Huntsman: Difference between revisions
From TF2 Classified Wiki
More actions
Ratboy Slim (talk | contribs) mNo edit summary |
Ratboy Slim (talk | contribs) Removed incorrect Flame Thrower afterburn information |
||
| Line 21: | Line 21: | ||
The Huntsman shoots a large arrow projectile that travels through the air, impacting the first enemy it comes into contact with. While holding down the primary fire button, the arrow can be charged for up to one second, significantly increasing its damage and velocity. While charging, the Sniper is slowed and he cannot jump, but will still charge and can be fired in midair or [[water|underwater]]. The arrows deal 50 damage uncharged and 120 damage at maximum charge. 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 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 shoots a large arrow projectile that travels through the air, impacting the first enemy it comes into contact with. While holding down the primary fire button, the arrow can be charged for up to one second, significantly increasing its damage and velocity. While charging, the Sniper is slowed and he cannot jump, but will still charge and can be fired in midair or [[water|underwater]]. The arrows deal 50 damage uncharged and 120 damage at maximum charge. 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 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]] or certain map geometry like the torches on [[Degroot Keep]], causing impacted enemies to suffer [[afterburn]] | The Huntsman arrow can be lit on fire by a friendly [[Pyro]]'s [[Flame Thrower]] or certain map geometry like the torches on [[Degroot Keep]], causing impacted enemies to suffer [[afterburn]], lasting for 10 seconds and dealing 3 damage every 0.5 seconds for a total of 60 damage. The arrows are not affected by water and will remain on fire even while the user is underwater. This means that a fire arrow shot by an underwater Sniper can set an above-ground enemy on fire. Enemies that are underwater will not suffer afterburn at all. | ||
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 and deal 1 damage on the stab, then deal 500 damage to them on the pullout. 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. 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 and deal 1 damage on the stab, then deal 500 damage to them on the pullout. 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. Unlike in Team Fortress 2, taunting with an arrow charged will fire the arrow before taunting. | ||