Sniper responses - Official TF2 Wiki | Official Team Fortress Wiki
Trial at Teufort; Heavy's and Sniper's families; Darling's team: Saxton . to each of his brothers in secret, hoping to get them to meet with each other. Dec 2, The Sniper has several vocal responses, all of which are listed below "Ready to meet sharpy?! "The secret to pony magic: bullets. Here's a quick situational guide to playing the Sniper in TF2. Adapt the tips to fit your own play-style. Unless stated otherwise, I'll be using 2Fort.
This rifle good for defense positions where you're not likely to need to no-scope other players. At full charge, it can penetrate more than one enemy. You cannot shoot it unless you are scoped, and it leaves bulet trails in it's wake, alerting enemies to your location. I personally find this rifle useless in most situations. I don't use this weapon at all. If you miss a scoped shot, you lose a charge.
A weapon I use when goofing around. Headshots cause a decapitation. Charge damage doesn't increase for 1 second after scoping, and has a special focus effect. Jarate Jarate can be used to put out fires on you and your friendly team members.
If you see a friendly team member on fire, Jarate him! Jarate can be used on spies disguised as friendly players to expose them. If you Jarate someone who appears to be on your team and he turns yellow, kill him.
If you suspect a someone to be a spy and he's on fire, still proceed to use your Jarate on him. It will not put out the fire and it will cause all future damage to mini-crit him.
When camping, throw Jarate as far as you can at random times. You never know who you'll hit. With the Bushwacka, you can one-shot most classes once they are coated with Jarate. Why not the Razorback? You shouldn't use the Razorback because spy checking isn't hard. As long as you check your back every few seconds between shots, you should be fine. The benefits of Jarate far outweigh the one-time use of the Razorback.
Game Modes Arena Once you die, you're dead for the round. Preserve your life and don't be stupid. Dispatch enemy snipers, engies and medics first. This ensures that you can operate without fear of being sniped, enemy structures stay broken, and that your enemies will have to outreach to small medkits to regain health. Use sit-out time for bathroom breaks. Capture the Flag CTF When your intelligence is stolen from the intel room, pay attention to the directional indicators for where the EFC enemy flag carrier is going.
There are usually only 2 ways to exit an intel room, and it isn't difficult to predetermine which exit the EFC will use to escape. Book it to a vantage point for said exit, and wait there to dispatch him when he exits the room. If you or your team manages to dispatch the EFC, stick around the intel until it returns to the intel room.
The intel is more important than anything else. When the intel is within your base's borders, do your part to ensure the EFC cannot escape. If he has escaped your base, do not pursue him; instead, resume your general duty. Dispatch enemies, assist in caps where you can. Take down snipers, engies and sentries first, then use logic to do the rest. Pretty straight forward - dispatch enemy snipers, engineers and sentries first, then spend the rest of the time ensuring the people on the cart aren't hindered.
You can't camp as an offensive sniper in Payload after the first point, so keep moving and be elusive. Also, watch for spies Defense: Payload is one of those wonderful game modes that lets you be a lazy sniper. Randomize your sniping spot ever so often, be on the lookout for enemy snipers, and overall, keep enemies off the bomb.
If you see a friendly engie beeing terrorized by a spy, do your part to dispatch the spy. Special Delivery For special delivery, your first task is to pick off anyone who might try to pick up the Australium before your team can.
At the very least you'll buy your team some time before the enemy runs off with it. After that, your task is to stay back near spawn and dispatch enemies from afar.
Sniper vs Sniper Fighting other snipers is by far one of the most rewarding and at the same time stressful experiences I've had in TF2.
When the enemy team only has one sniper: A good enemy sniper will: Become familiar with a pattern in your strafing and pop you in the middle of a strafe. Charge while you strafe sporadically and pop you as soon as you stop and scope in. Use his larger teammates as a distraction. Not use a huntsman. The solution to these tactics is: Strafe sporadically and randomize your location to ensure there are no simple patterns to your strafe. For instance, on 2Fort, hide behind the middle structures of battlements from time to time and pop out for a surprise shot.
If you notice the enemy sniper is more of a slow-charger than a strafer, observe his laser dot on the wall. The longer it stays active without disappearing abruptly, the higher the chance he can simply bodyshot you and drop you dead.
When you see the laser disappear not move away, but actually turn off like he unscopedpeek out and then dispatch him when he peeks out again. You can also use your teammates as human shields while waiting for the dot to disappear -- if he dispatches a friendly player, now's your chance to peek out and get a shot in before he charges his rifle again.
It is nearly suicide to attempt to pick off snipers whilst sniping from battlements if they are accompanied by soldiers, heavies or wranglers. Even the smallest bullet from a heavy displaces your aim, and can actually lead to mental stress causing your performance to wane.
Instead, if your base entrance is clear, drop down and pick off the assaulting member as tactfully as possible.
team fortress 2 - What's the secret to playing Sniper? - Arqade
If the enemy sniper is using a huntsman across the map, simply wait for an arrow to fly past you, then peek out and dispatch him. Huntsman Snipers are usually very easy to kill. When the enemy team has multiple snipers: This is a tricky subject, and depends on how good your enemy snipers are.
Some enemy snipers are so bad that you can literally drop them in one second flat or even completely ignore their presence altogetherand then proceed to engage the other snipers who know what they're doing.
In most cases, strafing and peeking out for medium-long periods of time will result in your immediate death. Instead, focus on randomizing your location to impose a sense of fear on the other snipers. A sniper will be much less effective against you if he has to watch multiple areas of the map. Fisticuffs, Aussie Style Skill hardly plays a part when meleeing another sniper. Jarate him and bushwhack him before he does the same to you.
He then immediately re-hires the team to defend Mann Co. Shadow Boxers The Robot War continues for about a year, with the cooperating mercenaries successfully defending hundreds of Mann Co. Soldier emerges as an erstwhile "tactical mastermind"; devising decoy facilities and infiltrating Gray's island base.
After continuous defeats, Gray Mann develops a more intelligent Mecha-Engineerbut never-the-less fails in the following assault on Mann Co. Early Main article: He goes directly to Saxton Hale at Mann Co. But then he says he is there for the Mann Co. Challenge, offering a fight with Hale for the ownership of the company, a policy Hale made himself. After Hale grabs and punches Gray with ease, Gray declares that he is not the one who will be fighting, but instead Gray's daughter named Oliviaan underage girl, will fight Hale.
Hale refuses to fight her, ultimately granting Mann Co. Gray proceeds to fire the mercenaries, and the Administrator orders Miss Pauling, her assistant, to hide. The mercenaries scatter, but Scout and Spy are arrested before they escape Teufort.
Late Main article: Ring of Fired Six months after the loss of Mann Co.
Three mercenaries remained in the Southwest; Soldier gives guided tours to homes of the stars, Pyro is an engineering company CEO, and Demoman is a drunkard living with his mother.
Sniper has "gone bush" in Australia. Heavy has returned to his family home in Siberia. Medic has some important position and is unreachable.
The whereabouts of Engineer Dell are unknown to the rest of the team. She easily entices Pyro and Demoman from their current situations, and drives the three to Teufort to save Scout and Spy. Trial at Teufort Main articles: Miss Pauling takes Pyro with her on her tasks. Pauling first meets in an alley with the "Administrator" a very aged woman who keeps her actual appearance hidden from Pauling. The woman claims to have collected 89, tons of Australium and gives Pauling instructions to get the "one last cache of Australium".
Miss Pauling and Pyro then go to the Teufort library to locate and destroy genealogy records. They burn the paper copies, learning that the microfiche copies had been destroyed a year earlier. Demoman and Soldier go to the courthouse to locate Scout and Spy, but they reveal themselves to the court and are arrested.
The four mercenaries are tried at court, convicted of municipal misfeasance, and sentenced to hang. Miss Pauling arrives just in time to save the four by clearing up questions of mayoral duties. Close on their heels, Gray Mann is looking for the same records as Pauling, but only finds a burnt scrap of a birth record showing the name "Helen".
Heavy's and Sniper's families Main articles: She located their families and had photographs taken and sent to Sniper and Heavy as threats against talking to anyone about their jobs. Heavy and Sniper vowed to kill whoever threatened their families.
After the loss of Mann Co. After the Teufort trial, Miss Pauling's team splits up again. They learn what has happened to the respective families: Heavy's sisters dealt harshly with the attackers, killing them all. Their death was convenient, since Sniper then discovered that he was adopted and so is willing to go to New Zealand with Miss Pauling to locate his birth parents, who just happen to have the Australium cache that Miss Pauling was sent to acquire.
Saxton Hale and Maggie Joining the fight against the robots! But on who's side? However, Hale was so incensed by Darling's zoo that he burned most of it down. For this crime, he spent months in jail. Upon his release, Saxton is met by his ex-girlfriend, Maggie, who now works for Darling. Charles Darling The Darling family has been connected with the Mann family since the beginning; so, Charles is well-aware of the properties of Australium. Darling recruits Saxton Hale for his own plan to collect a cache of Australium with the promise of helping Hale get Mann Co.[SFM Short] The Hacker Sniper
Neither Heavy nor Saxton tells the full truth to the other. Saxton and Maggie do not disclose that they are working for Darling. Heavy is misleading in his statement that they were sent by "the old woman".
Meet the Spy
Australium chase Main articles: Several parties are seeking the remaining caches; Gray Mann, to use its immense power and to fuel his Life Extender Machine, Charles Darling, to extend the lives of his collection of "last of their breeds", Helen, for reasons secret to even her closest associates, and at least one other unknown party who seems to be beating all of them to the caches.
The cache at Mann Co. Monkeynautics facilities was emptied before Gray Mann could locate it, with only a single bar of Australium and a lipstick-stained cigarette butt left behind. Team Fortress Classic Main articles: Australium cache and recover the Australium. He turns on Gray Mann, intending to capture the Australium cache for himself and his team. Toxic-blooded Demoman single-handedly fights off the blood-suckers while Medic revives Miss Pauling and the others.