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-->'''"Keep yubbin' that big mouth, while it's still attached to yer bloody neck!"''

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-->'''"Keep -->''"Keep yubbin' that big mouth, while it's still attached to yer bloody neck!"''

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-->'''"Keep yubbin' that big mouth, while it's still attached to yer bloody neck!"''



->"Dad.... Dad p-, yeah - put Mum on the phone!"\\

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->"Dad.... ->''"Dad.... Dad p-, yeah - put Mum on the phone!"\\phone!"''\\
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** The Huntsman is a ''very'' different primary for the Sniper that trades out many of his unique strengths in exchange for ones that are less obvious: rather than a reliably accurate long-range sniper-rifle, you trade it for a bow and arrow that ''can'' [[BoomHeadshot headshot]] people, but only fires projectiles that have a travel time and are affected by gravity, among other drawbacks [[GuideDangIt that the item description doesn't tell you about]] (less raw damage per arrow compared to rifles, slower reloads, half the reserve ammo, etc.). Where it genuinely excels is in mid-range combat: due to having a significantly faster charge time, it's easier to land meaty headshots at full capacity during a tense mid-range skirmish where there's simply no time to quick-scope, with the damage a Huntsman headshot can do still exceeding most OneHitKill thresholds (between 150-360 damage -- just about the only class that can survive that is an overhealed Heavy). Combined with how the Huntsman requires no tunnel-visioning scope and enables slightly more mobility (Sniper is slowed to only 45% of normal movement speed while charging instead of 27% with rifles, and he can jump while charging arrows), a Huntsman who can master its bizarre properties can still be ungodly lethal and oppressive.

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** The Huntsman is a ''very'' different primary for the Sniper that trades out many of his unique strengths in exchange for ones that are less obvious: rather than a reliably accurate long-range sniper-rifle, you trade it for a bow and arrow that ''can'' [[BoomHeadshot headshot]] people, but only fires projectiles that have a travel time and are affected by gravity, among other drawbacks [[GuideDangIt that the item description doesn't tell you about]] (less raw damage per arrow compared to rifles, slower reloads, half the reserve ammo, etc.). Where it genuinely excels is in mid-range combat: due to having a significantly faster charge time, it's easier to land meaty headshots at full capacity during a tense mid-range skirmish where there's simply no time to quick-scope, with the damage a Huntsman headshot can do still exceeding most OneHitKill thresholds (between 150-360 damage -- just about the only class that can survive that is an overhealed Heavy). Combined with how the Huntsman requires no tunnel-visioning scope and enables slightly more mobility (Sniper is slowed to only 45% of normal movement speed while charging instead of 27% with rifles, and he can jump while charging arrows), a Huntsman who can master its bizarre properties can still be ungodly lethal and oppressive.oppressive, enabling him to play more aggressively rather than passively sitting in the backline.
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** Instead of instant headscan bullets, the arrows fired are projectiles with travel time which fall parabolically to gravity.

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** Instead of instant headscan hitscan-based bullets, the arrows fired are projectiles with travel time which and fall parabolically to gravity.
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** Arrows do less damage than sniper rifle bullets, but can still [[BoomHeadshot headshot]] -- roughly 120 damage for a fully charged shot and 360 damage for a headshot, compared to the respective 150 and 450 damage of the rifle.

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** Arrows do less damage than sniper rifle bullets, but can still [[BoomHeadshot headshot]] -- roughly 120 damage for a fully charged shot bodyshot and 360 150-360 damage for a headshot, compared to the respective 150 and 450 150-450 damage of the rifle.rifle. Due to the lack of a scope, arrows can headshot just about any time, even when firing at its most minimal of charge.
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** The Huntsman is a ''very'' different primary for the Sniper that trades out many of his unique strengths in exchange for ones that are less obvious: rather than a reliably accurate long-range sniper-rifle, you trade it for a bow and arrow that ''can'' [[BoomHeadshot headshot]] people, but only fires projectiles that have a travel time and are affected by gravity, among other drawbacks [[GuideDangIt that the item description doesn't tell you about]] (less raw damage per arrow compared to rifles, slower reloads, half the reserve ammo, etc.). Where it genuinely excels is in mid-range combat: due to having a significantly faster charge time, it's easier to land meaty headshots at full capacity during a tense mid-range skirmish where there's simply no time to quick-scope, with the damage a Huntsman headshot can do still exceeding most OneHitKill thresholds (between 150-360 damage -- just about the only class that can survive that is an overhealed Heavy). Combined with how the Huntsman requires no tunnel-visioning scope and enables slightly more mobility (Sniper is slowed to only 45% of normal movement speed while charging instead of 27% with rifles, and he can jump while charging arrows), a Huntsman who can master its bizarre properties can still be ungodly lethal and oppressive.
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** Speed, distance, and damage of the arrow is determined by [[ChargedAttack a charging mechanic]] which is faster than that of the rifle, doesn't require a scope, and allows Sniper to walk slightly faster while charging, but it's also manual, and charging for too long will strain Sniper's arm and cause the eventual shot to become highly inaccurate, though it can be cancelled without firing.

