Team Fortress 2

Team Fortress 2

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A Guide For Beginners To Become A Helpful Sniper
By 𝑴𝒓𝑺𝒌 | 𝑲𝒂𝒏𝒂𝒎𝒊 and 2 collaborators
Before going to the main point, I want to say thank to Natz ( Ribbon ) and Dead for helping me to publish this guide to Steam Community. I hope after you read this guide, you'll know more about Sniper class and how to play effectively with Sniper. This guide mainly focus on beginners, but experts can read them as well in order to check if I said something wrong or I mistaken something. Feel free to notify me about that and I'll be very appreciate.

So, let's start !
   
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About Sniper (aka Mr Mundy)
Name: Mr. Mundy (Birth name: Mun-dee)
Location of origin: New Zealand
Job: Assassin ( as much stealthy as it could be )
Motto: "Pink Cloud of Death"
Description: Half rugged outdoorsman, half alien observer, this taciturn strip of beef jerky has spent the better part of his life alone in the bush, slow baking under the Australian sun.


Basic stats :
Health
Over-Healed
Quick-fix Over-healed
125 ; 150*
185 ; 225*
158 ; 189*

*while equipping Darwin's Danger Shield

While comparing to most classes in the game, the Sniper class is perhaps the most straight-forward: You stand somewhere far away and you shoot people, sometimes in the head. Equipping a variety of long-ranged rifles and bows, the Sniper is one of the few classes that can instantenously kill another class in the game. But that is not the only thing that makes the Sniper class more deadly than the others. This guide's purpose is to assist you in your quest of hitting headshots while making sure you know about as much nooks and crannies about how to play Sniper as possible. Good luck, sharpshooter.
The Basics when playing Sniper
  • While using any Sniper Rifles ( except Sydney Sleeper ), try to go for headshots. A headshot critical hit causes enemy loses 150 - 450 HP ( 153 - 360 HP with Huntsman / Fortified Compound ) while a bodyshot just makes them loses about 50 - 150 HP ( 51 - 120 with Huntsman / Fortifed Compound; 45 - 135 with The Classic ). The more headshots you get, the more enemies you will take down. More accurately, the more damage you will inflict to enemy players.
  • The more time you charge with your sniper rifle, the more damage you'll inflict to enemy.
  • Use the secondary slot to deal with any enemies come for close range combat ( Suggest using Submachine Gun (SMG) or Cleaner's Carbine)
  • Use your Jarate to soak your enemy to inflict mini-crits for you and friendly players or spy-check or extinguishes flames on yourself and friendly players.
  • Choose the most hard-to-be-spotted place to snipe. If you snipe at common spots or at wide places without covers, enemy will easily find you and kill you first. Also don't snipe at one place too long. Even if you can pick the enemy, they will notice your presence and will try to get out of your sight or kill you ( mostly in Casual they always find and kill you )
  • Be aware of your surrounding. When I say it, I mean it. Watch out for enemy Snipers, Scouts, Pyros and especially, Spies. Nothing worse than be picked by enemy before you get a pick.

There are some tips for advanced Sniper :

  • Use quickscoping to finish enemies that need only one headshot to take down
  • While scoping, you have to predict where your enemy will move and move your crosshair to there. Don't follow the target if you don't want to be confused with target's speed
  • Do not stand still. In TF2, stand still = dead. You'll be vulnerable to every enemy, especially enemy Snipers. Keep moving after you take a shot
  • Only scope in when you spot enemy and quickscope them fast in order to land critical headshot
  • After firing a shot, you should jump or crouch in order to change your hitbox, make your enemy hard time to shot you ( very useful in Sniper vs Sniper situation )

Quickscoping : A term used to describe the method used to snipe enemy head fast in TF2. In order to master it, you have to know the hitbox of every classes and a lot of training. This is a video about quickscoping in TF2 :

Primary Weapons
Here we go, the primary weapon for Snipers ! In this section, I'll talk about them along with pros and cons to help you understand and choose the most suitable loadout for your Sniper


Stock Sniper Rifle and AWPer-Hand
Stock Sniper Rifle is a single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath. The stock Sniper Rifle for everyone, no matter you're newbie or professional players.

The AWPer Hand is a promotional primary weapon for the Sniper. It is an AI Arctic Warfare Police sniper rifle, refers to Counter-Strike: Global Offensive under its abbreviation: AWP.
Stats :

Damage
Base damage 0%: 50
100%: 150
Critical 0%: 150
100%: 450
Mini-crit 0%: 68
100%: 203

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

Pros :
  • Capable of landing critical headshot ( 150 - 450 HP when fully charged )
  • Capable of bodyshot ( 50 - 150 HP when fully charged; 68 - 203 HP with mini-crits, fully charged )

Cons :
  • When you shot with Sniper Rifle, you have to stand still in order to get your shot accurately. Or you'll miss your shot and get your enemy's attention
  • When you scope, your speed is greatly decrease (to 37%), even further to 1.33% when crouching
  • Can't scope when you're falling or jumping
  • You have to wait till the scope fully charged to inflict the highest damage

Highly recommended for new players, because this is the most balanced sniper rifle in game. Easy to use, already available and like I said, even professional players use it.

