Archive for the 'sniper' Category

Your Guide to TF2 Classes

Ibuprofen from the forums continues to do our job for us with this amusing image breaking down the appeal of each Team Fortress 2 class:

tf2classesPNG

Spychael Jackson [Video]

Thanks to Bazinga for sending this in. YouTube user thejazzman9475 has been hard at work creating some of the best TF2 videos ever made. Ever. So far, they’re unfinished, but they’re already dripping with freshly painted win.

There are a couple other ones in the works too, featuring the Pyro, the Sniper, and the Engineer. There’s also one with a surprisingly risqué Heavy/Medic pairs dance sequence. I, for one, can’t wait for these to be finished.

Clank’s script shop – Fun with weapon animations

In the (annoying) words of Extine, yaaaaooo.

Welcome to another episode of Script Shop, for the month of July.

Now I went and posted some scripts I’d found useful last time, and dropped a few because Valve fixed those (like my beloved autopistol, the Demoman targe turn, and the BONK! slowdown). There were however a select few self-righteous twits who had no other argument than “play it like it was meant to be played”; ironically, the same words that came from Infinity Ward about MW2, and we all know how that particular series is going.

But! Forget about that, because there are really no gameplay effects from this issue. I’ve been messing with some weapon animations when I’ve had viewmodels on, and today I’ll be posting two of them for your amusement and possible use. Onwards ho!

___________________________________________________________________________

Installation

That is, if you need this.

Simply copy and paste the coded text into your class.cfg, depending on what class it’s for.

Copy of tf-cfg

If there are any key rebinds, you’ll have to add defaulters to your other classes to set them back to normal. To do that, use this:
bind mouse1 +attack
bind mouse2 +attack2
bind 1 slot1
bind 2 slot2
bind 3 slot3
unbind k
unbind semicolon
unbind "'"

Either
1) Copy and paste it to the top of every class config file you have, or
2) create a new text file called defaultbinds.cfg in your team fortress 2\tf\cfg folder, paste it into this file, and at the top of every class cfg, add “exec defaultbinds

In addition, DO NOT use either of these on a server which doesn’t allow the wait command, as this will crash your game. To check, type sv_allow_wait_command into the console and make sure it’s set to 1.

___________________________________________________________________________

Sniper “recoil” animation

Most half-decent snipers, now, would notice that sometimes, their rifle “reloads” slower than the default animation. Some, then, would notice that this is a little glitch in the weapon switching animations that’s been in TF2, where if you select a different weapon a specific time after firing a shot, it delays the rifle animation.

So here’s a script that does that automatically!
// Slow cocking animation script
// By Secret Agent Clank
// =====================
alias +slowreload "+attack; wait 80; slot3; wait 10; slot1"
alias -slowreload "-attack"


alias slowcockprimary "slot1; wait 25; bind mouse1 +slowreload"
alias slowcocksecondary "slot2; wait 25; bind mouse1 +attack"
alias slowcockternary "slot3; wait 25; bind mouse1 +attack"
alias normalcock "bind mouse1 +attack; bind 1 slot1; bind 2 slot2; bind 3 slot3"
alias slowcock "bind mouse1 +slowreload; bind 1 slowcockprimary; bind 2 slowcocksecondary; bind 3 slowcockternary"


bind "semicolon" "normalcock; echo normalRifleAnimation"
bind "'" "slowcock; echo slowRifleAnimation"
echo "; -> normal // ' -> slowcock"
// =====================

Here, I’ve bound the semicolon ( ; ) to the normal rifle, and apostrophe ( ) to the slow cocking script, but you can reset those buttons if you want. And don’t worry if it skips the animation; the rifle attack interval is 1.5 seconds and this is faster than that.

In addition, we all know what joke you’re thinking off now, and you should be ashamed if you type it out.

cp_badlands0000

WARNING: This is not set up to be used with q, or the mousewheel, by the way, since I don’t do that.

___________________________________________________________________________

Engineer Pistol Twirl

Here’s my other new one, which plays with the Engineer and his handgun equipping animation.

// Engy pistol spinny
// ==================
alias +lugertrick "-reload; alias repeat_function +repeat; +repeat"
alias -lugertrick "alias repeat_function stoprepeating"
alias repeat_function "+repeat"
alias +repeat "slot1; wait 3; -repeat"
alias -repeat "slot2; wait 20; repeat_function"
alias stoprepeating ""

alias +handguntrick "-reload; alias repeat_function +repeathand; +repeathand"
alias -handguntrick "alias repeat_function stoprepeating"
alias repeat_function "+repeathand"
alias +repeathand "slot1; wait 3; -repeathand"
alias -repeathand "slot2; wait 40; repeat_function"
alias stoprepeating ""

bind mouse5 +lugertrick

bind k handgunspin
alias handgunspin "bind mouse5 +handguntrick; bind k lugerspin; echo handgunTrick"
alias lugerspin "bind mouse5 +lugertrick; bind k handgunspin; echo lugerTrick"

Here, ( mouse5 ) is bound to spin the pistol, since I have +attack2 for my Engineer bound to mouse2.

lolgineer

In addition, ( K ) will switch between a longer and shorter delay: these buttons you can change.

