Sniper (competitive)/de

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Sniper.png
Dieser Artikel behandelt kompetitives Spiel, basierend auf dem kompetitiven Standardformat. Für den allgemeinen Artikel zu diesem Thema, siehe: Sniper.
Kompetitive Artikel befinden sich derzeit in der Entwicklung. Sollten Sie Fragen haben, stellen Sie sie einfach.

The Sniper is a situational utility class sometimes used in the standard competitive lineup, valued for his picking and area denial capabilities. He is mostly used as a far ranged class and can be deadly from far away in competitive.

Information

Health

Klasse Gesundheit Überheilung Notarzt Überheilung
Leaderboard class sniper.png Sniper 125 185 158

Speed

Voraussetzung Normal Rückwärts Duckend Schwimmend
Leaderboard class sniper.png Sniper
100 %
90 %
33 %
80 %
Mit einem Gewehr zielend
27 %
27 %
9 %
21 %
Mit dem Klassiker im Zoommodus
27 %
27 %
9 %
21 %
Mit dem Huntsman gespannt
53 %
53 %
18 %
N/A

Weapons

Hauptartikel: Sniper weapons (competitive)

The Sniper uses his Sniper Rifles to deal huge damage on headshots, and otherwise deal large damage at long range.

Primär

Waffen Tötungssymbol Magazinsgröße Munition
Getragen
Schaden Anmerkungen / Spezialfähigkeiten
Sniper Rifle
Standard
Scharfschützengewehr
Killicon sniper rifle.png 25 N/A Normal:
50150

Kopfschuss:

150450
Pictogram info.png Lädt sich beim Zoomen auf.

Pictogram plus.png Kritischer Treffer bei Kopfschuss.
Pictogram minus.png Keine zufällige kritische Treffer.

Killicon sniperriflehs.png
AWPer Hand
Werbeartikel / Herstellen
AWP-Schütze
Killicon sniper rifle.png
Killicon sniperriflehs.png
Huntsman
Freischalten
Huntsman
Killicon huntsman.png 1 12 Normal:
50120

Kopfschuss:

150360
Pictogram info.png Kugeln werden mit Pfeilen ersetzt.

Pictogram info.png Primäre Feuertaste spannt den Bogen; sekundäre Feuertaste entspannt den Bogen.
Pictogram plus.png Kritischer Treffer bei Kopfschuss.
Pictogram plus.png Kein Laserpointer Indikator.
Pictogram plus.png Pyros können Pfeile anzünden, und dadurch den Pfeil Feuerschaden verursachen lassen.
Pictogram plus.png -70% maximale Aufladezeit.
Pictogram plus.png +96% Bewegungsgeschwindigkeit (Insgesamt 53%) während des Aufladens.
Pictogram minus.png -20% Schaden bei maximaler Aufladung.

Pictogram info.png Basisschaden unverändert.

Pictogram minus.png -48% gesamte Munition.
Pictogram minus.png Keine zufälligen kritische Treffer.
Pictogram minus.png Pfeile können reflektiert, abgeschossen und vaporisiert werden.
Pictogram minus.png Pfeile werden ungenauer, wenn der Bogen länger als 5 Sekunden gespannt ist.
Pictogram info.png Tödliche Pfeile können den Gegner an die Wand nageln (nur als optischer Effekt).

Killicon huntsmanhs.png
Killicon flaming huntsman.png
Killicon flaming huntsman afterburn.png
Fortified Compound
Werbeartikel
Verstärkte Verbundbogen
Killicon huntsman.png
Killicon huntsmanhs.png
Killicon flaming huntsman.png
Killicon flaming huntsman afterburn.png
Sydney Sleeper
Herstellen
Sydney-Schläfer
Killicon sydney sleeper.png 25 N/A Normal:
50150
Pictogram info.png Aufladung während des Zoomens.

Pictogram plus.png Bei gezoomten Treffer: Jarate-Effekt für 2 bis 5 Sekunden auf dem Ziel, abhängig von der Aufladezeit.
Pictogram plus.png Eine 25% schnellere Aufladerate.
Pictogram plus.png Ruf der Natur: Kopfschüsse beim Zielen treffen immer mini-kritisch und reduzieren die Aufladezeit der Jarate um 1 Sekunde.
Pictogram plus.png Gezielte Schüsse löschen die Flammen des Trägers sowie von verbündeten Spielern.
Pictogram minus.png Kopfschüsse treffen nicht kritisch.
Pictogram minus.png Keine zufällig kritischen Treffer.

