Does a fully charged body shot kill? And if so on what classes?
According to TF2 Wiki, a full charged body shot kills scouts, medics, engineers, spies, and other snipers in one hit, assuming a medic hasn't healed them beyond 100%
Thanks duder. Man, I keep forgetting about TF2 wiki, thanks for looking that up for me man.
Does a fully charged body shot kill? And if so on what classes?
According to TF2 Wiki, a full charged body shot kills scouts, medics, engineers, spies, and other snipers in one hit, assuming a medic hasn't healed them beyond 100%
Full charged body shot can kill those classes, but the minimum damage on full-charged sniper shots is less than 125, so they can live.
Does a fully charged body shot kill? And if so on what classes?
According to TF2 Wiki, a full charged body shot kills scouts, medics, engineers, spies, and other snipers in one hit, assuming a medic hasn't healed them beyond 100%
It can do upto 200 hundred damage, in other words. Assuming TF2 wiki is right.
Pretentious, in that case I think you're demanding that a sniper take proportionately more skill than the other classes. Like I just said, no health, no escape options, no splash damage, reload after each shot, no secondary weapon to speak of and god help you if you're caught in scope.
And people overestimate the sniper rifle in terms of damage. A noscope does 30 damage. 30.
Scouts take a lot of skill too compared to other classes. No health, no splash, shit secondary, primaries just a slightly better secondary for other classes, to do any damage you have to be standing right next to people, which means crit rocket/crit pipe/crit fire/crit melee and you are gone and you also have to deal with pretty shitty hitreg (or maybe that's just me, but I frequently pump 3-4 scattergun shots into someone, have them turn around, kill me, and see I've taken off maybe a quarter of their health)
Do you want me to go on?
Unconvinced. Scout is my second class (waaaay in second), and I find survival a hell of a lot easier. Harrying and disengaging are obvious tacks and you shouldn't be trying to go in for the kill every time, either.
I'd say scouts are not as demanding as sniper, yeah. Not in terms of high-risk high-reward, which is basically what the sniper is.
Does a fully charged body shot kill? And if so on what classes?
According to TF2 Wiki, a full charged body shot kills scouts, medics, engineers, spies, and other snipers in one hit, assuming a medic hasn't healed them beyond 100%
It can do upto 200 hundred damage, in other words. Assuming TF2 wiki is right.
No, that can't be right. It must do 150, because it doesn't kill pyros or demomen with full health.
Does a fully charged body shot kill? And if so on what classes?
Yes it does, to any class under 200 life. That would be Demoman, Medic, Scout, Sniper, Engineer, Spy and Pyro. Only Soldier and Heavy can survive a fully charged body shot.
EDIT: Maybe I'm wrong then, but I swear I've been 1shot non-crit by snipers in the past as Pyro and Demoman. Maybe I had like 20 damage already or something and didn't notice though.
At a second glance, the wiki mentions there's a bit of random damage with the sniper rifle when it's not a headshot. So the ones I listed are guaranteed one hit kills, while Pyros and Demos can sometimes be lucky and survive.
I've never seen a single full-charged body shot kill a soldier. Then again, I don't try to do that much. It's certainly possible to do it to 175 health classes, but it doesn't work very often. The only class I will actually try for full-health body shots on are scouts because hitting them in the head is so very hard.
Flippy how the hell don't you know that non-crit is a damage range by now
I've never seen a single full-charged body shot kill a soldier. Then again, I don't try to do that much. It's certainly possible to do it to 175 health classes, but it doesn't work very often. The only class I will actually try for full-health body shots on are scouts because hitting them in the head is so very hard.
Flippy how the hell don't you know that non-crit is a damage range by now
Pretentious, in that case I think you're demanding that a sniper take proportionately more skill than the other classes. Like I just said, no health, no escape options, no splash damage, reload after each shot, no secondary weapon to speak of and god help you if you're caught in scope.
And people overestimate the sniper rifle in terms of damage. A noscope does 30 damage. 30.
Scouts take a lot of skill too compared to other classes. No health, no splash, shit secondary, primaries just a slightly better secondary for other classes, to do any damage you have to be standing right next to people, which means crit rocket/crit pipe/crit fire/crit melee and you are gone and you also have to deal with pretty shitty hitreg (or maybe that's just me, but I frequently pump 3-4 scattergun shots into someone, have them turn around, kill me, and see I've taken off maybe a quarter of their health)
Do you want me to go on?
Unconvinced. Scout is my second class (waaaay in second), and I find survival a hell of a lot easier. Harrying and disengaging are obvious tacks and you shouldn't be trying to go in for the kill every time, either.
I'd say scouts are not as demanding as sniper, yeah. Not in terms of high-risk high-reward, which is basically what the sniper is.
I don't know how you could say scout is less demanding then sniper.
You have to be have good aim, while dodging various explosives, and maintaining just the right range so that you do damage but also don't get destroyed by a pipe to the foot. You have the increased mobility to help out, but snipers have range to protect them. And I'd rather be half a map away from my enemies and killing them, then right next to them and their crit explosives.
