Team Fortress 2

Team Fortress 2

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Simple Guide to Not Sucking as Sniper
Da InuAres
I've been noticing an extreme lack of skill in a great deal of snipers lately, so I figured I'd lend a hand and teach a few folk how to git gud.
   
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The Almighty Intro
So, you clicked on the link. Congrats. You know how to point and click. You have the most basic skill of the sniper already. You're already on the first step. Good for you. Now on a serious note, its time for you to learn a bit more than just how to use a mouse. In this guide we're going to cover
  • The Basics
  • The Not-so-Basics
  • The Advanced
  • The Arsenal
  • The Training
Hopefully, after all of this, you'll be competent enough so your team doesn't groan when you switch to this underrated class.

Currently Being Worked on:
Edits and Additions to Already "finished" sections.
More Screenshots and Examples for easier understanding for visual learners.
The Basics
So, if you're just starting this game, your loadout probably looks something like this You're what we no-lifers affectionally call "A gibus". Gibuses are typically looked down upon for being overall "bad at the game". This isn't always the case, buuuut it mostly is. If you're not a gibus, then you probably know what I'm gonna say from here. Anyway, one of the absolutely most crucial things you should know as a sniper (or any class for that matter) is to



NEVER
STOP
MOVING

Using your movement keys is crucial to not getting blown up, lit on fire, or shot at. It makes you harder to hit in many many ways. Backwards, Forwards, Side-to-side, even crouching, never stop moving. You stop, you die. You cannot allow yourself to ever be an easy shot.

Another fantastic thing to do, as this works with almost all classes all the time is to be unpredictable. This means moving around, never staying in the same place. Ever. Move around, snipe from different locations. If you're predictable, you're dead.

Another very basic thing to do, and this may surprise you, but its to switch to either an smg* or a kukri* in order to unscope quickly. If you fall into this habit, you can react more quickly to enemies that get up close, and this will improve your chances of survivability. Of course, this only works if you have fast switch activated. Otherwise, just unscope normally.

*does not have to just be these weapons

Also, something you should get used to is the fact that you should be using your ears just as much as your eyes. Typically, if you utilize your ears, you'll be able to hear spies coming or listen for dead ringers going off.

Another FANTASTIC thing to do for all classes is activating hitsounds, hitnumbers, fast weapon switch and damage text overheads. Its a fantastic way to tell when you get a hit, and how much damage you've done. You can find these options in the advanced options in the main menu

The last thing I can think of for the moment (other topic matter may be covered at a later date with future edits) but its to not scope in for too long. You may think this is counterintuitive as you gain more damage the longer you're scoped, but scoping in severely reduces your field of vision. You need to be aware of your surroundings at all times. If you begin to have tunnel vision, its easier for an enemy to sneak up and kill you.
The Not-so-Basics
So lets say you're ready to get away from the basics. You're ready for something a little bit harder. Well, here you are, the next step. Now first of all, one main focus would be the health of each character, the damage you do, and what steps should you take to avoid getting killed.

Now, the health of each character differs by the weapons they carry or if there's a medic healing them, but typically

HEALTH

Scout: 125 HP His health can vary depending on the weapons he's got. For instance, he can have 110 health if he has the sandman equipped, or 140 with the pretty boy's pocket pistol.

Soldier: 200 HP, Battalion's backup will increase their HP to 220.

Pyro: 175 HP. Health will increase if they get a kill with the powerjack. (temporary)

Demo: 175 HP. This Class has the highest variable health. The Eyelander will reduce their health to 150, unless they're wearing the boot weapons, and each subsequent kill with the eyelander increases their health by 15 HP each time they get a kill (maxes after 4 kills)

Heavy: 300 HP. Overheal Max: 450. Increases Max HP (not overheal) by 50 temporarily after eating a chocolate bar or fishcake.

Engie: 125 HP. Overheal HP: 185 Gunslinger Adds 25 Health (150) and has 225 HP overhealed. Also annoying ass minisentry = no fun allowed. (I love using minisentries) of course minisentries won't pose a threat to a sniper unless you're oblivious.

Medic: 150 HP 225 HP overhealed. -10 health with the Vita-saw (210 overheal). However, this weapon allows them to retain uber (up to 20% charge) so expect to see the back in action a little bit faster than a regular medic.