Bazaar Bargain
Herstellen
Basar-Schnäppchen
Killicon bazaar bargain.png 25 N/A Normal:
50150

Kopfschuss:

150450
Pictogram info.png Aufladung während des Zoomens.

Pictogram plus.png Kritischer Treffer bei Kopfschuss.
Pictogram plus.png Bei anvisiertem Kopftreffer: Gewehr-Aufladerate wird um +25% erhöht (bis zu 100%).
Pictogram minus.png Keine zufällig kritischen Treffer.
Pictogram minus.png Grund-Aufladegeschwindigkeit um 50% verringert.

Killicon sniperriflehs.png
Machina
Werbegeschenk / Herstellen
Machina
Killicon machina.png 25 N/A Normal:
50173

Kopfschuss:

150518
Pictogram info.png Aufladung während des Zoomens.

Pictogram plus.png Kritischer Treffer bei Kopfschuss.
Pictogram plus.png Bei voller Aufladung: +15% Schaden pro Schuss.
Pictogram plus.png Bei voller Aufladung: Projektile durchdringen Spieler.
Pictogram minus.png Kann nur im Zoommodus schießen.
Pictogram minus.png Feuert teamfarbene Leuchtspurgeschosse.
Pictogram minus.png Keine zufällig kritischen Treffer.

Killicon sniperriflehs.png
Killicon machina penetrate.png
Killicon machina penetratehs.png
Shooting Star
Entpacken
Shootingstar
Killicon shooting star.png
Killicon sniperriflehs.png
Killicon machina penetrate.png
Killicon machina penetratehs.png
Hitman's Heatmaker
Herstellen
Profi-Präzisionsgewehr
Killicon hitman's heatmaker.png 25 N/A Normal:
40120

Kopfschuss:

150450
Pictogram info.png Aufladung während des Zoomens.

Pictogram info.png Schüsse sind leise.
Pictogram plus.png Kritischer Treffer bei Kopfschuss.
Pictogram plus.png Steigert Fokus bei Tötungen und Tötungshelfern.
Pictogram plus.png Drücken Sie "Nachladen", um Fokus zu aktivieren.
Pictogram info.png Bei Fokus:

Pictogram info.png Kein Herauszoomen zwischen den Schüssen.
Pictogram plus.png +25% schnellere Aufladung.
Pictogram minus.png Schüsse haben eine teamfarbene Leuchtspur.

Pictogram minus.png -20% geringerer Schaden bei Körpertreffer.
Pictogram minus.png Keine zufällig kritischen Treffer.
Pictogram info.png Tödliche Kopfschüsse verursachen Enthauptungen.

Killicon sniperriflehs.png
Classic
Herstellen
Klassiker
Killicon classic.png 25 N/A Normal:
50150

Kopfschuss:

50450
Pictogram info.png Aufladung startet nicht automatisch mit dem Zoommodus.

Pictogram info.png Zum Aufladen Primärfeuer gedrückt halten und zum Feuern loslassen.
Pictogram info.png Zoomt nicht heraus zwischen Schüssen.
Pictogram plus.png Kritischer Treffer bei Kopfschuss.
Pictogram plus.png Aufladung ohne Zoom möglich.
Pictogram minus.png Keine Kopfschüsse ohne vollständige Aufladung
Pictogram minus.png -10% Schaden bei Körpertreffer
Pictogram minus.png Schüsse hinterlassen eine dunkle, klare Linie.
Pictogram minus.png Keine zufällig kritischen Treffer.
Pictogram info.png Opfer wird zerfetzt bei voller Aufladung.

Killicon sniperriflehs.png

Usage

The role of the Sniper is simple: Kill key enemy targets. Every pick that a Sniper makes will reduce the enemy's numbers by one, which is significant in competitive Team Fortress 2 due to the role that every team member plays. The enemy Medic will always be the highest priority target for Snipers. A fully charged Sniper Rifle bodyshot and an uncharged headshot are the preferred methods of killing Medics, as both shots deal exactly 150 damage. A team that runs a Sniper will generally swap out a Scout for one, though on specific maps where Scouts are important, the roaming Soldier may change to Sniper instead.

Common Tactics

The kill order in competitive TF2 is slightly different from the kill order in casual play.

