Home > Gaming, PC Games, Steam > Team Fortress 2: Advanced Techniques/Tips for the Sniper Class

Team Fortress 2: Advanced Techniques/Tips for the Sniper Class

Hey, Frayed Wire readers! This is a post Josh made on his old site, but is now being moved here!

Nothing is more annoying than when you manage to infiltrate the enemy base, only to be immediately silenced by a distant, steady handed sniper. And nothing is more satisfying than being that all-powerful sniper, waiting in the shadows for that opportune moment; when you can expertly plant a bullet in your opponent’s head.

The sniper is a hard class to master, but with patience, a bit of luck, and the following tips and strategies, you could be racking up dozens of head shots in no time. And you’ll undoubtedly develop an ego as big as Kanye West’s. If that’s possible.

1. Only shoot heavies when your gun is charged.

If you’re going to bother going for a Heavy, make sure you charge your gun (this is done by simply waiting in the zoomed view – a lighting bolt will appear next to a set of bars when it is fully charged.) Heavies have a huge amount of health, especially when there are medics accompanying them. If you don’t bother to charge your gun, even a well-placed shot to the head most likely won’t kill the heavy. However, a head shot from a fully charged sniper rifle will kill the heavy instantly, guaranteed.

If your shot fails to kill him your cover is blown and you’ll be murdered within seconds by him and any of his team members. With a charged shot, you’ll have a much better chance of quickly eliminating this powerful enemy.

2. Hide your laser dot.

Nothing gives a Sniper away like his laser dot – the result of zooming in your Sniper Rifle. If the enemy sees that colored dot resting on the wall right outside the door they’re about to exit, they’re going to stop and come up with a strategy to kill you. Don’t think so? You think they’ll just blindly run on through and you can take them out quickly with a headshot? Believe me, it’s not that easy. Maybe you’ll find opponents dumb enough to fall for that at first, but when the others see their teammates falling to some unseen force, they’re going to launch a counter attack. This counter attack could consist of a cloaked Spy backstabbing you, a Soldier shooting rockets at your location (forcing you to move), a Demoman lobbing grenades or sticky bombs at you, a couple Snipers of their own taking you out (from out that doorway or not), or a number of other things.

So to avoid all this pain and death, what should you do? HIDE THE DOT. Instead of putting it on the wall just outside their doorway (where they can plainly see), try positioning the dot on the doorway. This way, only you and others already outside can see it, and those who still haven’t passed through the doorway have no idea there’s a Sniper watching their location.

Of course, even if you are hiding the dot, after a few headshots the enemy is going to know there’s a Sniper aiming at that doorway. You’re going to have to switch locations, which brings me to my next point.

sniper_tactics1.jpg

This Sniper is practicing two good strategies – Hiding the dot and charging the Rifle. Enemies coming in from that entrance will not see the laser dot, and therefore will not worry about a Sniper attacking them. They will be surprised once a shot comes out of nowhere towards them.

3. Repeatedly change your location.

A necessity to being a good Sniper is the element of surprise. If you stand at the same spot (even if it’s a good spot) for too long, you’re certain to be killed, whether by Spy, Soldier, another Sniper, or whatever. Other Snipers on the other team may even copy your location strategies, which is always annoying. I never follow a solid rule about when to change locations, but I think it’s safe to say that in general locations should be switched about every 3-5 kills. However, like I just said, this is a general bit of advice – do as you see fit. If you are well protected, you really might not have to switch. If there are turrets and other teammates all around you, even the Spies will have a hard time getting to you. Also, think outside the box and don’t be afraid to try new strategies every once in a while. I remember a game I played at 2Fort where I sniped about 3 people while swimming underwater!

4. Don’t underestimate your kukri.

People seem to rely on the Machine Pistol when it comes to close combat, but in my opinion, the kukri, with it’s great range, works much better. If the enemy infiltrates your base or your hiding place, sneak up on them and slash them in the back if you can. From a point blank range, the kukri can do anywhere from 45 to 85 damage. While the Machine Pistol isn’t bad, it isn’t nearly as strong as guns other classes use, and it’s loud noise will grab other players’ attention as well as the one you’re attacking. Use the Machine Pistol if there are multiple enemies surrounding you, but with one opponent and the element of surprise, the kukri will get the job done.

