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| Sniper | | Sniper |
| | classintro = | | | classintro = |
− | 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. | + | The Sniper is the master of long range combat in Fortress Forever. His speed and firepower make him ideal for attacking the enemy base either bypassing the defense or shooting them. The sniper has a rifle, scoped rifle and nailgun. The rifle is his most practical weapon, dealing tremendous damage at medium range. The scoped rifle is the weapon of choice for long range encounters, but limits your vision and maneuverability. The nailgun is a handy reserve for those days when you just can't seem to hit anything. Like the Scout and Medic, the Sniper also has concussion grenades. These give him the ability to conc jump to quickly reach the enemy base. Unlike the Medic, he does not have frag grenades, as he prefers to shoot his opponents than get within grenade range. If you wnat to take the fight to the enemy, and prefer shooting to grenades, the Sniper is the class for you. |
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| |abilities = | | |abilities = |
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| |name=[[:Category:Status_Effects#Transmitting|Radio Tag]] | | |name=[[:Category:Status_Effects#Transmitting|Radio Tag]] |
| |description= | | |description= |
− | 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. | + | The Sniper's Rifle and Scoped 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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| |weapons = | | |weapons = |
| {{Inline_Weapon| | | {{Inline_Weapon| |
− | |name=[[Weapon:Crowbar|Crowbar]] | + | |name=[[Weapon:Rifle|Rifle]] |
− | |imgsrc=W_cb_380x190.jpg | + | |imgsrc=W_ar_380x190.jpg |
| |width=190 | | |width=190 |
− | |description= | + | |description=The sniper's main weapon rewards the accurate shot. It does more damage than the shotguns, but lacks the bullet spread that makes a shotgun easy to use. At long range it does less damage, so you need to approach to medium range in order to drop those defenders. |
− | 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. | |
| }} | | }} |
| {{Inline_Weapon| | | {{Inline_Weapon| |
− | |name=[[Weapon:Sniper_Rifle|Sniper Rifle]] | + | |name=[[Weapon:Scoped_Rifle|Scoped Rifle]] |
| |imgsrc=W_sr_380x190.jpg | | |imgsrc=W_sr_380x190.jpg |
| |width=190 | | |width=190 |
− | |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 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. | + | |description=The long range brother of the rifle, this weapon can take down your opponents at any range. However, using it comes at a cost of slow movement and no peripheral vision. You must remain stationary prior to firing in order to steady the weapon. The bullet is an incredibly fast moving projectile, but you will need to lead moving targets at range. |
| }} | | }} |
| {{Inline_Weapon| | | {{Inline_Weapon| |
− | |name=[[Weapon:Auto_Rifle|Auto Rifle]] | + | |name=[[Weapon:Nailgun|Nailgun]] |
− | |imgsrc=W_ar_380x190.jpg | + | |imgsrc=W_ng_380x190.jpg |
| |width=190 | | |width=190 |
− | |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, so save it for the times when enemies are bearing down on top of you. | + | |description=Use this if you run of of shells for your rifle, or as a backup weapon for when you are conced. |
| }} | | }} |
| {{Inline_Weapon| | | {{Inline_Weapon| |
− | |name=[[Weapon:Nailgun|Nailgun]] | + | |name=[[Weapon:Crowbar|Crowbar]] |
− | |imgsrc=W_ng_380x190.jpg | + | |imgsrc=W_cb_380x190.jpg |
| |width=190 | | |width=190 |
− | |description=Use this if you run of of shells for your sniper rifle and auto rifle for some reason. | + | |description= |
| + | 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. |
| }} | | }} |
| | grenades = | | | grenades = |
| {{Inline_Weapon| | | {{Inline_Weapon| |
− | |name=[[Grenade:Frag|Frag Grenade]] | + | |name=[[Grenade:Concussion|Concussion Grenade]] |
− | |imgsrc=G_fr_190x190.jpg | + | |imgsrc=G_co_190x190.jpg |
| |width=95 | | |width=95 |
| |description= | | |description= |
− | 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.
| + | Concussion grenades have two functions: to impair the enemy's aim and push players (including yourself) around. While the first function can be useful in some situations, by making the enemy's aim bad enough so that he cannot hit you, concussion grenades are most useful as a means of moving very quickly or to get places you otherwise could not get to. [[Concjumping|Concussion jumping]] (also known as conc jumping) is one of the most unique features in Fortress Forever, and is an invaluable tool in the hands of a skilled player. |
| }} | | }} |
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| | strategyandtips = | | | strategyandtips = |
− | ===Playing as Sniper=== | + | ====Playing As Sniper==== |
− | | + | Despite being a little slower than the scout, you are just as useful at capturing flags! You make up for the speed with your strong weapons and extra hp. Use your concussion grenades to hop over to the enemy base and get that flag! Unlike the scout, you can take out quite a few enemies if the time calls for it. Use your rifle to attack enemies, and your long range scoped rifle where appropriate. Remember that your mission isn't to get kills, it's to get that flag to your base! Shooting a few of them to make it easier sounds like a good idea though. Anyone you shoot will be radio-tagged, so your teammates will know where they are and can easily finish them off. Once you have the flag, take the least guarded exit and conc to safety. Get it to your capture point and wait for the praise of your teammates, or the more likely soft mumble of excitement. |
− | * 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.