  • Immediate threats: Any target immediately trying to kill you (generally a Scout), and particularly enemy Snipers.
  • Medics: A fully charged bodyshot will work just as well as a headshot in taking out the most important class on the enemy team.
  • Demomen: Snipers can cripple the enemy's damage output by killing their Demoman. A pick on him is also an efficient way of removing his stickies.
  • Soldiers and Heavies: Big heads and slow movement speeds make Soldiers and Heavies rather vulnerable to the Sniper Rifle. A pick on these players is important due to their ability to tank damage.
  • Engineers and their buildings: Usually, a team's Demomen or Soldiers can easily take care of Engineers and their Sentry Guns, but a Sniper can work just as well, killing the Engineer with a single headshot or charged bodyshot.
  • Scouts: A fully charged bodyshot is probably the most reliable way of taking an enemy Scout out of the game. A pick on them takes pressure not only off the Sniper himself, but also off your team's Medic and Demoman.
  • Other Utilities: Another player dead on the opposing team is always good. Snipers should target the more important players first before spending the time and effort to kill other utilities.
  • Stickies: If the Demoman is absent, a Sniper can safely remove his sticky bombs from a control point and possibly allow a back-cap. This is particularly useful on the last points of 5-CP maps, which cap very quickly.

5-CP Push Strategies

The Sniper's inability to defend himself is one of his key impediments to seeing regular use in competitive play. This is especially evident on 5-CP maps, where it is somewhat difficult to stay far enough behind the team to safely eliminate key players while keeping up closely enough to prevent getting picked by enemy Scouts as they run off completely unharmed. Utility players should make sure that they chose the right time and place to switch to Sniper, because if a team decides to push forward quickly or desperately hold an area, it may be doing so without the help of one of its Scouts.

If attacking the final point, Snipers should not hesitate to use their Sniper Rifle to eliminate sticky bombs covering the point. If the enemy is unaware, this could easily lead to a back-cap by a friendly Scout. This is especially useful on maps with enclosed final points such as Badlands. The Sniper is often used to get a pick when the team is pushing the enemy's last point: this makes it easier for them to cap due to the sudden player advantage. Even if the Sniper doesn't manage to kill anyone he can still force the enemy team to adapt and ensure that they play more passively in order to reduce the risk of getting sniped.

Attack-Defend Strategies

Attack/Defend maps are where Snipers can truly shine. Gravel Pit is really the only Attack/Defend map that sees a good amount of competitive play, and relatively long sight-lines at points B and C allow both attackers and defenders to get the most out of running a Sniper.

In particular, if an attacking team moves on to attack B via the rooms from point C, a Sniper can take advantage of the long open area around B and get a few picks. In general, Snipers defending on Attack/Defend maps should have an easier time than they do on 5-CP maps. Sticking behind the team allows a Sniper on Defense to safely charge up a shot, without too much harassment from Scouts, especially if their team is using an Engineer, as the Sentry Gun provides a fine defense against enemy Scouts. Hiding in buildings and behind props the map has can also help a sniper make an essential kill. If the enemy team does not see a sniper, they are more likely to be vulnerable and careless.

One tactic that may be useful for defending Snipers is attempting to get a pick at the very beginning of a round, right when setup time ends. Defending Snipers have the option of placing themselves so that they can see the gates from the BLU spawn area to point A and can potentially score a pick in the first seconds of the match. While this strategy may be a major boon to the defending team if the Sniper manages to kill the enemy Medic and deprive attackers of an ÜberCharge, it is also incredibly dangerous for the Sniper, and will most likely result in his death. This can be problematic if the attacking team decides to push on B first, while the defending team is at a numerical disadvantage, lacking one of their utility players.

Anti-Sniper Classes

The Scout

It is difficult for a sniper to hit a Scout with a sniper rifle, due to their high speed. They can also drink Bonk! Atomic Punch to protect themselves from headshots, making it easier to close the distance between the two of them. They can also counter the Sniper’s jarate with Mad Milk.

The Spy

As a Sniper does not normally pay attention to what is going on behind them, it is not difficult for a Spy to backstab them. This can be countered by the Razorback, but a Spy is capable of headshotting a Sniper, just as Snipers themselves can. However, if alerted to their presence, the Sniper can nullify a Spy’s cloak with Jarate. They can also spy check players with the Tribalman’s Shiv.

See also