Sniper Rifle: Difference between revisions
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having no damage falloff, perfect accuracy, and massive damage at any range. It deals 50 base damage while unscoped and uncharged. Using the alternative fire allows usage of the scope, which zooms in, charges the rifle, and slows the user while also allowing for headshots. The user cannot zoom-in while jumping, and if jumping while scoped, will unscope. A headshot, which occurs when clicking on an enemy's head after scoping for 0.2 seconds, deals guaranteed [[critical]] damage. If the user is scoped for 1.3 seconds, the Sniper Rifle will charge for an additional 2 seconds, linearly increasing its damage during the charge up to 150 and its critical damage up to 450. The Sniper Rifle will not randomly crit. While zoomed in, a laser dot appears on players and surfaces the user's crosshair position is at, which is visible to prospective targets. If the user is shot, on [[Flame Thrower|fire]], or [[Fishwhacker|bleeding]] while zoomed-in, they will receive a small amount of visual recoil, also known as "aimpunch". | having no damage falloff, perfect accuracy, and massive damage at any range. It deals 50 base damage while unscoped and uncharged. Using the alternative fire allows usage of the scope, which zooms in, charges the rifle, and slows the user while also allowing for headshots. The user cannot zoom-in while jumping, and if jumping while scoped, will unscope. A headshot, which occurs when clicking on an enemy's head after scoping for 0.2 seconds, deals guaranteed [[critical]] damage. If the user is scoped for 1.3 seconds, the Sniper Rifle will charge for an additional 2 seconds, linearly increasing its damage during the charge up to 150 and its critical damage up to 450. The Sniper Rifle will not randomly crit. While zoomed in, a laser dot appears on players and surfaces the user's crosshair position is at, which is visible to prospective targets. If the user is shot, on [[Flame Thrower|fire]], or [[Fishwhacker|bleeding]] while zoomed-in, they will receive a small amount of visual recoil, also known as "aimpunch". | ||
A careful reading of the Sniper Rifle's statistics will reveal that an uncharged headshot will kill, or severely injure, most classes immediately. A fully charged headshot is enough to kill all classes, barring exceptional circumstances like the [[Civilian]]'s 20% damage reduction and an overhealed [[Heavy]]. Since it is difficult to click an enemy's head, the user can use a fully-charged body shot for the same amount of damage as an uncharged headshot. | A careful reading of the Sniper Rifle's statistics will reveal that an uncharged headshot will kill, or severely injure, most classes immediately. A fully charged headshot is enough to kill all classes, barring exceptional circumstances like the [[Civilian]]'s 20% damage reduction and an overhealed [[Heavy]]. Since it is difficult to click an enemy's head, the user can use a fully-charged body shot for the same amount of damage as an uncharged headshot. It is worth noting that, since all levels of charge provide a damage bonus, it is not required to fully charge every shot in order to ensure a kill on a heavier class like a [[Soldier]], [[Demoman]], or Civilian. | ||
== Properties == | == Properties == | ||
| Line 37: | Line 37: | ||
| reload-type = Passive | | reload-type = Passive | ||
| function-times-column = true | | function-times-column = true | ||
| attack-interval = 1.5 s | | attack-interval = 1.5 s</br>{{tooltip|1 s|Haste boosted}} | ||
| activation-time = Instant | | activation-time = Instant | ||
| charge-fill-speed = {{tooltip|33.3% / s|First 33.3% of charge does not affect damage.}} | | charge-fill-speed = {{tooltip|33.3% / s|First 33.3% of charge does not affect damage.}}</br>{{tooltip|100% / s|Haste boosted}} | ||
| charge-fill-time = {{tooltip|3.075 s|0.075 s delay, 3 s charge time.}} | | charge-fill-time = {{tooltip|3.075 s|0.075 s delay, 3 s charge time.}}</br>{{tooltip|1.075 s|Haste boosted}} | ||