| + | ====Offensive Sniper==== |
− | | + | [[Jumping_Skills#Concussion_jumps|Conc jump]] to the enemy's base. Concs give you a major speed boost that'll let you fly through the yard seperating the two bases with ease. Don't try to fight back. You're gonna need every bit of health you can. |
− | * 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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− | * 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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− | * 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.
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− | * 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.
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− | * 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. Snipers are also good against sentry guns--provided they have the time and range to get set up properly. A fully charged sniper rifle shot will instantly destroy a level 3 sentry (and its engineer if he is next to it).
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− | * 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.
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− | * If you see a target that you want to kill, but don't have enough time to charge up the Sniper Rifle, shoot him anyways. He'll be Tagged, allowing all of your teammates to see him. This works best against enemy Spys, as they'll show up on your teammate's HUDs as an enemy, regardless of the disguise he's wearing.
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− | * Remember to have your Auto Rifle out while traveling to a sniping spot, as it's very good as a self-defense weapon.
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− | * Don't forget that you can use your Nailgun as a personal defense weapon. This is very useful when sniping an enemy from inside his own base, as you can't restock Shells, the ammo that the Sniper and Auto Rifle use.
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− | * 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 ambushed by the enemy.
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− | * A Sniper's [[Grenade:Frag|Frag Grenades]] can be used to Grenade Jump and reach areas normally though to be inaccessible to Snipers - such as rafters inside the enemy's base. Use this to your advantage.
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− | * 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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− | * 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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− | * Snipers are useful as an attacker if they have somebody supporting them. The Sniper Rifle's range is a great asset when trying to take out targets (such as a HWGuy in a tight corner). However, you have to surprise the enemy, or he'll slaughter you. In addition, you can kill enemies by having a teammate serve as bait, then kill the enemy while the two are fighting.
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− | * 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. It is prudent to keep your laser charged, but the rifle unscoped. Only scope when you see a potential target. This gives you better awareness of your immediate surroundings.
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− | ===Playing Against A Sniper=== | |
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− | 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 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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− | Heavier classes such as the [[Class:Soldier|Soldier]] can try to use their weapons for suppressing fire - a few [[Reference: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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− | 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.
| + | Once you're in the base, make a beeline straight towards the flag, using whatever routes you wish. Keep your rifle out and blast anybody that tries to get in your way. Try not to get too close, the defenders have powerful weapons and grenades which can really hurt. |
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− | 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.
| + | Once you've gotten the flag, you're probably hurting a bit. If there's a friendly Medic attacking, ask him to throw a Medikit to you. Otherwise, you'll have to make it as far as possible before you die. If you think you are going to die before making it back, throw it (C key by default) to an area that your team can access easily. It really sucks getting having hte flag dropped in an obscure corner because a rocket tossed you over there, then got killed with a Shotgun blast. |
| + | If you threw it to an easily-accessible area, it'll make it very easy for your fellow attackers to grab the flag and run it back to base. |
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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 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.
| + | While you're carrying the flag, do not engage into firefights with the enemy. You can get very distracted while being fighting an oppoenent, and since you have the flag, the entire team (instead of defenders) will be attacking. Being pounded on by Super Shotguns from enemy Medics and being lit on fire by Pyros in addition to rockets and minigun bullets hitting you will make you die very, very fast. |
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− | ===Advanced Sniping Tactics===
| + | If you prefer a more cautious approach, you can harrass a defender from long range with the scoped rifle. However, you may get surprised by a second defender, and you can do more damage if you get into range of your main rifle. |
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− | Despite the lack of depth to the class that is perceived by many, the Sniper is one of the most difficult classes to play effectively. This is partly due to the fact that Source engine hitboxes are the most finicky things ever, and also because of the "one shot, one kill, one target" style of play that is the Sniper. The style of gameplay required to be an effective Sniper is drastically different (and usually goes against) the normal type of gameplay required to be an effective member of a different class. In order to take your sniping to the next level, there are several skills that you must develop:
| + | ====Defensive Sniper==== |
− | * The first, and most important skill, is reaction time. This is closely followed by aim, but your reaction time will often determine if your and/or your target lives or dies. The faster you can move your dot over the enemy sniper and pop his head off, the quicker you can get back to important things like picking off the incoming enemy offense. A quick reaction gives you that much more time to line up your shot and get everything just right for the kill.