The Machina and Shooting Star
The Machina is a promotional primary weapon for the Sniper. It is a futuristic rail gun with a fluted barrel and a soft grip. It is styled after the Longsword 202 ERASER from Deus Ex: Human Revolution.

Shooting Star only be obtained by uncrates box, made from a jury-rigged laser, equipped with a telescopic sight with two fins atop it, a laser sight directly underneath that, and a team-colored button on each side and the back. A parabolic antenna protrudes from the barrel of the rifle with a small tube of team-colored liquid at the end of the barrel. The rifle is constructed from grayish-green metal and covered in a cream material at the stock and body of the rifle.

Stats :

Damage
Base damage 0%: 50
100%: 150
Full: 173
Critical 0%: 150
100%: 450
Full: 518
Mini-crit 0%: 68
100%: 203
Full: 234

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

Pros :
  • Same as Sniper Rifle
  • The Machina can penetrate players and damage enemy behind them. If you do that, the cheering sound will be played ( so exciting, I have to say :3 )
  • Fully charged shot inflicts more 15% damage

Cons :
  • Same as Sniper Rifle
  • Only fire when zoomed in
  • Shots leave a bright, easily traceable team-colored line behind

Not recommened for newbies, because you can't noscope with Machina, leaving you depend much on quickscope and secondary / melee weapons. Use it as your advantage to take down enemies that lined up.

Hitman's Heatmaker
The Hitman's Heatmaker is a community-created primary weapon for the Sniper. It is a somewhat stubby sniper rifle, fitted with a sleek scope, a wooden stock with a brown leather rest, and a suppressor attached to its barrel. A laser sight with a small metal switch on its rear can be seen just below the scope.

Stats :

Damage
Base damage 0%:40 - 50
100%: 120 - 150
Bodyshot 0%: 40
100%: 120
Critical 0%:120 - 150
100%: 360 - 450
Mini-crit 0%:54
100%: 162

Function times
Attack interval 1.5 s
Maximum charge time Normal: 3.3 s
Focus: 2.8 s
Zoom-in charging delay 1 s
Zoom-in headshot delay 0.2 s

Pros :

  • Same as Sniper Rifle
  • Hitman's Heatmaker is the only Sniper rifle has Focus mode, can be filled by 3 kills, 9 assists or combination of them. When activated, Focus mode increases the charge rate by 25%, and doesn't unscope between shots.
  • If you headshot the enemy, his head will be decapitated
  • Shots are more quiet, make the enemy harder to find out where you're hiding

Cons :

  • Same as Sniper Rifle
  • Shots leave a bright, easily traceable team-colored line behind them
  • -20% damage penalty on body shot

This is a situational sniper rifle, only use if your enemy has a strong defense line, because of the unzoom after shots + 25% charge rate are really useful to pick Engineers and their Sentries.

Bazaar Bargain
The Bazaar Bargain is a community-created primary weapon for the Sniper. It is a long ornately carved rifle with a small circular sight attached to a long rod, secured with golden straps. It has a curved stock with a golden recoil pad and a laser sight attached under the barrel.

Stats :

Damage
Base damage 0%: 50
100%: 150
Critical 0%: 150
100%: 450
Mini-crit 0%: 68
100%: 203

Function times
Attack interval 1.5 s
Maximum charge time 0 heads: 6.3 s
6 heads: 1.8 s
Zoom-in charging delay 1 s
Zoom-in headshot delay 0.2 s

Pros :
  • Same as Sniper Rifle
  • Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%

Cons :
  • Same as Sniper Rifle
  • The base rate decrease 50% when equip this Sniper Rifle

Situational Sniper Rifle, you can consider using it or Hitman's Heatmaker in order to kill enemy faster due to its increasing in weapon charge.
Primary Weapons ( Part 2 )
Sydney Sleeper
The Sydney Sleeper is a community-created primary weapon for the Sniper. It is a single-shot pneumatic dart gun with an air tank with spare darts (with corks) attached to the stock, a scope fitted to the top and feathers tied to the barrel. When equipped, the Sniper will appear to have darts in his breast pocket.