I’ve planned out the wait times to be a good animation for my ping and FPS, which is 20 for the Lugermorph and 40 for the regular Pistol. By default, it sticks to the Lugermorph (which if you don’t have, by the way, automatically puts you in the uncool crowd), and pressing ( K ) will switch that to the longer delay needed for the Pistol animation (in my opinion).

These wait times you can alter to suit your own tastes.

In addition, you’ll end up with your pistol out, but feel free to switch to anything else.

___________________________________________________________________________

So, these are just a couple of fun things I’ve been messing around with. Try them out for yourself, and don’t be afraid to mess with the code either! Nothing ventured nothing gained, or some such malarkey.

Now if you’ll excuse me, I’ll be waiting for the Engineers guitar-based melee weapon.

EDIT: Okay, slightly late for this but I just remembered to add this in. The thing is, configs and framerates are different for different people: what this means is this affects the wait command differently (since it doesn’t like to behave itself). Chances are if you install it, you’ll have to experiment with your own wait values, most likely the 80 for the sniper and the 40 and 20 for the Engineer.

This is probably easier with windowed mode; just keep the files open, save it for new values, and “exec engineer” or “exec sniper” for either class, until you get the values you’re satisfied with.

Engineer: this would be based on how it looks to you.

Sniper: Work on averages. If it’s -not happening- more often, add a few points to the wait. If the -switching to kukri and back animation plays- more often, lose a few points.

That is all.

EDIT2: Swapped ( mouse2 ) and ( mouse5 ) for the pistol twirl since +attack2 is now more useful for the Engineer, and fixed quotation marks.

9 Comments »

Secret Agent Clank! on July 7th 2010 in engineer, sniper, team fortress 2

Law Abiding Engineer

Every once and a while, a video shows up that’s so good that we’re willing to risk the reader’s ire by putting up another video post. This is definitely one of those videos.

Quick update: The creator has uploaded a comparison reel, for those who didn’t see the original trailer or who just wanted to be even more blown away by the shot-for-shot accuracy.

The Complete Dunderhead’s Guide to Effective Huntsmanning

awesomehuntsmanpose

Great title, right? Don’t worry. I’m not going to be talking down at anyone during this guide. If anyone is a dunderhead at sniping of any kind, it’s me. So how does a D-head like myself go about telling anyone else how to do their job? Simple: I’m not going to.

I said “effective” huntsmanning, not “pr0″ or “1337″ or any other superior-sounding, number-infused adjective. Once you read my guide, you’ll know how to make yourself felt on the battlefield, and maybe get a kill or two.

_______________________________

Point Numero Uno: The Huntsman is… different.

You'll never hit me! You'll never hit my tiny little head!

The first and most important thing you can do as a huntsmanning Sniper is to Lead Your Targets. In fact, I could just copy those three words until they were big enough to fill an article and you would know roughly 90 percent of what you need to know to function with a bow. It’s that important.

And the very fact that you’re using a projectile weapon leads to some very different methods of execution. As a general rule of thumb, if you see a Sniper-prone target (Heavy, Medic, Engineer, etc) and a bit of cover, aiming between the two will give you an almost certain hit.

Also, the Huntsman has a much wider hitbox, and thus can be spammed much easier than the Rifle can. Not to the extent of any sort of explosive, but generally you only have to aim in the direction of anything colored different to you. You’ll hit something. I promise.

_______________________________

Point X+1: Get in close.

I never really was on your side, either! Wanker!

Not melee range, lord no. I mean around the effective range of the SMG. You remember that tiny number, don’t you? Keep it in the back of your brain. We’ll talk about it later.

Closing the gap gives you a few advantages over everyone else in the field. Rifle-using Snipers (the pansies) don’t react well to an invasion of their personal space, and tend to swing their machete wildly at anything that intrudes on their personal bubble. Panic, of course, leads to disorganization, and while he’s beating the crap out of an imaginary Spy and looking the other way, you can bow and arrow him to death.

While no one else will be quite as discomfited at having a Sniper getting up-close-and-personal, it does help you in a way that kind of negates Act I of my first point: you don’t have to lead as much. So we’re back to the classic Monkey Island formula: Point, hold, and click. Of course, don’t hold too long, or some Scout with half a brain will bring you up-to-date on modern technology. Violently.

_______________________________

Point Number the Next: Know how you’re going to kill them.

Hmm, choices...

While a long stick with a pointy bit on the end is no doubt impressive, sometimes it’s just not enough. Sometimes, you need to use your secondary weapon to augment the murder a bit. Ignoring the Razorback for a minute (because that’s only for Rifle-users who willingly give themselves tunnel vision), you have two very good choices.

S.M.G.: The Finishing Move

Similar to a hunter in the wild, you use your tradition-laden longbow to tag the brute you’re aiming at, and then end him with a bullet (or 25) to the brainpan. The trick here is to start far, and then move in for some better shooting. This works better on larger, isolated prey, such as a straggler Heavy or Soldier. Just make sure to approach from a direction different from the one you shot him in. An arrow in the liver is a quick attention-grabber.

Jarate: The Boosted Attack

This one’s sort of the opposite to the SMG philosophy. To pull this off, you need to start close and Jarate all over your quarry, then backpedal and snap a shot at him while he pursues you for showing him who truly is the boss. As with the strategy, you also should target the opposite kind of class. This one works best on the lighter enemies who you can’t be asked to get a headshot on, like Pyros and Medics.

