TFC Sniper Rifle
GoodPortedPorted from Team Fortress Classic: TFC's own model and sounds, with the numbers from a reverse-engineered TFC client.
Hold to charge from a standstill, then release on the ground. Secondary is the auto rifle.
The Red and Blue snipers have shared one valley for years and know each other by their hats. They have never once met in the canteen.
How to use it
Stand still on the ground to charge. Up to 800 on the head, and leg hits slow them.
Fire modes
Primary
- Damage
- 50, +50 a second, 400 at most
- Hits
- 1
- Headshot
- 100 to 800 (x2)
- Rate
- 1.5 s
- Hurts you
- no
- Effects
- leg x0.5 and a 10% slow, up to 60%; standing, on the ground
- Through armor
- no
Secondary
- Damage
- 8
- Hits
- 1
- Headshot
- 16
- Rate
- 0.1 s
- DPS
- 80
- Hurts you
- no
- Effects
- auto rifle
- Through armor
- no
Changelog
- Headshots on custom weapons: aimed shots, melee and direct hits deal x2 on the head, with the bell and the red number. Blasts, burns, areas and homing shots get none.
- Opposing Force and TFC weapons show a crosshair on large screens too.
- The Mace spin, Assault Cannon and TFC Sniper Rifle always hand back the right move speed.
- New weapons: Assault Cannon, Nail Gun and TFC Sniper Rifle from Team Fortress Classic, with TFC's models and sounds.
- Bots use secondary fire: pounce, axe throw, stomp, mace spin, the shock combo, plasma ball, overload, the pipe wrench and spore grenade, and the TFC auto rifle.
- Fixed the server crashes after a Penguin blast.