Damage
Base damage 0%: 50
100%: 150
Critical 0%: 150
100%: 450
Mini-crit 0%: 68
100%: 203

Function times
Attack interval 1.5 s
Effect duration 0%: 2 s
100%: 8 s
Maximum charge time 2.8 s
Zoom-in charging delay 1 s

Pros :

  • On scoped hit, applies Jarate effect to the target for 2 to 8 seconds based on amount charged.
  • Charge rate increased 25%
  • Headshots or full charge hits applies Jarate in a radius
  • Scoped shots extinguish flames on wielder and allied players

Cons :

  • Not capable of headshot ( I mean critical headshot )

If you really want to be a sniper, don't use this, because it's just about bodyshot, and no challenging at all. Trust me, if you play too much this gun, then come back to play other guns, your skill will be rusty.

The Classic
The Classic is a primary weapon for the Sniper. It is a rifle based on the Sniper Rifle from Team Fortress Classic that is in turn based on the H&K G36, but fitted with a longer barrel and a laser sight.

Stats :
Damage
Base damage 0%:45 - 50
100%: 135 - 150
Bodyshot 0%: 38-52
100%: 115-155
Critical 0%:135 - 150
100%: 405 - 450
Mini-crit 0%:52-70
100%: 155-210

Pros :
  • Can charge without zooming
  • Doesn't unscope between shots

Cons :
  • Can't headshot unless fully charged
  • Decrease 10% penalty on bodyshot
  • Shots leave a dim, clear line behind
  • Your speed will dramatically decrease

Well, I have to say, this gun isn't good for newbies. Even I still suck when using it. Not much helping in teamfight or picking off the enemy. Totally not recommended.

Huntsman and Fortified Compound
The Huntsman is an unlockable primary weapon for the Sniper. It is a hardwood recurve bow held together with black tape. When equipped, the Sniper will carry arrows in the quiver strapped to his back.

The Fortified Compound is a promotional primary weapon for the Sniper. It is a black metallic compound bow. When equipped, the Sniper will carry arrows in the quiver strapped to his back. The bow itself is identical to the bow used by Garrett, the main protagonist in Thief.


Stats :

Damage
Base damage 0%: 50
100%: 120
Critical 0%: 150
100%: 360
Mini-crit 0%: 68
100%: 162

Function times
Attack interval 1.94 s
Maximum charge time 1.0 s
Aim fatigue 5.0 s

Pros :
  • Can help your team in teamfight in close distance rather than long range
  • Doesn't need scope to use => You'll have wide range to aware what's going on on the battlefield
  • Friendly Pyros and Soldiers with the Righteous Bison and Engineers with the Pomson 6000 can light arrows to add fire damage

Cons :
  • Arrows can be reflected, shot down, and vaporized
  • Arrows lose their accuracy if the bow is drawn for more than 5 seconds

This is one of the primary weapon that should be used by people who got accustomed with it. To use this effectively, you need a clear head, good prediction and some lucks to hit the enemy. I don't think that newbies can't use it, but just be aware of what it is capable of and what it isn't.

Tips : The more time you draw your arrow back, the more damage you will do. In contrast, if you hold it too long, your character hand will shaking, being no more accurate. To avoid that, press RMB to set your arrow back to normal state
Secondary Weapons
Those are weapons that may assist you in engage in close combat or finish enemy off after using any Sniper Rifles or increase your survival chances, help teammates, etc. It depends on how you use them too.

Stock Submachine Gun
The Submachine Gun, often abbreviated as SMG, is the default secondary weapon for the Sniper. It appears to be a modified MAT-49 submachine gun, without rear sights or its distinguishable folding stock. Like Stock Sniper Rifle, it's available for every players in Team Fortress 2.

Stats :

Damage
Maximum ramp-up 150% 12
Base damage 100% 8
Maximum fall-off 50% 4
Critical 24
Mini-crit 11-16

Function times
Attack interval 0.1 s
Reload 1.1 s
Spread recovery 1.25 s

Pros :

  • Has high rate of fire
  • Easy to control the bullets
  • Has quick reload time

Cons :

  • Low damage output

Totally recommended for every players. It can be in combination with every Sniper Rifles, but I suggest using it with Machina to protect yourself from any close range fight, because of the lack of shot when unzoom of Machina. It also combines well with Huntsman / Fortified Compound when in any range combat. Basically, you use it to protect yourself from enemies that are difficult to hit or finish off enemies after they survive the shot from Sniper Rifles.

Cleaner's Carbine
The Cleaner's Carbine is a community-created secondary weapon for the Sniper. It is a small, black submachine gun with a large suppressor, a charging handle, iron sights, and a folded in folding skeletal stock.

Stats :

Damage
Maximum ramp-up 150% 12
Base damage 100% 8
Maximum fall-off 50% 4
Point blank 8-12
Medium range 4-6
Long range 4-5
Critical 24
Mini-crit 11-16

Function times
Attack interval 0.13 s
Reload 1.1 s
Spread recovery 1.25 s

Pros :

  • Same as SMG
  • When dealing damage or killing enemy, you can flll the Crikey meter. Upon be activated, you will be gained for mini-crits for 8 seconds.

