Sniper Rifle
“ | You'll be needin' another use for that neck!
Click to listen
— The Sniper
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” |
The Sniper Rifle is the Stock primary weapon for the Sniper. It is a single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope with an attached laser sight.
The rifle has perfect accuracy, no damage falloff, and is one of four weapons with a zoom sight, the others being the Sydney Sleeper, Machina, and Bazaar Bargain. The zoom display features a charge meter and a small team-colored laser dot in the center. When zoomed in, the charge meter increases gradually from 0% to 100% during 3.3 seconds, indicating the amount of damage that will be done by the shot. The size of the dot increases as the shot charges. The charge meter resets to 0% after a shot is fired or when the scope is unzoomed. Players are therefore required to continually zoom in on an opponent if they wish to deal the full amount of damage against an enemy. Firing the Sniper Rifle when out of zoom will deal minor damage.
While zoomed, movement speed for the class is slowed to 27%, and slows even further to 1.33% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling. Should the player deliver a shot to an enemy's head while zoomed in, a headshot will occur which will deliver a guaranteed critical hit, however, the Sniper Rifle never randomly crits whatsoever. Headshots cannot be scored if the Sniper fires while unscoped.
Whilst scoped, the Sniper Rifle projects a team-colored dot on walls or floors, serving as the laser sight for the Sniper. This can serve as a warning to other players of the Sniper's position. Resourceful Sniper players can circumvent this problem by deliberately aiming at objects or surfaces in the foreground.
Contents
Damage and function times
Damage and function times | ||
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Shot type | Hitscan | |
Damage | ||
Base damage | 100% | 0%: 50100%: 150
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Bodyshot | 0%: 43-57100%: 128-172
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Critical | 0%: 150100%: 450
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Mini-crit | 0%: 67.5100%: 202.5
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Function times | ||
Attack interval | 1.5 s | |
Maximum charge time | 3.3 s | |
Zoom-in charging delay | 1 s | |
Zoom-in headshot delay | 0.2 s | |
Values are approximate and determined by community testing. |
Demonstration
Related achievements
General
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Pyro
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Sniper
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Update history
- Fixed occasional Sniper zoom crash.
- Fixed Sniper quick-switch exploit allowing them to avoid zoom/unzoom times.
- Added new option for this weapon to the advanced multiplayer options. If disabled, this weapon won't re-zoom after firing a zoomed shot.
- Fixed being able to zoom too quickly after firing a zoomed shot.
- Added a small delay (200 ms) before a zoomed Sniper shot can get a critical hit.
- Fixed exploit allowing Snipers to fire faster than intended.
- This weapon can now crit while under crit-boosts.
- Fixed this weapon not penetrating friendly players.
- Added a bell when the Sniper Rifle is fully charged.
- [Undocumented] Added Strange Quality.
- Fixed a problem where the Sniper Rifle wouldn't damage sticky bombs
December 15, 2011 Patch (Australian Christmas 2011)
- Added Festive variant.
- Festive Sniper Rifles can now be gifted
Bugs
- When the Sniper Rifle ejects a shell, the shell comes out of the side opposite the ejection port.
- This weapon can't explode Pumpkin bombs. This refers to all Snipers Rifles.
- Attempting to scope while returning to the client view, after taunting, will cause the Sniper to scope, but there will appear to be no laser sight. Enemies will still be able to see the laser; this only affects the client. This refers to all Sniper Rifles.
Trivia
- The Sniper Rifle has a very similar design to the Template:W, a Sniper Rifle used by the Americans during the Vietnam War.
Gallery
See also