| scoped-charge-delay = 0.075 s | | scoped-charge-delay = 0.075 s | ||
| scoped-headshot-delay = 0.2 s | | scoped-headshot-delay = 0.2 s | ||
| Line 56: | Line 56: | ||
|ru=Снайперская винтовка|ru_m=Sniper Rifle | |ru=Снайперская винтовка|ru_m=Sniper Rifle | ||
|es=Rifle de Francotirador|es_m=Sniper Rifle | |es=Rifle de Francotirador|es_m=Sniper Rifle | ||
|tr=Tüfek|tr_m=Rifle | |||
|uk=Снайперська гвинтівка|uk_m=Sniper Rifle | |||
}} | |||
== Update history == | |||
{{Update history| | |||
{{Update|2.0.0}} | |||
* Ported full charge bell to Sniper Rifle. | |||
* Updated the Sniper to be able to gesture while holding the Sniper Rifle and [[Huntsman]]. | |||
{{Update|2.0.4}} | |||
* [[Sniper]] dots now properly match where the client is looking, and update more quickly | |||
{{Update|2.1.0}} | |||
* Added an impact effect, bullet particle, and a tracer that diffuses into the team color as it fades | |||
* Toggled by {{code|tf2c_sniperrifle_tracer}}, and set to 1 by default; can be changed by server operators | |||
* The client no longer plays a sound when headshotting until the server confirms it | |||
{{Update|2.1.2}} | |||
* Updated tracer particle appearance | |||
* Extra damage dealt from headshots no longer contributes to the random crit chance bucket | |||
{{Update|2.1.5}} | |||
* Other players' laser dots now always use server-provided position data instead of interpolated player eye angle data | |||
* This fixes unreliable positions when the laser dot's owner is outside of PVS | |||
{{Update|2.2.0}} | |||
* Fixed a bug which caused an extended re-zoom delay after jumping while zoomed | |||
}} | }} | ||
== Trivia == | == Trivia == | ||
* Setting the console command | * Setting the console command {{code|cl_autorezoom 1}} allows for [https://www.youtube.com/watch?v=2Ltfnz_Gt38 bypassing the 0.2 second headshot delay] by jumping after shooting while zoomed-in, and then holding down the zoom button while in the air. This enables significantly faster headshots than usual. | ||
== Comparison from ''Team Fortress 2'' == | |||
* While ''TF2 Classified'' fixed the direction the bullet cartridge ejects from the Sniper Rifle (from left to right) on the viewmodel, it has yet to be fixed in the worldmodel. | |||
{{nav allweapons}} | {{nav allweapons}} | ||
Latest revision as of 05:01, 9 April 2026
| Sniper Rifle | |
|---|---|
|
|
|
| Kill Icons | |
| Basic Information | |
| Used by | Sniper |
| Slot | Primary |
| Ammo | |
| Ammo loaded | 25 |
| Reload type | Passive |
| Loadout Stats | |
Sniper Rifle Sniper Rifle "Gets the job done." | |
The Sniper Rifle is the default primary weapon of the Sniper. It is a simple, single-shot, bolt-action rifle repurposed for long-range action via use of a telescopic sight and a laser dot wired to the scope. When firing, it will shoot a white and team-colored tracer, visible to all players.
The Sniper Rifle is unique among all other weapons in that it is designed for action at great distances, having no damage falloff, perfect accuracy, and massive damage at any range. It deals 50 base damage while unscoped and uncharged. Using the alternative fire allows usage of the scope, which zooms in, charges the rifle, and slows the user while also allowing for headshots. The user cannot zoom-in while jumping, and if jumping while scoped, will unscope. A headshot, which occurs when clicking on an enemy's head after scoping for 0.2 seconds, deals guaranteed critical damage. If the user is scoped for 1.3 seconds, the Sniper Rifle will charge for an additional 2 seconds, linearly increasing its damage during the charge up to 150 and its critical damage up to 450. The Sniper Rifle will not randomly crit. While zoomed in, a laser dot appears on players and surfaces the user's crosshair position is at, which is visible to prospective targets. If the user is shot, on fire, or bleeding while zoomed-in, they will receive a small amount of visual recoil, also known as "aimpunch".
