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Rockets work pretty good for this.
Sniper, at it's lowest skill level, is useless. Can't hit anything, unless it was an AFK player. When the player gets higher and higher on the skill ladder, Sniper starts to become more and more of an issue.
At medium Skill levels, like your average Pub Sniper with a small Killstreak of 3, is no biggie. He'll die, even if that takes a bit more effort than the Jose.Gonzales5 player
But then when you get to even higher levels of skill, talking about the professional 15 year-old gamer bois or girls from Comp, then it starts to get tough. Playing their cards right can pretty easily make them almost invincible - all while headshotting enemy gamers from afar - as he has meatshields (teammates) and probably Medic healing, atleast most of the time.
The real problem isn't quickscopes, but the time interval between those shots at high levels, and the power of just holding so much space with little to no effort. These really just originate from a) a large clipsize, b) quick reload (relative to the output) and c) long sightlines in most well-done maps (such as Badwater, fun to play in unless there's this Latin word Australium 500+ hour Sniper main straight outta New York.
Reduce clip to 10 (need to search for ammo = less time creating & controlling too much space), slow down reload by .5s (won't affect lower tier players as they're not expected to hit shots at a quick pace anyway) and reduce Sniper Sightline effectiveness, by adding some props like walls and stuff.
Another thing, as a backup option, would be to make him take Mini-crits while scoped in, so he's actually damageable at range without dealing 24 rocket splash damage or something low as hell like that.
Don't forget to remove the ability to instantaneously use the scope and get a headshot. That needs to be fixed; .3 seconds before ability to headshot maybe?
All he really needs is a slower firing rate and a minimum charge requirement to deal headshots, perhaps starting from 20%. Adding a separate magazine to require reloading may also be another prudent change.
This would limit the rate in killing potential and further gimps him in close quarters as he should be. I can't say whether or not this'd affect the high-end players but it would slow them down.
A nonsensical and lazy argument. They changed Engineer's teleporter cost and rebalanced weapons years from their original release, this isn't any different.
Then how else would you take out an overhealed Heavy quickly? To reduce the 450 max damage is simply ridiculous. Don't forget you have to scope in for a while to obtain that damage on top of needing to aim. An enemy Spy or Sniper could very well take you out in that time.
a min charge requirement of 20% would mean a sniper has to be scoped in for almost 2 full seconds before he can headshot
Just stay far from it damnit it's not that hard