Cons :

  • Decrease 20% clip size
  • Decrease 20% firing speed
  • Low damage output

Personally, I think this is good for agressive snipers because of its ability to gain Mini-Crits. With Mini-Crits, you can even rampage your enemy if you know how to play. I recommend that for any players

Jarate and Self-Aware Beauty Mark
Jarate, the "Jar-based Karate", is an unlockable secondary weapon for the Sniper. It is a standard mason jar filled with urine that is capped with a screw-on lid.

The Self-Aware Beauty Mark is a secondary weapon for the Sniper. It is a sealed jar containing translucent green fluid which sloshes inside the container as the player moves. There is a bread monster suspended inside it. A label on the jar reads "SPECIMEN; DO NOT OPEN" with the serial number of #384. The bread monster struggles and squirms inside the jar while growling.

Stats :

Function times (in seconds)
Effect Any damage deal mini-crits to affected enemies.
Recharge time 20 s
Effect duration 10 s / 5 s

Pros :
  • Soaked enemies have to received mini-crits with every attacks on them
  • Can be used for spy-checking
  • Extinguishes flames on wielder and allied players
  • Increase 20% in recharge rate when you extinguish an ally
  • Guarantee critical hits for any enemies under effect of Jarate

Cons :
  • Enemy Pyros can reflect Jarate
  • Has a 20 second recharge
  • Using it leaving you depend on your Melee and Sniper Rifles, because you can't use Jarate with SMG or Cleaner's Carbine ( Maybe it's too obiviously, but I need to remind that to newbies )

Recommened for advanced players. You can use it along with Bushwacka for guarantee critcal hits for every attacks on enemy players in close combat and reveal enemy Spies ( no matter he's disguising, invisible or not ). In teamfights, try to get multiple enemies soaked to debuff them and let your teammates do their job.

Razorback
The Razorback is an unlockable secondary weapon for the Sniper. It is a partially chipped hand-carved tribal shield with red and white paint and a car battery taped to the back. Two wires are shown going from the battery to the shield, held in place with black tape.

Stats :

Function times (in seconds)
Effect Knife lock-up
Effect duration 2 s

Pros :
  • Be able to block one backstab from Spy, temporarily preventing him from switching weapon or cloaking for 2 seconds

Cons :
  • Only blocks one backstab
  • Only be re-equiped from Resupply Locker

Not recommended. If the spies sees you equiping Razorback, he will simply shot you with his Primary weapons. If you want to use it, then use when you make sure you have friendly player cover you, so the spies will most likely risk reavling himself to try to kill you.

Darwin's Danger Shield
Darwin's Danger Shield is a community-created secondary weapon for the Sniper. It is a crocodile hide, complete with waving tail, stretched over a broken wooden frame. A bird skull is tied to the brown leather body strap.

Like the Razorback, Darwin's Danger Shield is worn on the Sniper's back. Instead of protecting the wearer from backstabs, it grants a passive bonus of an additional 25 maximum health, encouraging users to venture further into combat but depriving them of a secondary weapon.
Equipping Darwin's Danger Shield also grants the wearer 15% resistance from bullet damage, enough resistance for the wearer at full health to survive a fully charged bodyshot or uncharged Headshot from any Sniper Rifle. As a trade-off, the wearer receives 20% extra damage from explosive sources such as rockets, grenades, stickybombs, and Sentry Gun rockets. However, the extra health counteracts this downside, giving the Sniper 126 effective health against explosives.

Darwin's Danger Shield grants increased health and bullet resistance, useful when dueling enemy Snipers. These defensive bonuses mean that you won't instantly be killed by an enemy Sniper's uncharged headshot or charged bodyshot. However, even slightly charged headshots are still fair game. Additionally, the increased explosive vulnerability leaves you just as weak to the close range classes, such as the Soldier and Demoman, as before.

Cozy Camper
When equipped, and only when the Sniper Rifle is fully charged, the Cozy Camper will prevent the Sniper from 'flinching' such that the Sniper Rifle's scope will not move when taking damage, such as weapon fire, bleeding, or afterburn. Additionally, overall knockback is reduced by 20%, and the Sniper will gain 1 HP per second; this regeneration increases over time to 4 HP per second until the Sniper takes damage again, in much the same way as the Medic's passive health regeneration.
Melee Weapons
And this is the last part of weapons for Sniper. We'll move forward to these last weapons : Melee.
Melee is as important as primary and secondary, because not only you snipe and pick enemy from far but also watch out and eliminate anyone tries to attack you in close distance. Depend on how you build your loadout, you can use combination of Secondary and Melee weapon as a deadly combo for your enemy

Stock Kukri
The Kukri is the default melee weapon for the Sniper. It is a large, curved knife based on and named after the actual Kukri, the famous Nepalese knife.