Of course, Scouts are a variable in all of this. In any case, the buggers don’t warrant either of the secondaries, because a snapshot will either randomly hit their head, ending the threat, or impale them so bad that they run all the way back to the resupply room, crying for mommy. Unless they’re not sissies or have been drinking extract of Saxton Hale, in which case you should head straight for your own lines posthaste, only turning around to try and nail the little squirt again.

_______________________________

Point Second-From-the-Last: Huntsmen’s advantages and why the Razorback is rubbish.

You might as well be standing still!

Let’s count out the myriad ways The Huntsman is better, shall we?

  • It lets you move faster, which anyone who’s ever died by Pyro will appreciate.
  • You keep that wide field-of-view your dad paid so much for.
  • It gives you limited indirect fire.

Now let’s see the Rifle’s pros.

  • It flat-out does more damage, always a plus.
  • You don’t have to lead, because nothing slow enough to be hit at that distance would need to be.
  • It’s way more accurate.
  • People won’t accuse you of being a “huntspam noob” if you use it; instead, you’ll be “a f*king hax0r, admin ban nao plzz.”
  • You know what, that’s all I can really think of.

And all joking aside, that may be enough to give both of these a good niche on the battlefield. But that’s not what we’re here for, so let’s focus on using the Huntsman’s boons to their booniest.

The most obvious is to constantly check your flank and never let a second pass without either killing someone or knowing everything about your surroundings, all the time. If a Spy cloaks in the corner of your vision while you’re lining up a shot, just swivel your view down to him and take him out. You’re doing everyone on your team a favor.

The Razorback was made for traditionally thinking (yes, thinking) Snipers who can’t be asked to move from their designated campgrounds to check for spies. Since you’re a Hunterman, you’ll be on the move and constantly aware. Therefore, it’s worth little to you.

There’s one last thing, although not an advantage, that you really need to know. Nocking the arrow and charging your shot slows you down, though not as much as scoping in with the rifle.

Charge shots have a few advantages: besides the higher damage, the arrows also move faster. A caveat: if you keep the huntsman charged for too long, the accuracy decreases (when this happens, the sniper’s arms shake slightly from the exertion of holding the drawn bow). Fear not, though! Instead of wasting the shot, you can de-nock the arrow by pressing the right mouse button.

Charging a shot is analogous to spinning up as a Heavy, and as such, you need to know when to pack it up and head for them there hills. If you’re faced with more than one fast mover, or a boatload of high-health classes, you’re probably better off living to fight again than holding your ground. It wasn’t terribly nice ground, anyway.

_______________________________

Point Very Definitely Final Dungeon: Practice.

There ya go!

No amount of me telling you what to do will make up for not going out there and doing it. Believe me, I read up on the latest in TF2ology before I even bought the game, and I was still a newbie, come Day One. You’re going to get out there, you’re going to kill, and you’re going to get good at it. On that day, you’ll look back at this Complete Dunderhead’s Guide and remember how far you’ve come. And on that day, I hope you’ll write in and thank me.

_______________________________

In conclusion, and without a moment to spare:

  1. The Huntsman is inherently different from the Rifle. Embrace that, and you’re a step closer to victory.
  2. You’re better off being closer to the target than normal Snipers need to be.
  3. Your secondary weapons have their place. Use them.
  4. Keep moving, keep alert, and keep away from the Razorback.
  5. Get out there and play!

A special thank you goes to Tygrys for the illustrations.

23 Comments »

Graven_Image on March 5th 2010 in how to, sniper, tactics, team fortress 2

Medieval Fortress 2: An Introduction

Team Fortress 2 takes place in the sixties. Everyone knows this. But RED and BLU aren’t new creations. They didn’t come about around that time. No, the Team Fortress 2 that we know is only a single chapter in a war that has spanned centuries. It spanned back… to medieval times…

Some of the tools of war from those times long since passed survive in the current incarnation of this never ending war. And using these tools, we here at ubercharged.net labs have recreated the war as it was hundreds of years ago. We have recreated…

MEDIEVAL FORTRESS 2

Medieval Fortress 2 is an update of a classic mod found on ubercharged.net Server 1. This update is a complete rework of the plugin, and includes TARGELANDER DEMOS and EQUALIZER SOLDIERS.

“But DPErny, what IS Medieval Fortress 2? I’ve never heard of it.”

Medieval Fortress 2 is what it says on the cover: it’s a Sourcemod plugin that creates a Medieval theme in Team Fortress 2.

THE STORY
Europe was a bloody, gory place since the fall of the Roman empire. For centuries, feudal states grabbed for whatever partition of the former empire that they could. Rulers, sometimes fair, sometimes tyrants, came and went. Then, word of a new king spread. A powerful, wise ruler known as King Manne was fighting to unite the world under his rule. He succeeded in uniting most of Europe, and then ceased his conquest to manage the empire he had accrued. During this rule, there was a time of great peace and many hats.

But then, King Manne fell ill. He no longer had the strength to run his kingdom. He left the day to day running of the Kingdom to his most trusted aide, Saxtonnious Hale. But Saxtonnious could not run it either, not without the guidance and wisdom of King Manne. The land began to fall apart.

