Difference between revisions of "Class:Sniper"
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'''Playing as Sniper''' | '''Playing as Sniper''' | ||
− | 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. | + | * 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. |
− | 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. | + | * 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. |
− | 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. | + | * 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. |
− | 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. | + | * 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. | + | * 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. 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). | + | * 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). |
− | 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 | + | * 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. |
− | + | * 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. | |
− | + | * Remember to have your Auto Rifle out while traveling to a sniping spot, as it's very good as a self-defense weapon. | |
− | + | * 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. | |
− | + | * 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. | |
− | 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. | + | * 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 pretty useful as an attacker if thy 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) that 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. | ||
'''Playing Against A Sniper''' | '''Playing Against A Sniper''' |