5. Avoid Pyros.

Snipers suck at close combat. Pyros specialize in it. If you see a Pyro approaching your location, you need to either kill him quickly or run away. You might suppose that strategy would apply to all classes, and maybe it does. I’m just warning you to be especially vigilant in your look-out for Pyros. If one of them gets close to you, that Flamethrower will kill you very quickly, mostly because you’ll have little chance to fight back. If you were in the zoomed view with your Sniper Rifle, the time it takes to zoom out, pull out your Machine Pistol (Using the Kukri against a Pyro isn’t a very good idea at all – you’ll have to rush into the flames to get close enough to use it) and attack will be enough time for that Pyro to burn you alive. Call it a bad strategy, but I’m not exaggerating the abnormally large danger of a Pyro to a Sniper. You’ll see what I mean after you’re burnt to a crisp again and again.

6. Crouching makes you a smaller target.

When there’s a chance that another Sniper may be trying to shoot you, crouch down to make yourself a smaller target. It greatly cuts your walking speed (especially if you’re zoomed in with the Sniper Rifle), but it’s well worth the extra cover. If you can see the opposing Sniper aiming for you, then you shouldn’t be crouching – you should be running away! Then you can come out of your cover and try to shoot him before he shoots you. You should crouch only when there’s a chance an enemy sniper is around. Plus, crouching makes you harder to see in anyone’s eyes, so soldiers/whatever might not be so quick to shoot at your location.

7. When it comes to Scouts, aim for the body.

Scouts are very fast, so aiming for the head is futile when they’re running away. Aim for their body – it’s a much easier target. This is if you’re using the Sniper Rifle, of course. Close up, the SMG should work, but it takes a VERY long time to kill them when they’re at full health. Once again, I’ll recommend the Kukri. They might use their Scattergun on you at point blank range however, which is incredibly lethal… it seems the best strategy is to finish them off when they’re far away from you, and run if they get too close.

8. Set your mouse sensitivity to fit your needs.

Some people are better with the Sniper when their mouse sensitivity is low, but most prefer it at a higher setting. This gives you the ability to turn around fast, or follow a quickly-moving enemy that tries to escape. It isn’t a good idea to go straight from 1 to 12 in one round, because I can guarantee you won’t be used to the new settings right away. Gradually go up by a single number, or half of a number, every round. This will ease you into the higher sensitivity.

9. Who do you kill first – the medic or the person they accompany?

Most people would assume that killing the medic first is the best idea, but there are actually a few reasons why it would be better to kill the person they are healing. The first is that upon killing the medic, other players on that medic’s team will become instantly aware of a sniper aiming at them. So will they run for cover? Probably not – in fact, they’ll most likely look for your laser dot and trace it to your location, then release a full-out assault on you. The second is that it would be better to get a medic fighting alone than a Heavy/Soldier/Demoman, etc. If you kill the medic, the recipient of the healing won’t be getting a huge health boost anymore, but they could probably fit in a couple more kills before they die. The Syringe Gun is a pathetic weapon at best, and the medic will most likely take a more defensive strategy when they realize no powerful ally is covering them.

Another reason to kill the medic last is because of time. A single fully-charged headshot will kill anyone instantly, so if you just wait a little while to charge your shot, you can kill the heavy/soldier/demoman, etc. and thus cause the weak medics to run away in a hurry. If you try to pick off the medic(s), you’re only giving the player being healed more time to attack. It takes less time to charge a shot, kill the heavy/whatever and cause the medics to run away in panic than it does to try to kill the medic(s) and then try to kill the player they were healing (who’s probably still on a killing spree).

However, there is a risk you are taking if you choose to go for the fighter first. If your shot fails to kill him, his health will be quickly filled, and the Medic’s Uber will charge faster. If you are new to the Sniper class, going for the Medic may be a better idea after all, so you don’t end up helping the other team through your amateur shots.

In the end though, I think we can all agree that this is a very situation-specific issue. I guess my tip here is to kill the fighter first if you can. The order really isn’t anything worth arguing over as long as the enemy is killed.