Edit: I'm going to go to bed now because I have to get up at six, but I'd honestly like to continue this because while I think snipers are teh gay, it's interesting to see other peoples opinions (even if they are really, really wrong)
Because scouts can always run away. If you're playing a scout like a soldier you're probably going to die. Buddha and Tiny have had very productive dissections of this already so I won't tread on their toes.
Suffice to say if you're a sniper with an enemy of any class within 20 feet of you and aiming at you... you're going to have to work hard to live.
Pretentious, in that case I think you're demanding that a sniper take proportionately more skill than the other classes. Like I just said, no health, no escape options, no splash damage, reload after each shot, no secondary weapon to speak of and god help you if you're caught in scope.
And people overestimate the sniper rifle in terms of damage. A noscope does 30 damage. 30.
Isn't that proportioned to the position of the bullet wound?
I've never seen a single full-charged body shot kill a soldier. Then again, I don't try to do that much. It's certainly possible to do it to 175 health classes, but it doesn't work very often. The only class I will actually try for full-health body shots on are scouts because hitting them in the head is so very hard.
Flippy how the hell don't you know that non-crit is a damage range by now
no offense or anything
None taken; I'm not sure I understand you.
The rules of damage in TF2 are thus:
Damage is random in a given range and subject to falloff as distance to target increases. Hit location does not matter one bit for determining damage dealt. Exceptions follow.
1) If shot is critical, it is not a range, but a constant number.
2) Critical shots are not subject to damage falloff with distance. Splash damage still does less with greater distance from point of impact.
3) Sniper rifle is special in that non-crits have no damage falloff with distance, and is one of the few weapons to have extra effects based on hit location, others being the knife and backburner.
4) Buildings take a set damage value from everything at all distances, and criticals do not affect them any more than a normal shot.
Pretentious, in that case I think you're demanding that a sniper take proportionately more skill than the other classes. Like I just said, no health, no escape options, no splash damage, reload after each shot, no secondary weapon to speak of and god help you if you're caught in scope.
And people overestimate the sniper rifle in terms of damage. A noscope does 30 damage. 30.
Isn't that proportioned to the position of the bullet wound?
Not at all. I'll edit my last post, forgot to include that.
I've never seen a single full-charged body shot kill a soldier. Then again, I don't try to do that much. It's certainly possible to do it to 175 health classes, but it doesn't work very often. The only class I will actually try for full-health body shots on are scouts because hitting them in the head is so very hard.
Flippy how the hell don't you know that non-crit is a damage range by now
no offense or anything
None taken; I'm not sure I understand you.
The rules of damage in TF2 are thus:
Damage is random in a given range and subject to falloff as distance to target increases, with the following exceptions.
1) If shot is critical, it is not a range, but a constant number.
2) Critical shots are not subject to damage falloff with distance. Splash damage still does less with greater distance from point of impact.
3) Sniper rifle is special in that non-crits have no damage falloff with distance.
4) Buildings take a set damage value from everything at all distances, and criticals do not affect them any more than a normal shot.
Oh, right. Yeah, I know. But I still don't recall many full-charged bodyshots working on the 175 classes, and never on soldier. For one-hit kills, that is.
Then again I do pretty much always go for the head, so... I might not actually have that much experience with that particular thing. Strangely.
I've never seen a single full-charged body shot kill a soldier. Then again, I don't try to do that much. It's certainly possible to do it to 175 health classes, but it doesn't work very often. The only class I will actually try for full-health body shots on are scouts because hitting them in the head is so very hard.
Flippy how the hell don't you know that non-crit is a damage range by now
no offense or anything
None taken; I'm not sure I understand you.
The rules of damage in TF2 are thus:
Damage is random in a given range and subject to falloff as distance to target increases, with the following exceptions.
1) If shot is critical, it is not a range, but a constant number.
2) Critical shots are not subject to damage falloff with distance. Splash damage still does less with greater distance from point of impact.
3) Sniper rifle is special in that non-crits have no damage falloff with distance.
4) Buildings take a set damage value from everything at all distances, and criticals do not affect them any more than a normal shot.
Oh, right. Yeah, I know. But I still don't recall many full-charged bodyshots working on the 175 classes, and never on soldier. For one-hit kills, that is.
Then again I do pretty much always go for the head, so... I might not actually have that much experience with that particular thing. Strangely.
Pretty sure I've bodyshot pyros/demos coming out of, say, RED spawn on grevelpat (not intentionally) and they've died in one. Again, not often, but it can happen.
I'll act as the intermediary between flippy and pretentious. I consider myself very well versed in both classes, and in my opinion sniper takes more skill to play to the optimal level. I am going to discount the snipers who fully charge, peek out of cover, take a shot, and repeat ad infinitum. I am talking about the snipers who are willing to take dangerous positions, take snap headshots, and willing to sacrifice cover for damage dealing and range.