Snipers: 125 HP (obviously). +25 health with the Darwin's danger shield. Also, this weapon adds bullet resistance, so getting a quick headshot will only do 143 damage.

Spy: 125 health. Big earner reduces health by 25 (100) and the kunai reduces the HP by 55 (70 total health). However, never immediately assume you've killed a spy. They have a watch known as the "Dead Ringer". This allows them to fake their death. It will say you've killed them, you haven't. they're cloaked, and running either towards or away from you. if you hear a loud cracking electrical sound, that's them decloaking.



HOW TO DEAL WITH THEM

Typically the best stategy is to stay as far away from your target as possible, but for different classes, there are little strategies you can use to outsmart your opponents.

Scout: If a scout is far away, predict where he's going. If he's strafing back and forth, bodyshot him. Even if you don't kill him, this will make him run for health. If he's close to you, try to melee him when he goes in for the close range shotgun blast for extra damage. Remember to strafe back and forth and make your movements unpredictable. If he's not close enough to melee, use your smg if you've got it. Remember to use your surroundings as well. Boxes, cover, corners, use these to your advantage. He may be fast, but he can be tricked.

Soldier: Far away, aim for the head. Soldiers are slow when they aren't rocket jumping and they take a lot of damage from doing it. If a soldier has just rocket jumped, aim for the body. The lower his health, the more likely he is to back off. At close range, do your best to strafe back and forth to avoid rockets. When he starts reloading either retreat or attempt to hit him with your melee or secondary.

Pyro: Always keep them far away. Pyro is THE close range class. Try to delay the pyro by doing whatever damage you can.

Demo: Faster than the soldier, but slower than you, should be pretty easy to headshot at long range, however there appears to be some sort of bug in terms of shooting his head from the side. At close range, watch out for stickyspam. If he's demoknighting, its time to play bullfighter and dodge his charges. Typically it isn't a good idea to try and melee a demoknight, but do what you have to. If he's using a zatoichi and you're low on health, use a kill key if you've got one, because you do NOT want to help that guy get all of his health back.

Heavy: easiest class to headshot. He moves slow. He makes a lot of noise. You'll hear him before you see him. If he manages to sneak up behind you or close to you, you're screwed. More than likely, he'll have a medic firmly shoved up his buns, so take out the medic first.

Engineer: He's more than likely busy with his buildings. Take him out first, then the sentry, then the dispenser. If he's playing battle engie and using a gunslinger, just keep poking him with bodyshots or smg bullets. Watch out for crits if he's using the frontier justice. Remember, the engie's main weapons are secondaries for other classes. While he's a formidible class, you don't need to take him too seriously unless he's got a building around.

Medic: Take this dude out first. It doesn't matter what class he's healing, take him out however you can. Make him pop uber early. Pressure him. If he gets close, watch out for the bonesaw. Due to the way crits are set up, the amount of assists he's got should give him a benefit in that regard. Don't let him run away as he can heal himself out of sight.

Sniper: Headshot contest. Who can kill the other the fastest? Typically, you want the other guy to fire first, before you scope in. This causes a reloading animation before he can fire again. Crouch, strafe, and spin (if you want) just be evaisive. Remember, headshots are what you're going for, but it's better to get 3 bodyshots than miss. If he's using the danger shield, get a headshot then a bodyshot. No sense going for the second headshot. If you have an smg, this works too.

Spy: This goes back to the tunnel vision thing. Be aware of your surroundings. A good spy will wait until you scope in before he uncloaks. This gives him an oppertunity to either stab you or pepper you with gunfire. As soon as you hear him uncloak, unscope. Also, a spy's hitbox stays the same regardless of disguise. Do not aim at the disguise's head, especially if it's a scout. If the spy takes a scout disguise, aim above the head of the "scout". this has a much higher chance of you getting the headshot.




DAMAGE

Primary:
Headshots will do 150 damage without a charge (unless your target has resistance to bullets or a dead ringer)

Fully charged headshots will do 450 damage with most sniper rifles except for
THE MACHINA which does 518 damage on fully charged headshot
Also, the bow weapons will do 360 damage on fully charged headshot.

no-scopes will do 50 damage with most rifles except for
THE CLASSIC which does 45 damage on No-scope and
THE HITMAN'S HEATMAKER which does 40 damage on No-scope
Also, it should be noted that
THE HUNTSMAN and THE FORTIFIED COMPOUND do at least 51 damage at lowest charge bodyshot, and 120 damage at full charge bodyshot.

