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+ When fully charged, if you hit someone's limbs (arms, legs) you'll hit a mini-crit.
+ Killing an enemy with a headshot or a limbshot will reduce your charge time by (50~ish%, might be too high or too low) for 8 seconds.
- Charge Time is lowered by 25% by default.
- Weapon fires Tracer Rounds.
(Heads will roll - cosmetic thing, similar to hitman's heatmaker)
(also the charge time penalty is removed upon hitting a headshot, so the reduced charge time is 50% of stock's, not 50% of this weapon's)
+Attacks pierce damage resistance effects and bonuses
+On full charge: bullets penetrate players
-Weapon charges 40% slower
-Headshots mini-crit OR -No headshots on players being healed by a medic
-Weapon fires tracer rounds
I couldn't figure out what headshot penalty I liked more so it's up to you for deciding
+ Crits on bleeding enemies
+ Bleeds on headshot
+ Can headshot while unscoped
- Headshots only deal double damage instead of a crit
- No ability to charge
- No scope
- Bullets are affected by a long range falloff (maybe starting at 100m)
The point of this weapon is to introduce a more aggressive playstyle different to the huntsman, where you would want to enforce duels with your opponents and discourage the passive playstyle of the regular sniper. That's why I removed the scope and charge and added a long range falloff to give the enemy a chance to fight you before you kill them. Also it finally gives a tribalman's shiv a pretty interesting use.
Has a clip of 5 shots
Reloads slowly
Shoots faster
While this weapon is active:
On Kill:
Steal the health of your enemies (like the Spy's Kunai)
----------------------------------------------------------------------------
Cons:
This weapon holsters 33% slower (so that the health gained is more defensive than offensive)
-25 Health
33% more damage
Can see enemy health bars
Reduced ammo count
Increased reload speed
I'm trying to think of a sniper design that emphasizes prioritizing high valuable targets in exchange for self defense and sustained, long-range pressure. The damage increase enables the sniper to one shot headshot every class except heavy. However, the reload speed changes means that fewer kills can be made during a fight, and the reduced ammo count further forces the sniper to retreat and get ammo, placing emphasis on the few shots he has. Furthermore, during a situation where a quick scope or aimed hip-shot is needed for mid-close range self defense, this sniper will be difficult, as the slow reload speed effectively gives you one shot, and one kill to make it out of the confrontation alive without help. The health bar change was a change to allow the sniper to reliably measure the over health and equipment that enemies are carrying that might raise their health over 200, enabling the sniper to be patient, and take advantage of opportunities where consistently healed opponents or heavies fall below 200 health.
On hit: deals splash damage to nearby enemies
+fully charged head shots Knock-back and stuns nearby enemies for 5 seconds
- 75% clip size
- 25% damage
- no crits... no seriously none what so ever, not even capping the Intel grants you crits
(pros)
mini crits no scope head shots
+33% damage on no scopes
+50% scope speed
(pro/con)
-50% scope zoom
con
-50% max charge
+on hit markes the target with new stat the *targeted* making every hit from any off head shot capable weapons automaticaly count as a head shot no mater what part of the body they hit (the effect lasts 5 seconds)
+deals mini crits to air borne targets, bleeding targets and wet targets.
+deals crits instead of minicrits
-cant head shot targets that dont have the *targeted* stat
sorry for my bad english
Pros
Spearing shot
Mini-crits when fully charged
Cons
+10s before fully charged
No headshots
No random crits
Bleeds instead of head shooting
Description: Snipers take the shot, even when we miss we still have standards.