10. Turn on the fast weapon change.

Absolutely essential for all Snipers is the fast weapon change. When turned on, you won’t bring up the list of weapons when you press 1, 2, or 3 trying to switch. This is very important because when you suddenly find yourself being attacked when you’re zoomed in with your Sniper Rifle, you’ll need every second you’ve got to turn around and start sinking bullets or blades into the guy. Pressing the button twice to change weapons is just simply too slow, so make sure you turn on the fast weapon change in the options menu.

11. When on the move, keep the Machine Pistol equipped and stay with others.

Like I’ve said before, a Sniper can never be safe for long in the same spot, so you have to be on the move continuously during the round. However, some precautions must take place in order to avoid a lonely and/or embarrassing death. The first of which is to stay with others. The Sniper isn’t the best at defending himself, especially against a more powerful enemy like a Soldier or a Heavy. If you stay in a group (even if that group is made up of only 1 or 2 other people), your chances of survival are much greater. It’s a good idea to stay with strong classes, but it’s still better to stay with a group of Medics or other Snipers than to stay by yourself.

Next you’ll need to make sure you keep the right weapon equipped while on the move. While I prefer fighting with the Kukri, the Machine Pistol is the best choice. If you run into an enemy while scouting out the next sniping spot, a Machine Pistol attack will be able to reach them whether they’re close to you or far away. You can definitely switch to the Kukri if the situation calls for it, but start with the gun.

By the way, you definitely will not want to try to quickly zoom in with your Sniper Rifle. It was not made for close-range, one-on-one fights, but long range shots while the user is in cover. Try it if you want, but you’ll see that it’s not going to work.

By Josh60502

Categories: Gaming, PC Games, Steam Tags: , ,
  1. Nessmk2
    October 29, 2008 at 6:04 pm | #1

    I disagree with your assessment of the syringe gun. Used by a competant medic, it can be incredibly deadly at mid-to-short range. If they can arc the shots, it’s even a danger at long range as they can hit you from cover.

  2. Jesus
    May 12, 2009 at 9:07 pm | #2

    A fully charged headshot will not not instantly kill any enemy a medic is healing as you said it would. A heavy or soldier that is overhealed to 150% health can survive a headshot, even a crit. A fully charged crit headshot gives you as much damage as the target has health, like the spy’s backstab, but unlike the backstab it only works when their health is 100% or less.

    • greg567
      March 16, 2012 at 7:44 am | #3

      i disgree i killed many people that were overcharged with a headshot it kills no matter what the health is if its fully charged and the enemy your aiming at is in the way you will kill them with a headshot but body shots, no a fully charged sniper bullet to the body will not kill any class if there over healed no matter what it wont work but if it were a head shot yes it would

    • ffsnoobz
      March 18, 2012 at 4:13 am | #4

      Actually a fully charged headshot does 450 damage and a spies backstab does 6x the victims health damage, so headshots WILL kill any class when fully charged.

  3. anon
    June 4, 2009 at 2:03 am | #5

    Actually Jesus, a fully charged headshot will kill any target regardless of overheal. A headshot is always an auto crit so it will do about three times the average damage of the rifle. At full charge, a headshot will always do 450 damage, enough to kill even a fully charged heavy. Lrn2research.

    http://tf2wiki.net/wiki/Sniper_rifle

  4. zinya
    July 14, 2009 at 1:11 pm | #6

    Another reason to kill the medic first is if you know he has an ubercharge ready. I’m sure others will agree with me that the most annoying thing is to get headshot with an uber ready to deploy (or the second before you were going to deploy it. Ffffffffffff).

    • milk
      August 16, 2011 at 9:04 pm | #7

      But if you kill the fighter, the medic won’t have anyone to ubercharge unless someone else is there, and that person would probably be a worse candidate or the medic would have tried to support them first. Also, it would take some time for the medic to do that and there would be much less of a chance you will be killed.

      • boosra
        April 23, 2012 at 11:45 am | #8

        “much less of a chance you will be killed.”

        Its TEAM Fortress. Picking medics above all else is the right play 95% of the time.

  5. Dave
    November 21, 2009 at 3:50 pm | #9

    Yeah what do you suggest when wealding a sniper rifle? Jarate or razor back?

    • November 21, 2009 at 7:35 pm | #10

      I tend to use Jarate, since I can pull it out quick when I’m about to die and throw it as a final move. If there are some particularly good spies on the opposing team though, I would use the razor back. It all depends on your taste.

