Sniper-Grundlagen
Der Sniper zeichnet sich dadurch aus, dass er Gegner über hohe Distanzen töten kann. Es ist ihm möglich Kopfschüße zu landen, die erhöhten Schaden verurteilen. Wenn man gut zielt, ist es möglich Gegner auszuschalten, bevor diese überhaupt in Ihre Nähe kommen. Die Effektivität eines Sniper steigt exponentiell mit der Geschicklichkeit eines Spielers an, da ein guter Sniper drei oder mehr Sniper ersetzen kann. Wichtige Ziele eines Snipers sind gegnerische Snipers, Medics, Heavies und Engineers. Der Sniper ist eine der schwächsten Klassen im Gefecht auf kurzer Distanz und wird oft von Spies angegriffen. Wenn er überrascht wird und allein ist, ist es wahrscheinlich, dass er stirbt. Ein guter Sniper bewegt sich über das Schlachtfeld hinter den Kämpfern seines Teams und bleibt nicht dauerhaft an einem Ort.
Inhaltsverzeichnis
Waffenabhängige Tipps
Primärwaffen
Alle Ihrer Primärwaffen sind dazu da, um genau zu zielen und präzise zu feuern, also probieren Sie mit Ihrer Mausempfindlichkeit herum bis Sie in der Lage sind genau zu treffen. Wenn Ihre Mausgeschwindigkeit zu gering ist, dann wird es Ihnen schwer fallen sich bewegende Gegner zu treffen und wenn sie zu hoch eingestellt ist, dann wird es ihnen schwerer fallen genaue Schüße, wie zum Beispiel auf die Köpfe Ihrer Gegner, abzufeuern. Wenn Sie von ungewöhnlichen Positionen aus feuern, dann sollten Sie die Deathcam nicht vergessen, da sie Ihre Position verrät. Wechseln Sie Ihre Position häufig und halten sie die Augen nach Spies offen.
Scharfschützengewehr
Your Scharfschützengewehrs laser dot is visible to the enemy. If you want to hide it, aim at a nearby object until you are ready to shoot. A quick Kopfschuß will deal as much damage as a fully charged bodyshot. As long as your aim is precise, you can quickly deal tons of damage. However, don't risk missing a Kopfschuß if it isn't necessary; a fully charged bodyshot will instantly kill five out of the nine classes. When not scoped, your Scharfschützengewehrs is still completely accurate and deals uncharged bodyshot damage. Don't bother scoping if you have to fire immediately.
Huntsman
Because you cannot zoom in, the Huntsman promotes fighting near the front lines. Huntsmanpfeile are Projektile that travel in a light arc, so lead your target accordingly. Charging your shot will decrease this arc and increase the arrow's speed and damage. If you keep an arrow drawn for over five seconds, the shot will not follow your crosshair and will generally miss. Alternate fire will let you stop charging your arrow, allowing you to save ammo and relax the Snipers arm. Friendly Pyros can light your arrows on fire, allowing you to ignite enemies from far away.
Sydney Sleeper
Use the Sydney Sleeper if you have less than average aim. Support your team by applying Jarate on dangerous foes, such as Heavies. Pair it with the SMG to deal with enemies at medium range. Without the ability to Kopfschuß, you are very vulnerable to enemy Snipers that use the standard Scharfschützengewehrs.
Sekundärwaffen
SMG
The SMG (Submachine Gun) is a weak weapon, but you can use it to finish off damaged foes. Because of its close range nature, it pairs well with the Huntsman. Equip the Submachine Gun when you're operating away from teammates; it is easier to defend yourself with than Jarate.
Razorback
The Razorback works best when you fight near allies, where enemy Spies risk revealing themselves if they were to attack you. If you are isolated, a Spy can still use his Revolver to easily kill you. The SMG or Jarate are better anti-Spy choices if you're not being constantly assaulted.
Jarate
In large firefights, use Jarate to douse multiple enemies at once and let your teammates finish the job. Pair it with the Bushwacka to quickly dispatch foes that get too close. Jarate can be thrown at a Spy to easily nullify his Tarnung and Verkleidung.
Darwin's Danger Shield
Consider using the Darwin's Danger Shield with the Huntsman for close range combat. It does not protect you from Kückenstichen, so you are as vulnerable to Spies as ever.
Nahkampfwaffen
Kukri
The Kukri is your go-to weapon when dealing with enemies at close range, especially Spies.
Stammesklinge
When including the Bluteneffekt, one hit from the Stammesklinge does more damage than the standard Kukri, but over a longer period of time. Use it when you find yourself landing only a few melee hits on nearby foes. Coating an enemy in Jarate will greatly enhance the damage bleeding does. Der Bluteneffekt can be used to track down getarnte Spies.
Bushwacka
Use the Bushwacka in combination with Jarate to quickly dispatch nearby foes. Enemies will rarely charge directly at you, making the Bushwacka-Sydney Sleeper combo less effective. If a Pyro manages to corner you, you're probably going to die anyway, making the fire vulnerability negligible.
Croc-o-style Kit
The set bonus gives you a bit of survivability when fighting enemy Snipers. However, because the Sydney Sleeper cannot Kopfschuss, you are unable to kill bulkier classes on your own and must charge your shot to kill even weaker classes in one hit. Experienced enemy Snipers will simply bodyshot you in return.
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