Sniper Primaries
Sniper Primary Options
Last updated
Sniper Primary Options
Last updated
Note: The previous stun mechanics of Sniper rifles have been replaced by knockback mechanics to seperate their niche from sharing stun cooldown with Demoman sticky stuns.
+380% Damage Bonus
-68.75% Damage on Body Shot
Headshots KB zombies, have a base dmg of 900 that ramps up the less humans there are alive
[Timings]
Scope-In Time: 1.5
Delay after Scope-In to Headshot: 0.15
Charge Time: 2.85
Attack Interval: 1.5
Damage [Func_Physbox]
Base Damage: 240 per shot
Base Nonstop (Real) DPS [0% Charge]: 160
Base Nonstop (Real) DPS [Full Charge]: 160
Damage [Func_Breakable]
Base Damage: 120 per shot
Base Nonstop DPS [0% Charge]: 80
Base Nonstop DPS [Full Charge]: 80
In Zombie Escape, one could say it works the same as its vanilla counterpart - with the added ability of being able to knock back zombies on headshot. Stat-wise, the Sniper Rifle has been adjusted such;
75 damage on a bodyshot
225 on a full-charge bodyshot
900 damage on a headshot via plugin rescaling
It has ~160 DPS, both with continuous non-charged and fully-charged firing.
This makes it simple to use and a decent option for those unconcerned about any new mechanics necessary to achieve maximal DPS values.
+125% Damage Bonus
+50% Faster Reload Time
+100% Charge Rate
+97.5% Extra Damage on Headshot
-33% Damage on Body Shot
On Scoped Hit: Apply Jarate for 2 to 1 seconds based on charge level
Nature's Call: Scoped Headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second
No headshot stuns!
[Timings]
Scope-In Time: 0.75
Delay after Scope-In to Headshot: 0.15
Charge Time: 1.35
Attack Interval: 0.75
Damage [Func_Physbox]
Base Damage: 112.5 per shot
Base Nonstop (Real) DPS [0% Charge]: 150
Base Nonstop (Real) DPS [Full Charge]: 150
Damage [Func_Breakable]
Base Damage: 56 per shot
Base Nonstop DPS [0% Charge]: 74.666
Base Nonstop DPS [Full Charge]: 75
Currently, the Sydney Sleeper’s role in zombie escape is to rapidly apply the Jarate effect to zombies for increased damage, all the while decreasing the downtime of Sniper’s throwable Jarate.
It can’t headshot stun, so this acts as enough of a downside. Otherwise, this maintains a slightly lower damage output than the stock Sniper Rifle ;
75 damage on a 0%-charged bodyshot
226 damage on a full-charge bodyshot
222 damage on a 0%-charged headshot
900 damage on a fully-charged headshot
It deals ~150 DPS, both with continuous non-charged and fully-charged firing.
+580% Damage Bonus
+66.7% Damage vs Players
+33% Faster Reload Time
-50.01% Damage on Body Shot
-50% Slower Power Charge
When Held: 6.7% Slower Move Speed on Wearer
-300% Slower Deploy Speed
-100% Slower Holster Speed
Cannot Fire Unless Zoomed
On Full Charge: +76.5% Damage per Shot
On Full Charge: Projectile Penetrates Players
Fires Tracer Rounds
Headshots KB zombies, have a base dmg of 900 that ramps up the less humans there are alive
When Held: Sets weapon mode #2.0 (Hidden)
Double Headshot kill sound effect is disabled
[Timings]
Scope-In Time: 1.995
Delay after Scope-In to Headshot: 0.15
Charge Time: 3.855
Attack Interval: 1.995
Damage [Func_Physbox]
Base Damage: 340 per shot
Base Nonstop (Real) DPS [0% Charge]: 170.426
Base Nonstop (Real) DPS [Full Charge]: 300.05
Damage [Func_Breakable]
Base Damage: 170 per shot
Base Nonstop DPS [0% Charge]: 85.213
Base Nonstop DPS [Full Charge]: 75
The knockback on headshot mechanic in Zombie Escape should persuade players enough to go for headshots, but that means they won't be able to rely on a noscope for emergency coverage if a zombie catches up to them. Certain attributes were also emphasized to solidify this rifle's role as Sniper's "big gun" should they want to maximize their damage output.
At the cost of stunning zombies in quick succession as well as the user’s own safety, the Machina is capable of outputting DPS values on par with Heavy’s miniguns with pinpoint accuracy. This won’t require a build-up similar to the Bazaar Bargain, as this damage potential will be available outright. However, to fully charge a shot, it will take around ~4 seconds and an additional ~2 seconds to refire.
With the current attributes; it produces the following damage values:
283 damage on a 0%-charged bodyshot
1500 damage on a full-charge bodyshot
1500 damage on a headshot via plugin rescaling
As for DPS, this deals ~170 DPS with continuous non-charged firing and ~300 DPS with continuous fully-charged firing.
Because this weapon can be so formidable at killing both zombies and bosses, it comes with several debuffs. This makes it a risky weapon to use if one doesn't time or position themselves well enough to make use of it. There is also a movement penalty inflicted when this weapon is held out, which emphasizes the idea that one needs to be careful when utilizing this weapon.
300 HU/s × 0.9 = 270 HU/s (Sniper speed on maps with speed rescaling)
270 HU/s × 0.933 => *252.00 HU/s (Sniper with Machina held out)
300 HU/s (Sniper speed on maps without speed rescaling)
300 HU/s × 0.933 => *280.00 HU/s (Sniper with Machina held out)
True values may differ slightly.
