Team Fortress 2

Team Fortress 2

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The Sniper: A beginners guide.
By Trogdor
A beginners guide to the sniper. Covering weapons to use, strategies, how to deal with certain classes, and how to practice.
   
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The Sniper: Generic information.
The sniper is a class that excels in long range combat, but can also be effective at close range with the right loadout. The Sniper has 125 health, or 150 with Darwin's Danger Shield. His weapons mostly focus on protection from classes like spies, or long range capability. The Sniper moves a little bit slower than the medic, making him the third fastest class in the game. In this guide we will go in-depth with most of the Snipers features.
When to use the Sniper
The Sniper is best in maps with large choke-points, or maps with flat ground. Using the right weapons will help you determine your best playing-field. Your primary targets are Medics, Heavies, and Soldiers, due to the excessive amount of damage they can do. When up higher, short-ranged classes like the Pyro and Scout will have a hard time reaching you. The disadvantage though, is that anybody jumping is SIGNIFICANTLY harder to hit. From lower down though, you're a prime target for everybody, and you'd better hope you hit every shot. Make sure to retreat when needed; a dead sniper isn't useful at all. This has covered the section on when to use the sniper, but make sure there is no more than 2 on your team at once. Too many aren't needed, as you need offensive or defensive classes to help you out.
What loadouts to use with the Sniper
Your loadout depends on what role you want to fulfill as a sniper. I will go in-depth with every weapon in the game to give you a better understanding of what they do.

Sniper Rifle: The stock primary used by the sniper, the sniper rifle's advantage is that it has no up-sides or down-sides. This is the most basic weapon, and is great for beginners. The charge time and damage values are standard, and can kill every class with 1 shot at full charge (Some classes need headshots).

AWPer hand: The same as the stock sniper rifle, but a Counter-Strike: Global Offensive promo. The genuine version is valuable, but the normal ones can be crafted. It is functionally identical to the stock sniper rifle.

Machina: A powerhouse weapon for that extra punch, the machina features +15 damage on full charge, and rounds penetrate enemy players. As a downside, however, you shoot 'tracer' darts that reveal your location, and you can't no-scope.

Huntsman: The only non-rifle in the primary slot for the Sniper, the huntsman is a bow and arrow. The huntsman doesn't put you in tunnel-vision when you need to shoot, and gets to full power quicker. Unfortunately, the projectile is affected by gravity and can be compression blasted. If a Pyro or a teammate with a laser gun shoots/burns you, you have a flaming arrow that deals fire damage.

Bazaar Bargain: The bazaar bargain is an interesting weapon, because it starts out with 25% slower charge. When you get a headshot, the charge time decreases. This weapon isn't very good in my opinion, because it relies on headshots to be effective.

Sydney Sleeper: The Sydney sleeper is unique, in that it can't deal headshots to opponents. Instead, it covers them in jarate, making teammates (and you) deal minicrits to them! The Sydney sleeper also has a 25% faster charge rate, making it more effective in close range combat. It's also part of a set. When the items in the set are worn in the same loadout, you can't be killed by headshots.

Hitman's Heatmaker: Somewhat like the bazaar bargain, in that it counts kills, although this one counts kills and headshots. Upon 3 kills or 9 assists, you activate 'focus' which gives you a faster charge time, and removes the need to un-scope for several seconds.

Jarate: One of the most useful secondaries in the game, jarate coats all players in a certain distance of the projectile in a yellowish liquid. When covered, the enemies take minicrits until it wears off, or they find a health kit.

Darwin's Danger Shield: Part of the Croc 'o style set, the Darwin's danger shield takes away your secondary, but brings your health up to 150. The health bonus helps deal with close-range engagements. It's more effective than you would think, but still not the greatest unless you have the full set.

Razorback: The razorback blocks a single backstab from a Spy, but replaces your secondary slot, a trait which it shares with Darwin's danger shield. Upon a backstab while the Sniper has a razorback equipped, the razorback will break and make a loud noise, which the Sniper will hear.

SMG: The stock secondary of the Sniper, the SMG has a 25 round clip and is very useful in close-range combat. This is one of the 2 SMG's in the game, with the other being the Cleaner's carbine.

Cleaner's Carbine: Like the SMG, although with a 35% slower firing speed and 20% less clip size. The carbine has a 20 round clip, and upon a kill gives you 3 seconds of guaranteed crits you can use with any of your weapons.

Kukri: The basic sniper melee, the kukri is a normal melee weapon with no special traits whatsoever.

Bushwacka: My personal favourite melee, the bushwacka crits players covered in jarate instead of dealing minicrit damage. It comes with a price though, with 20% more fire damage taken when you have it equipped.

