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. 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 | 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 == | ||
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|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 | |uk=Снайперська гвинтівка|uk_m=Sniper Rifle | ||
}} | }} | ||
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* Updated tracer particle appearance | * Updated tracer particle appearance | ||
* Extra damage dealt from headshots no longer contributes to the random crit chance bucket | * 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 | |||
}} | }} | ||
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* 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. | * 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. | * 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}} | ||