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		<id>http://comp.tf/index.php?title=Sniper&amp;diff=59075</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=59075"/>
		<updated>2019-04-24T00:47:54Z</updated>

		<summary type="html">&lt;p&gt;Dr Dispenser: Changed the description of the Danger Shield to match current stats and updated the ban status based on information from the TF2 wiki page found at https://wiki.teamfortress.com/wiki/Competitive_item_restrictions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SniperIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Sniper]]&lt;br /&gt;
The '''Sniper''' is a long-ranged class with the ability to one-shot any enemy in the game (except an overhealed Heavy with the Fists of Steel active, any ubercharged player, a Spy with Dead Ringer active, and Bonked Scouts). They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the Sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an Ubercharge disadvantage, or holding the last point. The main downfall for teams running a Sniper, however, is that during an [[uber fight]] Snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Medic]] due to Uber's importance during the game. However depending on what their team needs, Snipers may change focus to other classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Sniper (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Sniper is considered an [[offclass]], and is one of the most common offclasses to be used in a match. Snipers rely on map sightlines, and tend to lay behind the front lines while attempting to pick off enemy players from afar. Snipers, having low health and poor close-combat abilities, are susceptible to Scouts and roaming Soldiers. Teams should work together to protect their sniper as he attempts to get a pick. This can also be an opportunity to get a pick, as enemies may rush in to try and pick the Sniper and be baited into the combo. Most of the time, Snipers are used to defend or attack the last point of a map. When attacking a last point, a Sniper attempts to pick any player available to give his team a number advantage with which to push into last. When defending a last point, Snipers are essential in either picking off random players to delay a push or sniping the attacking medic to negate the impending Ubercharge.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Sniper (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Sniper is considered a pick class in Highlander, used to support his teammates while sitting back away from the battle. The Sniper's main job is to kill the enemy combo and the other sniper, while taking out unsuspecting enemies in the process. He is very important for holding positions and denying area from enemies; a skilled Sniper can pick off any careless players venturing into his sights, and thus can hold a team back from pushing. However, he does need protection, which usually comes in the form of a Pyro or Gunslinger Engineer. The Sniper can also use Jarate to assist in pushes, or to force pushing enemies to retreat. The Sniper is often a target for the enemy team's Spy.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sniper Rifle&lt;br /&gt;
|link = Sniper_Rifle&lt;br /&gt;
|description = The standard '''Sniper Rifle'''. The Sniper Rifle deals 150 damage on a 0 charge headshot, or on a fully charged bodyshot. The longer the rifle remains scoped, the higher the amount of damage, up to a maximum 450 (with no modifiers) for a fully charged headshot.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Huntsman&lt;br /&gt;
|description = The '''Huntsman''' fires arrows instead of bullets, and is the only Sniper primary that is not hitscan. Its projectiles are affected by gravity. It is often used on narrow maps in competitive play, where it can be easily spammed into choke points. However, most Snipers do not use it due to its lack of precision, and the degree to which it is difficult to predict the enemies' movement.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bazaar Bargain&lt;br /&gt;
|link = Bazaar_Bargain&lt;br /&gt;
|description = The '''Bazaar Bargain''' starts off with a slower base charge rate than the Sniper Rifle, but its charge rate is increased with every consecutive kill with a headshot. The weapon was banned in most leagues after the 'Bazaar Bargain glitch' was discovered, whereby shots that missed also built up the charge rate.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Machina&lt;br /&gt;
|description = The '''Machina''' does 15% more damage than the stock rifle, and its rounds penetrate players, allowing for multiple kills with one shot. However, it is not able to fire no-scope shots, and its tracer rounds mean that the Sniper's position is easily visible to the other team. This becomes a significant disadvantage against a well-co-ordinated team, as they can avoid walking into the Sniper's sight line, but if the Sniper is able to position himself where he can be defended by his team and deal damage to the other team, he is able to utilize the extra damage to the fullest extent. The Machina sees some use on Payload maps, where a Sniper can shoot a Medic through his teammates bodyblocking him.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sydney Sleeper&lt;br /&gt;
|link = Sydney_Sleeper&lt;br /&gt;
|description = The '''Sydney Sleeper''' does not headshot, but charges 25% faster than the stock rifle. Every shot will apply Jarate to a target, however, the duration of the Jarate is based on how much the rifle is charged (from 2 to 8 seconds). It is often used in highlander to apply a Jarate effect to a key target, such as the heavy or demo, to force them to retreat.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Hitman's Heatmaker&lt;br /&gt;
|link = Hitman's_Heatmaker&lt;br /&gt;
