Sniper (competitive)/ja

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Sniper.png
この記事は基本的な対抗戦の形式に基づいた対抗戦についてのものです。 より一般的な内容については次の記事をご覧ください: Sniper.
対抗戦に関する記事はまだ執筆段階です。ご質問がある場合は直接お尋ねください

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

クラス ヘルス オーバーヒール Quick-Fix オーバーヒール
Leaderboard class sniper.png スナイパー 125 185 158

Speed

状態 通常 後退 しゃがみ 水中
Leaderboard class sniper.png スナイパー
100 %
90 %
33 %
80 %
ライフル系の武器(ただしClassicは除く)でズーム中
27 %
27 %
9 %
21 %
ズーム中か否かに関わらずClassicをチャージ中
27 %
27 %
9 %
21 %
Huntsman 引き絞り時
53 %
53 %
18 %
無し

Weapons

もっと詳しく: Sniper weapons (competitive)

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

メイン武器

武器 キルアイコン 装弾数 弾薬数 ダメージ量 その他 / 特殊能力
Sniper Rifle
デフォルト
スナイパーライフル
Killicon sniper rifle.png 25 無し 基本:
50150

ヘッドショット:

150450
Pictogram plus.png ヘッドショットするとクリティカルヒットになる

Pictogram minus.png ランダムクリティカルヒットなし
Pictogram info.png ズーム中はパワーがチャージされ威力が上がる

Killicon sniperriflehs.png
AWPer Hand
プロモーション / クラフト
AWPer Hand
Killicon sniper rifle.png
Killicon sniperriflehs.png
Huntsman
アンロック
Huntsman
Killicon huntsman.png 1 12 基本:
50120

ヘッドショット:

150360
Pictogram plus.png ヘッドショットするとクリティカルヒットになる

Pictogram plus.png 味方パイロソルジャーRighteous BisonエンジニアPomson 6000で着火してもらうとダメージを追加
Pictogram minus.png ランダムクリティカルヒットなし
Pictogram minus.png 矢は反射されたり、撃ち落とされたり蒸発されられたりする
Pictogram minus.png 弓を5秒以上引き続けると狙いがブレる
Pictogram info.png メイン攻撃キーで弓を引き、サブ攻撃キーで弓を戻す
Pictogram info.png 壁の近くで敵を倒すと張り付けにする(純粋に装飾的な効果)

Killicon huntsmanhs.png
Killicon flaming huntsman.png
Killicon flaming huntsman afterburn.png
Fortified Compound
プロモーション
Fortified Compound
Killicon huntsman.png
Killicon huntsmanhs.png
Killicon flaming huntsman.png
Killicon flaming huntsman afterburn.png
Sydney Sleeper
クラフト
Sydney Sleeper
Killicon sydney sleeper.png 25 無し 基本:
50150
Pictogram plus.png ズーム中にヒット:チャージ量に応じて2-8秒間ターゲットにジャラテ効果を付与する

Pictogram plus.png チャージ率 +25%
Pictogram minus.png ランダムクリティカルヒットなし
Pictogram minus.png ヘッドショットしてもクリティカルにならない
Pictogram info.png ズーム中はパワーがチャージされ威力が上がる
Pictogram info.png ジャラテと違って、味方を消化することは出来ない

Bazaar Bargain
クラフト
Bazaar Bargain
Killicon bazaar bargain.png 25 無し 基本:
50150

ヘッドショット:

150450
Pictogram plus.png ヘッドショットするとクリティカルヒットになる

Pictogram plus.png ヘッドショットキルを決める度にチャージ速度が25%上昇し、最大200%になる
Pictogram minus.png ランダムクリティカルヒットなし
Pictogram minus.png 基本チャージ速度 -50%
Pictogram info.png ズーム中はパワーがチャージされ威力が上がる

Killicon sniperriflehs.png
Machina
プロモーション / クラフト
Machina
Killicon machina.png 25 無し 基本:
50173

ヘッドショット:

150518
Pictogram plus.png ヘッドショットするとクリティカルヒットになる

Pictogram plus.png フルチャージ時: 一撃あたりのダメージ +15%
Pictogram plus.png フルチャージ時: プレイヤーを貫通する
Pictogram minus.png ズーム時でないと発射できない
Pictogram minus.png チームカラーの軌道を描く曳光弾を発射する
Pictogram minus.png ランダムクリティカルヒットなし
Pictogram info.png ズーム中はパワーがチャージされ威力が上がる

Killicon sniperriflehs.png
Killicon machina penetrate.png
Killicon machina penetratehs.png
Shooting Star
開梱
Shooting Star
Killicon shooting star.png
Killicon sniperriflehs.png
Killicon machina penetrate.png
Killicon machina penetratehs.png
Hitman's Heatmaker
クラフト
Hitman's Heatmaker
Killicon hitman's heatmaker.png 25 無し 基本:
40120

ヘッドショット:

150450
Pictogram plus.png ヘッドショットするとクリティカルヒットになる

Pictogram plus.png キルやキルアシストによりフォーカスゲージが溜まる
Pictogram plus.png リロードキーを押すとフォーカスが有効になる
Pictogram info.png フォーカス中:

Pictogram plus.png チャージ・ズーム解除速度 +25%上昇
Pictogram info.png ズームしたまま連射できる
Pictogram minus.png  チームカラーの軌跡を描く曳光弾を発射する

Pictogram minus.png ボディショット時のダメージ -20%
Pictogram info.png  ズームイン中はパワーがチャージされ威力が上がる
Pictogram info.png  ヘッドショットによるキルで頭が吹き飛ぶ

Killicon sniperriflehs.png
Classic
クラフト
Classic
Killicon classic.png 25 無し 基本:
50150

ヘッドショット:

50450
Pictogram plus.png ヘッドショットするとクリティカルヒットになる

Pictogram plus.png ズーム中はパワーをチャージして威力が上がる
Pictogram minus.png フルチャージ状態でないとヘッドショットにならない
Pictogram minus.png ボディショット時のダメージ -10%
Pictogram minus.png ランダムクリティカルヒットなし
Pictogram info.png スコープを覗いたまま連射出来る
Pictogram info.png ズームしても自動的にはチャージされない
Pictogram info.png チャージショットで倒した敵はバラバラになる

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