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** Speed, distance, and damage of the arrow is determined by [[ChargedAttack a charging mechanic]] which is faster than that of the rifle, doesn't require a scope, and allows Sniper to walk slightly faster and jump while charging, but it's also manual, provides no zoom, and charging for too long will strain Sniper's arm and cause the eventual shot to become highly inaccurate, though it can be cancelled without firing.
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** Instant of instant headscan bullets, the arrows fired are projectiles with travel time which fall parabolically to gravity.

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** Instant Instead of instant headscan bullets, the arrows fired are projectiles with travel time which fall parabolically to gravity.
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* GuideDangIt: The Huntsman oddly has ''no'' stats whatsoever as part of its description, leaving it up for the player to figure out all of its stats and unique behaviors on their own. Some things are fairly easy to intuit given the fact that it's [[TheStraightAndArrowPath a bow and arrow]] rather than a rifle, but a breakdown of all the major features it doesn't list:
** Instant of instant headscan bullets, the arrows fired are projectiles with travel time which fall parabolically to gravity.
** Speed, distance, and damage of the arrow is determined by [[ChargedAttack a charging mechanic]] which is faster than that of the rifle, doesn't require a scope, and allows Sniper to walk slightly faster while charging, but it's also manual, and charging for too long will strain Sniper's arm and cause the eventual shot to become highly inaccurate, though it can be cancelled without firing.
** Arrows do less damage than sniper rifle bullets, but can still [[BoomHeadshot headshot]] -- roughly 120 damage for a fully charged shot and 360 damage for a headshot, compared to the respective 150 and 450 damage of the rifle.
** The Huntsman reloads slightly slower than with rifles, and is only able to carry half the amount of total ammo (12 arrows rather than 25 bullets).
** [[ArrowsOnFire Arrows can be lit alight]] by a friendly Pyro and some environmental elements (such as the torches on [=DeGroot=] Keep), causing them to inflict afterburn if they connect on an enemy. Firing the arrow or switching weapons extinguishes the arrow, but a charge with a lit arrow can be cancelled to preserve it. Oddly enough, lit arrows aren't extinguished by going underwater.
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Shoehorning — the trope is about literal armor and being weak regardless.


* ArmoredButFrail: The Sniper has among the least health at only 125 hp, but he is considered a MightyGlacier thanks to his metaphorical armor: ''[[LongRangeFighter distance.]]'' The game is designed for medium-close range combat, and almost every weapon deal significantly reduced damage over long range. The Sniper can comfortably shoot at other characters way outside their engagement range, and the best they can do is return fire with highly-telegraphed projectiles or hitscan that would degrade into ScratchDamage.
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* ArmoredButFrail: The Sniper has among the least health at only 125 hp, but he is considered a MightyGlacier thanks to his metaphorical armor: ''[[LongRangeFighter distance.]]'' The game is designed for medium-close range combat, and almost every weapon deal significantly reduced damage over long range. The Sniper can comfortably shoot at other characters way outside their engagement range, and the best they can do is return fire with highly-telegraphed projectiles or hitscan that would degrade into ScratchDamage.
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* HitboxDissonance: Arrows fired by [[TheStraightAndArrowPath The Huntsman]] have infamously ''wild'' hitbox registration mechanics, which is important due to it being the only projectile-based weapon in the game where [[BoomHeadshot headshots]] are meaningful. The short of it is that what registers as a "headshot" can be far more generous than what may be seen visually, where even if the arrow you fire visibly passes a few feet away from the target's head, there's a potential chance it will hit anyway.[[note]]For a slightly more elaborate explanation: characters in ''[=TF2=]'' have two types of hitboxes running at the same time: a segmented skeleton of "player hitboxes" that register all major areas on a character's body (including one for the head), as well as a much more generous "bounding box" which is used to detect certain general collisions, such as walking up to walls or Engineer buildings. Projectiles like the Huntsman arrows prioritize checking whether or not they hit a player hitbox, but if they only pass the bounding box, the game "magnetizes" the projectile to the closest available player hitbox, which may very well be the head hitbox. Because the size of the bounding box is identical on all classes, this makes HitboxDissonance especially noticeable on smaller classes like the Scout.[[/note]]