Stats :

Damage
Base damage 65
Point blank 55-75
Critical 195
Mini-crit 75-101

Function times
Attack interval 0.8 s

Pros :

  • Provide random crits
  • Mobility

Cons :
  • Sometimes, even if you hit enemy, your hit didn't reg ( I don't know why, but sometimes I swear I hit the enemy, but they didn't even lose health )

Recommended for everyone, use it to kill Spies or Scouts in really close range

These following melee weapons have same pros and cons as Kukri :

Frying Pan

Conscientious Objector

Freedom Staff


Bat Outta Hell


Memory Maker

Ham Shank


Necro Smasher


Crossing Guard


Prinny Machette
.

Saxxy

Golden Frying Pan


Their stats :

Damage
Base damage 65
Critical 195
Mini-crit 88

Function times
Attack interval 0.8 s

Tribalman's Shiv
The Tribalman's Shiv is a community-created melee weapon for the Sniper. It is a stylized kukri composed of reddish wood with a curved edge in front and a serrated edge on its broad side.

Stats :

Damage
Base damage 33
Point blank 28-37
Critical 98
Mini-crit 37-50
Bleeding 8 / s
48 total
Bleeding (mini-crit) 10 / s
60 total

Function times
Attack interval 0.8 s
Bleeding duration 6 s

Pros :
  • Cause bleed to enemy upon hit
  • Can cause random critical hits

Cons :
  • Reduce the damage you can deal by 50%

It's all about your preferences, if you like it, just use it. You can use it to hit enemy once, then retreat, use SMG / Cleaner's Cabrine to deal more damage to enemy

Bushwacka
The Bushwacka is a community-created melee weapon for the Sniper. It is an enormous Bowie knife with a serrated spine, a small hole near the back of the blade, and a wooden handle with gold pommel and guard.

Stats :

Damage
Base damage 65
Point blank 55-75
Critical 195

Function times
Attack interval 0.8 s

Pros :

  • When attacking with this weapon in a situation where it would normally deliver a mini-crit, it will instead perform a critical hit

Cons :

  • No random crits
  • Have an additional 20% damage vulnerability to all sources while the weapon is active.

Recommend to use with any weapon can provide mini-crits like Sydney Sleeper, Jarate / Self-Aware Beauty Mark and Cleaner's Cabrine

Shahanshah
The Shahanshah is a community-created melee weapon for the Sniper. It is a scimitar with a leather hilt that is reinforced by dull golden bindings and a gold hand guard.

Stats :

Damage
Base damage 48.75 / 81
Point blank 41-56 / 69-93
Critical 146 / 244
Mini-crit 56-76 / 93-126

Function times
Attack interval 0.8 s

Pros :

  • Increase 25% damage when health is less than 50% of max
  • Provide random crits

Cons :
  • Reduce 25% damage when health is more than 50% of max

This is a quite situational melee. Only use when you're low health as your last effort. Combine it with Huntsman / Fortified Compound
Sniper's Priority Targets List
After you're done with building your loadout, this is time for you to know How to play Sniper effectively. The first thing you should know that is your priority targets. You can't just try picking anyone you meet, because it's too risky. Instead, you should choose your target : Who to pick first, second, third, etc and who should I leave for teammates to kill.

In my opinion, the priority list should be ( from the most important one to the less important one ) :

  • Sniper
  • Medic
  • Heavy
  • Engineer
  • Pyro
  • Soldier
  • Demoman
  • Spy
  • Scout

Sniper :

The first enemy you have to look out for is enemy Snipers. Why? Because enemy Snipers are deadly from far distance and they can pick your teammates one by one before they realize. And you're the only one that capable of shooting and assisting teammates from a far. Even if they're professional snipers or not, just pick them first if you see them. One enemy sniper down, one threat eliminated

Medic :

Medic is able to heal everyone in his team, provides them extra health to last on the battlefield longer and grant them UberCharge, Crits, and so on, making him a valuable support class in the team. Occasionally, Medics are covered by their team, make it too risky for others class try to kill him from moderate to close distance. And that's what you'll do. Kill enemy Medics after Snipers. It's vitally necessary since if enemy Medic down, your team will have really big advantage

Heavy :

Heavy deals high damage output, and yes, it's so annoying when you're facing him from medium to close range due to the damage they can inflict to you ( every class, not just Sniper ). In addition, Heavy has the highest HP in the game, which makes him a tough enemy to defend or even attacking that your team can't take down easily. That's why you should support your team to kill him after 2 targets above

Engineer :

Maybe you'll ask a question : "Why should I take care of enemy Engineers when they're stay away from battlefield?" Yup, at first, I had the same question but after playing games and taking Dead's advices, I realized that even when they're staying away from the battlefield, their sentries are such a nuisance can prevent your team from pushing, capturing or defending ( mini-sentries ). Furthermore, their teleporter can support their team a big advantage for suprise attack, push your team in passive way. If you can kill enemy Engineers, or even destroy their sentry, you'll increase the chance of winning for your team

