So I've heard noise that, with the bug fixes for the Ambassador and all, no one seems to know what the Ambassador is good for anymore. And its true, if you look at the numbers, it looks like the regular revolver is the far superior weapon. More damage, quicker shots, and I'm sure many of you were extremely unimpressed with the "mini-crits" of the supposed Hand Cannon. So, you write it off as underpowered, and shove it back into your backpack with the 2 others you've received.
We'll, I'm going to prove you wrong, and explain why I'm never going back to the revolver.
There are two things the Ambassador gets for its reduced Damage per Second. Perfect accuracy, and mini-crits. A headshot with the Ambassador will do 46 damage, from any range. Basically, any class with 125 hit points will die in 3 shots to the head.
"So what?" you ask. "Who needs an underpowered sniper rifle?" Well, here's the thing. Snipers can hardly turn invisible, wear disguises, and fake their deaths, can they? It's not just an underpowered sniper rifle. It's an underpowered sniper rifle that can be fired from ANY place on the map, at ANY time.
A practical example. Imagine cp_well. You're team has the middle point, but the enemy is pushing back and there is an enemy sentry nest behind one of the railcars. It's got lots of people chatting by the dispenser, and the engineer is paranoid. What do you do? With the Ambassador, you can head to the enemy sniper balcony, find a good spot outside the sentry range (after murdering any resident snipers, of course), and start plugging away at the engineer.
The engineer has to do several things at this point.
1. Figure out where you're shooting him from before you kill him
2. Get someone to find you before you kill him
3. Failing that, go look for you himself, leaving his sentry nest unattended.
This works even better when the sentry is under attack, as the engineer has to remain in place, making your sniping work all the easier. Just don't forget to move after you finish your attack! Falling into habit kills more spies than any Pyro. Excluding GTO.
There are a few things the Ambassador can't do that the revolver can.
1. It is not quite as effective against buildings. I haven't thoroughly tested it, but it appears to do far less damage to buildings than the damage reduction would suggest. Which is fine, as you're better off shooting the engineer with your consistent long range damage.
2. Does less damage at close range. A sacrifice I'm willing to make. It still kills light classes in 3 (slightly slower) shots, and if you really need more damage than that at any given time, you're probably already dead. Put away the gun and focus on escaping!
Heck, I've found the Ambassador makes a good retreat weapon, especially if you can get your pursuer to at least medium distance. Perfect accuracy is nothing to sneeze at, and you'll be putting bullets into bodies regularly at ranges outside where most classes can really do damage. It's hardly foolproof, but neither was the revolver.
The tl;dr version:
Ambassador shines at long range. Aim for the head!
Use the spy's abilities to get to novel sniping positions
When you get caught, the Ambassador still does respectable damage
Now, if you'll excuse me, me and my Hand Cannon have to facilitate negotiations with a Pipeline. I'll be seeing you!
We'll, I'm going to prove you wrong, and explain why I'm never going back to the revolver.
There are two things the Ambassador gets for its reduced Damage per Second. Perfect accuracy, and mini-crits. A headshot with the Ambassador will do 46 damage, from any range. Basically, any class with 125 hit points will die in 3 shots to the head.
"So what?" you ask. "Who needs an underpowered sniper rifle?" Well, here's the thing. Snipers can hardly turn invisible, wear disguises, and fake their deaths, can they? It's not just an underpowered sniper rifle. It's an underpowered sniper rifle that can be fired from ANY place on the map, at ANY time.
A practical example. Imagine cp_well. You're team has the middle point, but the enemy is pushing back and there is an enemy sentry nest behind one of the railcars. It's got lots of people chatting by the dispenser, and the engineer is paranoid. What do you do? With the Ambassador, you can head to the enemy sniper balcony, find a good spot outside the sentry range (after murdering any resident snipers, of course), and start plugging away at the engineer.
The engineer has to do several things at this point.
1. Figure out where you're shooting him from before you kill him
2. Get someone to find you before you kill him
3. Failing that, go look for you himself, leaving his sentry nest unattended.
This works even better when the sentry is under attack, as the engineer has to remain in place, making your sniping work all the easier. Just don't forget to move after you finish your attack! Falling into habit kills more spies than any Pyro. Excluding GTO.
There are a few things the Ambassador can't do that the revolver can.
1. It is not quite as effective against buildings. I haven't thoroughly tested it, but it appears to do far less damage to buildings than the damage reduction would suggest. Which is fine, as you're better off shooting the engineer with your consistent long range damage.
2. Does less damage at close range. A sacrifice I'm willing to make. It still kills light classes in 3 (slightly slower) shots, and if you really need more damage than that at any given time, you're probably already dead. Put away the gun and focus on escaping!
Heck, I've found the Ambassador makes a good retreat weapon, especially if you can get your pursuer to at least medium distance. Perfect accuracy is nothing to sneeze at, and you'll be putting bullets into bodies regularly at ranges outside where most classes can really do damage. It's hardly foolproof, but neither was the revolver.
The tl;dr version:
Ambassador shines at long range. Aim for the head!
Use the spy's abilities to get to novel sniping positions
When you get caught, the Ambassador still does respectable damage
Now, if you'll excuse me, me and my Hand Cannon have to facilitate negotiations with a Pipeline. I'll be seeing you!













its not like that thing needed it...