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* HitboxDissonance: Arrows fired by [[TheStraightAndArrowPath The Huntsman]] have infamously ''wild'' hitbox registration mechanics, which is important due to it being the only projectile-based weapon in the game where [[BoomHeadshot headshots]] are meaningful. The short of it is that what registers as a "headshot" can be far more generous than what may be seen visually, where even if the arrow you fire visibly passes a few feet away from the target's head, there's a potential chance it will hit anyway.[[note]]For a slightly more elaborate explanation: characters in ''[=TF2=]'' have two types of hitboxes running at the same time: a segmented skeleton of "player hitboxes" that register all major areas on a character's body (including one for the head), as well as a much more generous "bounding box" which is used to detect certain general collisions, such as walking up to walls or Engineer buildings. Projectiles like the Huntsman arrows try to prioritize checking whether or not they hit a player hitbox, but if they only pass the bounding box, the game "magnetizes" the projectile to the closest available player hitbox, which may very well be the head hitbox. Because the size of the bounding box is identical on all classes, this makes HitboxDissonance especially noticeable on smaller classes like the Scout.[[/note]]
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* HitboxDissonance: Arrows fired by [[TheStraightAndArrowPath The Huntsman]] have infamously ''wild'' hitbox registration mechanics, which is important due to it being the only projectile-based weapon in the game where [[BoomHeadshot headshots]] are meaningful. The short of it is that what registers as a "headshot" can be far more generous than what may be seen visually, where even if the arrow you fire visibly passes a few feet away from the target's head, there's a potential chance it will hit anyway.[[note]]For a slightly more elaborate explanation: characters in ''[=TF2=]'' have two types of hitboxes running at the same time: a segmented skeleton of "player hitboxes" that register all major areas on a character's body (including one for the head), as well as a much more generous "bounding box" which is used to detect certain general collisions, such as walking up to walls or Engineer buildings. Projectiles like the Huntsman arrows prioritize checking whether or not they hit a player hitbox, but if they only pass the bounding box, the game "magnetizes" the projectile to the closest available player hitbox, which may very well be the head hitbox.[[/note]]

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* HitboxDissonance: Arrows fired by [[TheStraightAndArrowPath The Huntsman]] have infamously ''wild'' hitbox registration mechanics, which is important due to it being the only projectile-based weapon in the game where [[BoomHeadshot headshots]] are meaningful. The short of it is that what registers as a "headshot" can be far more generous than what may be seen visually, where even if the arrow you fire visibly passes a few feet away from the target's head, there's a potential chance it will hit anyway.[[note]]For a slightly more elaborate explanation: characters in ''[=TF2=]'' have two types of hitboxes running at the same time: a segmented skeleton of "player hitboxes" that register all major areas on a character's body (including one for the head), as well as a much more generous "bounding box" which is used to detect certain general collisions, such as walking up to walls or Engineer buildings. Projectiles like the Huntsman arrows prioritize checking whether or not they hit a player hitbox, but if they only pass the bounding box, the game "magnetizes" the projectile to the closest available player hitbox, which may very well be the head hitbox. Because the size of the bounding box is identical on all classes, this makes HitboxDissonance especially noticeable on smaller classes like the Scout.[[/note]]
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* HitboxDissonance: Arrows fired by [[TheStraightAndArrowPath The Huntsman]] have infamously ''wild'' hitbox registration mechanics, which is important due to it being the only projectile-based weapon in the game where [[BoomHeadshot headshots]] are meaningful. The short of it is that what registers as a "headshot" can be far more generous than what may be seen visually, where even if the arrow you fire visibly passes a few feet away from the target's head, there's a potential chance it will hit anyway.[[note]]For a slightly more elaborate explanation: characters in ''[=TF2=]'' have two types of hitboxes running at the same time: a segmented skeleton of "player hitboxes" that register all major areas on a character's body (including one for the head), as well as a much more generous "bounding box" which is used to detect certain general collisions, such as walking up to walls or Engineer buildings. Projectiles like the Huntsman arrows prioritize checking whether or not they hit a player hitbox, but if they only pass the bounding box, the game "magnetizes" the projectile to the closest available player hitbox, which can very well include the head hitbox.[[/note]]