Secondary:
The SMG weapons do 8 damage base. 12 at close range. 4 with far range.

Melee:
Most melee weapons will do 65 damage on hit, crits will do 195.
The tribalman's shiv will do 33 damage on hit, plus bleed damage for 5 seconds, and 98 damage with a crit + bleed damage.
The Shahanshah will either do 48 or 81 damage base and 146 or 244 damage with a crit. This depends on your health.

HOW TO NOT DIE

You're a sniper. Stay as far away from your target as possible. Zig-zag to avoid most bullets from pretty much every class. you also move faster when moving forward, not backwards. If you feel like taking a risk, try to do a quick headshot and finish them off with your secondary.
The Advanced
So ya made it. You're ready to take on the next challenge. You've gone past the gibus phase. you're ready to get down and dirty. So now its time to tell you the most important part of being a sniper.

You're a support character.

Each class is suited to be a team player, and the sniper is no different. With jarate, to the sydney sleeper, to even just dealing damage to the enemy, you're helping out your teammates to the best of your ability. Hence the TEAM in Team Fortress Two. Trust me when I say that if you focus more on helping rather than sniping other snipers, your team will LOVE you. I've been teaching you how to not die. Now its time to use your life productively.

VARIATIONS OF SNIPER

Stock Sniper:


Stock means the weapons you are provided with in the beginning or reskins of said weapons, example being what the awper hand is to the sniper rifle. same damage, same effect. no difference except the awper being louder. This set focuses on dealing damage. With this set, your targets are anyone causing trouble for your team. Medics, Heavies, Soldiers, Demos and Pryos are your main concerns. these are also fairly easy to hit. If you see an Engineer carrying a building or fixing something, shoot him. Leaving an engie alone will more than likely screw your team over.

Jarate Sniper


This can also be referred to as the "Tagging" sniper. With this set, you can either play anti-sniper, or assist your teammates by tagging key individuals so your teammates can deal extra damage. This set usually consists of a Sydney Sleeper, Jarate, and a Bushwaka.
Typically, you're gonna wanna shower your enemies with Jarate or Charge your rifle enough to spray someone with that glorious yellow stuff. Using your rifle has the added benefit of doing damage as well.

Rapid Fire Crit Sniper


The name will sound a little bit misleading, but the basics of this set are the Hitman's Heatmaker, the Cleaner's Carbine, and the Bushwaka. The purpose of this set is to give yourself a slight combat advantage if you are decently accurate. Essentially, after gaining kills or assists, your meter on your hitman's heatmaker will go up. This will allow you to fire much faster while scoped. The crit part comes from the bushwaka-carbine combo. This is a bit situational as the usefulness of this combo is being able to finish off an opponent with your carbine (which gives you mini-crits) and then using the bushwaka to deal full crits. This boost allows you to deal much more damage at close range and possibly turn a bit of a tide. Also, the minicrit boost can be used on faraway opponents as well so it doesn't entirely depend on your melee.

The Anti-Sniper

This one only requires one weapon. This is the "Darwins Danger Sheild" This will be one of the only times I ever suggest this weapon, but if you really need to take out a problematic sniper, even an aimbotter, then this will prevent you from getting instantly killed from quick headshots. Any sniper rifle will do for this as the purpose of this set is JUST to pick off annoying snipers.

The Bow Sniper

To be honest, this is just more fun than useful. Use a bow and whatever else you want. Go nuts and try to predict where the enemy is gonna be. Still, if you need a reason to use it, the bow is very efficient at close range in tight corridors, and you'll seldom ever be flanked. This is also typically more of an offensive set as it's difficult to pick off targets defensively from long range.


IMPORTANT TIPS FOR SNIPER

Always check to see if there are snipers on your team. If there are, you probably don't need to help out. This goes for pretty much every support class. I know this is a guide about being a good sniper, but if you really want to be good, don't go sniper when you're not needed as a sniper.

BE AWARE OF YOUR SURROUNDINGS. Spies, Scouts, and pretty much every class will ♥♥♥♥ your ♥♥♥♥ up if you have tunnel vision. This usually means that you're always scoped in and really aren't looking to your left or right.

