Editing
Sniper (Highlander)
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== Pick Priority === # '''Nearby enemies'''. Depending on the map, your life may be more or less valuable than Demoman or Medic. However, you are still a vital asset to a teamfight, so defend yourself from attacking enemies before going for picks. # The other '''[[Sniper]]'''. The enemy Sniper poses the greatest threat to your life; often, he will be the only enemy who can even attempt to kill you. Thus, you will be locked in a duel with him until one of you is dead. Even if he isn't shooting at you, he can kill your team from a distance. Shoot him as soon as possible; if he's nowhere in sight, ask your team to locate him - he may be attempting to flank you. # The '''[[Medic]]'''. A good Medic will rarely step into your sightline, but if he overextends, killing him is relatively easy - an uncharged headshot or a fully charged bodyshot will send him back to respawn, giving your team about a minute until an enemy Ubercharge is ready. Without healing, the enemy will usually be forced to retreat, allowing your team's flank to land an easy pick. # The '''[[Demoman]]'''. Demoman's area denial is a formidable defense against your team; he can easily block your flank routes and choke points with Stickybombs, and his grenades can deal 400 damage in a few seconds. Taking him out destroys his stickies and prevents him from spamming explosives, allowing your team to move in. # The '''[[Heavy]]'''. Heavy's job is to block attack intended for his teammates and grind down overextending enemies. He will almost always have overheal from the enemy Medic, making him very difficult for the rest of your team to fight. Despite his large hitbox and slow movement speed, a good Heavy will duck and weave out of your shots, causing you to waste time charging shots to try to hit him. However, when he is killed the enemy team becomes more vulnerable to spam and flanks, and the enemy Demoman will lose his main defense. # The '''[[Engineer]]'''. Without his buildings, Engineer doesn't pose much of a threat to you or your team. However, his nest makes a stellar defense, as long as he's maintaining it. Once he dies, his buildings are much easier to demolish - if you have a sightline, shoot them. If Engineer is running the Gunslinger, picking him off isn't as high a priority, as Mini-Sentries have fairly little area-denial capability. # The '''[[Pyro]]'''. Pyro has very limited range (even with the flare gun and other projectile weapons), but makes for a effective bodyguard for the enemy combo; they can airblast projectiles, harass with afterburn and ignite approaching flank classes. While they don't pose a massive threat to your team, they can deny projectile-based classes from pushing in. Killing them gives your team's Spy as a lot more breathing room, and your Soldier and Demo are free to spam explosives without the threat of them being reflected. # The '''[[Soldier]]'''. In most Highlander matches, Soldier will suicide-bomb valuable classes like you in order to open up room for his team to move in. While rocket jumping, he is difficult to hit, but on the ground, he is easily headshot thanks to his slow movement speed. Unfortunately, when attacking you, he will often rocket jump - practicing airshots is the only way to counter this strategy. # The '''[[Spy]]'''. Spy is deadly to you as you are to him. Thanks to his on-demand Invisibility Cloak, you will rarely get the chance to pick him before he attacks you. Always listen for the sound of his decloaks, and alert your team to his presence - Spy is weak in direct combat and is quickly killed once he loses the element of surprise. If no fighting is going on, you occasionally may hear his footsteps. Keep your distance from Spy and try to avoid engaging him; unless you can headshot him at close range, he can gun you down with his Revolver. # The '''[[Scout]]'''. Scout is rarely a threat to you unless he manages to flank your team and attack you head on. Killing him won't turn the tide of a game, but his double capture rate speeds up capturing time in Stopwatch Mode so denying him the objective is helpful.
Summary:
Please note that all contributions to comp.tf may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
comp.tf:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Refresh
Search
Navigation
Main page
Recent changes
Random page
Help the Wiki!
Info for editors
Editing guidelines
Top contributors
Administration team
comp.tf
Discord
Steam Group
Youtube Channel
Twitter
Competitive TF2
teamfortress.tv
r/truetf2
EssentialsTF
ETF2L
RGL
ozfortress
AsiaFortress
UGC League
Tools
What links here
Related changes
Special pages
Page information