Difference between revisions of "Anti-Sniper strategy"

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| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Sniper_badge_RED.png|40px]] [[Classes|Role]]
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Sniper_badge_RED.png|40px]] [[Classes|Role]]
 
|
 
|
*Staying at long range when fighting against Snipers, especially in the open, puts you at a great disadvantage. Try to close the distance between you and the Sniper.
+
Make use of any available cover; if you must expose yourself, keep moving or else you will be an easy target. A Sniper is most effective when he fights from a distance, so close the gap between you and him to increase your chances of survival.
*If you can't hide in open spaces, never stop moving. If you stand still, you'll be an easy target for enemy Snipers.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_medic.png|40px]] [[Health]]
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_medic.png|40px]] [[Health]]
 
|
 
|
*The Sniper has a rather low amount of health; he is quite vulnerable at close range and will generally lose a fight against sturdier classes.
+
The Sniper has a rather low amount of health; he is quite vulnerable at close range and will generally lose a fight against sturdier classes.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_scout.png|40px]] [[Speed]]
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_scout.png|40px]] [[Speed]]
 
|
 
|
*The Sniper walks and runs at an average pace, but he lags behind the enemy's main force for protection. In addition, he moves very slowly while scoped in. This makes the Sniper's ability to flee from fights rather poor.
+
The Sniper walks and runs at an average pace, but he lags behind his team's main force for protection. In addition, he moves very slowly while scoped in. This makes the Sniper's ability to flee from fights rather poor.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
|
 
|
*His primary weapons are unaffected by damage ramp-up and fall-off, making the Sniper very dangerous even at long ranges. The Sniper's primary weapons have the ability to kill players instantly, so try to not get hit by a Sniper at all.
+
The Sniper's primary weapons are unaffected by damage ramp-up and fall-off, making the Sniper very dangerous even at long ranges. They also have the ability to kill players instantly, so try to not get hit by them at all.
 
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===Primary Weapons===
 
===Primary Weapons===
  
*Snipers will have their aim disrupted when taking damage, especially from sources like [[Bleeding]] and [[Burning]]. If you cannot get out of a Sniper's sight, try shooting him to ruin his shot.
+
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's aim will be disrupted if he takes damage while scoped, so try to hurt him if you get caught in his sights. Firing projectiles (such as rockets) may intimidate a Sniper into dodging it, denying him the time to take a clean shot.
*Firing projectiles (such as rockets) at a scoped Sniper will likely intimidate him into dodging it, denying him the time to take a clean shot.
 
*Scoped Snipers have a very limited field of vision. Attack them from the back or the side to catch them by surprise.
 
*Scoped Snipers also create a team-colored dot wherever their rifle is pointed. Try to stay out of an area where you can see such dots unless you are certain you can evade them (by passing through as a cloaked Spy, or by running through as a Scout).
 
 
 
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sniper Rifle}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sniper Rifle}}
 
|
 
|
*Light classes can be killed with an uncharged headshot. Be careful of attacking a Sniper head-on; a skilled and/or lucky Sniper can headshot you even if you are right in front of him (which often intimidates Snipers into zooming out).
+
Keep moving from cover to cover, and limit your time out in the open. If you believe Snipers are watching the upcoming path, find an alternate one to bypass or ambush them, if possible.
*A Sniper may attempt to weaken you with unscoped shots before charging at you with his melee weapon. Try to keep mobile and keep out of his melee range.
 
*A skilled Sniper using this weapon can quickly and easily dispatch most classes. To survive, try and disguise your head's location, for example by disguising or by shooting flames around your head.
 
*Vary your movement patterns to make it harder for the Sniper to get an easy headshot.
 
*A Sniper can still fire his Sniper Rifle even if he is not zoomed in; keep that in mind when closing in on one when you are at low health.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Huntsman}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Huntsman}}
 
|
 
|
*Huntsman arrows are difficult to see, and as a result, difficult to avoid. Be sure to constantly strafe to get a glimpse of the arrow's flight path.
+
While Huntsman arrows are nowhere as fast as bullets, they are just as dangerous, even moreso the closer the Sniper is to his target. If you approach a Sniper using this weapon, be sure to kill him before he gets a chance to drive an arrow into you. If you have already caught his attention, move erratically to make his shots less accurate. If you can, make him airborne, as this will prevent him from firing an arrow until he lands. Also be wary of rushing blindly into corridors, as a Sniper may ambush you with the Huntsman's taunt-kill.
*Snipers cannot fire arrows while airborne. Use skills like [[juggling]] and [[airblast]] to keep the Sniper airborne to deny him a shot. Be careful to avoid an arrow immediately if he manages to land.
 
