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 default primary weapon for the Sniper. It is a single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath.
The rifle has no spread, no damage ramp-up or fall-off, and has a zoom sight like all of Sniper's other primaries (with the exception of the Huntsman and the Fortified Compound). The zoom display features a charge meter and a small, faded team-colored laser dot in the center. After zooming in there is a 0.3 second delay before the charge meter begins to fill. The higher charge, the more damage a shot deals. The damage dealt by a shot only starts increasing after second of charging (33% charge meter) and reaches max damage after a total of 3 seconds of charging for an overall charge time of 3.3 seconds from the moment of zooming in to the moment of reaching full charge. The charge meter resets to 0% after a shot is fired or when unscoping without shooting. Firing the Sniper Rifle while unzoomed deals the same damage as a scoped bodyshot at 0% charge. When zoomed, the Sniper's movement speed is reduced to 27% and slows even further to 1.33% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling after jumping; however, falling off a ledge without jumping or getting knocked into the air does not inhibit scoping.
The Sniper Rifle does not deliver random Critical hits; however, if the player hits a headshot, a shot to an enemy's head while zoomed in, it is a guaranteed Critical hit. Headshots cannot be hit while unscoped. The Sniper Rifle is unable to headshot for 0.2 seconds after zooming in. Unlike other hitscan weapons, the Sniper Rifle and the Sniper's other primaries are able to penetrate friendly players.
While scoped, the Sniper Rifle projects a team-colored dot on walls or floors, serving as the laser sight for the Sniper. The dot becomes larger and clearer as the charge meter increases. As it is visible to enemy players, the dot can reveal the Sniper's position, making him easier to target and avoid. Resourceful Snipers can circumvent this problem by deliberately aiming at objects or other surfaces in the foreground to hide the laser from enemies.
Contents
[hide]Damage and function times
[collapse]Damage and function times | ||
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Shot type | Hitscan | |
Damage type | Bullet | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Base damage | 100% | 0%: 50100%: 150
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Critical | 0%: 150100%: 450
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Mini-Crit | 0%: 68100%: 203
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Function times | ||
Attack interval | 1.5 s | |
Zoom-in headshot delay | 0.2 s | |
Zoom-in charging delay | 0.3 s | |
Damage charging delay | 1.0 s | |
Maximum charge time | 3.0 s | |
Values are approximate and determined by community testing. |
# of ticks lit | Bodyshot damage | Headshot damage |
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3 | 50 | N/A |
4 | 50 | 150 |
5 | 50 | 150 |
6 | 50 | 150 |
7 | ~60 | ~180 |
8 | ~75 | ~225 |
9 | ~90 | ~270 |
10 | ~105 | ~315 |
11 | ~120 | ~360 |
12 | ~135 | ~405 |
13 | 150 | 450 |
Values are approximate and determined by community testing. |
Demonstration
Strange variant
[expand]Strange variant information |
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Related achievements
General achievements
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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 an option for the Sniper Rifle to the advanced multiplayer options. If disabled, the Sniper Rifle 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.
- The Sniper Rifle can now break apart the Demoman's stickybombs.
- The Sniper Rifle 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.
March 23, 2012 [Item schema update]
- Marked Sniper Rifle and Festive Sniper Rifle as usable with the Headshot Part.
August 15, 2012 Patch (Mann vs. Machine Update)
- [Undocumented] Added Silver and Gold Botkiller variants.
- Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
December 20, 2012 Patch (Mecha Update)
- Added Silver and Gold Botkiller Mk. II variants.
- Fixed the Botkiller Sniper Rifle using incorrect team materials for the arms.
November 21, 2013 Patch (Two Cities Update)
- [Undocumented] Added Australium variant.
June 18, 2014 Patch (Love & War Update)
- Converted the Sniper Rifle models to use the
c_models
system.
- Snipers can no longer jump immediately after firing a scoped shot
- Fixed a server crash related to the Sniper Rifle.
Bugs
- If the player scopes in and opens the main menu, the zoom display is removed, allowing the player to see as if they weren't scoped in while retaining their zoom and charge. Since the player is in the main menu, the player is unable to shoot or look around during this time.
- The zoom display is brought back up once the player returns to the game.
Gallery
BLU Festive variant.
Silver Botkiller Mk.I variant.
Australium variant.
RED Festivized variant.
See also
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[expand]Weapons |
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