|description = The '''Hitman's Heatmaker''' does 20% less damage on bodyshots, but gains focus from kills and assists. When the focus meter is full, the Hitman's Heatmaker charges 25% faster, and stays scoped between shots. This enables the Sniper to get a large number of kills very quickly, as he can go from one headshot to the next without rescoping. This tactic should be considered when a large number of enemies is forced to move into an open area of the map. In theory, if a Sniper is able to land every headshot, this weapon is superior to the Sniper Rifle.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Classic&lt;br /&gt;
|description = The '''Classic''' does not automatically charge shots while the player is scoped in. Instead, charging shots is done manually by holding down the fire key, followed by releasing it to fire the shot. As a result, charging shots and scoping/unscoping are completely independent from each other. Charging a shot applies the same movement speed reduction and effects as any other rifle that is scoped and charging; being scoped without charging does not reduce speed.&lt;br /&gt;
&lt;br /&gt;
In addition to its separation of charge and zoom, the Classic deals 10% less damage on bodyshots and does not force the player to unscope when fired. It is also capable of headshots without having to be scoped, but it cannot headshot unless fully charged. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = SMG&lt;br /&gt;
|description = The '''Submachine Gun''', (in game name: '''SMG''') is the stock secondary weapon for the Sniper. It is used for self-defence, or for finishing off hurt enemies. It has 25 rounds in a clip, enabling it to be used for 2.5 seconds of constant fire without reloading. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Jarate&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|description = The '''Jarate''' is a secondary weapon that is thrown at the enemy by the Sniper. When enemy players are struck by it, all incoming damage they receive will be treated as minicrits. The effect lasts for 10 seconds. The Jarate is a rechargeable item, and it takes 20 seconds to regenerate unless used to extinguish a teammate, in which case it recharges 20% faster. It also reveals cloaked spies. It is often used to delay pushes by the other team, and to initiate pushes by one's own. A Jarate throw that covers the enemy team's combo can turn the tide of a push. &lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Razorback&lt;br /&gt;
|description = The '''Razorback''' is a shield for the Sniper, that negates the effect of one backstab. If a Spy backstabs a Razorback-equipped Sniper, a loud electric sound is played, and the Spy cannot stab again for a period of time. Once used, the player must visit a supply cabinet to reobtain it. It is often used to counter enemy Spies, but it does nothing to prevent the use of the Ambassador to two-shot the Sniper.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cleaner's Carbine&lt;br /&gt;
|link = Cleaner's_Carbine&lt;br /&gt;
|description =  The '''Cleaner's Carbine''' is a weapon designed to replace the SMG. It fires 25% slower than the SMG, and has only 20 shots, but it fills a &amp;quot;Crikey&amp;quot; meter by dealing 100 damage. You can activate the meter to gain 8 seconds of mini-crits on all weapons. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Cozy Camper&lt;br /&gt;
|link = Cozy_Camper&lt;br /&gt;
|description = The '''Cozy Camper''' is designed for Snipers who intend to stay in one spot. It gives passive health regeneration starting at 1 health/second, and scaling up to 4 heath/second over time if he has not been damaged. The Sniper also does not 'flinch' when he takes damage. It would only be useful if the Sniper was to stay in a position where he could easily be defended by his team, and force the enemy to push into him. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Darwin's Danger Shield&lt;br /&gt;
|link = Darwin's_Danger_Shield&lt;br /&gt;
| description = '''Darwin's Danger Shield''' gives the Sniper afterburn immunity and 50% flame resistance, preventing the Sniper from 'flinching' when ignited by a Flamethrower or flare.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Kukri&lt;br /&gt;
|description = The '''Kukri''' is the standard Sniper melee weapon. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bushwacka&lt;br /&gt;
|description = The '''Bushwacka''' is a Sniper melee weapon. It trades off a 20% weakness to damage with converting all minicrits into crits. This is particularly useful in conjunction with the Jarate, as the two together give the Sniper the ability to one-hit most classes.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Tribalman's Shiv&lt;br /&gt;
|link = Tribalman's_Shiv&lt;br /&gt;
|description = The '''Tribalman's Shiv''' deals 50% of the base damage of the Kukri, but also causes the target to bleed for 6 seconds. It is particularly useful in revealing Spies, both cloaked and disguised, particularly Dead Ringer Spies. It is useful if the Sniper is positioning himself near his own Engineer, or if he comes under constant pressure from the enemy Spy.  However, while you can mark them, the reduced damage means you are unable to kill the Spy within two hits.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shahanshah&lt;br /&gt;
|description =  The '''Shahanshah''' is designed to protect the Sniper while he is at low health. It deals 25% less damage than the Kukri while the user is above 50% health, and 25% more when he is below it. It is more useful when the Sniper is playing aggressively, or the other team is spamming him. It rewards playing a more aggressive Sniper role, but is a detriment to defensive Snipers.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Sniper (6v6)]]&lt;br /&gt;
*[[Sniper (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Dr Dispenser</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout_(Highlander)&amp;diff=58834</id>
		<title>Scout (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout_(Highlander)&amp;diff=58834"/>
		<updated>2019-01-16T22:40:23Z</updated>

