Sniper weapons (competitive)/es

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Arma Primaria

Las armas primarias del Sniper son su fuente principal de daño, y constituyen su única forma de daño a largo alcance. Todos los Rifles de Sniper se pueden cargar para aumentar el daño, y todas excepto el Adormecedor de Sídney pueden dar disparos a la cabeza para garantizar golpes críticos. El Cazador es la única arma que no muestra un punto mientras usas la mira. El Rifle de Francotirador, el Adormecedor de Sídney, el Asesino a Sueldo y la Ganga del Bazar pueden disparar sin usar la mira, causando un disparo preciso pero con poco daño.

Rifle de Francotirador

El Rifle de Francotirador proporciona la fuente de daño más simple. Puede matar a cualquier enemigo con un disparo a la cabeza a carga completa y puede causar un daño significativo con un disparo al cuerpo. El AWPa Cabezas tiene las mismas estadísticas que el Rifle de Francotirador.

Arma Daño Daño de Golpes Críticos Tiempo de función Especial
Rifle de Francotirador
Sniper Rifle
  • Sin carga: 50
  • Cargado: 150
  • Crítico, Sin carga: 150
  • Crítico, Cargado: 450
  • Minicrítico, Sin carga: 68
  • Minicrítico, Cargado: 203
  • Ataque: 1.5s
  • Retraso del Zoom: 0.2s
  • Retraso de carga: 1.0s
  • Tiempo de carga completa: 4s
  • Cargar al 100% toma 3.3 segundos.
  • No tiene golpes críticos aleatorios.


Debajo se muestra la disponibilidad del Rifle de Francotirador en el modo competitivo 6v6.

Arma Lista de armas permitidas en 6v6
Rifle de Francotirador
Sniper Rifle
Permitido


Cazador

El Cazador está diseñado para un combate a medio alcance. Está afectado por la gravedad, pero dispara más rápido que el Rifle de Francotirador. Tiene un límite de carga completa, el cual si se mantiene por más de 5.0 segundos perderá su precisión, tiene menos munición a comparación que el Rifle de Francotirador. El compuesto Fortificado tiene las mísmas estadísticas que el Cazador.

Arma Daño Daño de Golpe Crítico Tiempo de Función Especial
Cazador
Huntsman
  • Sin carga: 50
  • Cargado: 120
  • Crítico, Sin carga: 150
  • Crítico, Cargado: 360
  • Minicrítico, Sin carga: 68
  • Minicrítico, Cargado: 162
  • Ataque: 1.94s
  • Retraso de mala precisión: 5.0s
  • Tiempo de carga completa: 1.0s
  • Los proyectiles son afectados por la gravedad.
  • Las flechas pueden descargarse con el disparo secundario.
  • Las flechas pueden encenderse para inflingir daño por fuego.
  • Produce la burla Brocheta.
  • Los enemigos que sean asesinados con una flecha cerca de un muro pueden quedar clavados.


Debajo se muestra la disponibilidad del Cazador en el modo competitivo 6v6.

Arma Lista de armas permitidas en 6v6
Cazador
Huntsman
Permitido


Sydney Sleeper

The Sydney Sleeper provides a stronger support basis for the team. It sacrifices the ability to deal headshots at the benefit of applying Jarate to the target on scoped hits. It also has a 25% faster charge rate than the stock Sniper Rifle.

Weapon Damage Critical Damage Function Times Special
Sydney Sleeper
Sydney Sleeper
  • Uncharged: 50
  • Charged: 150
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 203
  • Attack: 1.5s
  • Charge: 2.8s
  • Jarate Delay: 1.06s
  • Jarate Effect Duration: 8s
  • Has no damage fall-off or ramp-up.
  • On a scoped hit, the target is coated with Jarate for 2 to 5 seconds, depending on the charge level.
  • Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.
  • +25% charge rate.
  • No headshots.
  • No random critical hits.


Below is a table displaying the availability of the Sydney Sleeper in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Sydney Sleeper
Sydney Sleeper
Banned


Bazaar Bargain

The Bazaar Bargain has an initially slowed charge time, which increases with each headshot kill. It counts "heads obtained", up to a maximum of 7.

Weapon Damage Critical Damage Function Times Special
Bazaar Bargain
Bazaar Bargain
  • Uncharged: 50
  • Charged: 150
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 203
  • Attack: 1.5s
  • Afterscope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 4.95s (0 Heads) 1.65s (7 Heads)
  • Has no damage fall-off or ramp-up.
  • Initially charges at 150% time of the stock Sniper Rifle.
    • Decreases by 25% for each additional head, up to a maximum of 6 heads.
  • Head count is only affected by scoped shots.
    • Each headshot kill adds one head.
  • No random critical hits.


Below is a table displaying the availability of the Bazaar Bargain in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Bazaar Bargain
Bazaar Bargain
Allowed


Machina

The Machina adds damage and piercing on full charge, but reveals the Sniper's location and prevents no-scopes. The Shooting Star has the same stats as the Machina.

Weapon Damage Critical Damage Function Times Special
Machina
Machina
  • Uncharged: 50
  • Charged: 173
  • Critical, Uncharged: 150
  • Critical, Charged: 518
  • Mini-Crit, Uncharged: 68
  • Mini-Crit, Charged: 233
  • Attack: 1.5s
  • Afterscope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 4s
  • Has no damage fall-off or ramp-up.
  • Fires tracer rounds which leave visual trails.
  • Piercing damage is dealt to all targets in line, regardless if it kills any of them.
  • Deals 15% extra damage on full charge.
  • Cannot fire unless zoomed.
  • No random critical hits.


Below is a table displaying the availability of the Machina in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Machina
Machina
Banned


Hitman's Heatmaker

The Hitman's Heatmaker provides a combo system on kills and assists which grants a speedier charge time and no need to reload while active. This comes at the cost of a 20% damage penalty on bodyshots.

Weapon Damage Critical Damage Function Times Special
Hitman's Heatmaker
Hitman's Heatmaker
  • Uncharged: 40
  • Charged: 120
  • Critical, Uncharged: 150
  • Critical, Charged: 450
  • Mini-Crit, Uncharged: 54
  • Mini-Crit, Charged: 162
  • Attack: 1.5s
  • Afterscope Delay: 0.2s
  • Charge Delay: 1.0s
  • Full Charge Time: 3.3s
  • Charge Time while in focus: 2.8s
  • Has no damage fall-off or ramp-up.
  • Gain Focus on kills and assists.
    • Each kill grants 1/3 the focus meter, and each assist grants 1/9.
    • Focus activates on fire when the focus meter is full.
    • In focus: +25% faster charge rate and no need to unscope.
    • Focus can still be added while Focus is active.
  • -20% damage penalty on body shot.
  • No random critical hits.


Below is a table displaying the availability of the Hitman's Heatmaker in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Hitman's Heatmaker
Hitman's Heatmaker
Allowed


Primary Weapon Usage

The Sydney Sleeper and the Huntsman are uncommon choices, due to an overall reduced damage output, but can be useful to assist the team. The stock Sniper Rifle deals consistent long-range damage, and can kill most classes with a quick headshot. The Bazaar Bargain is good for a Sniper who can hit headshots consistently, thus ramping up the charge rate. The Machina is useful for dealing increased damage, or for getting multiple kills with a single shot. The Hitman's Heatmaker is good for extremely accurate Snipers, since consistent headshots can eliminate unscoping completely (at the cost of revealing your location). Snipers, due to their situational use, tend to go for the stock Sniper Rifle for quick and consistent damage without having to reveal their position.