A careful reading of the Sniper Rifle's statistics will reveal that an uncharged headshot will kill, or severely injure, most classes immediately. A fully charged headshot is enough to kill all classes, barring exceptional circumstances like the Civilian's 20% damage reduction and an overhealed Heavy. Since it is difficult to click an enemy's head, the user can use a fully-charged body shot for the same amount of damage as an uncharged headshot. It is worth noting that, since all levels of charge provide a damage bonus, it is not required to fully charge every shot in order to ensure a kill on a heavier class like a Soldier, Demoman, or Civilian.
Properties
| Properties | ||
|---|---|---|
| Shot type | Hitscan | |
| Damage type | Bullet | |
| Ranged or Melee? | Ranged | |
| Taunt | Wave | |
| Damage | ||
| Base damage | 100% | 50 |
| Charged damage | 300% | 150 |
| Critical | 150 | |
| Critical (charged) | 450 | |
| Mini-crit | 68 | |
| Mini-crit (charged) | 203 | |
| Bullet count | 1 | |
| Ammo | ||
| Loaded | 25 | |
| Reload type | Passive | |
| Function Times | ||
| Attack interval | 1.5 s 1 s | |
| Activation time | Instant | |
| Charge fill speed | 33.3% / s 100% / s | |
| Charge fill time | 3.075 s 1.075 s | |
| Scoped charge delay | 0.075 s | |
| Scoped headshot delay | 0.2 s | |
| All values are approximate. | ||
Names in other languages
| Language | Name | Meaning |
|---|---|---|
| Bulgarian | Снайперистка винтовка | Sniper Rifle |
| Spanish | Rifle de Francotirador | Sniper Rifle |
| English | Sniper Rifle | - |
| French | Fusil de sniper | Sniper Rifle |
| German | Scharfschützengewehr | Sniper Rifle |
| Italian | Fucile di precisione | Sniper Rifle |
| Brazilian Portuguese | Rifle de Sniper | Sniper Rifle |
| Romanian | Pușcă cu lunetă | Sniper Rifle |
| Russian | Снайперская винтовка | Sniper Rifle |
| Turkish | Tüfek | Rifle |
| Ukrainian | Снайперська гвинтівка | Sniper Rifle |
Update history
- Ported full charge bell to Sniper Rifle.
- Updated the Sniper to be able to gesture while holding the Sniper Rifle and Huntsman.
- Sniper dots now properly match where the client is looking, and update more quickly
2.1.0 (Fight or Flight Update)
- Added an impact effect, bullet particle, and a tracer that diffuses into the team color as it fades
- Toggled by tf2c_sniperrifle_tracer, and set to 1 by default; can be changed by server operators
- The client no longer plays a sound when headshotting until the server confirms it
- Updated tracer particle appearance
- Extra damage dealt from headshots no longer contributes to the random crit chance bucket
- Other players' laser dots now always use server-provided position data instead of interpolated player eye angle data
- This fixes unreliable positions when the laser dot's owner is outside of PVS
- Fixed a bug which caused an extended re-zoom delay after jumping while zoomed
Trivia
- Setting the console command cl_autorezoom 1 allows for bypassing the 0.2 second headshot delay by jumping after shooting while zoomed-in, and then holding down the zoom button while in the air. This enables significantly faster headshots than usual.
Comparison from Team Fortress 2
- While TF2 Classified fixed the direction the bullet cartridge ejects from the Sniper Rifle (from left to right) on the viewmodel, it has yet to be fixed in the worldmodel.
| Weapons | |||||
|---|---|---|---|---|---|
| Primary | Secondary | Melee | PDA/Watch/Sapper | ||
| Scout | - | ||||
| Soldier | - | ||||
| Pyro | - | ||||
| Demoman | - | ||||
| Heavy | - | ||||
| Engineer | |||||
| Medic | - | ||||
| Sniper | - | ||||
| Spy | - | ||||
| Civilian | - | - | - | ||