		<summary type="html">&lt;p&gt;Dr Dispenser: Updated the Atomizer section to reflect its current stats.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:ScoutIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Scout]]&lt;br /&gt;
The Scout plays a less significant role in a Highlander team than in [[6v6]]; the presence of full-time Heavies, Pyros and Engineers and the prevalence of different game modes, such as [[Payload]] or [[Attack/Defend]] maps hinder the Scout's ability to be effective in direct combat. His agility and fragging capability, as well as increased capture rate cause the Scout to be useful to the team in different ways.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Generally, the Scout will take a more flank-oriented role in Highlander along with the [[Soldier (Highlander)|Soldier]]. The gameplay varies greatly depending on the map and game mode. Nevertheless, on most maps the Scout's primary objective is to call out any potential flanking threats and to sweep up weakened targets to create player advantages that can be exploited by the rest of the team. &lt;br /&gt;
&lt;br /&gt;
[[Payload]] stands out as the biggest exception to the rule, as the objective demands for the attacking team players to stay at the cart for extended periods of time. Devoting a Scout and another class (usually the [[Engineer (Highlander)|Engineer]]) to pushing is the most efficient way to split up the team, as the maximum capture rate of a Payload cart is times three.&lt;br /&gt;
&lt;br /&gt;
Sometimes, when quickly pushing with the Ubercharge, the Scout along with the [[Demoman (Highlander)|Demoman]] will receive the majority of the Uber to capitalize on the damage dealt by the Demoman, creating a player advantage. It is not however advisable after a long stalemate situation, as the opponent will most likely construct a sentry and have an Uber of their own to defend.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
As the Scout's role is much more situational than in 6v6, players will often deviate from the stock loadout to perform specific goals on the map.&lt;br /&gt;
&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
* '''Force-a-Nature''' - Sometimes used for its knockback feature, particularly useful on maps with natural hazards (such as [[pl_upward|Upward]] or [[cp_steel|Steel]]). A Scout can also perform a slightly higher jump by shooting the Force-a-Nature at the ground. However, minus 4 clip can be devastating to the scout's personal defense. &lt;br /&gt;
* '''Soda Popper''' - Rarely used, but it can be used to maximize mobility of the class via the Hype mechanic, which gives the Scout the ability to jump up to five times in mid-air (for a total of six jumps).&lt;br /&gt;
*'''Short-Stop''' - The drawback on being pushed farther is not a good upside, as you are prone to being easily pushed off of cliffs in maps, (such as [[pl_upward|Upward]]). It works like a pistol, and works at medium range rather than close up range, making you more prone to snipers and others that excel in long-ranged combat. However, with the weapon's stat-rework in the Meet Your Match update, the inclusion of a &amp;quot;shove&amp;quot; mechanic (think Force-a-Nature knockback but without damage) could prove useful for hazard kills.&lt;br /&gt;
&lt;br /&gt;
*'''Back-Scatter'''&lt;br /&gt;
&lt;br /&gt;
*'''Baby Face's Blaster'''&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
* '''Bonk! Atomic Punch''' - Used to scout the enemy's positioning, dodge enemy fire and get behind the opponent, enabling flanking opportunities. Sometimes also used as a survival tool. Bonk! Atomic Punch has a cooldown of 24 seconds and the effect lasts 8 seconds.&lt;br /&gt;
* '''Crit-a-Cola''' - Sometimes used to maximize damage (such as the Soda Popper); the minicrits are not dependent on a meter (granted immediately after drinking), but the user takes 10% more damage from all sources. It also grants 25% faster movement speed while under effect, which makes it ideal for getting in the action fast. The Crit-a-Cola has a cooldown of 24 seconds and the effect lasts 8 seconds.&lt;br /&gt;
* '''Mad Milk''' - After spraying the enemies, any damage dealt by the Scout or his teammates will grant them 60% of the damage dealt back in health. Useful for large groups, but rarely utilised by players. Also extinguishes fire.&lt;br /&gt;
* '''Pretty Boy's Pocket Pistol''' - Currently only allowed in UGC. The wearer gets +5 health per hit and doesn't take fall damage, but takes 50% more fire damage. The pistol's firing speed is 25% slower. Since the Gun Mettle nerf, it has lost much of its usefulness, but it can be used to refill your health in situations that would otherwise leave you dead. Using the Pocket Pistol can make it harder to kill Medics since Pyros stick to them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
* '''Boston Basher, Three Rune Blade''' - As in 6v6, the weapon can be used to quickly build Ubercharge with a Medic by the Scout dealing bleed damage to himself. This strategy is particularly viable in 5CP maps and can be used to widen an Uber advantage or make up an Uber disadvantage.&lt;br /&gt;
* '''Atomizer''' - Grants the Scout the ability of a third jump at the negligible cost of slower deploy speed. Largely improves the Scout's maneuverability and dodging capabilities, making him less predictable.&lt;br /&gt;
* '''Sandman''' - Allows the Scout to launch a stunning baseball with alt fire. The stunning effect lasts for 1-8 seconds depending on the distance between the ball and the enemy. Can be useful at times; for example, it can be used to nullify enemy Kritzkrieg übers. Carrying the Sandman decreases the Scout's maximum health by 15, which is a big offset. Sandman is often paired with the Flying Guillotine, which deals 150 damage and causes bleed on stunned enemies.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
* [[Scout (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Dr Dispenser</name></author>
		
	</entry>
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