*Snipers cannot fire arrows while underwater, but they can still fire ''into'' water, so consider where you retreat.
 
*Watch the Sniper's animations before closing in for a melee kill. If he waves his right arm to catch an arrow, he might stun and taunt-kill you.
 
*Do not engage in close combat with a Sniper using the Huntsman. The increased hitbox size and shorter charge time can be lethal at this distance. Stay at mid-range to do enough damage while making it harder for the Sniper to hit you.
 
*If you are very quick and lucky, it is possible to airblast or stop an arrow mid-flight. The latter can be done by causing it to hit another projectile, such as a rocket or grenade. This will cause them both to detonate in mid air, saving you from (too much) damage.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sydney Sleeper}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sydney Sleeper}}
 
|
 
|
*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 bodyshot 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, particularly since the Jarate effect on you will draw the enemy's attention.
+
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 bodyshot 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 a Sniper coats you in Jarate through the Sydney Sleeper, avoid combat until it wears off. Be especially sure to move out of the Sniper's sight, as he can follow up with a volley of uncharged shots or another powerful shot, all of which will Mini-Crit.
 
**Retreat becomes more essential if the Sniper decides to pursue you with the Bushwhacka.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Bazaar Bargain}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Bazaar Bargain}}
 
|
 
|
*Snipers starting the match or spawning with the Bazaar Bargain are at a disadvantage, requiring a longer time to charge high-damage shots.
+
Snipers spawning with the Bazaar Bargain are at a disadvantage, requiring a longer time to charge high-damage shots. However, any headshot will hasten the Bazaar Bargain's charge rate; make sure to take constant cover. Bodyshots reduce the bonus, while a miss will wipe it - if you can't make a Sniper miss, at least force him to strike your body instead of your head.
*Any headshot, lethal or non-lethal, will build the Bazaar Bargain's charge rate; an overhealed Heavy or Soldier should be careful to stay out the range of any Sniper using this weapon.
 
*The Bazaar Bargain's charge rate will reset if the Sniper misses while scoped; move erratically to make him lose his hard-earned charge.
 
**If you can't escape being shot, try making the Sniper shoot your body; his charge rate decreases for every bodyshot.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Machina}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Machina}}
 
|
 
|
*The Machina will only fire when it is zoomed in, use this to your advantage by getting in close and attacking, forcing the Sniper to use his melee or, if applicable, his SMG. Be wary of Snipers skilled enough to shoot you at this range.
+
The Machina will only fire when it is zoomed in, so close the distance to force the Sniper into using another weapon. A Sniper may wait to fully charge his shot to get the benefits of this weapon; try to disrupt him with erratic movement or damage, lest you suffer a hit that is likely to be lethal. Be wary of lining up with another teammate out in the open; a Sniper skilled with the Machina may succeed in shooting (and killing) you both. The tracer rounds that the Machina fires make finding the Sniper who fired the shot an easy task - just be aware of other Snipers using the weapon, as a single tracer bullet can be hard to trace back to the corresponding Sniper when there are multiple trails on screen.
*A Sniper using the Machina may try to fully charge his shot to get the benefits of the gun. Try to disrupt him by moving erratically or by damaging him, lest you suffer a hit that is likely to be lethal.
 
*Be wary of lining up with another teammate out in the open; a Sniper skilled with the Machina may succeed in shooting (and killing) you both.
 
*The tracer rounds that the Machina fires make finding the Sniper who fired the shot an easy task. Be aware of other Snipers using the Machina though, as a single tracer bullet can be hard to trace back to the corresponding Sniper when there are multiple trails on screen.
 
 
|}
 
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Submachine Gun}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Submachine Gun}}
 
|
 
|
*The Submachine Gun is surprisingly accurate but ineffective at longer ranges. If a Sniper attempts to attack you with it, try to move away from him while attacking with a more accurate weapon.
+
The Submachine Gun is surprisingly accurate, yet ineffective at longer ranges. If a Sniper attempts to attack you with it, try to move away from him while attacking with a more powerful weapon. The SMG only contains three clips of ammo, so it may not take long before the Sniper must resort to another weapon.
*The Submachine Gun does not deal much damage per shot, but it will quickly stack with sustained fire. Keep an eye on your health.
 