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* HitboxDissonance: Arrows fired by [[TheStraightAndArrowPath The Huntsman]] have infamously ''wild'' hitbox registration mechanics, which is important due to it being the only projectile-based weapon in the game where [[BoomHeadshot headshots]] are meaningful. The short of it is that what registers as a "headshot" can be far more generous than what may be seen visually, where even if the arrow you fire visibly passes a few feet away from the target's head, there's a potential chance it will hit anyway.[[note]]For a slightly more elaborate explanation: characters in ''[=TF2=]'' have two types of hitboxes running at the same time: a segmented skeleton of "player hitboxes" that register all major areas on a character's body (including one for the head), as well as a much more generous "bounding box" which is used to detect certain general collisions, such as walking up to walls or Engineer buildings. Projectiles like the Huntsman arrows prioritize checking whether or not they hit a player hitbox, but if they only pass the bounding box, the game "magnetizes" the projectile to the closest available player hitbox, which can may very well include be the head hitbox.[[/note]]
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* HitboxDissonance: Arrows fired by [[TheStraightAndArrowPath The Huntsman]] have infamously ''wild'' hitbox registration mechanics, which is important due to being the only projectile-based weapon in the game where [[BoomHeadshot headshots]] are meaningful. The short of it is that what registers as a "headshot" can be far more generous than what may be seen visually, where even if the arrow you fire visibly passes a few feet away from the target's head, there's a potential chance it will hit anyway.[[note]]For a slightly more elaborate explanation: characters in ''[=TF2=]'' have two types of hitboxes running at the same time: a segmented skeleton of "player hitboxes" that register all major areas on a character's body (including one for the head), as well as a much more generous "bounding box" which is used to detect certain general collisions, such as walking up to walls or Engineer buildings. Projectiles like the Huntsman arrows prioritize checking whether or not they hit a player hitbox, but if they only pass the bounding box, the game "magnetizes" the projectile to the closest available player hitbox, which can very well include the head hitbox.[[/note]]

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* HitboxDissonance: Arrows fired by [[TheStraightAndArrowPath The Huntsman]] have infamously ''wild'' hitbox registration mechanics, which is important due to it being the only projectile-based weapon in the game where [[BoomHeadshot headshots]] are meaningful. The short of it is that what registers as a "headshot" can be far more generous than what may be seen visually, where even if the arrow you fire visibly passes a few feet away from the target's head, there's a potential chance it will hit anyway.[[note]]For a slightly more elaborate explanation: characters in ''[=TF2=]'' have two types of hitboxes running at the same time: a segmented skeleton of "player hitboxes" that register all major areas on a character's body (including one for the head), as well as a much more generous "bounding box" which is used to detect certain general collisions, such as walking up to walls or Engineer buildings. Projectiles like the Huntsman arrows prioritize checking whether or not they hit a player hitbox, but if they only pass the bounding box, the game "magnetizes" the projectile to the closest available player hitbox, which can very well include the head hitbox.[[/note]]
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* HitboxDissonance: Arrows fired by [[TheStraightAndArrowPath The Huntsman]] have infamously ''wild'' hitbox registration mechanics, which is important due to being the only projectile-based weapon in the game where [[BoomHeadshot headshots]] are meaningful. The short of it is that what registers as a "headshot" can be far more generous than what may be seen visually, where even if the arrow you fire visibly passes a few feet away from the target's head, there's a potential chance it will hit anyway.[[note]]For a slightly more elaborate explanation: characters in ''[=TF2=]'' have two types of hitboxes running at the same time: a segmented skeleton of "player hitboxes" that register all major areas on a character's body (including one for the head), as well as a much more generous "bounding box" which is used to detect certain general collisions, such as walking up to walls or Engineer buildings. Projectiles like the Huntsman arrows prioritize checking whether they hit a player hitbox, but if they only pass the bounding box, the game "magnetizes" the projectile to the closest available player hitbox, which can very well include the head hitbox.[[/note]]

to:

* HitboxDissonance: Arrows fired by [[TheStraightAndArrowPath The Huntsman]] have infamously ''wild'' hitbox registration mechanics, which is important due to being the only projectile-based weapon in the game where [[BoomHeadshot headshots]] are meaningful. The short of it is that what registers as a "headshot" can be far more generous than what may be seen visually, where even if the arrow you fire visibly passes a few feet away from the target's head, there's a potential chance it will hit anyway.[[note]]For a slightly more elaborate explanation: characters in ''[=TF2=]'' have two types of hitboxes running at the same time: a segmented skeleton of "player hitboxes" that register all major areas on a character's body (including one for the head), as well as a much more generous "bounding box" which is used to detect certain general collisions, such as walking up to walls or Engineer buildings. Projectiles like the Huntsman arrows prioritize checking whether or not they hit a player hitbox, but if they only pass the bounding box, the game "magnetizes" the projectile to the closest available player hitbox, which can very well include the head hitbox.[[/note]]
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* HitboxDissonance: Arrows fired by [[TheStraightAndArrowPath The Huntsman]] have infamously ''wild'' hitbox registration mechanics, which is important due to being the only projectile-based weapon in the game where [[BoomHeadshot headshots]] are meaningful. The short of it is that what registers as a "headshot" can be far more generous than what may be seen visually, where even if the arrow you fire visibly passes a few feet away from the target's head, there's a potential chance it will hit anyway.[[note]]For a slightly more elaborate explanation: characters in ''[=TF2=]'' have two types of hitboxes running at the same time: a segmented skeleton of "player hitboxes" that register all major areas on a character's body (including one for the head), as well as a much more generous "bounding box" which is used to detect certain general collisions, such as walking up to walls or Engineer buildings. Projectiles like the Huntsman arrows prioritize checking whether they hit a player hitbox, but if they only pass the bounding box, the game "magnetizes" the projectile to the closest available player hitbox, which can very well include the head hitbox.[[/note]]
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* TheStraightAndArrowPath: Sniper's most unique primary weapon is the Hunstman (along with the Fortified Compound, a functionally-identical reskin), trading out his usual sniper rifle with a bow and arrow. In exchange for Sniper's long-range, perfectly-accurate hitscan rifle, the Huntsman fires arrows that require [[ChargedAttack a brief charge before each shot]], have a travel time, and fall parabolically, requiring players to LeadTheTarget and account for gravity while firing. The arrows can still headshot and annihilate enemies quickly, making Sniper more effective in mid-range skirmishes than long-range pickoffs.

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Trope was cut/disambiguated due to cleanup (this entry is much more about the mechanics of the weapon itself rather than the character archetype, which appears to kinda just be incidental because that's how Sniper normally is)


* ArcherArchetype: In addition to being cold-hearted, efficient, and precise as a person, the Sniper's first unlockable weapon is the Huntsman, a bow and arrow that predictably functions quite differently from his rifles. Because it relies on arcing projectiles rather than hitscan bullets, the most effective way to use the Huntsman is being a bit more analytical than usual (Pay close attention to the target's movements, factoring in what class they are playing and their movement speed, lead the arrow's shots when necessary, etc.).



* BowAndSwordInAccord: Whenever he has the Huntsman equipped.

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* %%* BowAndSwordInAccord: Whenever he has the Huntsman equipped.
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Spelling/grammar fix(es)


-->'''Sniper:''' "Feelings"? Look, mate, you know who has a lot of feelings? Blokes what bludgeon their wife to death with a golf trophy. ''Professionals'' have ''standards''.

