From its onset, Team Fortress 2 brought a different style of
gameplay from other shooters. While other shooters focused on varied equipment
for a single character, Team Fortress instead, focused on varied characters.
This design philosophy brought the world 9 unique and memorable classes. Scout.
Soldier. Pyro. Demoman. Heavy. Engineer. Medic. Spy. Sniper. Each class had
their own perks built into the characters themselves, and in the different
weapons they wielded. Each one granted a much different gameplay to the FPS
world, new strategies that have not been seen elsewhere. All except for one.
The Sniper.
Now, before I continue on, this isn’t a rant that snipers are overpowered, or that I have a personal grudge against them (which I do, but that’s still beside the point). This is to explain why Snipers have no place explicitly within the Team Fortress world.
Let’s get started, shall we?
For those who are not as acquainted with Team Fortress 2,
here is a quick rundown of the current 9 classes.
Scout –
The Scout is a fast, skirmish character. He runs the fastest
of all of the classes, and has the ability to double jump, being able to
perform the second jump in midair. He is armed with a sawed-off shotgun that
excels at close range.
Soldier –
As Valve would put it, the Soldier is the bread and butter
of any team. The Soldier packs a rocket launcher, dealing large amounts of
splashed damage over any distance. However, the Soldier’s rockets move rather
slowly, and the Soldier himself is the second slowest class.
Pyro –
The Pyro is a multi-purpose character, useful for both
offense and defense. He is armed with the Flamethrower, a weapon that ignites
enemies hit and does heavy damage at close range. The Pyro runs at a moderate
speed and has a decent amount of health, with his short range being his only
weakness.
Demoman –
The Demoman is an area-of denial character, able to bombard contested
points and fortified positions with his Grenade Launcher and Stickybombs.
However, both of his weapons are incredibly self-damaging, and very subject to
the forces of gravity.
Heavy –
The Heavy is best known for his intimidating Minigun, which
shreds anything that dares come close. However, the Minigun is incredibly
inaccurate at longer ranges. The Heavy himself boasts a large amount of health,
at the expense of being the slowest class in the game.
Engineer –
The Engineer is a novel concept; he does not directly
support his team, rather, he constructs a variety of buildings that can provide
fire support (the Sentry Gun), replenish ammunition and health (Dispenser), or
move teammates quickly from one part of the battlefield to another
(Teleporter). The Engineer has as much health has the Scout, and only moves at
an average pace.
Medic –
The Medic’s job is as one would assume, healing allies. Team
Fortress’ spin on this is that the Medic can “overheal” his target, granting
them temporary bonus health, or even deploy the “Ubercharge”, an effect that
renders him and his patient invulnerable to damage for a period of time.
Spy –
The Spy is a saboteur class, able to disable and drain an
Engineer’s buildings, turn invisible via cloaking, and is even able to
instantly kill any class with a melee hit to their backs, known as the
“backstab”. However, the Spy’s weapons do considerably less damage compared to
other classes’ weapons, and the Spy himself has as much health as a Scout.
Sniper –
The Sniper is exactly as one would imagine the class to be.
The Sniper’s weapon is the only weapon within the game to be able to scope, and
be able to deal large amounts of damage (most often lethal damage) when landing
a shot to the head.
Descriptions aside, let’s move on to the actual reasons.
Reason #1 – Anything that the Sniper class can do, any other
class can also do.
The most obvious objection to this is “What about that giant
Heavy and Medic train barreling down the map?”. One would think that a Sniper
who can reliably pick off the Medics should solve the problem. While this is
true, this also brings up another issue that will be brought in a separate
reason. Apart from playing Sniper, it is just as simple enough for your own
team to bring forth a Heavy and Medic train of your own. Combined with the fact
that the Heavy is naturally slow, even slower while firing his Minigun, should
make him an easy target to focus fire upon. Aside from focusing either the
Heavy or the Medic, the Spy also makes a wonderful counter against them.
Regardless of the target’s current health, a Spy’s backstab will instantly kill
his target, rendering the Medic’s overheal useless against Spies.
Reason #2 – Inefficient counters against Snipers
Having very little health, Snipers will often stay in the
back of teams, avoiding direct combat. This means that if the Sniper is landing
shots, if any at all, the team is being granted free damage. This is also known
as Risk vs Reward. All other classes have risks they must take into
consideration when fighting, the Sniper has only two acknowledgeable risks:
Spies and opposing Snipers. This Risk vs Reward imbalance is due to the innate
weapon designs of all of the other classes. No other class has a precise weapon
that deals constant damage over any distance, only the Sniper does. This is
made worse that the Sniper is granted increased damage with headshots. Of
course, one would argue that the counter to Sniper would be to bring out
another Sniper. This quickly devolves into a mess of Sniper duels on both
teams, which you could go and play any other FPS out there to enjoy.
Reason #3 – Maps are intentionally designed against Snipers
All official Valve maps have been designed specifically to
avoid granting Snipers an advantage over other classes. This is evident in that
very few maps have long straight stretches, which would be most advantageous
for Snipers. Maps that do have said stretches quickly devolve into Sniper
duels.
Reason #4 – Sniping skill does not add to Team Fortress’s
gameplay
A skilled Sniper would not make Team Fortress stand out from
the other FPSes, as all of the other classes require a skill not seen
elsewhere. For example, the Soldier is unable to kill any class with a direct
hit from a rocket. However, they can launch the target and immediately follow
up with a second rocket while the target is in midair, usually resulting in a
kill. Similarly, the Demoman’s projectiles fly in a ballistic arch, requiring
the player to lead his targets in order to land direct hits.
Reason #5 – Snipers have the worst Skill vs Reward ratio
While playing any other class, you’ll always be able to deal
some amount of damage. This is embodied in the design of the Heavy, as one only
needs to point in the general direction of the enemy to deal damage. Snipers
however, will only grant results on successful hits. Meaning anything other
than a direct will do absolutely nothing. With any other class, if you’ve aimed
in the general direction of the enemy and left-clicked, you’ve contributed to
the team effort. Yes, I’m staring at you, single-digit score Sniper.
From the reasons given above, I have long since come to the
conclusion that the Sniper class is an irrelevant and unneeded class in Team
Fortress 2, where if removed, would have zero repercussions.
And ya’ll well damn straight know that they’re the single
largest anti-fun measure in the gaming world.
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