What do you think is going to be the new weapons for the Sniper?

Revised Sniper Weapons


(Unnamed) ~ Primary
(Sniper Rifle)


  • Faster Reload
  • Faster Rate of fire
  • Reduced damage by 25%
  • +5% critical chance
  • Has a clip of 5 bullets, then reload.
  • -50% zoom in scope

(Unnamed) ~ Secondry
(Silenced SMG)


  • Makes less noise (easier for corner/camper snipers to stay hidden)
  • Slower reload and fire rate.
  • On kill, gives a +30% critical chance with the secondry weapon for 8 secs
  • Less ammo per reload

(Unnamed) ~ melee
(Blade)


  • Greatly increased range (25% longer)
  • Slower swing (-15%)
  • Slows sniper down 10%
  • Has a large arc where the hits will register (think right shoulder to left knee type swing)

Taunt Kill
(Melee)

  • Lasts 5 Seconds
  • Swings the blade in an "X" shape in front of him



Revised Weapons, discuss :D


EDITED: Changed melee weapon.
 
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Only a couple of questions, does the new blade slow down the sniper the entire time or only when it's out? Does the new sniper rifle still have a power meter and can it still fire all 5 shots without having to put in a new bullet?(similar to the auto-sniper in CS:S)

If the answer to 1 is yes then it might need something more, maybe a knock back or a stacking daze effect. If number 2 is yes then it will be better then the regular sniper rifle. If you can get 1 quick headshot the target is guaranteed to die if you have decent enough aim to put in the next 4 bullets. 2 head shots make all but heavys fall easily and putting 5 bullets in a single scope can be devastating to a team against a good sniper.
 
The melee weapon only slows down the sniper when it is out.

The sniper rifle has 5 bullets, per reload.

eg
Shoot
Shoot
Shoot
Shoot
Shoot
Reload.
 
Revised Sniper Weapons


(Unnamed) ~ Primary
(Sniper Rifle)


  • Faster Reload
  • Faster Rate of fire
  • Reduced damage by 25%
  • +5% critical chance
  • Has a clip of 5 bullets, then reload.
  • -50% zoom in scope

(Unnamed) ~ Secondry
(Silenced SMG)


  • Makes less noise (easier for corner/camper snipers to stay hidden)
  • Slower reload and fire rate.
  • On kill, gives a +30% critical chance with the secondry weapon for 8 secs
  • Less ammo per reload

(Unnamed) ~ melee
(Blade)


  • Slightly increased speed on attack (the blade moves faster, so you can get more hits)
  • Slightly Longer Range
  • Slows sniper down by 5%

Taunt Kill
(Melee)

  • Lasts 5 Seconds
  • Swings the blade in an "X" shape in front of him



Revised Weapons, discuss :D

If you're giving us a damage reduction, don't 50% the scope, too. I'd say -25% scope.

I would use that rifle like there's no tomorrow. And Voided would be a quickscoping terror.

I never use the SMG. Ever.
 
(Unnamed) ~ melee
(Blade)


  • Slightly increased speed on attack (the blade moves faster, so you can get more hits)
  • Slightly Longer Range
  • Slows sniper down by 5%

Now the problem I have with this is that it really isn't all that different from the standard weapon. Two of the three changes only effect the sniper "slightly" and the third modifies by as little as five percent. The lowest percentage I've seen valve use in describing a weapon was 10% with the original kritiskreig, and they even had to move that up to have a greater effect to the charge time.

The fact is that while this weapon would certainly be balanced, it isn't different enough. With the update weapons there needs to be a noticeable change in play styles for every weapon. Perhaps the greatest example of this is the mediguns for the medic. The normal ubercharge is very good for offensive styles, the most common tactic being to ubercharge someone in order to take out a sentry gun. The kritzkreig, on the other hand, is more inclined for defensive styles of game play, where the goal is not to survive the SG around the corner but to make sure as many of the incoming forces die as possible. In the same way the sniper's knife right now is excellent for taking out spies and other enemies making a rukus near him, and as such the update weapon should be something that gives him greater advantages in certain areas, and actually gives him disadvantages in others. The weapon proposed does not do that enough, and i cannot see it actually having a notifiable impact on game play.