ENEMIES CAN SEE YOUR SNIPER DOT. You want someone to poke their head out? Move your aim. If they don't know they're gonna get shot, they'll come out.

Don't underestimate your melee. It can save you more times than your SMG. Also, don't rely on it. Relying on them getting close enough to hit them may end up getting you killed.

Don't underestimate your SMG. If you get a quick headshot on any class, you can finish them off with your SMG before they get close.

ITS OK TO GET BODYSHOTS. You won't always be perfect. And this is fine. All you need to do is help out your team. If the enemy gets mad, that's not your problem. Be good to your team, they'll be good to you.

ITS ALSO OK TO USE YOUR SMG. If you gotta do some quick damage, use it. If they rage in chat, its their own fault.

If you're going up against another sniper, ideally, you want to have them scope and fire first. This allows you to have a few seconds of breathing time as they do the reloading animation.

If you're going up against a scout, wait for them to use their second jump if they're in the air. They will try to dodge your shot if they're able. Also, if they're running in a straight line, look where they're going and try to predict where their head will be.

If you're going up against a rocket jumping or sticky jumping soldier or demo, wait for them to be at the height of their jump. This is when they are slowest and will be the easiest to pick off.

If you see a Heavy medic combo, take out the medic. Sometimes you won't be able to do this, so scare off the heavy with a few quick headshots. This may build the medic's uber faster, but it could buy you a few more seconds to get a better shot.

Learn the signs of a dead ringer. If you press tab and look at your kills, if it doesn't go up, it was a dead ringer. And remember, Listen Listen Listen. Your ears WILL save you.

As tempting as it may be, don't ask for a pocket medic if an enemy sniper has one. They have two players essentially being useless, so there's no reason for you to do the same. Besides, if the sniper needs a medic, he's probably not all that good. Or they're trolling. (Usually trolls will use the darwins danger shield and have the Medic use the vacinator with bullet resistance)

Bodyshotting a Medic with Uber may be one of the best things you can do if you want to assist your teammates. Trust me, if that medic pops his uber, you're going to have a bad time. - Tip from Josey (Thanks for the contribution!)

- Also contributed by Josey, thank you so much!

It's a good idea to Not scope from behind a wall as the slow speed can get you shot much more easily when you poke your head out. -Tip from Lumpy Custard (Thank you!)
The Arsenal
In this list I will go over the different weapons that the sniper uses and when to use them. I will not be discussing the damage.

PRIMARIES

Sniper Rifle/Awp: Great for Damage. Great all-around. Balanced and easy to use. No drawbacks.

Bazaar Bargain: This weapon was recently BUFFED by the gun mettle update. Getting quick headshots without charging can help out with the slight debuff in the beginning, and this definately becomes worth it when you don't have to wait for a charge and have the meter filled up partially even when just 'quickscoping'.

Hitman's Heatmaker: In my opinion, an improvement to the sniper. The silenced barrel and speedy scope shots make this weapon a viable choice. Bodyshot damage reduction will punish newer snipers. Fantastic rifle for MvM when paired with explosive headshots as you can cut through the smaller bots next to the bigger bots just by focusing on the big bots.

Bows: Very Fun. Can be used indoors in tight hallways for maximum effectiveness. Arrows are easy to dodge.

Classic: Its a weapon meant for camping. You can only get headshots at full charge which means you're going to be standing still or moving slow for a long time. I suggest not using it unless you're trying to 360 no-scope or some BS.

Machina: The lack of no-scopes may turn people off, but the extra damage and possible body piercing bullets can turn a heavy medic combo into mincemeat. This isn't a weapon for running and gunning, but you can definately do some damage on a row of enemies. It's best to relocate after firing a shot as the tracer round will give away your position.

Sydney Sleeper: Excellent for tagging key targets so your team can do extra damage. Also great for MvM. Can also be useful for pestering other snipers. Recently buffed by the Gun mettle update as you no longer need to charge halfway to tag people with jarate.

SECONDARIES

SMG: Good for doing quick damage. Can finish off enemies quickly. I suggest getting one headshot on most classes and then using this weapon. If you can't do that, use it while running away to do some bothersome damage to any enemy persuing you. Even if you die, you'll still have done something.

Cleaner's Carbine: Recently nerfed by Tough Break. This weapon requires constant fire into a target in order to fill a crikey meter. The weapon has less ammo and a slower firing speed than the SMG. I suggest not bothering with this weapon anymore.

