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Huntsman: Difference between revisions

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In addition, the Huntsman can headshot enemies at any charge and any range, dealing 150 damage uncharged and 360 damage fully charged. The headshot hitbox is different from that of the [[Sniper Rifle]] and [[Hunting Revolver]], meaning that [https://www.youtube.com/watch?v=8RjDM6-nLxc headshots can succeed or fail in non-intuitive ways]. The user can also cancel the charge by pressing the alternative fire key, causing the Sniper to lower his bow, not firing his arrow, and delay his next shot. Switching weapons will also cancel the charge without firing the arrow. If the user charges for more than five seconds, their charge meter will turn red, and their current shot will become extremely inaccurate when fired.
In addition, the Huntsman can headshot enemies at any charge and any range, dealing 150 damage uncharged and 360 damage fully charged. The headshot hitbox is different from that of the [[Sniper Rifle]] and [[Hunting Revolver]], meaning that [https://www.youtube.com/watch?v=8RjDM6-nLxc headshots can succeed or fail in non-intuitive ways]. The user can also cancel the charge by pressing the alternative fire key, causing the Sniper to lower his bow, not firing his arrow, and delay his next shot. Switching weapons will also cancel the charge without firing the arrow. If the user charges for more than five seconds, their charge meter will turn red, and their current shot will become extremely inaccurate when fired.


The Huntsman arrow can be lit on fire by a friendly [[Pyro]]'s [[Flame Thrower]], certain map geometry like the torches on [[DeGroot Keep]], or if it travels through the flames of either an allied or enemy Pyro. Impacted enemies will suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. Going underwater will extinguish the burning arrow, and enemies that are underwater will not suffer afterburn at all. In any case, the friendly Pyro will not receive assist credit for the kill, and the Sniper will receive full credit.
The Huntsman arrow can be lit on fire by a friendly [[Pyro]]'s [[Flame Thrower]], certain map geometry (those with [https://developer.valvesoftware.com/wiki/Trigger_ignite_arrows trigger_ignite_arrows] triggers) like the torches on [[DeGroot Keep]], or if it travels through the flames of either an allied or enemy Pyro. Impacted enemies will suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. Going underwater will extinguish the burning arrow, and enemies that are underwater will not suffer afterburn at all. In any case, the friendly Pyro will not receive assist credit for the kill, and the Sniper will receive full credit.


The Huntsman has the Arrow Stab kill taunt, in which the Sniper will twirl an arrow with his hand, stab it into the first enemy in front of his crosshair (vertically and horizontally), then pull it out. Doing this will stun the enemy (including invulnerable enemies) and deal 1 damage on the stab, then deal 500 damage to them on the pullout. If the arrow is on fire, it will set the enemy on fire. The pullout and stab are separate actions, meaning an enemy can get stunned without dying, or die without being stunned. The taunt effect extends significantly beyond the animation's apparent range. The user's crosshair position influences where the taunt will stab, meaning they can hit an enemy above or below them, even though the animation always faces forwards. The taunt will not penetrate multiple enemies, and will not damage buildings. It also cannot deal [[critical]] hits, but it can deal mini-crits. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting.
The Huntsman has the Arrow Stab kill taunt, in which the Sniper will twirl an arrow with his hand, stab it into the first enemy in front of his crosshair (vertically and horizontally), then pull it out. Doing this will stun the enemy (including invulnerable enemies) and deal 1 damage on the stab, then deal 500 damage to them on the pullout. If the arrow is on fire, it will set the enemy on fire. The pullout and stab are separate actions, meaning an enemy can get stunned without dying, or die without being stunned. The taunt effect extends significantly beyond the animation's apparent range. The user's crosshair position influences where the taunt will stab, meaning they can hit an enemy above or below them, even though the animation always faces forwards. The taunt will not penetrate multiple enemies, and will not damage buildings. It also cannot deal [[critical]] hits, but it can deal mini-crits. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting.
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  | aim-fatigue = 5 s
  | aim-fatigue = 5 s
|}}
|}}
== Strategy ==
{| class="wikitable" style="text-align:center;"
|+ style="text-align:center;"| The Hunstman v. Stock Sniper Rifle
|- style="text-align:left;"
| <poem>
➕ Is available on Medieval mode
➕ Charges faster
➕ Registers a hit using player's larger collision box instead of their hitbox
➕ Arc-trajectory arrow is effective on uphill terrain and blind spots
➕ Sniper moves faster when charging
➕ Arrows can be lit on fire to deal afterburn damage
</poem>
| <poem>
➖ Deals less damage per shot
➖ Deals less damage per second
➖ Has less clip size
➖ Has slower attack speed
➖ Has slower projectile speed
➖ Needs to be fully charged to travel at an almost-straight trajectory
➖ Does not have scope nor laser pointer
➖ Can be airblasted
</poem>
|}


== Related achievements ==
== Related achievements ==
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|ru=Охотник|ru_m=Huntsman
|ru=Охотник|ru_m=Huntsman
|es=Cazador|es_m=Huntsman
|es=Cazador|es_m=Huntsman
|tr=Avcı|tr_m=Huntsman
|uk=Мисливець|uk_m=Huntsman
|uk=Мисливець|uk_m=Huntsman
}}
}}
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* Fixed Huntsman not respecting {{code|mod_sniper_zoom_while_jumping}} value
* Fixed Huntsman not respecting {{code|mod_sniper_zoom_while_jumping}} value
* Fixed burning arrows not getting extinguished underwater
* Fixed burning arrows not getting extinguished underwater
{{Update|3.0.0}}
* Reworked hit detection
:* Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot
:* This hit detection uses a new projectile: {{code|tf2c_projectile_arrow}}
* Updated the drawing animation to sync with the charge meter
}}
}}


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== Comparison from ''Team Fortress 2'' ==
== Comparison from ''Team Fortress 2'' ==
*There are general and quality-of-life changes related to the Huntsman that is unique to ''Team Fortress 2 Classic'':
*There are general and quality-of-life changes related to the Huntsman that is unique to ''Team Fortress 2 Classified'':
** The Huntsman's viewmodel animation was reworked in ''TF2 Classic'' and now mirrors the worldmodel animation, obstructing the player's vision less when not aiming.
** The Huntsman's hit detection was reworked in ''TF2 Classified'' and now instead of pinning to the nearest hitbox, the arrow checks in a radius around its path to determine a headshot.
** The <i>TF2 Classic</i>'s Sniper was given a proper class selection animation which is just the default animation but holding the Hunstman and a different right arm position.
** The Huntsman's viewmodel animation was also reworked in ''TF2 Classified'' and now mirrors the worldmodel animation, obstructing the player's vision less when not aiming.
** the Huntsman in now have 6 max arrows while equipped in Medieval Mode.
** <i>TF2 Classified</i>'s Sniper was given a proper class selection animation which is just the default animation but holding the Hunstman and a different right arm position.
** The Huntsman now has 6 max arrows while equipped in [[Medieval Mode]].
** According to current developer and former lead developer (2022&ndash;2023) {{Dev|Trotim}} the Hunstman can now be ignited mid-air.
** According to current developer and former lead developer (2022&ndash;2023) {{Dev|Trotim}} the Hunstman can now be ignited mid-air.
{{nav allweapons}}
{{nav allweapons}}