Pyro :

In close combat, Pyros are extremely dangerous. They can wipe out your whole team if they have chance with their flamethrower ( mostly W+M1 ). If there is no bigger threat, you should eliminate them as soon as possible

Soldier :

Like Pyros, Soldiers can wipe out your team with their Rocket Launchers, especially with Direct Hit. What worse more is when they notice your presence, they'll try everything to kill you or prevent you from shooting their teammates. Normally, our Soldiers will take care of them, but if you can, take them down to lessen the work of teammates and the possibility of being wiped out

Demoman :

Demomen can set a trap with their stickies, make your team unable to move forward to the objective. Luckily, if Demomen die, their stickies will be gone. So you can assist your team to move forward by killing Demomen, clearing your team way

Spy :

The most dangerous enemy of us, I have to admit. Spies tend to disguise as your teammates, going into your defense line and put an end to our team. If you spot the spy and think you can kill him, go ahead, but still notify your teammates his presence tho, because I'm not sure if he's using Dead Ringer or not and WATCH YOUR BACK !!!

Scout :

Scouts movement are really fast, and I suggest newbies not wasting ammo and time trying to snipe them. In addition, Scouts are likely going to frontline, so our teammates will take care of them, and you should focus on more important target

Snipers vs Other Classes
While playing as Sniper, your main objective is supporting teammates, but sometimes, you have to encounter enemies coming toward you if you do your job well. So, how to deal with them? In this section, I'll talk specific about how to deal with each classes.
Snipers vs Scouts
No doubt at all, Scouts are the hardest target to every Snipers. He has fast movement, along with Double Jump, makes us really hard to predict his movement and avoid him. However, his base health is really low, so we just need one headshot to kill him ( not when over-healed ). Mostly, Sniper has to ignore him, but what if he comes to you? Well then, there are some tips for battling with Scouts I want to show you :

  • You need to predict his movement. Of course with every class, we have to do that, but with Scouts, we have to predict their double jump too. Because predicting that isn't easy, so I suggest you not hurry to learn, just play and feel their movement
  • If you got chased by Scout, first thing you have to do is fall back, then keep track of Scout, and take a shot. When you fall back, you have larger window to see where he's going, make it easier to track his movement. You can use his bat as a stepping stone to gain little distance and, boom!
  • If they got too close, it's better to use your secondary and melee weapon
  • You have to know some common spots that Scout can come in and be aware of them. If Scout attacks you from behind, unless you have a really good reflexion to put a headshot to him, your chance of survival will drop down to zero
  • If you can't headshot them, try bodyshooting. It maybe dirty, but still, a kill is a kill, and no one will complain about bodyshooting a Scout
Snipers vs Soldiers
Soldier has a slow base movement but in exchange, he has a high base HP of 200, which allows him to survive one headshot from Sniper. In addition, he can use Rocket Jump to get above you, where you can't usually see him and shot his Rocket or use Market Gardener to finish you. In order to counter him, I have some tips :

  • Predict, predict, predict ! With every class, not only Soldier or Scout just remember this thing : "Predict Enemy's Movement". Predict where he's about to go, or if he's going to do a Rocket Jump, then move your crosshair to where you predicted, and shoot
  • It's vitally necessary to headshot him in 2 situation : When he's under attack or after he shot Rocket to do Rocket Jump. In either situation, Soldier's health must be decreased and he no longer can survive your headshot. Take your right moment and shot him (of course headshot or bodyshot depend on how you see how hurt he is )
  • When you face a Rocket Jumper :

    • In far distance, use the first tip : Predict Enemy's Movement and shot. Because from far distance, you still clearly see the Soldier in the sky, put a headshot on him, if he has low health, he'll dead by headshot, if not, he'll dead by falling into the ground
    • In medium distance, you can use one headshot on him, then quickly finish him off with bodyshot or another headshot if you have chance. Because you headshotted him once, he will no longer have enough HP to do Rocket Jump again ( except for Rocket Jumper + B.A.S.E Soldier ), put him in a passive way and you'll have one advantage
    • In close distance, it's really hard to counter him. Just like Scout, you have to fall back to have a larger vision and see where he's going, then try to shot him with Sniper Rifle or using your Secondary and Melee to engage.
Snipers vs Pyros
In Sniper vs Pyro battle, the main thing you have to do is keep your distance from him. Like Soldier, single headshot can't kill him due to 175 HP based and thanks to his Primary Weapons, he becomes extremely dangerous in close distance ( the other one is Scout ) because of its high damage in close range and afterburn effect makes you harder to aim. Furthermore, even a far range, you can be ignited by his secondary weapons ( Scrotch Shot, Flare Gun, Denotator ). In order to deal with him, we can do :

