Difference between revisions of "Sniper (6v6)"

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[[File:SniperIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Sniper]]
 
[[File:SniperIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Sniper]]
Snipers are usually an offclass; generally, if a team wants a sniper, one scout will go sniper. As one of the most potentially dangerous classes in the game, the Sniper relies heavily on sight lines in a map, and their own team's ability to call the positions of enemies. This combined with the inability to protect itself in direct combat with a [[Scout]] or roaming [[Soldier]] forces Snipers to play defensively, usually staying as far away from a choke point in between pushes as possible, and waiting for the chance to punish enemies who over extend. Who you target as a Sniper in 6v6 is dependent on the situation. If you're pushing a point or waiting for the enemy team to push a point, killing a medic who has Ubercharge or is close to having Uberchage can significantly weigh the odds in your teams favor, forcing the enemy team to fight against an Uber without one of their own. High damage classes such as the pocket Soldier and the Demoman are also vital picks.  
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Sniper is an offclass on most maps, most often run to defend the last point in 5CP maps. Generally, if a team needs him, one of the Scouts will change class to Sniper. While arguably the most dangerous class in the game, Sniper relies heavily on sight lines in a map, and his own team's ability to relay enemy positions. He is also rather ineffective when confronted by a [[Scout]] or roaming [[Soldier]], forcing him to stay as far away from the area he is defending as possible, waiting to punish enemies who overextend. Who he must target depends on the situation, but the [[Medic]] is almost always a good pick, especially if the enemy team has an Uber advantage. Players in the enemy combo such as the Demoman and the Pocket Soldier are also good picks, and killing one of them can turn the tide of the game.
  
 
== Strategies ==
 
== Strategies ==
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Before switching from Scout to Sniper, consider the costs of doing so; Sniper has average movement speed and capture rate, and poor direct combat capabilities. If you choose to switch, focus on picking off dangerous enemies from a distance.
  
Try to get picks when you can. It is good in some situations to wait for a Medic pick if the opportunity arises, but if you have a sight of a Soldier or Scout, the number advantage alone can assist your team. Keep track of both the scoreboard and what you see while playing. If one of their Scouts is doing exceptionally well, then killing him is something that would be beneficial to your team.  
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Try to get picks without putting yourself at too much risk. While passing up a free kill on a Soldier or Scout may open up an opportunity for a Medic pick, taking the shot will give your team a numbers advantage. Consider using the scoreboard to identify high-value targets; if an enemy player has an unusually high score, he is likely giving your team trouble - try to kill him first if the opportunity arises. Even if you don't have time to charge up a shot, an uncharged headshot will greatly weaken enemies, who will often have little choice but to retreat, taking pressure off your team.
  
A Sniper can provide extremely high damage output that give enemies little choice other than to retreat to cover or countersnipe. His biggest disadvantages though are his long transit times compared to Scout, his poor capping capacity, and his vulnerability when alone. As such, snipers should not focus on capping but instead on picking of targets. A sniper should stay back from the main fight and attempt to pick off long-distance targets. A good sniper can easily turn the tide of the game, by killing the opposing medic or demoman.
 
 
In 6v6, Sniper is, most of the time, used when a team is trying to push into last. When the sniper gets a good pick, that will be the basis for the entire team to push.
 
  
 
== See Also ==
 
== See Also ==

Latest revision as of 19:15, 4 June 2022

SniperIcon.png

Sniper is an offclass on most maps, most often run to defend the last point in 5CP maps. Generally, if a team needs him, one of the Scouts will change class to Sniper. While arguably the most dangerous class in the game, Sniper relies heavily on sight lines in a map, and his own team's ability to relay enemy positions. He is also rather ineffective when confronted by a Scout or roaming Soldier, forcing him to stay as far away from the area he is defending as possible, waiting to punish enemies who overextend. Who he must target depends on the situation, but the Medic is almost always a good pick, especially if the enemy team has an Uber advantage. Players in the enemy combo such as the Demoman and the Pocket Soldier are also good picks, and killing one of them can turn the tide of the game.

Strategies[edit]

Before switching from Scout to Sniper, consider the costs of doing so; Sniper has average movement speed and capture rate, and poor direct combat capabilities. If you choose to switch, focus on picking off dangerous enemies from a distance.

Try to get picks without putting yourself at too much risk. While passing up a free kill on a Soldier or Scout may open up an opportunity for a Medic pick, taking the shot will give your team a numbers advantage. Consider using the scoreboard to identify high-value targets; if an enemy player has an unusually high score, he is likely giving your team trouble - try to kill him first if the opportunity arises. Even if you don't have time to charge up a shot, an uncharged headshot will greatly weaken enemies, who will often have little choice but to retreat, taking pressure off your team.


See Also[edit]