Tribalman's Shiv: Upon hitting an enemy, they take bleed damage for 5 seconds. Dealing damage to them every 1/2 second, it also reveals cloaked spies. As a downside though, it deals 50% less damage.
How to kill: Scouts
Scouts are some of the hardest classes to kill as a Sniper, as they are very mobile, and have the ability to double-jump. Remember though: What comes up must come down. Shooting Scouts while they're done double-jumping can be very rewarding, as you have taken out a close range threat to your team. If they stand still to turn around (A very common Scout habit), kill them with a quick headshot; scouts only have 125 health!
How to kill: Soldiers
Soldiers aren't any threat whatsoever to a sniper if you're in a good position. Rocket jumping Soldiers can get to a perch and take you down quickly, but if you watch your surroundings you can eliminate this threat.
How to kill: Pyros
Pyro's are the most anti-sniper class I can think of. The fire prevents easy aiming, deals massive amounts of damage over time, and the compression blast can knock you off your perch, potentially killing you. If you see a Pyro coming near you, take a shot at it and RUN.
How to kill: Demos
Demomen are no threat to snipers whatsoever. Their limited range hinders their effectiveness at medium-long range, and it's very difficult for them to get to you. Demomen sticky-jumping can reach your perch, although at a significant loss to their health. Any Demos that do that can be picked off with a no-scope and a melee hit.
How to kill: Heavies
Heavies are a prime target for you, so just aim at the head and fire at will. At close range they are devastating, but you won't get hit if you have a good spot. Try and stay far away from them, and take care of any medics healing/near them first.
How to kill: Engineers
Engineers are difficult to kill if they're nesting indoors. Outdoors, you can be the most useful thing to your team. Shoot the Engineer, and get on with your day. Don't try and snipe the buildings down. Tell your teammates you got him, and a Soldier/Demo will get his buildings. I can't stress this enough; people think that if no teammates are around they should try to get the buildings. Just don't. Way too many people do this, and it's pointless. The Engineer might respawn, sure, but you can just snipe him again. So many people seem to not realize that if the Engineer has a wrangler, you're dead. No questions. Dead.
How to kill: Medics
A Medic is surprisingly hard to kill sometimes, while at other times so unbearably easy. Let's take an example here: Say a Medic has the normal medi-gun, and has an uber stored. If you miss your shot, the Medic will notice and pop his uber to get away. If you hit his heal target, he'll still pop the uber, and just find someone else to heal. The Medic comes first. Not last, FIRST. I hate it when I see people doing this, because the Medic will just continue healing the team, and it becomes harder to push the objective.
How to kill: Snipers
Enemy Snipers. You hate them. They're the same as you. They think like you. They shoot like you. So why don't you like them? Because they know you too. When facing an enemy Sniper, popping in and out of cover should be a habit. Crouch sometimes, but not all the time to confuse him, and above all; don't leave him alone! Enemy Snipers can take down your entire team, just like you, and make you lose the entire round. Do you like losing? I didn't think so.
How to kill: Spies
Ah, the Spy. Don't we all hate them. Every Sniper wants to know how to kill them, while here it is: Soak them in jarate, and LET IT GO. Your teammates will take care of the Spy, and you only need to attack them if they come too close for comfort. Soak them, then go. Simple as that.
The end of this guide.
Thanks for reading my guide, I hope you liked it. If you liked it a lot, let me know on my profile. Thanks for reading my first guide ever, and have a nice day.
33 Comments
Trogdor  [author] 25 May, 2013 @ 2:47pm 
Thanks!
danieldotcom 25 May, 2013 @ 2:37pm 
Really good guide! I used to suck at sniping.
Trogdor  [author] 24 May, 2013 @ 1:43pm 
Heavy, sniper, spy (Sometimes), engy, demo, soldier.
Diesel 24 May, 2013 @ 1:42pm 
Who does counter pyro? I swear it is heavy, not many people know that heavy is a pyro murderer
Trogdor  [author] 24 May, 2013 @ 1:22pm 
Yes, that is true. That's reliant on another factor. At the moment, X + Y = Z, but with that aspect it's X+Y+V+Z, with V being the variable of your team. Through that, every class could be good or bad against the sniper.
Diesel 24 May, 2013 @ 6:31am 
Depends on how good your team defends
Trogdor  [author] 23 May, 2013 @ 3:23pm 
Flare gun, and ambushing. All sniper nests are accessable by them, and fire makes you flinch unless you have the cozy camper.
Diesel 23 May, 2013 @ 3:22pm 
I doubt pyro is a anti-sniper class, it should be the other way round as pyro fails at long range
Trogdor  [author] 24 Feb, 2013 @ 8:34am 
You're welcome!
Chupi 24 Feb, 2013 @ 8:30am 
helped! thanks!