/incident

'''The Sniper Rifle is the default primary weapon for the Sniper. It is a single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath.'''

'''The rifle has no spread, no damage ramp-up or fall-off, and has a zoom sight like all of Sniper's other primaries except the Huntsman and Fortified Compound. The zoom display features a charge meter and a small, faded team-colored laser dot in the center. When zoomed in (scoped), the charge meter increases gradually from 0% to 100% over the course of 3.3 seconds; a higher charge percentage increases the damage done by a shot. The charge meter resets to 0% after a shot is fired or when exiting the scope without shooting. Firing the Sniper Rifle while unzoomed deals the same damage as a scoped bodyshot at 0% charge. When zoomed, the Sniper's movement speed is reduced to 27% and slows even further to 1.33% when crouching. Furthermore, zooming cannot be performed when the Sniper is jumping or falling after jumping; however, falling off a ledge without jumping or getting knocked into the air does not inhibit scoping.'''

'''The Sniper Rifle does not deliver random critical hits; however, if the player hits a headshot, a shot to an enemy's head while zoomed in, it is a guaranteed critical hit. Headshots cannot be hit while unscoped. Unlike other hitscan weapons, the Sniper Rifle and the Sniper's other primaries are able to penetrate friendly players.'''

'''While scoped, the Sniper Rifle projects a team-colored dot on walls or floors, serving as the laser sight for the Sniper. The dot becomes larger and clearer as the charge meter increases. As it is visible to enemy players, the dot can reveal the Sniper's position, making him easier to target and avoid. Resourceful Snipers can circumvent this problem by deliberately aiming at objects or other surfaces in the foreground to hide the laser from enemies.'''