*If a Sniper starts attacking you with his SMG, keep in mind that even though it is accurate, it can only hold 3 full clips of ammo and he will quickly have to resort to his other weapons.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Razorback}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Razorback}}
 
|
 
|
*The Razorback deprives a Sniper of his Secondary weapon, take advantage of this by fighting the Sniper just outside of melee range.
+
The Razorback deprives a Sniper of his Secondary weapon, so attack him just outside his melee range. This item may discourage Spies from backstabbing him, but it shouldn't deter you from attacking him from outside his view anyway.
*The Razorback may discourage Spies from backstabbing him, but it shouldn't deter you from attacking him from outside his view anyway.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Jarate}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Jarate}}
 
|
 
|
*Jarate can be removed by extended [[Healing]], entering water, or touching a Supply Cabinet.
+
It is often best to retreat for cover if covered in Jarate, as you will most likely be pursued by the Sniper's teammates, who can now inflict Mini-Crits on you. Jarate can be removed by extended [[Healing]], entering water, or touching a Supply Cabinet.
*It is often best to retreat for cover if covered in Jarate, as you will most likely be pursued by the Sniper's teammates, who can now inflict Mini-Crits on you.
 
**The enemy Sniper may also give chase with the [[Bushwacka]] or the [[Tribalman's Shiv]].
 
*Jarate can be reflected by [[compression blast]]s.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Darwin's Danger Shield}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Darwin's Danger Shield}}
 
|
 
|
*Do not underestimate the health of a Sniper using the Shield; take advantage of his lack of a secondary weapon and kill him outside of his melee range.
+
Do not underestimate the health of a Sniper using the Shield; take advantage of his lack of a secondary weapon and kill him outside of his melee range. As a Spy, do not be intimidated by the presence of the Darwin's Danger Shield on a potential victim; the item does not prevent backstabs like the Razorback does.
*As a Spy, do not be intimidated by the presence of the Darwin's Danger Shield on a potential victim; the item does not prevent backstabs like the Razorback does.
 
 
|-
 
|-
 
|}
 
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<br>[[Kukri]] / [[Saxxy]] / [[Conscientious Objector]]
 
<br>[[Kukri]] / [[Saxxy]] / [[Conscientious Objector]]
 
|
 
|
*A Sniper will generally only use his Kukri as a last resort. Simply back up and finish the Sniper off.
+
A Sniper will generally only use his Kukri as a last resort. Simply back up and finish the Sniper off.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Tribalman's Shiv}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Tribalman's Shiv}}
 
|
 
|
*The Tribalman's Shiv does less damage upfront, meaning you will probably kill the Sniper in melee combat.
+
The Tribalman's Shiv does less damage upfront, meaning you will probably kill the Sniper in melee combat. However, the [[bleeding]] causes it to do more damage over time, so have an idea of where health kits and Medics are before facing a Sniper wielding one. Do not let the Sniper get close to you if you have been doused in Jarate, as bleeding is affected by Mini-Crits.
**However, the [[bleeding]] causes it to do more damage over time, so have an idea of where health packs and Medics are before facing a Sniper wielding one.
 
*Do not let the Sniper get close to you if you have been Jarated, as bleeding is affected by Mini-Crits.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Bushwacka}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Bushwacka}}
 
|
 
|
*A Sniper will typically pull out his Bushwacka after dousing you in Jarate. Wait for the effect to fade away before confronting him or keep your distance.
+
A Sniper will typically pull out his Bushwacka after dousing you in Jarate. Wait for the effect to fade away before confronting him or keep your distance as you attack. Keep away from a Sniper with the Bushwacka if you have used [[Crit-a-Cola]] or if he is buffed by the [[Buff Banner]], as all his Mini-Crits will become critical hits. A Sniper equipped with the Bushwhacka suffers 20% more damage from fire, allowing Pyros to kill him more quickly; the additional fire damage won't change the outcome of many close range fights with Pyros, however it does make the [[Flare Gun]] particularly potent, a single shot will leave a Sniper critically wounded, a hit on a burning Sniper is invariably fatal.
*Keep away from a Sniper with the Bushwacka if you have used [[Crit-a-Cola]] or if he is buffed by the [[Buff Banner]], as all his Mini-Crits will become critical hits.
 
*A Sniper equipped with the Bushwhacka suffers 20% more damage from fire, allowing Pyros to kill him more quickly; be careful if he takes a chance and throws Jarate at you.
 