Projectile Speed: 1875
+100% Damage Bonus
+20% Faster Reload Time
-50% Damage on Body Shot
Arrows do not damage NPCs or Bosses
On Hit: Bleed for 5 Seconds
Headshots KB zombies, have a base dmg of 900 that ramps up the less humans there are alive
If you aren't the best at aiming headshots or want to play Sniper more casually, the Huntsman might be the best fit for you. It still provides the ability to knockback headshot and you can spam arrows relatively fast. You can even light arrows on fire a bit of fire damage. The biggest downside, however, is that it uses arrows. They can be quite inconsistent and doesn't let you get as many shots in as the rifles' bullets. They won't be able to damage NPCs or bosses leaving you quite incapable of doing much unless you have an SMG equipped. The extra bit of bleed proc being dished out won't really do anything special but maybe slightly annoy the zombies you're hitting with this some more.
+195% Damage Bonus
+30% Faster Reload Time
-33.3% Damage vs Players
-39% Damage on Body Shots
Gain Focus on Kills and Assists
Press 'Reload' to activate Focus
In Focus: +25% Faster Charge and No Unscoping
Headshots KB zombies, have a base dmg of 900 that ramps up the less humans there are alive
When Held: Attrib_RageGainOnAssists
When Held: Attrib_SoldierBuffType (Hidden)
[Timings]
Scope-In Time: 1.05
Delay after Scope-In to Headshot: 0.15
Charge Time: 2.85
Attack Interval: 1.05
Damage [Func_Physbox]
Base Damage: 147.5 per shot
Base Nonstop (Real) DPS [0% Charge]: 140.746
Base Nonstop (Real) DPS [Full Charge]: 109.259
Damage [Func_Breakable]
Base Damage: 73 per shot
Base Nonstop DPS [0% Charge]: 69.523
Base Nonstop DPS [Full Charge]: 54.629
The Hitman's Heatmaker is an interesting sniper rifle in base TF2 that allows players to rapidly headshot with its "Focus" ability active. This is gained through kills and assists and will let players headshot without unscoping.
This can be very strong in Zombie Escape by allowing players to rapidly stun zombies with successive headshots without having to worry about timings for firing after scoping in if you want to shoot as fast as you can. This is a great utility for continually focus-firing on groups of zombies, albeit it does make a tracer shot in focus mode (so they might try to actively dodge more once they see it.) Since that is this weapon’s main niche, its damage output is lessened, dealing...
50 damage on 0%-charged bodyshots
150 damage on fully-charged bodyshots
600 initial damage on headshots
With a 30% faster reload rate, this can deal ~140 DPS with nonstop, 0%-charged shots
~110 DPS with nonstop, fully-charged shots.
+33.3% Damage vs Players
-200% Damage Penalty
-100% Damage on Body Shot [0 damage; no knockback!)
-50% Slower Power Charge
On Full Charge: +600% Damage Per Shot
Base Charge Rate Decreased by 50%
Each scoped headshot kill increases this weapon's charge rate.
Headshots KB zombies, have a base dmg of 1200 that ramps up the less humans there are alive
[Timings]
Scope-In Time: 1.5
Delay after Scope-In to Headshot: 0.15
Charge Time: 5.85
Charge Time [Max Boost; 6 Heads]: 1.35
Attack Interval: 1.5
Damage [Func_Physbox]
Base Damage: 4 per shot
Base Nonstop DPS [0% Charge]: 2.66
Base Nonstop (Real) DPS [Full Charge]: 100
Base Nonstop (Real) DPS [Full Charge & Max Boost]: 250
Damage [Func_Breakable]
Base Damage: 2 per shot
Base Nonstop DPS [0% Charge]: 1.333
Base Nonstop (Real) DPS [Full Charge]: 50
Base Nonstop (Real) DPS [Full Charge & Max Boost]: 125
Since headshot kills are so important, their role in Zombie Escape encourages this due to the increased headshot damage of ~1200 via the plugin, making it a good tool to tunnel in on Zombie Item users or particularly dangerous zombies - but you should be doing that with any rifle really. Body-shots with this weapon will deal 0 damage, meaning that you cannot body-shot to knockback a zombie whilst fleeing!
(A few maps here and there might give Zombies healing items or upwards of a base ~50K HP, rendering the whole gimmick of the weapon pointless if you can't actually claim a head.)
In regards to DPS, this can deal up to:
~3 DPS with nonstop, 0%-charged shots
~100 DPS with nonstop, fully-charged shots and no charge boost
~250 DPS with nonstop, fully-charged shots and a full charge boost
It's a weapon meant to make Snipers good enough at landing their shots, with the added bonus of increased DPS should they kill enough zombies.
+300% Damage Bonus
+33.3% Damage vs Players
+100% Charge Rate
-73.7% Damage on Body Shot
-275% Slower Move Speed when Aiming
No Headshots when not Fully Charged
Charge and Fire Shots Independant of Zoom
Headshots KB zombies, have a base dmg of 900 that ramps up the less humans there are alive
Fires tracer rounds (Hidden)
When Held: Sets weapon mode #3.0 (Hidden)
[Timings]
Scope-In Time: 1.5
Delay after Scope-In to Headshot: 0.15
Charge Time: 1.35
Attack Interval: 1.5
Damage [Func_Physbox]
Base Damage: 200 per shot
Base Nonstop (Real) DPS [0% Charge]: 133.333
Base Nonstop (Real) DPS [Full Charge]: 200
Damage [Func_Breakable]
Base Damage: 100 per shot
Base Nonstop DPS [0% Charge]: 66.666
Base Nonstop DPS [Full Charge]: 100
Pending description improvements;
60 damage on 0% charge bodyshot
180 on fully charged bodyshot
1200 on fully-charged headshot
~200 nonstop full-charge DPS
At the cost of rapidly stunning, this remains as a decent pick for boss-fights by reaching ~200 nonstop full-charge DPS while granting you greater field-of-view without having to scope-in.