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-->'''Sniper:''' "Feelings"? Look, mate, you know who has a lot of feelings? Blokes what that bludgeon their wife to death with a golf trophy. ''Professionals'' have ''standards''.
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*** The BLU Sniper in "Meet the Demoman" gets blown up by the RED Demoman's sticky bomb trap.
*** In "Meet the Spy", the RED Spy kills a BLU Sniper by stabbing him in the back, causing the Sniper's dead body to fall over a railing.
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->Voiced by: John Patrick Lowrie (English), Ramón Rocabayera (Spanish), Mark Geichman (Russian)

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->Voiced by: John Patrick Lowrie (English), Ramón Rocabayera (Spanish), Mark Geichman (Russian)(Russian), Jo Vossenkuhl (German)

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* TheBogan: [[{{Hypocrite}} Despite using "bogan" as an insult]], he himself is shown to be a crass, disrespectful and profane individual in the game proper. That said, [[spoiler:he's a rare New Zealand version, instead of Australian.]]
* BoomHeadshot: The core of the Sniper's gameplay is landing consistent, charged headshots to take key targets out of the fight. He's the only merc in the game to be able to do this aside from the Spy, who can only do so while equipped with the Ambassador.
** The "Meet the Sniper" video starts with him saying these two words as he flicks a bobblehead of the Civilian from ''Team Fortress Classic''.

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* TheBogan: [[{{Hypocrite}} Despite using "bogan" as an insult]], he himself is shown to be a crass, disrespectful and profane individual in (in the game proper.proper) who have no problems flinging a jar of urine at anyone (including his allies). That said, [[spoiler:he's a rare New Zealand version, instead of Australian.]]
* BoomHeadshot: The core of the Sniper's gameplay is landing consistent, charged headshots to take key targets out of the fight. He's the only merc in the game to be able to do this aside from the Spy, who can only do so while equipped with the Ambassador.
**
Ambassador. The "Meet the Sniper" video starts with him saying these two words as he flicks a bobblehead of the Civilian from ''Team Fortress Classic''.



* NotSoAboveItAll: He claims to be polite, professional, and have no emotional ties to his work. However, his lines toward enemies are very rage-filled and rude.

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* NotSoAboveItAll: He claims to be polite, professional, and have no emotional ties to his work. However, his lines toward enemies are very rage-filled and rude.rude, and has zero qualms flinging Jarate (read: jar of urine) on anyone.



'''-Sniper trying to end a phone call'''

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'''-Sniper trying to end a phone call'''call'''
----
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* BreakOutTheMuseumPiece: The Bazaar Bargain is a Middle Eastern jezail that’s outdated by over a century by the time the game takes place, which was upgraded with some accessories with extra parts that keep all the new modifications in place. The sheer convenience of it all is lampshaded by its description during the update that introduced it.
--> ''Can you believe the Sniper found an old bolt action rifle, a long piece of metal, some bolts, one half of a binocular and a military grade laser sight, ALL for just under three dinars?''

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* MrFanservice: He spends most of "The Naked and the Dead" comic shirtless or nude.

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* MrFanservice: MrFanservice:
**
He spends most of "The Naked and the Dead" comic shirtless or nude.nude.
** The Bushman cosmetic gives him large, exposed biceps and rips open his shirt (but leaves his vest on), revealing his chest and abs.

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* OhCrap: During Vs. Saxton Hale Mode, he starts screaming in terror whenever the hulking Mann Co. CEO gets too close for comfort. After all, he's a LongRangeFighter getting cornered by a man known for his ''extremely'' dangerous fists.

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* OhCrap: OhCrap:
** During Halloween Mode, most of Sniper's voice lines have him freaking out over the existence of magic, as he clearly has no idea how to deal with such an OutsideContextProblem.
**
During Vs. Saxton Hale Mode, he starts screaming in terror whenever the hulking Mann Co. CEO gets too close for comfort. After all, he's a LongRangeFighter getting cornered by a man known for his ''extremely'' dangerous fists.
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* OhCrap: During Vs. Saxton Hale Mode, he starts screaming in terror whenever the hulking Mann Co. CEO gets too close for comfort. After all, he's a LongRangeFighter getting cornered by a man known for his ''extremely'' dangerous fists.
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* ShootTheMageFirst: After Medics, priority kills are enemy Snipers to make it safer for his team to advance, Demomen and Engineers to dismantle their traps and buildings, and possibly Heavies since they're such a bullet sponge to conventional weapons.
* ShootTheMedicFirst: Enemy Medics, especially with full charge are his top priority.
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* JerkWithAHeartOfGold: In regards to how he interacts with his teammates. He

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