Cozy Camper: If you're able to run away, you'll be fine. The lack of flinching after getting shot is fairly situational. This weapon was also buffed during the gun mettle update. You now no longer take extra damage whilst using this backpack. Though the lack of a smg may hurt your playstyle, it is a great pack for camping.

Darwin's Danger Shield: Good for anti-sniping. Other than that, not much else. May take a few more Minigun shots to the face.

Jarate: Great for team players and for close range combat. The recharge time can leave you open to other attacks though. Putting out your teammates also gives you positive karma and a little bit of cooldown.

Razorback: No, do not use this item. It has one use, and one use only. backtracking back to spawn will not make you useful, and you're more likely to get shot by a spy when they see it on you. Basically, you're pretty much screwed out of a secondary slot. If you seriously hate spies, use jarate, or pay attention to what's going on around you. All it takes to kill you is just 3 revolver shots or 2 ambassador shots and you're dead at close range.

MELEES

Kukri/Reskins: You're fine if you use these. They're all equal. The pan doesn't actually get more crits than the other weapons, its just louder and more annoying.

Tribalman's Shiv: The bleed damage may sound nice, but realistically, it just means you're going to die and then they'll die afterwards. typically you're gonna wanna just kill your enemy right there and then. Getting a hit in if they're running however, can turn their dash for health into an hilarious timer to death.

Shahanshah: A good idea to use this, but then again, If you're already on low health, you're more than likely going to be running away than chasing someone with a melee weapon.

Bushwaka: Useful if you have jarate. A scout with a fan of war also might assist you, but typically that does not happen. Damage is not reduced, so you'll still do the base 65 but due to the recent gun mettle update, you're more squishy with it active. Use it with caution.
The Training
You may be confused as to the purpose of this section. The idea is to work on your accuracy, reaction time, and speed. The following are tips you can follow to make sure that you can work on all of this.



First off, rather than aiming solely for headshots, aim to hit. When you start hitting your mark each time, you're ready to experiment with the rest of the hitbox. Its ok to get bodyshots, and its definately ok to start off small.

Secondly, Practice throwing your jarate. Getting a feel of how far it goes, and how much spread it has will save you more times than just entering a game and expecting to always spray somebody.

Thirdly, get a feel for distance. You can do this by meleeing your teammates. If you hear the solid thunk of hitting someone, you know how far away you can be to hit someone. Its a weird strategy, but it works.

Fourth, try to aim for where someone is going to be, not where they are. You'll usually be a second too slow otherwise so work on anticipation.

Fifth, move around. Always. If you scope while doing a variation of strafing and crouching, you'll be able to dodge while getting shots off. The more evaisive you are, the more formidible of an opponent you will be. Also, this should help you get a feel for your speed while scoped. Its a good idea to feel around for how fast you strafe while unscoped as well.

Sixth, NEVER go to any map where the spawns are directly across from each other. If you play on these maps too often, you begin to develop a tendency to stare at one spot and not anticipate getting flanked. Remember, tunnel vision is bad.

Seventh, always always always make sure to look around. Learn the map. Learn your environment. Listen to the sound of footsteps. scoping in quickly and getting a quick headshot is better than staying scoped and staring at one spot. You may have a higher charge, but that won't help when there's a spy ready to shove his quivering, hard knife firmly into your soft, supple back.

Eighth, If you want to get better at aiming, try to look roughly eye level. If you're on a slope, look where about the head will be. This means that you'll be in a better position to kill someone and more likely to get a speedy kill. A lot of this has to do with prediction.

Ninth, another thing you could try for aiming is to pretend as if you're playing rock band or guitar hero. Predict where your enemy is gonna go and fire when the head lines up. This doesn't always work, but Its a good strategy for beginners. - (Strategy courtesy of "Hello This Is Roger")

Tenth, Practice on pub servers. Seriously, I can't really tell you how much practicing will boost your skills. You won't be a pro just for reading a guide, you know, I can only suggest what you can do to improve, not how to do it. There's no magic word to suddenly make you excellent at aiming, that just comes with experience. When you start getting a feeling for hitboxes and speeds, try your luck on sniper servers, trade servers, and possibly competitive. Trade servers are just a good way to deal with people who are solely there to trade and kill. Not do objectives. Of course, it is dependent on the map.
MvM Sniping
Going on a fact finding tour for this section. More will be added as time goes on!