Now, King Manne had two handsome, dashing sons. Blutonious and Lord Redwall, as they were called, were fiercely competitive. Each was always trying to outdo the other. When their father fell ill, Blutonious and Redwall each felt that they were entitled to the throne. One can only imagine their anger when Saxtonious was put into power. But Blutonious and Lord Redwall were not stupid. They watched as their father’s kingdom fell to ruin. Blutonious fled to the lands in the east, and Redwall went west. Each began amassing an army of supporters from their father’s former force.

Then, one day, the conflict finally erupted. Blutonious and Redwall each declared their land a sovereign state, named Blubaria and Redland respectively. Great battles were fought in the name of these two powers, and the very planet shook under the conflict.

THE CLASSES

The Archer

Ye Olde Kindom of Manne spared no expense when selecting its Archers. The most talented marksmen in the land were much prized during the great fissure; Redwall and Blutnoius each scrambled to win the favor of the kingdom’s Archers, knowing how important they’d be in the later battles. The Archers were often taught the then fledgling art of Jarate, a method of defence conceived by those strange peoples of the Far East. While most fierce with a bow in hand, Archers are a formidable warrior with a blade as well.

The Knight

No medieval war would be complete without knights, but these were far from chivalrous. These fierce warriors from the land of the Scotts were a force to be reckoned with. Hardened in battle and wielding cursed swords of unimaginable power, the Knights make up the backbone of any assault. They had been known to charge at their foes with reckless abandon, shouting a bloodcurdling battle cry. These fearsome Scottsmen are widely known for their lethal decapitations.

The Berserker

Tales were told of fearsome warriors from the Scandinavian regions that were but ordinary miners in times of peace. When times of war dawn, however, they were far from peaceful. These men revel in pain, and fight to the death without retreat. Travelers from the northern regions say that these Berserkers fight more fiercely as they sustain wounds, and that the most heavily wounded often take down foes with one swing of their mighty pickaxe. Berserkers occasionally carry in to battle a horn of war, which they blow to rally their fellows into the same frenzy.

The Bear

These strange men from cold regions to the east were as strong as they were stupid. Discovered by the Mannish traders, these hulking brutes knew no weapons. They fought with their bare hands alone, crushing their foes with but a swing of a mighty fist. The harsh landscape of Siberia trained them to withstand punishment far beyond that of a normal warrior. They also brought with them from their native lands a culinary dish with amazing medicinal properties. This meal of bread, meat, and vegtables serves to heal the brutes should they sustain damage. They have also been known to lend it to ailing comrades in times of great need.

The field of battle

Currently, the known battles of Medieval Fortress were fought at the castle Redfort. This tall structure, on the border between Redland and Blubaria, was held fiercely by the Redlandians. The Blubarians, attacking from a cave just outside of the castle, stormmed the gates and fought their way through the castle.

The Real Story

Medieval Fortress came about of the first time during the summer of 2009. After a rousing game of shenanigans, I decided that it was time to learn Sourcemod, and bringing Medieval Fortress to the non-administrated masses would be an excellent project. I began working on Medieval Fortress immediately.

I started my adventures in Sourcemod by reading the AlliedModder’s Wiki, and by reading Sirot’s Zombie Fortress plugin. These two sources helped me tremendously, and before long I was making headway on Medieval Fortress. Despite numerous bugs, glitches, and setbacks, I managed to choke out a working version of the plugin I intended. The final product was terribly unorganised, completely unoptimized, and it barely passed AlliedModders aproval, but it worked. About a month after the original Medieval Fortress had been put on, the new plugin was on Server 1.

Medieval Fortress was an instant success. It was played often, and for a while it was hard to get into a game that was hosting Medieval Fortress. Most of the server population loved it. Soon, however, after the fun had worn off, Medieval Fortress was taken off rotation and forgotten.

Fast forward to December of 2009, and the Demo vs Soldier update. As soon as the public caught glimpse of the Eyelander, the forums were alight with people asking for Medieval Fortress to get an update. People who had never heard of my plugin were demanding it. Several threads cropped up on the Steam Forums asking for someone to make a medieval game mode. Interest in the subject soared. I stepped back and analyzed the situation; people demanded it, I would provide. Before the update had even been released, I began work on Medieval Fortress 2.

This time around, I was more experienced in Sourcemod, and I could recognise the disaster that was my first plugin. Considering this, I decided that Medieval Fortress 2 would be a complete recode. I rebuilt my entire plugin from the ground up, starting with nothing but a blank notepad screen. When a problem arose, I asked for help. Before the end of December, Medieval Fortress 2 was ready for release. It was put up on Server 1, and playtesting helped me to iron out the one major bug in the programming.

And, now, two months after the completion of Medieval Fortress, I am ready to release it to the public at large. The source code, the program, everything that a server operator needs to host Medieval Fortress is available right now. What’s more, so long as even 1 server operator hosts Medieval Fortress, I will continue to keep it up-to-date and ready for more challenges. As time goes by, I will release more features, and the bare-bones plugin you see today will be a far more in depth game mode.