*The additional fire damage won't change the outcome of many close range fights with Pyros, however it does make the [[Flare Gun]] particularly potent, a single shot will leave a Sniper critically wounded, a hit on a burning Sniper is invariably fatal.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Shahanshah}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Shahanshah}}
 
|
 
|
*Be careful in engaging in prolonged melee combat with a Sniper wielding the Shahanshah. At over 50% health, the weapon will do 25% less damage than normal; once a Sniper's health is under 50%, the weapon will do 25% more damage than normal.
+
Be careful in engaging in prolonged melee combat with a Sniper wielding the Shahanshah. At over 50% health, the weapon will do 25% less damage than normal; once a Sniper's health is under 50%, the weapon will do 25% more damage than normal. A Sniper wielding this weapon may purposely run into harm's way in order to deal serious damage to you once he gets within melee range; kill him before he does.
*A Sniper holding the Shahanshah may purposely run into harm's way in order to deal serious damage to you once he gets within melee range; kill him before he does.
 
**The Sniper may change his mind and retreat if you deal enough damage to him; pick him off as he runs away.
 
 
|}
 
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<br>[[Item sets#Sniper|The Croc-o-style Kit]]
 
<br>[[Item sets#Sniper|The Croc-o-style Kit]]
 
|
 
|
*A Sniper using this set is even more vulnerable than usual at closer ranges due to a weaker primary weapon and a lack of a secondary weapon.
+
A Sniper using this set is even more vulnerable than usual at closer ranges due to a weaker primary weapon, a lack of a secondary weapon, and an increased vulnerability to fire. If you are counter-sniping, aim for the upper body instead of the head, as a fully-charged bodyshot will still kill the Croc-o-Style Sniper whereas a headshot would be wasted.
*As a counter-Sniper, aim for the upper body instead of the head, as a fully-charged bodyshot will still kill the Croc-o-Style Sniper whereas a headshot would be wasted.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |
 
| class="small" align="center" valign="center" style="padding:0.5em" |
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<br>[[Item sets#Sniper|Lawrence of Australia]]
 
<br>[[Item sets#Sniper|Lawrence of Australia]]
 
|
 
|
*This set is geared towards the offensive Sniper, so fight him mid-range to render his weapon bonuses useless.
+
This set is geared towards the offensive Sniper, so fight him mid-range to render his weapon bonuses useless.
 
|}
 
|}
  

Revision as of 18:57, 20 October 2011

That's some shonky business right there!

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.

General

Attributes Anti-Sniper strategy
Sniper emblem RED.png Role

Make use of any available cover; if you must expose yourself, keep moving or else you will be an easy target. A Sniper is most effective when he fights from a distance, so close the gap between you and him to increase your chances of survival.

Leaderboard class medic.png Health

The Sniper has a rather low amount of health; he is quite vulnerable at close range and will generally lose a fight against sturdier classes.

Leaderboard class scout.png Speed

The Sniper walks and runs at an average pace, but he lags behind his team's main force for protection. In addition, he moves very slowly while scoped in. This makes the Sniper's ability to flee from fights rather poor.

Leaderboard class soldier.png Power

The Sniper's primary weapons are unaffected by damage ramp-up and fall-off, making the Sniper very dangerous even at long ranges. They also have the ability to kill players instantly, so try to not get hit by them at all.

Weapon Specific

A list of useful tidbits about the Sniper's tools, and how to counter them.

Primary Weapons

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's aim will be disrupted if he takes damage while scoped, so try to hurt him if you get caught in his sights. Firing projectiles (such as rockets) may intimidate a Sniper into dodging it, denying him the time to take a clean shot.

Weapon Anti-Sniper strategy
Sniper Rifle
Sniper Rifle

Keep moving from cover to cover, and limit your time out in the open. If you believe Snipers are watching the upcoming path, find an alternate one to bypass or ambush them, if possible.

Huntsman
Huntsman

While Huntsman arrows are nowhere as fast as bullets, they are just as dangerous, even moreso the closer the Sniper is to his target. If you approach a Sniper using this weapon, be sure to kill him before he gets a chance to drive an arrow into you. If you have already caught his attention, move erratically to make his shots less accurate. If you can, make him airborne, as this will prevent him from firing an arrow until he lands. Also be wary of rushing blindly into corridors, as a Sniper may ambush you with the Huntsman's taunt-kill.

Sydney Sleeper
Sydney Sleeper

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 bodyshot 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.