  6. Froob
    April 21, 2010 at 1:35 pm | #11

    I play 6v6 as a sniper and I reccomend sub machine gun over jarate and razor back, this is because it provides amazing offensive and defenive capabilities due to it’s rate of fire and accuracy.

    If you hit scout for example with a scoped or non scope sniper rifle round you could easily finish off the scout and mid-short range with the submachine gun. Or you could kill a full hp scout with it if you can keep up with his doubles jump, what you will be able to after you get enough experience against scouts.

    If you detect a spy you could easily chase them away/kill depending if they are using dr with the submachine gun. You shouldn’t actually be killed as a sniper by a spy as your play style should incorpate unscoping and turning 180 dregrees constantly.

    You can pretty much close range any class with the submachine gun as it allows you to pop around corners and spray them, then flank and repeat.

    the sub machine gun will save your life a lot more then the razor back or jarate

    sure the jarate offers 50% more damage upon oppant, however you could deal that damage with the sub machine gun.

    The razor back offers 1 back stab block, however any spy with a brain would swap out to their revolver/ambassador and just shoot you.

    but then again in 15v15 pubs i guess jarate would be more effective as your play style would involve no use of the sub machine gun lol.

  7. rawr
    September 1, 2010 at 12:19 am | #12

    I would actually recommend jarate over the sub machine gun. At mid range the sub machine gun pathetically weak and has bad spread, making your sniper rifle a better choice. At close range it does way less than the kukri. Your jarate is good for anything close to mid range, as long as you can throw it properly.

    The only classes you would even be facing at close range would be spy, scout and pyro.

    A good spy would kill you regardless of what item you had. If you had jarate or smg he would stab you. If you had razor back one hs and two body shots with the ambassador will kill you.

    A good pyro will screw you over, no matter what, but if you manage to get away from his flame thrower you can extinguish yourself with jarate, then proceed to shoot him repeatedly with your sr, which will do more damage then your smg anyways.

    Just try killing a scout with your smg. You will find that it takes about 10 years and a billion clips to kill one at full health. You’re much better off with a jarate and kukri rushing or sniping. Jarate also scares people.

    And never ever ever ever EVER use the razorback. Or the tribalman’s shiv. All they do is counter bad spies. Good spies will screw you over anyday

  8. mes_gots_its
    October 23, 2010 at 4:53 pm | #13

    I recommend Jarate over the SMG for one reason: The Bushwacka. If you hit an enemy with it while they are Jarate’d, it will be a garenteed crit, which can one-shot most classes short of Soldier and Demoman.

    Just don’t use the Sydney Sleeper or the Darwin Shield, as they both suck.

  9. October 25, 2010 at 4:17 pm | #14

    man i agree with him totally everything he says has helped me.

  10. GameBoy!
    July 3, 2011 at 7:45 am | #15

    Uhm just saying, Jarate is a no no, While it may be lethal when they are in the range of say, your Bushwacka, you wont always be able to reach them… SMG is the way to go, hell i’ve got 128 Kills to 18 Deaths once, you know what i used as my secondary? SMG… Saved me a ton from scouts!

  11. Zach
    July 14, 2011 at 2:58 pm | #16

    IMO no scoping is your best bet at medium range. It’s a solid 50 points every time and just as accurate as zooming in. If you can hit them with a couple no scopes and then whip out the smg or kukuri it will be a much easier fight.

    As for the medic/fighter you should always kill the medic first. If you don’t, he’s just going to go heal more of his team. Shoot the medic and then your team can take out the other baddies much more easily.

  12. Anthony
    August 26, 2011 at 7:16 pm | #17

    He was completely wrong with the “charge your shots” buisness, it takes more time to charge than to get 2-3 quickscopes (quickly scoping and promptly headshoting) which would kill any class regardless of overheal as am uncharged headshots do 150 dmg

  13. SDx2
    September 16, 2011 at 1:09 pm | #18

    @Anthony
    since your 2-3 noscopes doesn’t all hit at the same time and the medic will heal a bit between them it would be more like 4-5 noscopes on a fully charged heavy, not to mention how much time you waste if you miss one of them.

    imo wether you should kill the medic first or not depends. If you know the medic has low % ubercharge then kill the fighter first, if you kill a heavy right after his invuln wears off the medic can easily be killed later even if he finds some soldier or w/e to heal instead. If you have no idea if the medic is nearly prepared for ubercharge or if you can see that he is then he is clearly to be killed first. An uncharged headshot is usually all it takes, unless they got a healchain going.