When a heavy kills you with Natacha, you think "If only he had not been using natacha, then I would have been able to escape!" When you are killed by a pyro with the backburner, you think "If only that pyro had been using the normal flamethrower, then I would not have died so quickly and managed to kill him first!" If you are killed by a medic with a Blutsauger, you think "If only he had been using the normal needle gun, then he would not have healed while shooting me and I could have killed him!" Can you see someone actually saying that about this weapon? Can you see someone saying "If only that sniper had swung his knife slightly slower than I would have lived!"

I can't.
 
/RAGE

Why do people think a melee weapon is meant to be ranged? They screwed up with giving he scout a projectile "melee" weapon, I hope they don't do it again. If anything, the melee weapon should be something like:

(Unnamed) ~ melee
(Blade)

Slightly increased speed on attack (the blade moves faster, so you can get more hits)
Slightly shorter range.
Has a +15% critical chance
Slows the sniper down -15%

-------

(Unnamed) ~ Secondry
(Silenced SMG)

Makes less noise (easier for corner/camper snipers to stay hidden)
Slower reload and fire rate.
On kill, gives a +30% critical chance with the secondry weapon for 8 secs
Less ammo.

-------

(Unnamed) ~ Primary
(Sniper Rifle)

Faster Reload
Faster Rate of fire
No headshot criticals.
+10% critical chance
Has a clip of 5 bullets, then reload. (May take this out, not sure)

-------

That is personally what I would do :D

~M


EDITED: Changed crit chances

Nice thought process behind that....i think i could agree with that
 
If there is a boomerang, I swear I will leave TF2 forever. Melee weapons aren't meant to be projectiles.
 
If there is a boomerang, I swear I will leave TF2 forever. Melee weapons aren't meant to be projectiles.

I would say the sniper has a better excuse to have a range projectile than the scout. He's supposed to be a ranged class, after all. If the scout didn't have the sandman I would really throw my full support behind the motion.

Doomerang ~ melee
( lvl # Boomerang)

  • Does much more damage than the knife
  • Slightly onger range
  • 50% slower attack speed
  • Alt fire throws the doomerang in front of the sniper. The sniper will naturally get another doomerang in thirty seconds. The doomerang will curve when thrown, and eventually return to the sniper unless it hits something along the way. Enemies will be stunned for # seconds, and the doomerang will fall to the ground afterwords. Reload switches the hand the sniper holds the doomerang in, and as a result changes the direction in which it arcs.

But as I said, with the scout having the sandman, which does almost exactly the same thing, I can't reasonably support this.
 
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From what I had an idea of the sniper update:

Wanker Tanker - Sniper Rifle (Sounds inappropriate, but Sniper's favorite first word)
  1. +75% More Zoom Magnification
  2. No Charge Shots/Laser
  3. Less Damage While Not Aiming
  4. Instant Headshot Kill

Croc-tical - Melee
  1. -25% Player's Movement
  2. -25% Fire Rate
  3. +125% Damage
  4. +50% Critical Rate

Rep-Tila - SMG
  1. +150% Ammunition
  2. +75% Fire Rate
  3. +100% Accuracy
  4. -25% Damage
  5. No Critical Shots

NOTE: If the name for the sniper is inappropriate, please, just tell me and I will change it.
 
From what I had an idea of the sniper update:

Wanker Tanker - Sniper Rifle (Sounds inappropriate, but Sniper's favorite first word)
  1. +75% More Zoom Magnification
  2. No Charge Shots/Laser
  3. Less Damage While Not Aiming
  4. Instant Headshot Kill

No charged shots is not a handicap, as most snipers do their killing with headshots anyway. The lack of a laser prevents people from knowing there's a sniper around the corner, which is really bad, and the less damage while not aiming is pointless, as hardly any snipers ever actually make a hit without aiming. The more magnifications might be bad or good depending on the situation, but most maps are designed with the current magnification in mind, which means at least initially it will also be a handicap also as you would be too zoomed in to see that other sniper just to the right of where your looking.
 
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