Introduction to MvM sniping
Sniper, in MvM, is often looked down upon. He doesn't have a very High DPS and typically people don't aim to help out their teammates while using him. However, he can be EXTREMELY useful, especially if you use him right. Still, as useful as he can be, typically another class can be more helpful. However, if you feel you've got a nice strong team going, and you think a sniper would be good for the situation, then go for it. He's a fantastic assassin. Especially to key targets.

Who to target and when to target them

Priorities in order:

ANY BOT WITH THE BOMB THAT IS TOO CLOSE TO YOUR BASE

You have the longest range. If you see a bot getting too close, take him out. Your team is either busy or dead and they will blame you if you let it go by. This should be your number one priority at all times.

Medics

Leaving an enemy medic alive is a bad thing in both MvM and Competitive play, however, It is much worse in MvM. When you have a giant health-stealing crit black box soldier with 10000 health, and it gets ubered by a tiny medic, you're pretty much screwed.(this does not mean that medics in MvM are smart though). Do your team a favor and take out the medic. This, however, can be done in several ways. You can either aim for the medic itself, OR you can buy an upgrade called "Explosive headshots" headshot the giant robot, and the medic will die from the damage. Sydney Sleepers can also use this upgrade.
Target the Medic before attacking the giant robot.

Giant Robots

These guys should be taken care of after you deal with their medics. And usually, you want to focus all of your firepower on dealing as much damage to these horribly overpowered robots. If you have a sydney sleeper, aim to tag these guys and keep them tagged with jarate as much as possible so your teammates can do some extra damage.

Sniper Bots and Spies

If left unchecked, these guys can screw your team over. Sniper has exceedingly long range and can benefit your teammates by taking out these guys, especially if your team is focusing on doing close range damage.

Heavies, Soldiers, Demos, Pyros.

If there are no other threats, focus on dealing damage to these guys. They're typically beefy and knocking them down to 150 hp or less can help your team deal with them quickly.

Engineers

Again, you have the longest range. Use it to pick this guy and all of his stuff off.

Scouts

If you have no other targets, take out these speedy guys. They're hard to hit, so usually you want to aim for the body. Realistically, your team will be focused on mowing them down, but it's a good idea to help out when there are few other targets. A single explosive headshot in a group of scouts can also take out a large chunk of them, so if you're confident, aim for the head!

Tanks.

Sniper has extremely low DPS and you can't get a headshot on a tank. These guys come at the bottom of the list. If you gotta, Don't shoot these, just melee. Melee has a higher damage per second than a sniper rifle, and charging takes time.

SETS TO USE IN MVM

Note, I suggest using jarate for whatever you choose, but if you're going to mess around, feel free to use smg.

Jarate Sniper


This set is great for tagging targets, just like everywhere else (I had refered to this as "Best friend" because the sole purpose of this is to assist teammates in doing damage). As you well know, the sydney sleeper doesn't have any headshot damage nor does it have a lot of base damage on bodyshot. What it does have, however is the ability to coat people in jarate. This is unbelievably useful against giant robots. Also, when adding the explosive headshot ability, you can still gain the explosive headshot boost, but you still won't be able to get extra headshot damage.

Hitman Sniper:

Gathering a screenshot of him in action, be patient!

This set is absolutely fantastic. Once it gets going, its hard to stop and you'll find yourself getting headshot after headshot. The reason I say this is because of the charge on the bottom of your screen (or elsewhere if you have some hud alteration). What the charge does is it allows you to continue firing without unscoping. You get a kill, you get a bit of charge. one kill gives you about 33% charge, an assist gives you half of that. This means that with one kill on any robot, you can get a pretty decent charge. Where this set really shines is when you have explosive headshots.
Explosive headshots plus the rapid fire sniper rifle charge = you're gonna take down a group of robots or a giant robot VERY quickly. Sometimes even both. I don't want to call this "Overpowered" but it really kinda is. Because of the DPS and lack of needing to unscope after every shot with charge enabled, you're golden. The only problem I feel is finding ammo.