The Technical Details

Today’s Medieval Fortress allows for four classes, as previously stated. The Knight is a Demoman. He is allowed only the Eyelander, the Bottle, and the Targe. The Archer is Medieval Fortress’ default class. Anyone trying to switch to an unallowed class will be redirected to this tweak on the Sniper. He is allowed only the Huntsman, Jarate, the Razorback (which, although useless now, I plan on adding features for later), and his Kukri. The Berserker is simply a the Soldier with all non-melee weapons stripped, excluding the Buff Banner. The Bear is the same with a Heavy; all non-melee weapons are stripped excepting the Sandvich.

To set up map to automatically play Medieval Fortress, simply erase the map’s existing prefix and affix “mf_” to the beginning. For example, on UC server 1, we use Redfort under the name “mf_redfort_b3″. Alternatively, Medieval Fortress can be enabled on any map by typing “sm_mf_enable” into the console (changemap admin flags required). While Medieval Fortress will automatically disable itself at the end of a map, it can be turned off manually by typing “sm_mf_disable” into the console (also requires changemap).

Download

Source code: Medieval Fortress 2

Plugin: MF2

Credits

I have to give credit to tons of people for this, because it really isn’t original. First off, credit goes to Phoenix, the ubercharged.net editor, for the original Medieval Fortress. He got the ball rolling. Next, credit to mrmof for making the map we play on. More credit goes to everyone on the ubercharged.net forum for making this work.

The Classy Classes Avatar Pack

Indulge me dear reader; just the other day I was playing a game of Team Fortress Two with my good companion Sir Tygrys when an observation was made. Checking the scoreboards, one notices that many of you are sporting digital avatars that are ill-fitting for such a Gentle Manne’s game.

chess

Now perhaps you can get away with this shameful display on other counties of the Internet, but this is Ubercharged; my companion and I agreed we must do something about it.

And so Sir Tygrys, being a master of the arts, began work producing a collection of Team Fortress 2 inspired portraits tailored for Gentle Menne with an eye for the latest in style. Before presentation I must insist that neither of us will be held responsible if, upon glancing these works of art, your monocle falls into your tea.

But without further ado allow me to present to you our works, complete with the accompanying press release from the newly formed T&T Industries:

T&T Industries is happy to announce the release of our very own avatar pack, more precisely the ‘T&T Industries Classy Classes Avatar Pack’.

This pack was specially designed for all of you who understand the need to be classy in all your digital ventures. This splendid pack comes in two styles: BLU and RED, to suit individual customer preferences. You will find that they have been readily scaled down to 184×184 pixels, so they are immediately ready to use on Steam the very moment you download them to your drive.

All of these spiffing avatars were made by two masters of fine art – Sir Tygrys Murdock and Sir Tesla Sherbonk, with extra thanks to Sir Dont for improving the quality of the original images. Should you encounter either of them during your exploits in digital space, be sure to bid them thanks; they’ll be ecstatic to hear their work is appreciated.

Now go ahead and enjoy this fine art as we have prepared for you.

Remember our motto – quality is of the utmost importance and we strive to satisfy all of our customers.

Signed: T&T Industries Chairman of marketing

Willbur McTrackingster

AvatarPack

You can download the newly improved v2 pack HERE, thanks to our friend Dont. You may also wish peruse the full sized imagery whilst you await the cheeseboard. Lastly, to those of you whom have no interest in showing some class, may I perchance interest you in a job sweeping out my chimney?

How To ‘One On One’ As Sniper

There are already some great articles out there about how to play sniper, but I wanted to focus a little more on one aspect of sniping. As a sniper, there come unfortunate times where you must fight classes one on one. This becomes exceptionally difficult for you, because your main weapon is extremely hard to use at close ranges consistently, so I’m here to give you some tips on how to fight each class one on one from both a distance and close quarters. Note: This guide assumes you’re using the standard weapons for sniper.

Scout

Scouts are the fastest class in the game, so hitting their heads is a bit of a problem. At long ranges, it’s best to go for body shots rather than headshots. Scouts only have 125 health, so you don’t even need to fully charge a shot to kill them in one hit. If you’re having trouble hitting them, or you’re not very good at aiming, try to go for multiple quick body shots. Without charging, your rifle does 50 damage, so if you can get 3 fast shots off against him, he’ll be dead. Even if you can only get 1 or 2 shots off, it dramatically increases your chances of killing him with your SMG when he gets close to you.

Meetthescout2

At close ranges, your chances of hitting a Scout with a sniper are slim to none. Whip out your SMG and fire at him while backpedaling and dodging to the nearest medpak. Both of you have extremely low health, so health is extremely valuable in this situation. If the scout tries to make a run for the nearest medpack before you,  it probably means he’s at a very low health. This is the point where you should whip out your rifle. You should know where the medpack is, so scope in to it, and prepare to snipe the scout right before he actually gets the medpak. DON’T waste a shot trying to go for the headshot on the Scout, because chances are that he’ll die from the partially charged body shot anyway.

