charge time and no need to reload while active. This comes at the cost of a 20% damage penalty on bodyshots.
Weapon | Damage | Critical Damage | Function Times | Special |
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Hitman's Heatmaker |
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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 consistent long-range damage, and can kill most classes with a quick headshot. The Bazaar Bargain is good for a Sniper who can hit headshots consistently, thus ramping up the charge rate. The Machina is useful for dealing increased damage, or for getting multiple kills with a single shot. The Hitman's Heatmaker is good for extremely accurate Snipers, since consistent headshots can eliminate unscoping completely (at the cost of revealing your location). Snipers, due to their situational use, tend to go for the stock Sniper Rifle for quick and consistent damage without having to reveal their position.
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
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 |
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SMG |
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The Cleaner's Carbine
The Cleaner's Carbine functions similiarly to the stock Submachine Gun. It has a -20% clip size and a -25% firing speed , but can fill up a charge bar to provide mini-crits for 8 seconds when needed.
Weapon | Damage | Critical Damage | Function Times | Special |
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Cleaner's Carbine |
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Jarate
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 |
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Jarate |
N/A | N/A |
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Razorback
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 |
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Razorback |
N/A | N/A |
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Darwin's Danger Shield
The Darwin's Danger Shield provides the Sniper with 50% fire damage resistance, and makes him immune to the effects of afterburn.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Darwin's Danger Shield |
N/A | N/A | N/A |
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Cozy Camper
The Cozy Camper prevents the player's scoped view from jumping when they take damage, however only with full charge. It regenerates the wearer's health by +1 per second, slowly increasing to +4 health per second when no damage is taken.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Cozy Camper |
N/A | N/A | N/A |
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Secondary Weapon Usage
The stock Submachine Gun provides high damage output at close range, making it a strong option to deal with enemies. Jarate can help a push if it hits multiple enemies, and the Razorback and Darwin's Danger Shield provide more passive effects which are rarely useful in competitive play (but can save your life in some situations). The Cozy Camper is useful for increasing survivability, making for a more aggressive Sniper play style. The stock Submachine Gun provides the Sniper with better deathmatch capabilities, and is thus a popular choice in competitive play.
Melee Weapon
The Sniper's melee weapon is rarely used, but deals damage in a pinch.
Kukri
The stock Kukri deals standard damage, and can have use if out of ammo.
Weapon | Damage | Critical Damage | Function Times | Special |
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Kukri |
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Tribalman's Shiv
The Tribalman's Shiv deals reduced initial damage, but comes with a bleeding effect. With the initial damage and bleeding combined, it deals more damage in a single hit than the Kukri, unless the victim finds a source of healing fast enough.
Weapon | Damage | Critical Damage | Function Times | Special |
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Tribalman's Shiv |
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Bushwacka
The Bushwacka deals critical damage where it would normally deal mini-crit damage. The Sniper takes an additional 20% damage while the Bushwacka is active.
Weapon | Damage | Critical Damage | Function Times | Special |
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Bushwacka |
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Shahanshah
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 |
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Shahanshah |
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Melee Weapon Usage
Sniper melee usage is rare, but often effective. The stock Kukri deals little damage compared to others, 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.
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