MVM UPGRADES: (Being worked on. Also somewhat debatable)

Explosive Headshots:
As is said below in the tips and comments (thanks everybody!) explosive headshots are probably one of the best, if not the best sniper upgrades around. It basically allows you to take out large groups while focusing on a single target, basically giving you rocket splash damage. Furthermore, its extremely useful if there's a giant robot as it takes out everything around the robot. And due to the fact that the robot is a massive target, you can take out many small fries.


Tips:

1: Remember, always move around. You cannot expect projectiles to be blocked by your team. - Credit to "A Professional Noob"

2: No matter what you're doing, always, always, ALWAYS take the upgrade Explosive Headshot first. This is a must. This deals approximately 150/170/190 base damage to all robots near your target, allowing you to mow down hordes of robots in one or two shots, from across the map, faster than any other class. Also, if you get kills with this, the money appears red and collects itself. Also, that damage can be increased by mini-crit sources . Also, IT SLOWS DOWN THE TARGETS IT DOESN'T KILL BY 50%/65%/80! - Credit to Jar Jar(até) Binks, thank you for your contribution and permission to post this!
CONGRATULATIONS
Well you've reached the end of this guide. Hopefully you've learned quite a bit. I am aware that I've more than likely have a crapload of typos within this guide but I'm sure I'll fix them at a later date. If you see any errors, let me know, and they'll be dealt with. If you have any other suggestions or edits you think I should make to this guide, feel free to say so in the comments. Don't agree with what I say? Well, I'll be glad to hear you out. Who knows, you might improve this guide considerably.

Also if you wanna help out a lil bit, feel free to rate the guide however you want. Leaving it unrated won't help out anybody.

I'm InuAres, and I hope you've enjoyed this little tutorial.
75 commenti
InuAres  [autore] 1 giu 2019, ore 12:55 
quite.
demo got the stickys uh 1 giu 2019, ore 12:30 
penis
Bezerk 7 nov 2017, ore 7:13 
my name jeff
dubzy 1 mar 2015, ore 16:45 
i am a sniper main, and sniper isnt a support class. Its a pick class for picking off players. For training, you forgot tracking, osu, and muscle memory. A good map for muscle memory is tr_aim_training_b13. For highlander sniper, you go for picks. priorities are med, sniper, demo, heavy, and other classes. If your team has uber, go for the pyro. Stuck on sentry, go for engi. other comp. stuff is aim and positioning. The rest of the guide is good doh. Good job.
Faolan 3 feb 2015, ore 15:43 
Even with this amazing insight for MvM, i still get kicked no matter what, no matter how good i do, or if its boot camp. Even if i have only 1 tour, its still a nonexistent digit on a screen that means nothing. This needs to stop, loads of people need to learn a little thing called tolerance.
Harmless 3 feb 2015, ore 12:12 
Finally, someone who doesn't look down upon the SMG and Sydney Sleeper. I really enjoyed your guide.

I'm working on a MvM guide too, and although I'm not a UGC gold sniper or any of that, I can help out with this guide seeing as others are contributing too.

Machina in MvM can one-shot sentry guns/teles with minimal damage/charge upgrades, and as a result Engineers rise higher on your priority targets when using the Machina.
i am afk 3 feb 2015, ore 7:24 
As for ammo, outside of the upgrades there is a single spot on every map the sniper can stand to grab a decent amount of ammo in between bots dropping.

Finally: LEARN TO HEADSHOT SENTRY BUSTERS. It's just a giant samurai demo hitbox for the head.
i am afk 3 feb 2015, ore 7:24 
Regarding MvM Sniper, if you're going to fight a tank have the bushwacka equipped and sit with a buff banner solly. On Hamlet you can easily join your solly and have the most tank damage.

My upgrades are always explosive headshot (max first) then reload speed maxed. followed by 1 ammo and 1 health on kill. You can just max your damage after that... Since you're using heatmaker, the charge is nice, but more of a luxury than necessity. I'd rather do quick slightly lower damage headshots instead of waiting the time to charge. [Note, these are my general non-tank upgrades, bushwacka attack speed x2 is best to get at the start of a tank wave before any other upgrades]

Sydney Sleeper can get headshots when crit boosted, so if you have spare cash use a crit canteen to let you actually headshot giants.

› Cream Gravy 2 feb 2015, ore 18:41 
As a silver sniper who did duels with wagers and dueled from a craft hat to a smoking hallmark, this guy knows his shit.
Sir Yeet 2 feb 2015, ore 18:33 
nice