| + | As a defender, you can make yourself useful, taking potshots at long range and doing good damage at medium range. However, you haven't got the explosive power of a Soldier or Demoman to block off an area, and you don't have as much health as the standard defensive classes. You're just a bit too fragile to stand in the way of the enemy's medics and snipers. |
− | * The second important skill is aim. It's not far at all behind reaction time. Obviously if you want to hit something, you have to be able to aim at it. Your aim and accuracy are paramount as you will often only get one chance to hit a target (such as a concing Medic or Scout). The easiest targets to hit are those coming straight at you. There isn't any prediction required; just point and click. Things get more tricky when people begin strafing back and forth, bunnyhopping, and the like. You will need to learn to lead your targets. Even though the sniper rifle is hitscan (hits instantly), it is far easier to hit a target as they cross over your crosshair rather than trying to follow their movements exactly. Figure out the enemy's method of movement and then set your crosshair where he'll go next. Just release the mouse button as he moves over it. Bingo. Another one down.
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− | * You need to develop a good sense of awareness. This is true of all classes, but is especially necessary for Snipers. You '''need''' to know where that annoying Spy is who has no other mission but to kill you repeatedly. You '''need''' to know when the next wave of enemy offense will come, and you '''ESPECIALLY''' need to know where the enemy snipers are. Pay attention to kill and death messages. This gives you an easy reference point. If that Scout just died to a soldier in the flag room, he's obviously going to be coming out of the enemy base shortly. If a defender near your sniping spot just died, unscope and watch for people trying to sneak up on you. Also pay attention to where enemies are going. Once you know the layout of a map and get accustomed to the time it takes for an enemy to get from point A to point B, you can often surprise them by tossing grenades at them as they round corners and such. Memorize the common sniping positions in a map and keep an eye on them. Don't need an enemy Snipers ruining your killing spree.
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− | * Minimize Sniper vs Sniper conflict. At first this sounds counter-intuitive, but in reality it's the smart thing to do. You are more beneficial to your team killing, tagging, and disabling enemy offense (or defense) than getting involved in a sniper war with the enemy sniper(s). Getting stuck in an endless sniper war basically makes you dead weight and easy fodder for enemy offense that sneak up on you. This advice shouldn't be taken as to never attack enemy Snipers, however. It is your job to make sure enemy Snipers don't slow your own team down (unless they're so bad that they don't pose a threat anyway). Balance your target priority. Enemy Snipers are a high priority target, but don't let them dominate your game.
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− | * Prioritize your targets and stay on the move. Flag carriers and enemy Snipers are the highest priority targets you have. Flag carriers are an obvious target because flags are what win the game (in CTF, at least). Enemy Snipers are the ones best equipped to kill you, so make sure they're dead before you are. Switch up positions a lot. When you kill someone, it's likely that they know where you are. Move around to different positions a lot. It keeps the element of surprise up and allows you more time to get a shot off before being noticed. This is especially important when fighting against other Snipers.
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− | * Killing isn't always the answer. If three enemies are approaching your base and you have a clean shot against all of them, it is more prudent to tag each enemy and leg shot them if possible, instead of killing one and letting two through unscathed. This makes them move slowly and projects their location to your whole team. A single shot can take out a large chunk of health. Remember that when you kill an enemy in the yard, they get back to that point a lot faster than if they die in your flag room.
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− | * Zoom in only when necessary. You can charge your shot without scoping the sniper rifle. This is important because it allows you to retain awareness of your immediate surroundings. Get used to using your peripheral vision and keep an eye on the whole screen at once. This will save your life often. Spies can't sneak up on you if you're watching that ladder while you're watching the yard, now can they?
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− | As your sniping ability increases, you will find it possible to hit extremely fast-moving targets, such as conc jumping scouts. These tips are meant as guidelines, but are not a substitute for practice. Sniper is one of the classes that requires a lot of "physical skill" rather than mental. You must have good twitch reflexes and good accuracy. The only way to develop those is to, of course, play as a Sniper a lot.
| + | ====Playing Against a Sniper==== |
| + | They're somewhat weak, so a few rockets should finish them off. A well-placed HWGuy, along with a Pipe Trap can tear a Sniper to pieces in no time. Many times snipers will not try to kill you but try to conc pass you in that case try to stop them with rockets or grenades, they might try to conc you so good conc aim skill will pay off. They might try to stay back and take pot shots from range. In which case you charge towards them, retreat round a corner, or dodge sideways and be content that while they are sitting back, they aren't getting your precious flag. |
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− | {{Rating|4}}
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| [[Category:Classes]] | | [[Category:Classes]] |