Difference between revisions of "Sniper Rifle"

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(Bugs: If this weapon does not destroy Pumpkin Bombs regardless of whether or not it is scoped, there's no need to specify that in the article.)
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{{Quotation|'''The Sniper'''|You'll be needin' another use for that neck!|sound=Sniper_specialcompleted03.wav}}
 
{{Quotation|'''The Sniper'''|You'll be needin' another use for that neck!|sound=Sniper_specialcompleted03.wav}}
  
The '''Sniper Rifle''' is the default [[Weapons#sniperprimary|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.
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The '''Sniper Rifle''' is the default [[Weapons#sniperprimary|primary weapon]] for the [[Sniper]]. It is a single-shot bolt-action rifle with a wooden stock and a massive telescopic laser-sighted scope.
  
The rifle has excellent accuracy, no damage falloff, and is one of four weapons with a zoom sight, the others being the [[Sydney Sleeper]], the [[Machina]] and the [[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.
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The rifle boasts excellent accuracy, no damage falloff, and a zoom sight. Only four weapons may zoom, and all are weapons equipped only to the Sniper: the [[Sydney Sleeper]], the [[Machina]] and the [[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% in 3.3 seconds, indicating the amount of damage that will be done by the shot. The size of the dot also 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. An unscoped Sniper Rifle shot will deal minor damage.
  
While zoomed, movement [[Classes#Speed|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, this will result in a [[Headshot]], 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.
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A zoomed-in Sniper has a standing movement speed of 27%, or 1.33% if crouching. Also, zooming cannot be performed when the Sniper is in the air. Jumping will cancel scoping. Should the player shoot an enemy's head while zoomed in and only if zoomed in, the damage will be considered a [[Headshot]], and deliver a guaranteed [[critical hit]]. That said, the Sniper Rifle will never randomly crit. No-scoped headshots will NOT crit.
  
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.
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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 enemies of the Sniper's position. Resourceful Sniper players can circumvent this problem by deliberately aiming at objects or surfaces in the foreground, then quickly shooting an enemy when visible.
  
 
== Damage and function times ==
 
== Damage and function times ==

Revision as of 02:05, 13 September 2011

You'll be needin' another use for that neck!
The Sniper

The Sniper Rifle is the default primary weapon for the Sniper. It is a single-shot bolt-action rifle with a wooden stock and a massive telescopic laser-sighted scope.

The rifle boasts excellent accuracy, no damage falloff, and a zoom sight. Only four weapons may zoom, and all are weapons equipped only to the Sniper: the Sydney Sleeper, the Machina and the 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% in 3.3 seconds, indicating the amount of damage that will be done by the shot. The size of the dot also 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. An unscoped Sniper Rifle shot will deal minor damage.

A zoomed-in Sniper has a standing movement speed of 27%, or 1.33% if crouching. Also, zooming cannot be performed when the Sniper is in the air. Jumping will cancel scoping. Should the player shoot an enemy's head while zoomed in and only if zoomed in, the damage will be considered a Headshot, and deliver a guaranteed critical hit. That said, the Sniper Rifle will never randomly crit. No-scoped headshots will NOT crit.

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 enemies of the Sniper's position. Resourceful Sniper players can circumvent this problem by deliberately aiming at objects or surfaces in the foreground, then quickly shooting an enemy when visible.

Damage and function times

See also: Damage
Damage and function times
Shot type Hitscan
Damage
Base damage 100%
0%:
50
100%:
150
Bodyshot
0%:
43-57
100%:
128-172
Critical
0%:
150
100%:
450
Mini-crit
0%:
67.5
100%:
202.5
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

Achieved.png General

Grey Matter
Grey Matter
Get 25 Headshots as a Sniper.

Leaderboard class pyro.png Pyro

Firewatch
Firewatch
Ignite 10 Snipers while they are zoomed in.

Leaderboard class sniper.png Sniper

Be Efficient
Be Efficient
Get 3 kills with the Sniper Rifle without missing a shot.


Dropped Dead
Dropped Dead
Kill a Scout in midair with your Sniper Rifle or the Huntsman.


Jumper Stumper
Jumper Stumper
Kill a rocket or grenade-jumping enemy in midair with your Sniper Rifle or the Huntsman.
The Last Wave
The Last Wave
Provide an enemy with a freezecam shot of you waving to them.


Trust Your Feelings
Trust Your Feelings
Get 5 kills with the Sniper Rifle without your scope.

Update history

September 21, 2007 Patch
  • Fixed occasional Sniper zoom crash.

December 31, 2007 Patch

  • Fixed Sniper quick-switch exploit allowing them to avoid zoom/unzoom times.

January 14, 2008 Patch

  • Added new option for this weapon to the advanced multiplayer options. If disabled, this weapon won't re-zoom after firing a zoomed shot.

January 15, 2008 Patch

  • Fixed being able to zoom too quickly after firing a zoomed shot.

February 14, 2008 Patch

  • Added a small delay (200 ms) before a zoomed Sniper shot can get a critical hit.

March 1, 2008 Patch (Xbox)

  • Fixed exploit allowing Snipers to fire faster than intended.

February 2, 2009 Patch

  • This weapon can now crit while under crit-boosts.

January 13, 2010 Patch

  • Fixed this weapon not penetrating friendly players.

January 19, 2011 Patch

  • Fixed this weapon view model having RED skins while on the BLU team.

August 18, 2011 Patch

  • Added a bell when the Sniper Rifle is fully charged.

Bugs

  • The weapon remains static when the player is stationary, and does not play an idle animation.
  • When the Sniper Rifle ejects a shell, the shell comes out of the side opposite the ejection port.
  • It is possible to earn the achievement Dead Reckoning with a Sniper Rifle by firing at the exact same moment an enemy Sniper does.
  • When switching weapons quickly after taking a shot, the Sniper Rifle will not eject a shell at all. When done fast enough, this can be used as an exploit, since this will increase the rate of fire.
  • The butt of the rifle clips through the Darwin's Danger Shield when taunting.
  • The Strange version of this weapon does not destroy Pumpkin Bombs. [citation needed]

Trivia

  • The Sniper Rifle has very similar design to the Template:W, a Sniper Rifle used by the Americans during the war in Vietnam.

Gallery

See also