"Gets the job done."
The Sniper Rifle is the default primary weapon of the Sniper. It is a simple, single-shot, bolt-action rifle repurposed for long-range action via use of a telescopic sight and a laser dot wired to the scope. When firing, it will shoot a white and team-colored tracer, visible to all players.
The Sniper Rifle is unique among all other weapons in that it is designed for action at great distances, having no damage falloff, perfect accuracy, and massive damage at any range. It deals 50 base damage while unscoped and uncharged. Using the alternative fire allows usage of the scope, which zooms in, charges the rifle, and slows the user while also allowing for headshots. The user cannot zoom-in while jumping, and if jumping while scoped, will unscope. A headshot, which occurs when clicking on an enemy's head after scoping for 0.2 seconds, deals guaranteed critical damage. If the user is scoped for 1.3 seconds, the Sniper Rifle will charge for an additional 2 seconds, linearly increasing its damage during the charge up to 150 and its critical damage up to 450. The Sniper Rifle will not randomly crit. While zoomed in, a laser dot appears on players and surfaces the user's crosshair position is at, which is visible to prospective targets. If the user is shot, on fire, or bleeding while zoomed-in, they will receive a small amount of visual recoil, also known as "aimpunch".
A careful reading of the Sniper Rifle's statistics will reveal that an uncharged headshot will kill, or severely injure, most classes immediately. A fully charged headshot is enough to kill all classes, barring exceptional circumstances like the Civilian's 20% damage reduction and an overhealed Heavy. Since it is difficult to click an enemy's head, the user can use a fully-charged body shot for the same amount of damage as an uncharged headshot. Furthermore, since the user gains damage during charge, it can be worth it to zoom in for a little bit, without fully charging, to deal more damage against heavier classes. Because of these properties, and the failures of other weapons to have similar damage at range, the Sniper Rifle is disproportionately powerful and is by and large uncontestable at long range, except by another Sniper Rifle.
|Ranged or Melee?||Ranged|
|Attack interval||1.5 s|
|Charge fill speed|
|Charge fill time|
|Scoped charge delay||0.075 s|
|Scoped headshot delay||0.2 s|
|All values are approximate.|
Names in other languages
|Bulgarian||Снайперистка винтовка||Sniper Rifle|
|Spanish||Rifle de Francotirador||Sniper Rifle|
|French||Fusil de sniper||Sniper Rifle|
|Italian||Fucile di precisione||Sniper Rifle|
|Brazilian Portuguese||Rifle de Sniper||Sniper Rifle|
|Romanian||Pușcă cu lunetă||Sniper Rifle|
|Russian||Снайперская винтовка||Sniper Rifle|
|Ukrainian||Снайперська гвинтівка||Sniper Rifle|
- Ported full charge bell to Sniper Rifle.
- Updated the Sniper to be able to gesture while holding the Sniper Rifle and Huntsman.
- Sniper dots now properly match where the client is looking, and update more quickly
- Added an impact effect, bullet particle, and a tracer that diffuses into the team color as it fades
- Toggled by tf2c_sniperrifle_tracer, and set to 1 by default; can be changed by server operators
- The client no longer plays a sound when headshotting until the server confirms it
- Updated tracer particle appearance
- Extra damage dealt from headshots no longer contributes to the random crit chance bucket
- Setting the console command
cl_autorezoom 1allows for bypassing the 0.2 second headshot delay by jumping after shooting while zoomed-in, and then holding down the zoom button while in the air. This enables significantly faster headshots than usual.