  • First thing is always track enemy's movement. I don't want to repeat it too much, but most new people play Sniper forget about this step. Without this step, you'll usually miss your shot
  • Try to kill Pyro in the far distance, don't let him get too close or he'll devastate you. Even in far distance you have to be aware of his Flare Gun, Scrotch Shot and Denotator. Avoid them as much as possible
  • In close distance, better to retreat and call backup from teammates or using SMG / Cleaner's Cabrine to fight back
  • Wearing Cozy Camper as a secondary weapon ignores the afterburn effect, allow you to snipe without being messed up with your aim
  • If you're using Huntsman / Fortified Compound, be careful when you shot him because he can reflect your arrow back with compression blast
  • If your aim got messed up with messed up with afterburn effect and you still want to pick him, wait for the short moment when you become steady and shot ( Not recommended, because it's too risky. The afterburn effect not only messed up your aim but also decrease your HP, it's better to run than fight back )
Snipers vs Demomen
Pipes, Stickies and Demoknights are what you have to care when you're about to face Demomen. Like Pyro, Demoman has 175 HP but has a slower speed than him in the normal state ( 93 %, but that depends on what type of weapons he's using ). He can use stickies to perform Sticky Jump same as Rocket Jump of Soldier and able to charging toward you ( if he's equiping his shield ). In general, counter Demomen just like counter Soldier, but there are something you have to care about :

  • Keep an eyes open for stickies. With his stickies launchers, he can set a trap in your sniping place, and when you show up : Booom! You're dead. One frag for Demoman. You can use Sniper Rifle and SMG to remove his stickies in case no one around there could help you remove them
  • Encounter Sticky Jumper just like Rocket Jumper, just bear in mind that the speed of them is faster than Rocket Jumper
  • When he's charging with his shield, his movement is very easy to predict since it's just going toward ( except for Tide Turner, with this he can control his movement while charging ). You just have to predict and shot him. If he uses Tide Turner, then that depends on your skill of prediction. You can use your secondary and melee to fight back in this situation
Snipers vs Heavies
The easiest target of every Sniper, I have to say. With the highest HP in game, together with his slow movement, you won't have to worry much about him ( in far distance, of course ). However, when he is close, he can shred you to bit with his Miniguns, and in that case, you can't do anything. Just run.

  • You better to shoot Heavy when he spins his Minigun. When he does that, his movement is at slowest state, allow you to take a shot effortlessly
  • If he was Over-Healed, you should use full-charged headshot to take him down before he can do critical damage to your team
  • Last thing I want to say, if he can get into your sniping position, don't hestitate or wait to kill him. Just run. Minigun can shred you into bit in close => medium distances. And your secondary, melee don't help much when fighting a Heavy.
Snipers vs Engineers
Engineer tends to sit far away from battlefield ( except for Combat Engineer ) so you don't need to care about him much. On the other hand, his Sentry can prevent your team from doing their objective, so it's better to take him and his sentry down to clear the way for your team. Engineer has only 125 - 150 HP at his normal state ( 150 is when he uses Gunslinger ), that means 1 quick headshot can make him say goodbye to this cruel world. I don't have much tips about fighting him, just scope and shot, but you just watch out for :

  • His Sentry. Both Mini-Sentry and Sentry + Shotgun give him a huge advantage in close combat. So don't seek him out yourself or he can outplay you, lure you into a sentry nest then boom, you're dead, not big suprise
  • Shot the sentry to force Engineer to repair it, create a clear way for your shot
  • Be careful about the Wrangler Engineer. If he uses that, you have to take him down first before take down his sentry
Snipers vs Medics
Ahh, the Medic, one of the most important target of us. With his Medigun and UberCharge, he and his team can flip the table easily. Nonetheless, his HP is just 150 HP and even when he was Over-Healed, 2 quickscope headshot can kill him quickly. When you face a Medic ( and maybe his comrades ), you gotta remember :

  • Medic is always the first one to pick. Because he's very important to team, without him, they lose a big advantage to do their job
  • In 1v1 situation, watch out for his Crusader's Crossbow and his Syringe Gun, especially Syringe Gun due to its high fire rate. The Crusader's Crossbow deals high damage but it can be avoided by your prediction ( and luck )
  • If he uses his Melee, draw your Melee and fight him like a man or quickscope him if you feel confident about your skill
Snipers vs Snipers
When I put Sniper on the highest priority of my list, I mean it. Like you, Sniper can take down everyone in your team without revealing his position. Unlike others 1v1 situation, Sniper vs Sniper duel only be decided in 1 ( or 2 shots ). You or him will lie down, in only one or two seconds, depend on you.

