Sniper Rifle

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This article is about the stock weapon for the Sniper. For other sniper rifles, see Sniper Rifle (disambiguation).
You'll be needin' another use for that neck!
The Sniper

The Sniper Rifle is the default primary weapon for the Sniper. It is a single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath.

The rifle has no spread, no damage ramp-up or fall-off, and has a zoom sight like all of Sniper's other primaries (with the exception of the Huntsman and the Fortified Compound). The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in (scoped), the charge meter increases gradually from 0% to 100% over the course of 3.3 seconds; a higher charge percentage increases the damage done by a shot. The charge meter resets to 0% after a shot is fired or when exiting the scope without shooting. Firing the Sniper Rifle while unzoomed deals the same damage as a scoped bodyshot at 0% charge. When zoomed, the Sniper's movement speed is reduced to 27% and slows even further to 1.33% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling after jumping; however, falling off a ledge without jumping or getting knocked into the air does not inhibit scoping.

The Sniper Rifle does not deliver random Critical hits; however, if the player hits a headshot, a shot to an enemy's head while zoomed in, it is a guaranteed Critical hit. Headshots cannot be hit while unscoped. Unlike other hitscan weapons, the Sniper Rifle and the Sniper's other primaries are able to penetrate friendly players.

While scoped, the Sniper Rifle projects a team-colored dot on walls or floors, serving as the laser sight for the Sniper. The dot becomes larger and clearer as the charge meter increases. As it is visible to enemy players, the dot can reveal the Sniper's position, making him easier to target and avoid. Resourceful Snipers can circumvent this problem by deliberately aiming at objects or other surfaces in the foreground to hide the laser from enemies.

Damage and function times

See also: Damage
Damage and function times
Shot type Hitscan
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Base damage 100%
0%:
50
100%:
150
Critical
0%:
150
100%:
450
Mini-crit
0%:
68
100%:
203
Function times
Attack interval 1.5 s
Maximum charge time 3 s
Zoom-in charging delay 1.3 s
Zoom-in headshot delay 0.2 s
Values are approximate and determined by community testing.
Graph showing the damage done based on charge

# of ticks lit Bodyshot damage Headshot damage
3 50 N/A
4 50 150
5 50 150
6 50 150
7 ~60 ~180
8 ~75 ~225
9 ~90 ~270
10 ~105 ~315
11 ~120 ~360
12 ~135 ~405
13 150 450
Values are approximate and determined by community testing.

Demonstration

Strange variant


Related achievements

Achieved.png General achievements

Grey Matter
Grey Matter
Get 25 headshots as a Sniper.


Leaderboard class pyro.png Pyro

Firewatch
Firewatch
Ignite 10 Snipers while they are zoomed in.


Leaderboard class sniper.png Sniper

Be Efficient
Be Efficient
Get 3 kills with the Sniper Rifle without missing a shot.


Dropped Dead
Dropped Dead
Kill a Scout in midair with your Sniper Rifle or the Huntsman.


Flight Cancelled
Flight Cancelled
Kill 25 parachuting players with a critical headshot.


Jumper Stumper
Jumper Stumper
Kill a rocket or grenade-jumping enemy in midair with your Sniper Rifle or the Huntsman.


Parting Shot
Parting Shot
Headshot an enemy player the moment his invulnerability wears off.
Self-destruct Sequence
Self-destruct Sequence
Headshot 10 enemy Snipers.


Socket to Him
Socket to Him
Headshot an enemy Demoman.


The Last Wave
The Last Wave
Provide an enemy with a freezecam shot of you waving to them.


Trust Your Feelings
Trust Your Feelings
Get 5 kills with the Sniper Rifle without your scope.

Update history

September 21, 2007 Patch
  • Fixed occasional Sniper zoom crash.

December 31, 2007 Patch

  • Fixed Sniper quick-switch exploit allowing them to avoid zoom/unzoom times.

January 14, 2008 Patch

  • Added an option for the Sniper Rifle to the advanced multiplayer options. If disabled, the Sniper Rifle won't re-zoom after firing a zoomed shot.

January 15, 2008 Patch

  • Fixed being able to zoom too quickly after firing a zoomed shot.

February 14, 2008 Patch

  • Added a small delay (200 ms) before a zoomed Sniper shot can get a Critical hit.

March 1, 2008 Patch (Xbox)

  • Fixed exploit allowing Snipers to fire faster than intended.

December 11, 2008 Patch

February 2, 2009 Patch

January 13, 2010 Patch

  • Fixed this weapon not penetrating friendly players.

January 19, 2011 Patch

  • Fixed the Sniper Rifle view model having RED skins while on the BLU team.

August 18, 2011 Patch

  • Added a bell when the Sniper Rifle is fully charged.
  • [Undocumented] Added Strange quality.

October 18, 2011 Patch #2

  • Fixed a problem where the Sniper Rifle wouldn't damage sticky bombs.

December 15, 2011 Patch (Australian Christmas 2011)

December 19, 2011 Patch

  • Festive Sniper Rifles can now be gifted.

March 23, 2012 [Item schema update]

  • Marked Sniper Rifle and Festive Sniper Rifle as usable with the Headshot Part.

August 15, 2012 Patch (Mann vs. Machine Update)

  • [Undocumented] Added Silver and Gold Botkiller variants.

October 9, 2012 Patch

  • Added Rust, Blood, Carbonado, and Diamond Botkiller variants.

December 20, 2012 Patch (Mecha Update)

  • Added Silver and Gold Botkiller Mk. II variants.

May 13, 2013 Patch

  • Fixed the Botkiller Sniper Rifle using incorrect team materials for the arms.

November 21, 2013 Patch (Two Cities Update)

June 18, 2014 Patch (Love & War Update)

  • Converted the Sniper Rifle models to use the c_models system.

March 30, 2018 Patch

  • Fixed a server crash related to the Sniper Rifle.

July 29, 2022 Patch

  • Fixed a server crash caused by Sniper trying to eat his gun (switching to Sniper while Heavy is eating a Sandvich).

Bugs

  • If the player scopes in and opens the main menu, the zoom display is removed, allowing the player to see as if they weren't scoped in while retaining their zoom and charge. Since the player is in the main menu, the player is unable to shoot or look around during this time.
    • The zoom display is brought back up once the player returns to the game.

Gallery

See also