Sniper - Official TF2 Wiki | Official Team Fortress Wiki
If I'd never played TF2 and you just described it to me, I would have said the Spy's Laser Pointer: replacement for the pistol – switches Sentry to manual Neutraliser: techy shotgun firing sparkly blue electronic charges which The Pyro shouldn't have an effective long-range weapon, but could use a. Team Fortress 2 (TF2) is a team-based multiplayer first-person shooter video game developed . Another core game mode like Attack/Defend is Payload, where BLU team must push a cart The team to reach their checkpoint first wins. . equipped by default with a laser-sighted sniper rifle to shoot enemies from afar (as his. Meet the Sniper · SniperVidSplash. Emblems: Sniper emblem kinenbicounter.info Sniper emblem kinenbicounter.info No laser pointer indicator. On scoped hit, applies Jarate effect to the target for 2 to 5 seconds based on amount charged.
During matches, the "Administrator",  a woman voiced by Ellen McLainannounces various game events over loudspeakers. Persistent statistics tell the player how he or she is improving in relation to these statistics, such as if a player comes close to his or her record for the damage inflicted in a round. New sets of class-specific achievements have been added in updates, which add new abilities and weapons to each class once unlocked by the player.
This unlockable system has since been expanded into a random-chance system, where the player can also obtain the items simply by playing the game. Please help improve this article by adding citations to reliable sources.
The Sniper (Team Fortress 2)
Unsourced material may be challenged and removed. May Learn how and when to remove this template message Team Fortress 2 contains many core game modes. These include Capture the Flag where the BLU and RED teams fight to steal each other's intelligence represented in game as a briefcase and return it to their base. At the same time, each team must defend their own intelligence. When the intelligence is dropped because of the player dying or manually dropping it, the intelligence will stay on the ground for 1 minute and return to its original location, or until picked up again by an enemy player.
The intelligence can only be picked up by the opposing team. The first team to capture the intelligence three times wins. For a team to win they must capture all the control points within the time limit. The time limit is reset on the capture of a control point by either team. The BLU team wins by pushing the bomb cart to the last checkpoint, while RED team wins upon defending until the time limit runs out.
Upon the capture of the control point, a team specific counter starts counting down and stops upon being captured by the opposing team.
The first teams' timer to finish counting down wins. Payload Race, like Payload, both RED and BLU teams push a team-colored cart to a checkpoint, unlike Payload there is only one checkpoint at the end of the track and no timer. The team to reach their checkpoint first wins. Unlike Control Point only two points are accessible at a single time, upon a team's successful capture of a point the "stage" ends and the accessible capture points change.
When a team only has control of a single control point they are blocked from capturing the opposing team's control point, and the team must wait until the time limit is up and the accessible capture points change. A team wins by capturing all the control points. A team wins by holding the briefcase on a loading platform until they reach the top of the platform. To win a team must deliver a set number of pickups to the drop-off point. The player on each team with the most pickups is highlighted for everyone to see and gives passive healing to themselves and the teammates around them.
To win each team must score 5 goals or have the most number of goals at the end of the timer. To score a goal, a single ball, the "jack", can be picked up and thrown. Robots and tanks drop cash upon their death, players can use this cash to buy upgrades for themselves or their weapons. The players win upon successfully defending their base from the bomb until the last wave.
Training mode exists to help new players get acquainted with basic controls, and how to play four of the nine classes. It uses wood dummies and bots to teach players. The number of bots, their difficulty, and the map can all be adjusted to a player's preference.
For example, Halloween included an extremely difficult Mann vs. Machine round involving destroying more than enemy forces. Offense The Scout Nathan Vetterlein is a cocky, fast-talking baseball fan and street runner from Boston, Massachusettswho practiced running to "beat his maddog siblings to the fray. The Scout can double-jump and captures control points and pushes payloads twice as fast as other classes.
As a tradeoff, he has low health.
The Soldier Rick May is both the second-slowest class in the game and the class with the second-highest health after the Heavy Weapons Guy. A jingoistic American military man hailing from the Midwest despite the fact that he was never actually in the Army the Soldier is armed by default with a rocket launchershotgunand a folding shovel.
The Soldier can use his rocket launcher to rocket jump to higher positions at the cost of some health. The Pyro Dennis Bateman is a mentally unstable pyromaniac of unknown gender or origin, clad in a fire-retardant suit and a voice-muffling gas mask.
By default, they are armed with a shotgun, fire axeand a homemade flamethrower that can set players on fire. It can also produce a blast of compressed air that knocks away nearby enemies and projectiles, and extinguishes burning teammates.
Though he is the slowest class, he can sustain and deal immense amounts of damage. His default weapons consist of his fists, a shotgun, and an enormous minigun that he affectionately refers to as "Sasha".
He can also remotely destroy his structures using his Destruction PDA. By default, the Medic is also equipped with an air-powered syringe gun and bonesaw for situations in which his teammates don't protect him. In a TF2 short, it is discovered that a dove is accidentally left inside the Scout's body.
