Sniper (competitive)

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Sniper.png
This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Sniper.
The community competitive scene changes frequently. Some or all info may be outdated.

The Sniper is a situational utility class sometimes used in the standard competitive lineup, valued for his picking and area denial capabilities. He is mostly used as a far ranged class and can be deadly from far away in competitive.

Information

Health

Class Health Overheal Quick-Fix Overheal
Leaderboard class sniper.png Sniper 125 185 158

Speed

Condition Normal Backward Crouched Swimming
Leaderboard class sniper.png Sniper
100 %
90 %
33 %
80 %
With any Rifle, except the Classic, zoomed in
27 %
27 %
9 %
21 %
Charging the Classic at either zoom level
27 %
27 %
9 %
21 %
With the Huntsman drawn
53 %
53 %
18 %
N/A

Weapons

Main article: Sniper weapons (competitive)

The Sniper uses his Sniper Rifles to deal huge damage on headshots, and otherwise deal large damage at long range.

Primary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Sniper Rifle
Stock
Sniper Rifle
Killicon sniper rifle.png 25 N/A Base:
50150

Headshot:
150450

Pictogram info.png Charges while zoomed.

+ Critical hits are guaranteed for headshots.
− No random Critical hits.

Killicon sniperriflehs.png
AWPer Hand
Promotional / Craft
AWPer Hand
Killicon sniper rifle.png
Killicon sniperriflehs.png
Huntsman
Unlock
Huntsman
Killicon huntsman.png 1 12 Base:
50120

Headshot:
150360

Pictogram info.png Bullets replaced with an arrow projectile.

Pictogram info.png Hold primary fire to draw (and charge) the arrow; press secondary fire to retract the arrow.
+ Critical hits are guaranteed for headshots.
+ No laser pointer indicator.
+ Friendly Pyros can light arrows to add fire damage.
+ -70% maximum charge time.
+ +96% charging movement speed (total of 53% movement speed while charging)
− -20% maximum charge damage.

Pictogram info.png Base damage unchanged.

− -48% total ammo.
− No random Critical hits.
− Arrows can be reflected, shot down, and vaporized.
− Arrows lose their accuracy if the bow is drawn for more than 5 seconds.
Pictogram info.png Arrows can pin enemies to a wall upon being killed (purely cosmetic feature).

Killicon huntsmanhs.png
Killicon flaming huntsman.png
Killicon flaming huntsman afterburn.png
Fortified Compound
Promotional
Fortified Compound
Killicon huntsman.png
Killicon huntsmanhs.png
Killicon flaming huntsman.png
Killicon flaming huntsman afterburn.png
Sydney Sleeper
Craft
Sydney Sleeper
Killicon sydney sleeper.png 25 N/A Base:
50150
Pictogram info.png Charges while zoomed.

+ On scoped hit, applies Jarate effect to the target for 2 to 5 seconds based on amount charged.
+ Charge rate increased 25%.
+ Nature's Call: Scoped headshots always Mini-Crit and reduce the remaining cooldown of Jarate by 1 second.
+ Scoped shots extinguish flames on allied players.
− Headshots do not Crit.
− No random Critical hits.

Bazaar Bargain
Craft
Bazaar Bargain
Killicon bazaar bargain.png 25 N/A Base:
50150

Headshot:
150450

Pictogram info.png Charges while zoomed.

+ Critical hits are guaranteed for headshots.
+ Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%.
− No random Critical hits.
− -50% base charge rate penalty.

Killicon sniperriflehs.png
Machina
Promotional / Craft
Machina
Killicon machina.png 25 N/A Base:
50173

Headshot:
150518

Pictogram info.png Charges while zoomed.

+ Critical hits are guaranteed for headshots.
+ Fully charged shots deal +15% damage.
+ Fully charged shots penetrate players and damage enemies behind them.
− Only fires when zoomed.
− Shots leave a bright, easily traceable team-colored line behind them.
− No random Critical hits.

Killicon sniperriflehs.png
Killicon machina penetrate.png
Killicon machina penetratehs.png
Shooting Star
Uncrate
Shooting Star
Killicon shooting star.png
Killicon sniperriflehs.png
Killicon machina penetrate.png
Killicon machina penetratehs.png
Hitman's Heatmaker
Craft
Hitman's Heatmaker
Killicon hitman's heatmaker.png 25 N/A Base:
40120

Headshot:
150450

Pictogram info.png Charges while zoomed.

Pictogram info.png Shots are more quiet.
+ Critical hits are guaranteed for headshots.
+ Gain Focus on kills and assists.
+ Press 'Reload' to activate focus.
Pictogram info.png When Focus is active:

Pictogram info.png Doesn't unscope between shots.
+ +25% faster charge rate.
− Shots leave a bright, easily traceable team-colored line behind them.

− -20% damage penalty on body shot.
− No random Critical hits.
Pictogram info.png Headshot kills cause decapitation.

Killicon sniperriflehs.png
Classic
Craft
Classic
Killicon classic.png 25 N/A Base:
45135

Headshot:
50450

Pictogram info.png Does not automatically start charging when zoomed.

Pictogram info.png Hold down fire button to charge, release to fire.
Pictogram info.png Doesn't unscope between shots.
+ Critical hits are guaranteed for headshots.
+ Can charge without zooming.
− Cannot headshot unless fully charged.
− -10% damage penalty on body shot.
− Shots leave a dim, clear line behind them.
− No random Critical hits.
Pictogram info.png Charged shots will gib victims.

Killicon sniperriflehs.png

Usage

The role of the Sniper is simple: Kill key enemy targets. Every pick that a Sniper makes will reduce the enemy's numbers by one, which is significant in competitive Team Fortress 2 due to the role that every team member plays. The enemy Medic will always be the highest priority target for Snipers. A fully charged Sniper Rifle bodyshot and an uncharged headshot are the preferred methods of killing Medics, as both shots deal exactly 150 damage. A team that runs a Sniper will generally swap out a Scout for one, though on specific maps where Scouts are important, the roaming Soldier may change to Sniper instead.

Common tactics

The kill order in competitive TF2 is slightly different from the kill order in casual play.

  • Immediate threats: Any target immediately trying to kill you (generally a Scout), and particularly enemy Snipers.
  • Snipers: Snipers can and will instantly headshot another sniper with a quick scope to the head. Always change position after killing one before they respawn and take full advantage of any map or layout.
  • Medics: A fully charged bodyshot will work just as well as a headshot in taking out the most important class on the enemy team.
  • Demomen: Snipers can cripple the enemy's damage output by killing their Demoman. A pick on him is also an efficient way of removing his stickies.
  • Soldiers and Heavies: Big heads and slow movement speeds make Soldiers and Heavies rather vulnerable to the Sniper Rifle. A pick on these players is important due to their ability to tank damage.
  • Engineers and their buildings: Usually, a team's Demomen or Soldiers can easily take care of Engineers and their Sentry Guns, but a Sniper can work just as well, killing the Engineer with a single headshot or charged bodyshot.
  • Scouts: A fully charged bodyshot is probably the most reliable way of taking an enemy Scout out of the game. A pick on them takes pressure not only off the Sniper himself, but also off your team's Medic and Demoman.
  • Other Utilities: Another player dead on the opposing team is always good. Snipers should target the more important players first before spending the time and effort to kill other utilities.
  • Stickies: If the Demoman is absent, a Sniper can safely remove his sticky bombs from a control point and possibly allow a back-cap. This is particularly useful on the last points of 5-CP maps, which cap very quickly.

5-CP Push strategies

The Sniper's inability to defend himself is one of his key impediments to seeing regular use in competitive play. This is especially evident on 5-CP maps, where it is somewhat difficult to stay far enough behind the team to safely eliminate key players while keeping up closely enough to prevent getting picked by enemy Scouts as they run off completely unharmed. Utility players should make sure that they chose the right time and place to switch to Sniper, because if a team decides to push forward quickly or desperately hold an area, it may be doing so without the help of one of its Scouts.

If attacking the final point, Snipers should not hesitate to use their Sniper Rifle to eliminate sticky bombs covering the point. If the enemy is unaware, this could easily lead to a back-cap by a friendly Scout. This is especially useful on maps with enclosed final points such as Badlands. The Sniper is often used to get a pick when the team is pushing the enemy's last point: this makes it easier for them to cap due to the sudden player advantage. Even if the Sniper doesn't manage to kill anyone he can still force the enemy team to adapt and ensure that they play more passively in order to reduce the risk of getting sniped.

Attack/Defend strategies

Attack/Defend maps are where Snipers can truly shine. Gravel Pit is really the only Attack/Defend map that sees a good amount of competitive play, and relatively long sight-lines at points B and C allow both attackers and defenders to get the most out of running a Sniper.

In particular, if an attacking team moves on to attack B via the rooms from point C, a Sniper can take advantage of the long open area around B and get a few picks. In general, Snipers defending on Attack/Defend maps should have an easier time than they do on 5-CP maps. Sticking behind the team allows a Sniper on Defense to safely charge up a shot, without too much harassment from Scouts, especially if their team is using an Engineer, as the Sentry Gun provides a fine defense against enemy Scouts. Hiding in buildings and behind props the map has can also help a sniper make an essential kill. If the enemy team does not see a sniper, they are more likely to be vulnerable and careless.

One tactic that may be useful for defending Snipers is attempting to get a pick at the very beginning of a round, right when setup time ends. Defending Snipers have the option of placing themselves so that they can see the gates from the BLU spawn area to point A and can potentially score a pick in the first seconds of the match. While this strategy may be a major boon to the defending team if the Sniper manages to kill the enemy Medic and deprive attackers of an ÜberCharge, it is also incredibly dangerous for the Sniper, and will most likely result in his death. This can be problematic if the attacking team decides to push on B first, while the defending team is at a numerical disadvantage, lacking one of their utility players.

King of the Hill strategies

On King of the Hill, a Sniper's position is usually behind the rest of the team and takes a more passive approach. Spots that overlook the hill or cover an important approach are good angles to hold. Positions which expose as little of the Sniper as possible while still covering a good sightline help protect against enemy Snipers.

Payload strategies

On the attacking team, the Sniper is generally not near the cart but rather moved up with the team. Taking more aggressive forward positions than in other game modes. On defense, he is generally positioned in places with a good view of the cart. Due to the nature of pushing the cart, classes on it are generally not focused on dodging which makes them easier targets.

Anti-Sniper classes

The Scout

It is difficult for a Sniper to hit a Scout with a Sniper Rifle, due to his high mobility. His ability to easily maneuver through flanks makes him a big threat which is difficult to win against at close range, while making escaping incredibly difficult.

The Sniper

Enemy Snipers are the most direct counter to a Sniper. Encounters between Snipers often occur at long range, where a single well-placed headshot can instantly kill either player. Sniper vs. Sniper fights are difficult due to distractions from enemy teammates and the pressure to land the first shot. Remaining in one position makes you predictable and easier to counter. Changing positions frequently and breaking the enemy Sniper’s line of sight can help reduce their focus on you. Attacking from unexpected angles increases your chances of surprising and killing the opposing Sniper.

The Spy

As a Sniper does not normally pay attention to what is going on behind them, it is not difficult for a Spy to backstab them. This can be countered by the Razorback, but a Spy is capable of headshotting a Sniper with an Ambassador or deal 3 shots with any other revolver in close range. However, if alerted to their presence, the Sniper can nullify a Spy's cloak with Jarate. They can also spycheck players with the Tribalman's Shiv.

See also