Soldier

Soldiers are fairly easy to snipe, because of their slow speed and relatively large heads. However, in a one on one situation, your task becomes a lot harder, because they can rocket jump and cover large distances very quickly. From a distance, you’ll want to go for headshots or charged body shots. If he rocket jumps towards you, and he probably will, DO NOT stand there and try to snipe him in the air. If you do this, you just become a sitting duck for him as he flies towards you from above. Contrary to what your common sense would tell you, run TOWARDS him if he would land on top of you, or PERPENDICULAR to him if he’s not that close. Doing this will create the largest gap between you and him. If you pass directly under him while he is rocket jumping, he will have to turn 180 degrees and re-aim at you. This gives you time to get away from him, and prepare for a rifle shot.

sollypic5

If his rocket jump is successful, and he gets close to you, don’t pull out your SMG or kukri. The soldier has too much health to be killed quickly with an SMG, and the kukri is basically useless because it’s impossible to get close enough to use it. Even if you do get close enough to use the kukri, the soldier has more health than you, so a point blank rocket will kill you and leave the soldier still alive. The best bet at this point is to use the rifle, and to just take really fast quickscope shots at him. Because of his slow speed, his head shouldn’t be hard to hit, and because he took damage from the rocket jump, it should usually almost kill him. If it doesn’t, at this point it is okay to use the SMG and finish him off. However, when trying to snipe him, don’t spend too long aiming at his head, because you just become an easy target for his powerful rockets. Take very fast shots at his head, and if you miss, dodge and try again. These battles are usually the fastest of the one on ones, and it won’t make a difference if you try and make a run for the nearest medpak.

Pyro

Pyros are, in my opinion, one of the easier classes to kill as sniper. At long range, there is nothing they can do except dodge and shoot flares at you. Dodge the flares and headshot them. ‘Nuff said.

800px-pyrobuuuurn

At close range, all 3 weapons are equally good against the pyro. Personally, I like to pull out my rifle and just headshot them, and maybe finish them off with the SMG. This is generally easy to do, because many pyros don’t strafe or jump very much, which makes it easy to shoot their head. If you’re on fire while this is happening though, aim for their chests. The fire causes you to automatically recoil, and with luck, it will recoil into their heads. If it doesn’t recoil, you will at least hit their chest and cause enough damage that you can finish them off with the any of the 3 weapons. Also, while you’re doing this, try to head towards a medpak, but don’t stop shooting at him, because chances are you’re going to die unless you kill him first.

Demo

All right. Basically, demo is the exact same thing as soldier. They have a little less health than the soldier, and are a little faster, but the exact same tactics apply to taking them on one on one.

demo_jump_2

Heavy

Everybody would almost universally agree that heavies are the easiest class to snipe. At long ranges, their minigun is still very accurate, and all you have to do is hide behind cover until you see them stop shooting, and the pop out for an easy headshot with your rifle.

heavy_natasha1

Heavies have the most health in the game, so the only way to make a significant dent in his health is to use your sniper rifle. At close quarters, the best thing to do is to just run away from the heavy while firing your SMG at him. Once you are at a safe distance, try to find cover and headshot him. Remember, he will be wounded from your SMG, so one charged headshot will kill him. He is too slow to keep up with you, so if he ever gets to close, simply run away and try and snipe him again. Also, because he can’t keep up with you, you can run to the nearest medpak and heal up, no problem.

Engi

Engis are probably the 2nd easiest class to kill. At long ranges, their weapons are basically useless, and it is very easy to snipe them while they’re standing still trying to harass you with their pistol, or when they’re working on their buildings. There’s really nothing they can do to stop you, so just dodge a little and headshot them.

engineer_dance (credit siamnoodle)

In close quarters combat, it is similar to if you were fighting a scout, except slower. You have the choice of using any of your 3 weapons this time, and you can use either the pyro or the scout strategy for fighting them. Just like the scout, you should also run towards a medpak, because you both have low health.

Medic

Yet again, I’m just going to be lazy, and say that medics are just like engis or pyros in long range combat. The needlegun actually does quite a bit of damage to you, so when you’re trying to snipe medics, don’t stand in place too long, because you can die very easily from a mass of needles.

themedic

Medics are really quite annoying when it comes to fighting them in close combat though. Your main close quarters combat weapon, the SMG, is nearly useless against their powerful needlegun. Their needlegun does even more damage than your SMG and it gets even worse, because they have more health than you. If they happen to have the blutsauger equipped, which many of them do, you’re at even more of a loss, because they can regain almost half of the health they do to you. The other weapon that is useless against a medic is the kukri. If they’re decent at melee combat, you’re basically dead because it only takes 2 hits from a saw to kill you, but it takes 3 hits from a kukri to kill them. The best thing that you can do to kill a medic is to try your luck at close quarters sniping. A single headshot will kill them, and if you can get off a few body shots, that should kill them as well. These battles are also fast in comparison to the soldier, so don’t bother going to the nearest medpak, unless it’s close.

Sniper

There is only one real strategy to winning a one on one fight with another sniper. If in doubt, assume that they have both better aiming skills than you, and they have a better reaction time. The best thing to do, is to jump around and dodge, and randomly take extremely quick shots at their head. Immediately after you shoot at them, crouch, even if you think you hit them. If they happen to be aiming at your head, and you miss, your crouching may throw off their aim and make them miss the shot. If you did hit them, then you crouched for nothing, but it’s not like it really matters.

Weighted Companion Sniper (small)

There’s an art even to being a weighted companion sniper.

When fighting one on one with a sniper, anything goes. You can try and close quarters snipe them, kukri them to death, or kill them with the SMG. It’s the same as fighting an engi, except they don’t have a shotgun to point blank you with. Health is also a big issue here, and just like the engi and the scout, try and head towards the nearest medpak, but remember, don’t just travel in a straight line path. That just spells headshot.

Spy

Spies are very similar to engineers in the respect that they stand still often while trying to shoot you. The same tactics apply to them as sniping an engi, except they do have a very powerful ambassador that can headshot. As long as you don’t stand still, you should be fine.

Right Before the kill

Right Before the kill

In close combat, they’re pretty much just like fighting a sniper or an engi. All 3 weapons will work fine, but remember to not turn your back towards the spy. Doing so will just set him up for a backstab.

Well, that’s it for this tutorial, and I hoped you gained some valuable tips for taking on people in 1v1 battles. Take this advice on to the battlefield, and hopefully you will win that next mano-a-mano deathmatch.

51 Comments »

like 45 ninjas. on September 22nd 2009 in game classes, how to, rants, sniper, tactics, team fortress 2

Competitive TF2, Part Six: The Sniper

Well, part six of the competitive TF2 guide is here at last, and I can assure you that it is a heavy hitter. I’m going to be talking about my class of choice, the sniper.

sniperpic1

Now, you may be saying to yourself, “But you never mentioned sniper in the list of commonly played competitive classes!” And you are certainly right, I didn’t. But the sniper is one of, if not the most commonly played utilities in competitive TF2.

The sniper is very straightforward at first glance, you shoot the heads of the other team, and they die. Simple, right? Not always. You have to keep in mind that in a competitive match, gameplay is incredibly dynamic. When half of the other team is flying around the map, as opposed to standing on the cart, the sniper’s job becomes exponentially tougher.

But this is what makes competitive snipers so interesting. They’ve adapted to hitting rapidly moving targets, even when they’re at close ranges. The greatest example of this that comes to mind is the TFC sniper guild Auto-Aim. They’ve since moved into TF2, and they are just as absurdly skilled.

When playing as a competitive sniper, one of your most important roles is to attempt to kill the enemy medic. With the medic down, you not only eliminate a source of health for the other team, but you also open up opportunities for your own team to push.

Remember, in order of importance, you should kill:

  1. Other snipers
  2. Medics
  3. Scouts
  4. Demomen
  5. Soldiers
  6. Other utilities

A good sniper can also effectively stop captures, as well as open up a point that is being guarded to capture. On the subject of opening points, the sniper’s SMG and sniper rifle are perfect for destroying stickies. Do not hesitate to destroy stickies if it will protect your team. It doesn’t matter if you waste a charged shot, a living medic is more valuable than a dead enemy.

On the subject of techniques, sniper is 90% aim, but there are some techniques which can make you more effective. The first technique, scanning, can greatly increase the speed with which you are able to land shots. Scanning consists of roughly aiming at head height while unscoped, so that when you do scope in, you have less fine aiming to do.

Though this is really personal preference, I tend to scope in for a full charge. Yes, this decreases the speed with which I shoot, but it also means that even if I barely hit the enemy medic or one of their scouts, that player is dead. Keep in mind that when it’s 6v6, every player counts. I’ve yet to meet a competitive player who has complained to me about a bodyshot, so blast away.

Again, personal preference, but it’s typically better if you turn off auto rescope. You should be planning shots wisely, and when you get pulled back into the scope, you put yourself at risk, by lowering your field of view. Now, while being able to rescope if you miss can be useful, it’s generally best if you just do it manually.

In regards to your field of vision, you should always set FOV to it’s maximum. This enables you to see more of the battle, and can even mean the difference between an enemy sniper seeing you, or you seeing him.

sniperpic3

When on maps with long sightlines, such as Badlands or Gravelpit, use the openness of the area to your advantage. Use the space between you and your enemy as a trap. Because regardless of his skill, you’re more precise at long range. Lure him into an open space by retreating (it’s not important whether you fake this or not) and headshot him. You can also lure him into the rest of your team; either way he’s dead.

While having loads of empty space between your enemy and yourself may seem to make you a sitting duck, it also gives you an unobstructed view of him. In addition, also keep in mind that while the sniper is certainly very effective at long range, he is just as effective at medium range. When at a mid distance from your enemy, their heads are much easier to hit, give their relatively large size when scoped in.

Since sniper is all about aim, there isn’t much more that I haven’t covered in the way of techniques. But easy ways to improve your aim include downloading training maps like tr_walkway, or just playing the class. Playing competitive maps and sniping from near the front lines is far better for your sniping ability than being a WCS on 2fort. Practicing sniping on 5CP maps will give you a feel for the ebb and flow of action, and allow you to get used to the environment.

sniperpic2

Aim is something that you have to work at gradually, and you shpuld adjust your mouse settings to whatever works for you. Some snipers play with a lower sensitivity. Personally, I play with my mouse set to 3600 DPI, with in-game sensitivity set to 5.

That should about cover it. You’re an assassin – precision elimination of key targets is your role. Taking down key enemy targets, specifically the medic will hugely help your team and justify your reason for existence.

Oh, and one last note – when you’re practicing sniper, keep a jar handy. Could save you from the terror of a bathroom break.