The Sniper John Patrick Lowrie is a cheerful New Zealand ocker -style character raised in the Australian outback equipped by default with a laser-sighted sniper rifle to shoot enemies from afar as his weapon has no damage falloff or spread with guaranteed critical hits on a shot to an enemy's head though this may not be the case, depending on the rifle selected.
By default, he also carries a submachine gun and a kukri for close combat. Armed by default with a revolverthe Spy can also use his butterfly knife to stab enemies in the back or sides known as a backstabwhich instantly kills them unless the enemy has an invincibility effect on them, such as the Bonk!
It has an overall appearance similar to the Orion Flare Gun with the latching mechanism of the M8 flare pistol. Enemies hit with its projectiles with the exception of other Pyros are set on fire, and it inflicts a critical hit on a target that is already on fire. Targets in the blast radius are set alight just as if they had taken a direct hit. Skilled Pyros can also use the Detonator to launch themselves into the air in a similar manner to the Soldier and Demoman using their rocket launcher and sticky launcher.
Unlike the Flare Gun, the Detonator will only get mini-crits on burning targets. As of the Jungle Inferno Update, all flare guns deal a fixed 7. The Flare Gun in-game. In addition to setting enemies on fire, it also knocks them backwards, similar to the effects of the Scout's Force-A-Nature shotgun.
The projectiles fired by the Scorch Shot will bounce off whatever they hit, and can injure the Pyro who fired them if they hit him such as if he fires at a wall directly in front of himself. Taunting with the Scorch Shot will perform his 'execution' taunt, wherein the Pyro stands side-on to wherever he's aiming at the time and draws down with the Scorch Shot, firing a single round. Like other attack taunts in the game, the 'execution' taunt will kill enemies hit by it at close range, while only doing normal damage at a distance it is also the only taunt attack that consumes ammo; expending one round per taunt.
The flares fired by the Scorch Shot will also destroy sticky bombs, just like the Demoman's Scottish Resistance mentioned below. First-person view of the Scorch Shot Incendiary Grenade The Pyro wears three cylindrical grenades strapped to his chest.
In particular, it has the rotary magazine and break-open reloading of a Milkor MGL attached to the stock, handguard, and front leaf sight of an M79 grenade launcher. Despite being modeled with a six-round cylinder, the weapon only holds a maximum of four grenades, due to the fact that it originally held six, but the model was never updated. The launcher fires team-colored grenades that detonate after a few seconds' delay or on impact with an enemy.
A popular tactic with this weapon is to lob volleys of grenades like mortar rounds at dug-in enemies to soften up their defenses prior to an assault. Its double-barreled model was originally due to its former capacity of only two grenades, much like the regular Grenade Launcher displaying six chambers rather than four, but this has been changed as of December 22, Note how the front sight is out of alignment with the mounting bracket; this is a bug that was caused by an update after the Loch-n-Load was released Sticky Bomb Launcher The secondary weapon of the Demoman is a drum-fed grenade launcher known as the Sticky Bomb Launcher, resembling a very fat Sten with the charging handle on the wrong side.
It holds up to 8 sticky bombs at a time which stick to non-moving surfaces and are manually detonated by the player. The range of the weapon can be increased by holding down the fire button, making the bombs fly further when they're finally fired. The Demoman reloads this weapon by ratcheting a charging handle mounted on the left side above the trigger.
Team Fortress 2 Unlockable Weapon Ideas - a post on Tom Francis' blog
Like the Scout's Scattergun, no new ammo is seen being loaded into the launcher during reloading. Like the Soldier's Rocket Launcher, the Demoman can 'sticky-jump' by jumping just as he detonates a sticky bomb under his feet. Two specialized versions of the Sticky Bomb Launcher are also available; the "Scottish Resistance", which has a higher rate of fire, the ability to set more bombs, and the ability to detonate individual bombs by aiming at them which can also destroy enemy sticky bombs and the "Sticky Jumper" which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.
Note that the front sights seem to have been replaced with a laser pointer taped atop the muzzle, also the model itself is lower quality than the Sticky Bomb Launcher. The Demoman does not throw it as one would expect a Scot to throw a caber or a sober man to throw a grenade ; he swings it as a melee weapon.
The first hit with the Caber against an enemy or solid object causes it to detonate, propelling the Demoman into the air and leaving him with a weak melee weapon if he survives the fall until he respawns or resupplies. Given a complete M minigun sans ammunition only weighs 61 pounds, this implies Sasha fires something much larger than the standard 7.
The weapon also has lessened damage and accuracy for a short time after being spun. Natascha has a black ammo drum and an external feed mechanism.
The Iron Curtain is a cosmetic reskin of Sasha. Airsoft handheld M Minigun with 'Chainsaw grip' to handle the recoil force.
The Sniper (Team Fortress 2) | Villains Wiki | FANDOM powered by Wikia
This variant was seen in Terminator 2: This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from Predator; the real T2 minigun did not have this - fake 7. Natascha, also a minigun. The Heavy fires Sasha in Trailer 2.