    As to the secondary weapon choice it totally depends imo. I like Huntsman/Jarate/Bushwacka combo on some maps, and when I have one of the rifles it depends, sometimes I use smg and sometimes the razorback. I also love the tribalmans shiv since it continously reveal spies and the bleed effect can often kill low health scouts/spies etc.

    I think this guide is great and the tips are very good. I have seen tons of bad snipers not hiding their dots and they almost always suffer for it.

  14. SDx2
    September 16, 2011 at 1:12 pm | #19

    meant quickscopes not noscopes, no edit button ftl? o.O doublepost pwns!

  15. b00mrang
    December 7, 2011 at 3:31 pm | #20

    you should actualy use q, wich is changing back to the last used weapon.
    use sniper and kukri with that, cause machine pistol sucks ASS!

    thx for the tips.

  16. Battery
    January 5, 2012 at 11:51 pm | #21

    When I first started playing TF2 I found this guide helpful, but I’d like to add a few things I’ve learnt:

    Never, ever, ever stop moving!
    Even when scoped, especially when scoped. Snipers aren’t as fast as a scout, but they’re still pretty quick. It makes you a lot harder to counter snipe, and harder to hit in general (and less likely to get back-stabbed). You’ll live a lot longer if you’re constantly moving. The more random the better. This also means you can spend less time wall hugging and creeping up from cover, and more time actually engaging the enemy.

    Only stay scoped in as long as you need to:
    While scoped you’re a lot less agile and your field of vision is reduced to nothing. The only target that requires a fully chaged (or near enough) head shot is a heavy. Scouts, medics, other snipers all go down with a single scoped uncharged head shot. Others only need a little more charge. This isn’t so much about CoD style quick-scoping but about being efficient with kills and minimising the time your are at your most vulnerable. Snipers who spend their time zoomed in watching a small patch are doomed to a quick death.

    Damage is damage:
    Don’t get hung up on getting mostly head shots. If you can get one great, but don’t do it at the cost of missing any hits at all. If you’ve got a good body shot, take it. Every bit of damage done is helpful to the team.

    Other snipers are not a threat:
    Perhaps contrary to what is the usual highest priority target, but I think learning to ignore other snipers really helps you play as a team player. Most other snipers, however, will see you as a major threat and you can use this to advantage. As soon as you enter their field of vision you’ll become the primary focus – ignoring the uber-ready medic or other key players – but since you’re moving like crazy they’re not likely to hit you. Ths effectively takes them out of play, leaving you free to deal with the enemies medics and engies (who usual die with one quick-scoped head shot, and are a much more useful kills to the team). Then you can deal with the snipers at your own leisure (who are typically stood still and found in usual spots).

    Avoid getting locked into sniper battles:
    They only take your attention away from higher-priority targets and threats. It also annoys your team mates. Alongside ignoring them (above), this is best done by learning all the sniper nests then avoiding them! If you know the field of vision from various sniper nests you know where you can go to snipe without being counter-sniped (while avoiding rocket and pipe spams that come with sniper nests). And if you engage an enemy sniper remember: keep moving and only stay scoped as long as you need to. Finally, feign shots. I.e zoom in then quickly zoom back out. This makes the enemy sniper think you’re going to take a shot, they wait a second then try to take advantage of your reduce mobility and take their shot. Then you really strike!

    Use jarate tactically:
    20 seconds is a long time. And team mates can’t support you when they’re busy burning to death!

    I think the best way to learn to play the sniper is to spend as much time as possible at the front. Then you have to keep moving and kill quickly. Also, being up front allows you to make fantastic, sometimes game changing, use of your jarate. Nothing is more annoying and usless to the team than a sniper that hangs around spawn never touching the cart/capture point or helping with a push.

    Sorry it’s long :)

  1. March 12, 2008 at 5:07 pm | #1

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