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Viewing Article: Sniper Loadouts Part 2
 By: PoPo!
Herpus via Derpus
 Summary:
 A series of articles detailing good combinations of weapons/items for the TF2 classes.
 Posted on 2011-04-20 15:13:30
Viewed: 1477 times 
 Posts: 8775
Commented on: 1 time 
 Location: I'M ON A BOAT
  


- Sub-Machine Gun



It's not exactly the Heavy's Minigun, but it's a reliable weapon. It's better than no-scoped rifle shots when an enemy is right in your face. It's rapid fire helps you root out Spies. It can be handy for following up on the Jarate effect from the Sydney Sleeper, or help supplement the bleed damage from the Tribalman's Shiv. A decent weapon for Snipers that like to stay closer to the front lines, or if you're sniping from a position that isn't very well defended and you expect enemies to try to flank you.

Probably the best weapon for dealing with Scouts solo, and for taking advantage of guaranteed critical hits, like Kritzkrieg or when your team captures the flag. Generally, you wanna only bother taking on weak targets with it, or use it while running away toward health and/or your team.

- Cleaner's Carbine

It may seem like a cool weapon, but it has inferior stats to the SMG, so securing a kill with it is harder. It can't even be an assist, it has to be a solo-kill, and you have to finish the enemy off with this. That makes actually getting the crit effect off of it is difficult, and it's a short duration, so you'll often find that after all of that effort, there's no enemies around to use the crits on. In my opinion, pretty much a straight downgrade to the more reliable SMG.

- Jarate



A very helpful item. The mini-crits help both you and your team mates kill enemies a lot faster. Used on one enemy, it's already great, but on multiple enemies, it's potentially devastating. Keep in mind, however, that if you're the kind of Sniper who likes to hang back in a safe location (likely using a rifle), you're not gonna be throwing Jarate to hit enemies very often. You'll mostly just put out the occasional fire and use it counter Spies/flanks.

Note that unlike Mad Milk, the Jarate effect is very noticeable, because it turns their player model yellow, as well as their field of vision, so they're immediately aware they're Jarate'd, but so are your team mates. This makes Jarate especially good for Spychecking, as Mad Milk'd Spies are easy to track by you, but are sometimes missed in plain sight by your team. Not to mention you can save your own life and your allies' by putting you and/or them out if they're on fire. Really helps your team take down a Medic and his patient, for instance.

- Darwin's Danger Shield



Nothing complicated here. It grants you +25 max health, at the cost of not having a secondary weapon, which is a bit steep. It can help you survive on the front lines, or make it so that in Sniper vs. Sniper matches, your opponent has to nail a fully charged bodyshot to kill you, not merely an almost-charged shot. Hurts your ability to deal with Spies, especially if you're using a rifle and not the Huntsman. Using this makes it harder to dispatch enemies that get up in your grill.

- Cozy Camper

Health regen is nice, but it's not much. Not flinching while your aiming when you got shot can be helpful, especially at closer ranges to your enemies, as well as the reduced knockback.

The slower movement speed when you're aiming can be really detrimental, though. Sure, it kinda helps you aim better, but at the same time, it makes you easier to hit in sniper vs. sniper combat, and sometimes moving more quickly can help you track a target. That, and it taking up your secondary slot when something like the SMG or Jarate generally have more useful and powerful effects, makes it so hardly anyone uses this.

- Tribalman's Shiv



Causes a bleed effect on hit, which is helpful for revealing the location of a Spy. Does less up-front damage than other melee weapons, but more total damage per swing when you take into account the bleed effect. 2 swings can kill a 125-health class, provided they don't find a source of healing in 6 seconds, or somehow reduce the damage (Dead Ringer, for instance.) An all-around good melee weapon.

- Bushwacka



Turns mini-crits into full crits, which dish out 195 damage per hit. That's quite a bit; it's enough to take out a Heavy in 2 swings, 3 if he's overhealed, and most classes die to just 1 swing. Obviously, you wanna pair it with Jarate and/or the Sydney Sleeper, to activate it's effect. Note that any source of mini-crits will cause this to crit, such as a friendly Buff Banner or the enemy's Scout using Crit-a-Cola.

The fire damage isn't a huge penalty, considering the high damage potential this weapon gives you and the fact that fights with Pyros already end quickly, either in your favor or theirs. Still, you'll wanna keep a healthy distance from Pyros, and consider using the Shiv instead if the enemy team has a lot of them. On the plus side, since Jarate is often paired with this weapon, you'll have a means of putting yourself out, which helps offset the weakness. Keep in mind the Bushwacka can randomly crit, while the Shiv cannot. If you don't plan on getting very many mini-crits, go with the Shiv.

 Falcon At
Who's this douchebag?
Nice articles Po. I might actually use Jarate now. It seems you left out the anti-backstab-whatcha-ma-call-it.
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