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. 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
Role
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- 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.
- If you can't hide in open spaces, never stop moving. If you stand still, you'll be an easy target for enemy Snipers.
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Health
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- 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.
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Speed
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- 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.
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Power
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- 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.
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Weapon Specific
A list of useful tidbits about the Sniper's tools, and how to counter them.
Primary Weapons
- Snipers will have their aim disrupted when taking damage, especially from sources like Bleeding and Burning.
- Firing projectiles from range will intimidate the Sniper into dodging, 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.
Sniper Rifle
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- Light classes can be killed with an uncharged headshot. Be careful of attacking a skilled Sniper head-on.
- A Sniper may attempt to weaken you with unscoped shots before charging at you with his Kukri. 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.
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Sydney Sleeper
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- The Sydney Sleeper requires the Sniper to be scoped in for some time before able to do significant damage. This makes him an easier target.
- If a Sniper Jarates you 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, both of which will Mini-Crit.
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Huntsman
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- 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.
- Snipers cannot fire arrows while airborne. Use skills like juggling and airblast to keep the Sniper airborne to deny him a shot.
- 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 close combat with a Sniper with a Huntsman. The increased hitbox and faster charge can be lethal in close combat. Engage at mid range to do enough damage and make 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 as much damage.
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Bazaar Bargain
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- Snipers starting the match with the Bazaar Bargain are at a disadvantage, requiring a longer time to charge high-power shots.
- As a light class, it becomes even more important to stay out of the Sniper's sight as much as possible -- uncharged headshots can kill you, as well as quickly build the Sniper's charging rate.
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Machina
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- The Machina will only fire when it is zoomed in, use this to your advantage by getting in close and attacking, thus forcing the Sniper to use his melee or, if applicable, his SMG.
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Secondary Weapons
SMG
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- The Submachine Gun is surprisingly accurate but ineffective at longer ranges. If a Sniper attempts to attack you with his Submachine Gun, try to move away from him while attacking with a more accurate 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 have to resort to his primary or melee weapon.
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Razorback
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- The Razorback deprives its user of a Secondary weapon, take advantage of this by fighting the Sniper just outside of melee range.
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Jarate
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- Jarate can be removed by extended Healing, entering water, or touching a Supply Cabinet.
- It may be better to retreat if covered in Jarate, especially if the enemy Sniper is equipped with the Bushwacka or the Tribalman's Shiv.
- If you are covered in Jarate, stay away from danger, as explosives and bullets will quickly kill you.
- Jarate can be reflected by compression blasts.
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Darwin's Danger Shield
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- 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.
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Melee Weapons
Kukri
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- A Sniper will generally only use his Kukri weapon as a weapon of last resort. Simply back up and finish the Sniper off.
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Tribalman's Shiv
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- 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 packs and Medics are before facing the Sniper.
- Do not let the Sniper get close to you if you have been Jarated, as bleeding is affected by Mini-Crits.
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Bushwacka
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- A Sniper will typically pull out his Bushwacka if he is expecting to Crit due to Jarate or the Sydney Sleeper. Wait for the Jarate effect to fade away before confronting him or keep your distance.
- 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 turn into full Crits.
- The increased fire vulnerability will make the Sniper much easier to kill with fire, as long as he stays away from water.
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Shahanshah
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- When the Sniper's health is equal to or above 50% of the maximum, the Shahanshah will deal 25% less damage than the Kukri. However, when the player has less than 50% of their max health, the weapon will deal 25% more damage.
- It's good to attack the Sniper when he has full health while he is attacking you, as the Shahanshah has 25% less damage than the Kukri above 50% health.
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Class Set
The Croc-o-Style
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- A Sniper using this set is even more vulnerable than usual at closer ranges due to a weaker primary weapon and a lack of secondary weapons.
- When sniping, aim for the upper body instead of the head, as a fully charged body shot will still kill a Danger Shield-using Sniper whereas a headshot would be wasted.
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See also