Bazaar Bargain
Bazaar Bargain

Snipers spawning with the Bazaar Bargain are at a disadvantage, requiring a longer time to charge high-damage shots. However, any headshot will hasten the Bazaar Bargain's charge rate; make sure to take constant cover. Bodyshots reduce the bonus, while a miss will wipe it - if you can't make a Sniper miss, at least force him to strike your body instead of your head.

Machina
Machina

The Machina will only fire when it is zoomed in, so close the distance to force the Sniper into using another weapon. A Sniper may wait to fully charge his shot to get the benefits of this weapon; try to disrupt him with erratic movement or damage, lest you suffer a hit that is likely to be lethal. Be wary of lining up with another teammate out in the open; a Sniper skilled with the Machina may succeed in shooting (and killing) you both. The tracer rounds that the Machina fires make finding the Sniper who fired the shot an easy task - just be aware of other Snipers using the weapon, as a single tracer bullet can be hard to trace back to the corresponding Sniper when there are multiple trails on screen.

Secondary Weapons

Weapon Anti-Sniper strategy
Submachine Gun
SMG

The Submachine Gun is surprisingly accurate, yet ineffective at longer ranges. If a Sniper attempts to attack you with it, try to move away from him while attacking with a more powerful weapon. The SMG only contains three clips of ammo, so it may not take long before the Sniper must resort to another weapon.

Razorback
Razorback

The Razorback deprives a Sniper of his Secondary weapon, so attack him just outside his melee range. This item may discourage Spies from backstabbing him, but it shouldn't deter you from attacking him from outside his view anyway.

Jarate
Jarate

It is often best to retreat for cover if covered in Jarate, as you will most likely be pursued by the Sniper's teammates, who can now inflict Mini-Crits on you. Jarate can be removed by extended Healing, entering water, or touching a Supply Cabinet.

Darwin's Danger Shield
Darwin's Danger Shield

Do not underestimate the health of a Sniper using the Shield; take advantage of his lack of a secondary weapon and kill him outside of his melee range. As a Spy, do not be intimidated by the presence of the Darwin's Danger Shield on a potential victim; the item does not prevent backstabs like the Razorback does.

Melee Weapons

Weapon Anti-Sniper strategy
Item icon Kukri.png Item icon Saxxy.png Item icon Conscientious Objector.png


Kukri / Saxxy / Conscientious Objector

A Sniper will generally only use his Kukri as a last resort. Simply back up and finish the Sniper off.

Tribalman's Shiv
Tribalman's Shiv

The Tribalman's Shiv does less damage upfront, meaning you will probably kill the Sniper in melee combat. However, the bleeding causes it to do more damage over time, so have an idea of where health kits and Medics are before facing a Sniper wielding one. Do not let the Sniper get close to you if you have been doused in Jarate, as bleeding is affected by Mini-Crits.

Bushwacka
Bushwacka

A Sniper will typically pull out his Bushwacka after dousing you in Jarate. Wait for the effect to fade away before confronting him or keep your distance as you attack. Keep away from a Sniper with the Bushwacka if you have used Crit-a-Cola or if he is buffed by the Buff Banner, as all his Mini-Crits will become critical hits. A Sniper equipped with the Bushwhacka suffers 20% more damage from fire, allowing Pyros to kill him more quickly; the additional fire damage won't change the outcome of many close range fights with Pyros, however it does make the Flare Gun particularly potent, a single shot will leave a Sniper critically wounded, a hit on a burning Sniper is invariably fatal.

Shahanshah
Shahanshah

Be careful in engaging in prolonged melee combat with a Sniper wielding the Shahanshah. At over 50% health, the weapon will do 25% less damage than normal; once a Sniper's health is under 50%, the weapon will do 25% more damage than normal. A Sniper wielding this weapon may purposely run into harm's way in order to deal serious damage to you once he gets within melee range; kill him before he does.

Class Set

Set Anti-Sniper strategy

Sydney Sleeper Darwin's Danger Shield Bushwacka Ol' Snaggletooth


The Croc-o-style Kit

A Sniper using this set is even more vulnerable than usual at closer ranges due to a weaker primary weapon, a lack of a secondary weapon, and an increased vulnerability to fire. If you are counter-sniping, aim for the upper body instead of the head, as a fully-charged bodyshot will still kill the Croc-o-Style Sniper whereas a headshot would be wasted.

Bazaar Bargain Shahanshah Desert Marauder


Lawrence of Australia

This set is geared towards the offensive Sniper, so fight him mid-range to render his weapon bonuses useless.

See also