On the other hand, though, a good scout is still hard to play. It definitely emphasizes more attention to YOUR movement, though, than the enemy's movement.
Talking about snipers, you know what the best thing about them is? Sticky jumping up beside them then caving their skull in with your liquor bottle of choice.
this is probably my favorite way to deal with snipers
pretty hilarious when they don't notice you've sticky jumped behind them, did this twice on fastlane tonight
Talking about snipers, you know what the best thing about them is? Sticky jumping up beside them then caving their skull in with your liquor bottle of choice.
this is probably my favorite way to deal with snipers
pretty hilarious when they don't notice you've sticky jumped behind them, did this twice on fastlane tonight
As a Demoman I endorse this statement.
Edit: Badlands is still the vaguest bit like the old badlands. dom_canalzone is a bunch of square boxes in a rectangluar map that are connected by narrow paths and dead ends. Its awful.
Talking about snipers, you know what the best thing about them is? Sticky jumping up beside them then caving their skull in with your liquor bottle of choice.
this is probably my favorite way to deal with snipers
pretty hilarious when they don't notice you've sticky jumped behind them, did this twice on fastlane tonight
As a Demoman I endorse this statement.
As someone who despises Flippy I endorse the preceding as well.
Posts
Thanks duder. Man, I keep forgetting about TF2 wiki, thanks for looking that up for me man.
Full charged body shot can kill those classes, but the minimum damage on full-charged sniper shots is less than 125, so they can live.
Unconvinced. Scout is my second class (waaaay in second), and I find survival a hell of a lot easier. Harrying and disengaging are obvious tacks and you shouldn't be trying to go in for the kill every time, either.
I'd say scouts are not as demanding as sniper, yeah. Not in terms of high-risk high-reward, which is basically what the sniper is.
No, that can't be right. It must do 150, because it doesn't kill pyros or demomen with full health.
At a second glance, the wiki mentions there's a bit of random damage with the sniper rifle when it's not a headshot. So the ones I listed are guaranteed one hit kills, while Pyros and Demos can sometimes be lucky and survive.
Flippy how the hell don't you know that non-crit is a damage range by now
no offense or anything
None taken; I'm not sure I understand you.
You have to be have good aim, while dodging various explosives, and maintaining just the right range so that you do damage but also don't get destroyed by a pipe to the foot. You have the increased mobility to help out, but snipers have range to protect them. And I'd rather be half a map away from my enemies and killing them, then right next to them and their crit explosives.
Edit: I'm going to go to bed now because I have to get up at six, but I'd honestly like to continue this because while I think snipers are teh gay, it's interesting to see other peoples opinions (even if they are really, really wrong)
I was impressed with his double jumping ability even though he died a horrible bloody chunky death.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Suffice to say if you're a sniper with an enemy of any class within 20 feet of you and aiming at you... you're going to have to work hard to live.
6v6 scouts are nice little ubercharge batteries that can sometimes force ubers
The rules of damage in TF2 are thus:
Damage is random in a given range and subject to falloff as distance to target increases. Hit location does not matter one bit for determining damage dealt. Exceptions follow.
1) If shot is critical, it is not a range, but a constant number.
2) Critical shots are not subject to damage falloff with distance. Splash damage still does less with greater distance from point of impact.
3) Sniper rifle is special in that non-crits have no damage falloff with distance, and is one of the few weapons to have extra effects based on hit location, others being the knife and backburner.
4) Buildings take a set damage value from everything at all distances, and criticals do not affect them any more than a normal shot.
Not at all. I'll edit my last post, forgot to include that.
Then again I do pretty much always go for the head, so... I might not actually have that much experience with that particular thing. Strangely.
Pretty sure I've bodyshot pyros/demos coming out of, say, RED spawn on grevelpat (not intentionally) and they've died in one. Again, not often, but it can happen.
On the other hand, though, a good scout is still hard to play. It definitely emphasizes more attention to YOUR movement, though, than the enemy's movement.
Sources - Flippy_D, Lustre, Jesuits, JonnyBot, Svid, Nerdcrab
Icemopper doesn't make the list?
To paraphrase someone's sig, we're not gay, we're crazy. ...for dicks
this is probably my favorite way to deal with snipers
pretty hilarious when they don't notice you've sticky jumped behind them, did this twice on fastlane tonight
As a Scout I endorse this statement.
Welcome to Badlands?
As a Demoman I endorse this statement.
Edit: Badlands is still the vaguest bit like the old badlands. dom_canalzone is a bunch of square boxes in a rectangluar map that are connected by narrow paths and dead ends. Its awful.
As someone who despises Flippy I endorse the preceding as well.
I think the defining moment was when my first two shots were both crits. =X
I fucking hate you guys.
Suck more Dustbowl cock
Jesus fucking christ.
Hey now.
Easy to look big when there's no-one else on stage. I shall keep an eye out.
Eric baby why you gotta make me hit you.
2 Days if you floor it and don't really stop.
3 days is a more reasonable estimate.
And it was a pretty high number.
Like 3.