42 Comments »

clubtheseals on August 31st 2009 in sniper, tactics, team fortress 2

A razor sharp problem

Or, why I think the Razorback sucks

Surprise, surprise, its another article complaining about the Sniper vs Spy update, but what?

  • An aspect new updates? No
  • How annoying the ambassador is? No, but later
  • An obscure change or glitch that only I noticed and want to rant about? No

My problem, is with this

200px-razorback

Why? Three words. One. Trick. Pony.

Let’s looks at the others
The Dead Ringer! Fakes your death, fooling your enemy, a great escape mechanism
The Cloak and Dagger! The ultimate ambush watch, another good escape watch, great for infiltrating
The primary unlocks! Well, they’re guns (even the bow, that’s a gun too. Totally), they do what they do best, kill folk, whether with flaming arrows, lightning fast head-shots, long range sniping or otherwise
Jarate! Where do I start? Team support in many many MANY different forms, a handy tool on the offence or defense, whether by yourself or with a team. A real jewel of unlockables.
The Razorback! It can stop one backstab…err…stop one backstab…Oh wait, extra crits! Oh wait, wrong weapon…stuns backstabbing Spies. Can stop one backstab?

Not a great deal, if it did its job well, fair enough, but that is the other problem with the Razorback, it’s too obvious.

Ode to the Failback, or My reasons why I think the Razorback sucks

Spies! How many of you would actually stab a Sniper with the Razorback? None, why? Because you can SEE IT. Its as plain as day! Unlike in the cartoons, an obvious trap will not fool most people. Why waste time when you can whip your gun out, fire off some shots into the sniper’s back (or head) and disappear into the night, or just ignoring them? If they are in a group, you just avoid them altogether, and go stab that plump, juicy looking heavy that isn’t paying any attention. There have even been some cases of glitch exploiting, rendering the Razorback useless.

Other classes? Why do they (enemy snipers) even bother? Whats the Razorback going to do to you, threaten you with electrocution if you were playing another class? Why for you, since you are this close, the sniper is just a 125 hp piñata ripe for beating. Of course they can still defend themselves with kukris and the like, but still, the Sniper isn’t in a good situation there.

However…

Now, I want the be the devil’s advocate on this one as well, The Razorback, is a pretty good tool, in concept. I have had some spies backstab me (I don’t know why, the reason why not to is right there) and it has allowed me to turn around and deliver the ol’ chop chop to said dirty Frenchman. Die another way is a likely candidate for this sudden disregard for safety, and the RAGE from seeing such an appalling item another, but, for most anyway, its just a case of using the revolver. Also although I am saying this is a one trick pony, the sapper doesn’t do much outside sapping an Engineer’s stuff either. And the sandvich in some cases.

Also, the June 25th patch! Although the Razorback is still not very good in my eyes, the expansion of its effects makes it a more viable tool to use. Additionally, why would you want to use Jarate or the SMG if you’re going for the classic Sniper technique of WCS Long range sniping? A little extra protection helps, if you don’t plan on letting anyone else get through, or moving very much. Oh, and melee matches, its always nice to have an anti-backstab measure in a melee fight, since a lot of people roll spy for an easy job of killing folk in said matches. Just watch out for every other class

And of course, some people have argued that the effect of the Razorback is less physical, although it doesn’t do its job well of preventing you from dying from spy caused gunshot wounds, it does prevent you from being backstabbed. Consider a  small, but poisonous animal, one that’s low in the food chain. Its flashy, its colourful, but that’s not a giant flashing ‘EAT ME’ sign its holding by being so obvious, that is a sign telling any would be predators to ‘Piss off, ya mongrels, or I’ll rot ya guts out‘ in a stereotypical Australian accent. OK maybe not, but you get my point right? They won’t backstab you, because they can see what happens if they try.

My final verdict?

PROS

  • Both an actual (stuns on backstab), and mental (No one will want to backstab you) guard against backstabbing spies
  • Its a new unlockable after all, new stuff is always nice
  • A direct counter to one class (Thanks Pyrit)
  • Has received a buff in the June 25th patch

CONS

  • It isn’t a very good counter to said one class
  • Makes you an easy target for every other class who can get close enough, especially Pyros. After all, preventing backstabs won’t save you from the Scout that is right behind you
  • Good luck without your ONLY reliable close to medium range weapon. Cause no matter how crap you think it is, the SMG would have saved your ass from a lot of tight spaces, more then this thing will
  • Even Jarate will save you more times then this will (Curing spontaneous combustion, revealing spies, and doing that extra little bit of damage to the soldier trying to murder you always helps)
  • Compared to the other unlockables the Sniper has, this isn’t very useful, to you, or your team

Well its obvious innit? Yes, the Razorback does have some pros, but, preventing a backstab, in return for;  being without a handy or good combat weapon and being bait for every other class, including the one your supposed to be a counter for with this thing equipped. Is it REALLY worth it?

Final verdict? Not too useful. Don’t let me stop you using it, but I would advise using Jarate or the SMG instead. It’s great in concept, but poor in execution.

Now where’s my jar of piss? I’m going spy hunting

Next time! A diplomatic situation, or Why I really don’t like the Ambassador

46 Comments »

Mas on June 28th 2009 in rants, sniper, team fortress 2