  • Be unpredictable and predict the opponent's movement. That will confuse your opponent when he tries to shoot you while you're moving, and you'll have time to predict enemy's movement to land a shot
  • In Sniper duel, it's better to use Quickscope rather Hardscope since one single headshot can take him down, moreover, you'll spend less time on scope and confuse your enemy with your movement.
  • Be careful of your surrounding. You should looking for some spots in the map, to check out the sniping position, the cover position when you miss your shot. Remember, if you miss your shot, try to hide immediately, or else enemy'll counter you
  • You can slowly leaving out of your cover while scoping, that let you preapre for battle more than enemy does, and just try shot him with bodyshot while do so
  • Besides, if you miss your shot, you can jump or crouch to change your hitbox, make enemy harder to hit, gain time to prepare for the second shot
  • It's better to be the second one to shot, but if you can shot him first, that's okay
  • Looking for the dot sight. That can reveal the enemy Sniper position
  • If your target wearing Darwin's Danger Shield, take a noscope bodyshot, then a quickscope headshot to finish him
  • If you use Huntsman, you have to believe in faith, predict enemy movement and shot. If you're lucky, you can hit him, or else, you miss ( :P )
Snipers vs Spies
Our nemesis.. I have to admit. It's really like Spy was born to take down Sniper. With his cloak and one-hit-kill from the back, he can sneak behind you and stab you to death. Also, he can disguise as your team, gain your trust then backstab you from behind. Nothing you can do in this situation, especially when you're scoping, you only can look forward. That's why you have to watch out for :

  • Be suspicious with anyone, especially the one who comes to your sniping place. It's really necessary. You don't want to be backstabed when you're sniping, right? Just use your Jarate or Melee weapon to perform a spy-check ( You can also try go pass him. If you can't, so he's the spy, but not recommend to do this )
  • Even if you kill the spy, there is possibility that it was his Dead-Ringer Corpse. Check it out by collect the ammo box at his corpse. If your ammo isn't filled, then it was a fake corpse.
  • Listen to the cloaking / Dead-Ringer sound. Listen to it, predict where the enemy is and try to kill him
  • Wear Razorback to prevent spy from backstabing ( not recommend )
  • When spy runs away, use Tribalman's Shiv or Jarate to hit him, leave a way for your team to track him down
Snipers in Casual and Snipers in Competitive
Welcome to the last part of my guide. In this part, I'll talk about what Snipers do in Casual and what Snipers do in Competitive

  • In Casual :

    Casual is where you ( mostly ) playing for fun. It's really crowded with many people, that mean with many classes too. In the case you want to play Sniper in Casual, notice how many people in the enemy team, and how many people in your team playing as Sniper. If that is more than 3, you should play other classes, otherwise, your team will lack of Offensive or Defensive class, make it harder to defend or attack enemy. Playing Sniper in Casual is simple : "Kill everyone you meet" or follow the target priority of mine, that'll be even more effective

  • In Competitve ( or Highlander Tournament ) :

    In Competitive, you rarely see someone plays Sniper ( in some special situation, like picking enemy Medic or clear the Sentry Nest ) because it is just 6v6, and everyone plays Scout, Soldier, Demoman, Engineer and Medic most. In competitive, you just need to pick enemy Medic and clear the sentry nest, you did good to team. In contrast, Highlander is 9v9 tournament, so you can play Sniper if you feel confident about it. Just do as this guide said and you'll be effective Sniper for your team. Just remember : Highlander is really different from Casual, that mean more teamwork. You should take note that. Don't be a greedy jerk only want to increase your kill, report enemy position and try to pick him if possible
Closing Note
Although this guide is my experience of Sniping, but that doesn't mean that's all about Sniping in TF2. You have to play, you have to feel, and you have to get your experience from yourself to be good at this class. Just reading a book of life doesn't mean you're life expert or something like that.

Once again, thanks Natz and Dead for helping me publishing this guide. Also thank everyone who read this guide. If you spot anything wrong, or you want to contribute, correct something, just tell me. I'll correct this

Have a nice day and good luck being a good Sniper !
6 Comments
𝑴𝒓𝑺𝒌 | 𝑲𝒂𝒏𝒂𝒎𝒊  [author] 7 Aug, 2020 @ 7:33am 
We are all from Zero to Hero, don't mention it :3
the nefarious grub 7 Aug, 2020 @ 5:30am 
that is the kindest thing i've ever heard
𝑴𝒓𝑺𝒌 | 𝑲𝒂𝒏𝒂𝒎𝒊  [author] 5 Aug, 2020 @ 8:27am 
I still think you could change. Good luck in the future :3
the nefarious grub 5 Aug, 2020 @ 8:09am 
Its not your fault, im just bad
𝑴𝒓𝑺𝒌 | 𝑲𝒂𝒏𝒂𝒎𝒊  [author] 5 Aug, 2020 @ 7:47am 
Aw, so sad :<
the nefarious grub 4 Aug, 2020 @ 9:08am 
guide failed me, I'm still absolute garbage :steamsad: