Difference between revisions of "Class:Sniper"

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{{Page_Class
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{{Infobox manual/Header}}
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{{Class
 
| infoboxclass =
 
| infoboxclass =
{{Infobox Class
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{{Infobox Class Small
 
| classportrait = [[Image:sniper_pic.jpg]]
 
| classportrait = [[Image:sniper_pic.jpg]]
 
| classname = '''Sniper'''
 
| classname = '''Sniper'''
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| health = <span style="color: orange">Medium</span>
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| healthval = 90
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| armour = <span style="color: red">Low</span>
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| armval1 = 50
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| armval2 = 30%
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| power = <span style="color: orange">Medium</span>
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| speed = <span style="color: orange">Medium</span>
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| speedval = 300
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| role = <span style="color: royalblue">Defense</span>
 
| healthmax = 90
 
| healthmax = 90
| armtype = [[Armour:Green|Green]]
 
| armspawn = 25
 
| armmax = 50
 
| maxspeed = 315
 
 
| gren1 = [[Grenade:Frag|Frag]]
 
| gren1 = [[Grenade:Frag|Frag]]
 
| slot1 = [[Weapon:Crowbar|Crowbar]]
 
| slot1 = [[Weapon:Crowbar|Crowbar]]
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Sniper
 
Sniper
 
| classintro =
 
| classintro =
The Sniper is the master of long range combat in Fortress Forever. The farther away a Sniper's enemies are, the better. Consequently, his options at short range are very limited. While a Sniper can rack up a lot of kills and keep a good number of the enemy out of his team's way, he can be equally helpful by hitting them with quick shots to radio tag them and/or break the enemy's legs. (See Special Abilities below.)
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The Sniper is the master of long range combat in Fortress Forever. Packing a sniper rifle, assault rifle, and nailgun, the Sniper is often the first line of defense for a team. By communicating enemy attack routes to teammates, tagging incoming enemies, and disabling the enemy with crippling leg shots, a skilled Sniper can be a valuable asset to the team. On some maps, he can also serve as offensive support by taking out enemy defenders and sentry guns from long range. The farther away a Sniper's enemies are, the better. Consequently, his options at short range are limited. If you like to destroy the enemy before they even have a chance to hurt you, serve as the first line of defense, and support your team at long range, the Sniper is for you.
| changesinfo =
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|basicstrategy =
The Sniper's foremost change is the addition of [[Weapon:Sniper_Rifle|his weapon's]] ability to Radio Tag enemies.
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* Choose a position above an open area that enemies must move through.
| specialcommandinfo =
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* Right-click to zoom your Sniper Rifle. Hold down the left mouse button to charge it up for extra damage!
The Sniper's Special Command operates the [[Weapon:Sniper_Rifle|Sniper Rifle]] zoom.
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|abilities =
| ability1 =  
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{{Inline_Ability|
*<p>The Sniper has no special abilities. However, there are special abilities inherent to his primary weapon, the [[Weapon:Sniper_Rifle|Sniper Rifle]]. See that weapon's article for details on its special abilities.</p>
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|name=[[:Category:Status_Effects#Transmitting|Radio Tag]]
| strategyandtips =
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|description=
'''Playing as Sniper'''
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The Sniper's rifle fires custom-manufactured bullets that have short-range radio transmitters in them. He tags enemies that he hits but doesn't kill. This allows the Sniper and his team to see that enemy through walls out to a limited distance for a short period of time.
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}}
  
Distance is the friend of the Sniper, second only to the shadows A well concealed Sniper can do a lot of damage to the opposing team. If a Sniper's position is discovered, the distance between him and the enemy will determine whether or not he can get to cover and out of danger.
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|weapons =
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{{Inline_Weapon|
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|name=[[Weapon:Crowbar|Crowbar]]
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|imgsrc=W_cb_380x190.jpg
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|width=190
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|description=
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The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It's a good humiliation tool for someone who is about to die, however.
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}}
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{{Inline_Weapon|
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|name=[[Weapon:Sniper_Rifle|Sniper Rifle]]
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|imgsrc=W_sr_380x190.jpg
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|width=190
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|description=The sniper's bread and butter. Charge it up by holding down the fire button, the release when you see a target. Zoom in by right clicking. The sniper rifle is also the only ranged weapon in the game to have locational damage. Head shots deal far more damage than regular body shots, and leg shots can cripple your target's movement speed.
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}}
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{{Inline_Weapon|
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|name=[[Weapon:Auto_Rifle|Auto Rifle]]
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|imgsrc=W_ar_380x190.jpg
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|width=190
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|description=Excellent weapon for personal defense. Use this if you find yourself in a close-quarters situation. The auto rifle gets less accurate at range, and it shares a clip with your sniper rifle, so save it for the times when enemies are bearing down on top of you.
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}}
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{{Inline_Weapon|
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|name=[[Weapon:Nailgun|Nailgun]]
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|imgsrc=W_ng_380x190.jpg
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|width=190
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|description=Use this if you run of of shells for your sniper rifle and auto rifle.
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}}
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| grenades =
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{{Inline_Weapon|
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|name=[[Grenade:Frag|Frag Grenade]]
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|imgsrc=G_fr_190x190.jpg
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|width=95
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|description=
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The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, insta-killing scouts or other weak opponents, and general destruction.
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}}
  
The best sniping spots are generally regarded to be those with a height advantage; many of the best sniping spots leave you only vulnerable to enemy Snipers. However, Snipers can and do operate at ground level effectively if they take care to find good cover.
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| strategyandtips =
 
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:''See [[Class:Sniper/Strategy]] for more information.''
Staying in one spot as a Sniper is not a good tactic most of the time. Any experienced Fortress Forever player takes care to alert his team if he spots a Sniper and gives away his location - if an enemy fires at you, you have likely been discovered. That means it is high time to move to another position to avoid the inevitable enemy grenades.
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====Playing as Sniper====
 
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* Hide in a dark area, a long distance away from your target. A well concealed Sniper can do a lot of damage to the opposing team. If a Sniper's position is discovered, the distance between him and the enemy will determine whether or not he can get out of danger.
Sniping in the open is possible, but it is risky - many snipers move a few steps after every shot to prevent enemy Snipers from getting a good shot at them.
 
 
 
The less room the enemy has to move around, the better. If you are going to take up a sniping position indoors, long corridors work best - it gives the enemy very little room to move around and avoid your shots.
 
 
 
Snipers are most useful versus the slower classes. Unless you are a very good shot, hitting medics and scouts will be very hard, particularly if they use the concussion jump. Sometimes it is much more useful to incapacitate an enemy than to kill them outright. Any hit will flag the enemy through the walls for the rest of your team to finish off, and shooting the enemy in the leg will slow them down by a fair bit.  
 
 
 
As a Sniper, you are pretty useless at short range. Save your [[Grenade:Frag|Frag Grenades]] for close encounters, and have an escape route ready if you are attacked from behind. One of the hardest parts of playing Sniper is not hitting the target, it is getting into a good sniping spot without dying along the way.
 
 
 
Remember: your laser can give away your position. As your beam gets closer to an enemy, they can see the full beam which leads back to your position. Careless snipers who aim their laser before turning around a corner are liable to be ambused by the enemy.
 
 
 
A Sniper's [[Grenade:Frag|Frag Grenades]] can be used to Grenade Jump and reach areas normally though to be inaccessable to Snipers - such as rafters inside the enemy's base. Use this to your advantage.
 
  
In Capture The Flag style gameplay, a Sniper might need to try and defend a Flag out in the open. Keeping your laser pinned on the Flag works best - an enemy has to touch the flag to pick it up, and that means that they will inevitably walk right into your line of fire.
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* The best sniping spots are generally regarded to be those with a height advantage; some spots leave you only vulnerable to enemy Snipers. Snipers can also operate at ground level if they find good cover.
  
When Friendly Fire is off, a Sniper can use his rifle to shoot a teammate and send them flying a great distance.
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* As a Sniper, you are pretty weak at short range. Save your [[Grenade:Frag|Frag Grenades]] for close encounters, and have an escape route ready if you are attacked from behind.
  
Lastly, when you are zoomed in with your [[Weapon:Sniper_Rifle|Sniper Rifle]], you get "tunnel vision"; your peripheral vision is severely reduced. As such, it is easy for other classes to sneak up next to you and deal a lot of damage. A [[Class:Spy|Spy's]] backstab can catch a Sniper very easily; try to keep your back to the wall to prevent this.
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* When you are zoomed in with your [[Weapon:Sniper_Rifle|Sniper Rifle]], your peripheral vision is severely reduced. As such, it is easy for other classes to sneak up next to you and deal a lot of damage. A [[Class:Spy|Spy's]] backstab can catch a Sniper very easily; try to keep your back to the wall to prevent this. It is prudent to keep your laser charged, but the rifle unscoped, and only scope when you see a potential target.
  
'''Playing Against A Sniper'''
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====Playing Against a Sniper====
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* Getting in close to attack a Sniper is often difficult, especially when he's targeting you. The best class to kill a Sniper with is another Sniper. Switching to Sniper solely to counter an enemy Sniper may deprive your team of a useful attacker, however, and can lead to "Sniper wars", where Snipers dedicate all their time to taking pot-shots at one another.
  
As stated above, range is a Sniper's friend. Closing the distance between a Sniper is difficult, especially if you are their target.
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* The best class aside from Sniper to act as a counter is Medic. He is fast, and so more difficult to hit and able to close distance more quickly. His Super Shotgun can tear through the Sniper's weak armor, his Concussion Grenades are very effective against a class that relies on exact aim, and his Infection can prove very annoying. However against a skilled Sniper a Medic may struggle to get close, and often a Medic's time can be better spent working towards capturing the flag.
  
The lighter, faster classes such as the [[Class:Scout|Scout]] and [[Class:Medic|Medic]] can utilize their [[Grenade:Concussion|Concussion Grenades]] to get a speed or height boost. Avoiding a Sniper is usually better than engaging them in combat.
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* A Spy will find it fairly easy to get in close to a Sniper.
  
Heavier classes such as the [[Class:Soldier|Soldier]] can try to use their weapons for suppressing fire - a few [[Ammo:Rocket|Rockets]] shot at a Sniper's position might spook him into taking cover, giving you the opportunity to get across an open space.
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* As a Soldier, firing a couple of rockets at a Sniper's position may spook him into taking cover for a few seconds.
  
Snipers do not do well at close range, and they are further incapicated in close range combat when they are zoomed in with their [[Weapon:Sniper_Rifle|Sniper Rifle]]. Use this to your advantage. If a Sniper is doing a lot of damage to your team, try to get close to him and take him out quickly.
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* Snipers are often surprisingly effective at defending themselves at close range, as their Sniper Rifle does as much damage as it does at a distance, and they do not have tunnel vision while charging. Their Auto Rifle can deal out a respectable amount of damage, and their Frag Grenades are as deadly as those of any class.
  
Of course, if you are playing as a Sniper yourself, you are best equipped to take enemy Snipers out. Remember, many maps (especially CTF) are mirrored, meaning that each team's base is exactly the same. Think about where you like to take cover and you are likely to find an enemy Sniper in one of those spots.
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* As on many maps the Sniper deck is close to the spawn room, killing a Sniper won't be of much use, as he will be back in a matter of seconds. Distracting him might be a better idea.
  
Regardless of what class you are playing, if you spot a Sniper, make sure to immediately alert your team to their general location. If the Sniper manages to take you out, at least the next guy coming along knows where he is and can take a crack at it.
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* Regardless of what class you are playing, if you spot a Sniper, make sure to immediately alert your team to their location. If the Sniper manages to take you out, at least the next guy coming along knows where he is and can take a crack at it.
  
 
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}}
 
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{{Rating|4}}
 
[[Category:Classes]]
 
[[Category:Classes]]

Latest revision as of 09:34, 9 December 2011


Sniper pic.jpg
Sniper
Health Medium 90
Armour Low 50 (30%)
Speed Medium 300u/s
Power Medium
Role Defense

The Sniper is the master of long range combat in Fortress Forever. Packing a sniper rifle, assault rifle, and nailgun, the Sniper is often the first line of defense for a team. By communicating enemy attack routes to teammates, tagging incoming enemies, and disabling the enemy with crippling leg shots, a skilled Sniper can be a valuable asset to the team. On some maps, he can also serve as offensive support by taking out enemy defenders and sentry guns from long range. The farther away a Sniper's enemies are, the better. Consequently, his options at short range are limited. If you like to destroy the enemy before they even have a chance to hurt you, serve as the first line of defense, and support your team at long range, the Sniper is for you.

Basic Strategy

  • Choose a position above an open area that enemies must move through.
  • Right-click to zoom your Sniper Rifle. Hold down the left mouse button to charge it up for extra damage!

Special Abilities

  • Radio Tag
    The Sniper's rifle fires custom-manufactured bullets that have short-range radio transmitters in them. He tags enemies that he hits but doesn't kill. This allows the Sniper and his team to see that enemy through walls out to a limited distance for a short period of time.

Weapons

Crowbar

Crowbar

The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It's a good humiliation tool for someone who is about to die, however.

Sniper Rifle

Sniper Rifle

The sniper's bread and butter. Charge it up by holding down the fire button, the release when you see a target. Zoom in by right clicking. The sniper rifle is also the only ranged weapon in the game to have locational damage. Head shots deal far more damage than regular body shots, and leg shots can cripple your target's movement speed.

Auto Rifle

Auto Rifle

Excellent weapon for personal defense. Use this if you find yourself in a close-quarters situation. The auto rifle gets less accurate at range, and it shares a clip with your sniper rifle, so save it for the times when enemies are bearing down on top of you.

Nailgun

Nailgun

Use this if you run of of shells for your sniper rifle and auto rifle.

Grenades

Frag Grenade

Frag Grenade

The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, insta-killing scouts or other weak opponents, and general destruction.

Additional Strategy and Tips

See Class:Sniper/Strategy for more information.

Playing as Sniper

  • Hide in a dark area, a long distance away from your target. A well concealed Sniper can do a lot of damage to the opposing team. If a Sniper's position is discovered, the distance between him and the enemy will determine whether or not he can get out of danger.
  • The best sniping spots are generally regarded to be those with a height advantage; some spots leave you only vulnerable to enemy Snipers. Snipers can also operate at ground level if they find good cover.
  • As a Sniper, you are pretty weak at short range. Save your Frag Grenades for close encounters, and have an escape route ready if you are attacked from behind.
  • When you are zoomed in with your Sniper Rifle, your peripheral vision is severely reduced. As such, it is easy for other classes to sneak up next to you and deal a lot of damage. A Spy's backstab can catch a Sniper very easily; try to keep your back to the wall to prevent this. It is prudent to keep your laser charged, but the rifle unscoped, and only scope when you see a potential target.

Playing Against a Sniper

  • Getting in close to attack a Sniper is often difficult, especially when he's targeting you. The best class to kill a Sniper with is another Sniper. Switching to Sniper solely to counter an enemy Sniper may deprive your team of a useful attacker, however, and can lead to "Sniper wars", where Snipers dedicate all their time to taking pot-shots at one another.
  • The best class aside from Sniper to act as a counter is Medic. He is fast, and so more difficult to hit and able to close distance more quickly. His Super Shotgun can tear through the Sniper's weak armor, his Concussion Grenades are very effective against a class that relies on exact aim, and his Infection can prove very annoying. However against a skilled Sniper a Medic may struggle to get close, and often a Medic's time can be better spent working towards capturing the flag.
  • A Spy will find it fairly easy to get in close to a Sniper.
  • As a Soldier, firing a couple of rockets at a Sniper's position may spook him into taking cover for a few seconds.
  • Snipers are often surprisingly effective at defending themselves at close range, as their Sniper Rifle does as much damage as it does at a distance, and they do not have tunnel vision while charging. Their Auto Rifle can deal out a respectable amount of damage, and their Frag Grenades are as deadly as those of any class.
  • As on many maps the Sniper deck is close to the spawn room, killing a Sniper won't be of much use, as he will be back in a matter of seconds. Distracting him might be a better idea.
  • Regardless of what class you are playing, if you spot a Sniper, make sure to immediately alert your team to their location. If the Sniper manages to take you out, at least the next guy coming along knows where he is and can take a crack at it.

Further reading


Class Guides
Scout  •  Sniper  •  Soldier  •  Demoman  •  Medic •  HWGuy  •  Pyro  •  Spy  •  Engineer  •  Civilian
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