Talk:Huntsman

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Airblast

Airblast isn't a WEAPON though, unless we consider it to be part of the flamethrower, in which case the flamethrower would have the honor --Firestorm 23:40, 25 August 2010 (UTC)

It's part of the flamethrower like you said. -- OluapPlayer (t) Howdy, pardner! 00:00, 26 August 2010 (UTC)

Flaming Arrows

Would it be bad idea to have a first person view of a flaming Huntsman and its flaming projectile? --CWalkthroughs

That's a very good idea. ORG! Get to it! --Firestorm 15:58, 27 August 2010 (UTC)
Is Org the guy who does all the first person views? -- CWalkthroughs
Yep.  – Smashman (talk) 13:56, 31 August 2010 (UTC)
Erh... Doesn't lowering the arrow after pulling back the Huntsman unlit it? Ziom236 22:00, 2 December 2010 (UTC)
It unlights it visually, but it will still flame the enemy. Only switching weapons or dying gets rid of the flame Balladofwindfishes 22:24, 2 December 2010 (UTC)

Speaking of flaming arrows, I noticed that the damage section doesn't mention the afterburn damage. Is it the same as the afterburn of the flamethrower?Lustacide 03:07, 28 February 2011 (UTC)

Underwater arrow firing

Though the weapon cannot be fired underwater, it can still be fired INTO the water at the cost of a heavily deflected trajectory. Enemies CAN be killed in this fashion. Would this fit better under Trivia or into Huntsman Strategy? --Atylonisus 03:30, 7 October 2010 (UTC)

Thanks for pointing this out. Looking at the Flare Gun page, a similar issue (firing into water) was covered as part of the introduction. I would suggest the same applies to this information. --Focusknock 19:35, 7 October 2010 (UTC)

I didn't see this written into the introduction already, searched the page and didn't find it recorded anywhere, so and thought it would be more useful to add to Trivia.--Mythsnlore (talk) 18:11, 18 March 2014 (PDT)

Height-independent headshots?

I theorized the other day that, because arrows use the projectile hitbox, they cannot know where a class' head bullet-hitbox is, and that they use a system somewhat like "if hit in the upper sixth of the box then arrow in skull". Since all classes have the same size of projectile hitbox, this would mean that you can always get headshots by firing at a particular height, regardless of how tall the target actually is. Can this be tested? Do you get headshots by aiming at heads or at the top bit of the hitbox (which guys like the Engineer are rather shorter than)? Toomai Glittershine 02:59, 8 October 2010 (UTC)

The arrows use the top bit of the projectile hitboxes. That's why the Huntsman causes so much rage: The "head" portion of the projectile hitbox is significantly larger than the player's actual head. -The Neotank ( | Talk) User The Neotank Signeotank.gif 03:10, 8 October 2010 (UTC)

Okay, that didn't exactly answer the question, so I'll clarify with a diagram.

Huntsman theories.png

Basically, there are three options here - which one is it?

  1. Headshot range is the same for all classes regardless of model.
  2. Headshot range is lower for shorter classes, but still reaches to the top of the projectile hitbox.
  3. Headshot range is lower for shorter classes and shots that are still in the hitbox but too high are misses; the total size of the headshot area is the same for all classes.

Toomai Glittershine 12:07, 8 October 2010 (UTC)

Option 4. The hitboxes are different for each classes.

Hit.png

-- Vi3trice (talk) 13:33, 8 October 2010 (UTC)

Uh, yeah, but those are the bullet hitboxes. We're talking about how the Huntsman, which uses the projectile hitbox, which is the same for all classes, decides whether a hit is a headshot. Toomai Glittershine 23:30, 8 October 2010 (UTC)
Not sure there's a difference besides the projectile also has a hitbox and contact (Example: Rockets exploding) occurring when both hitboxes collide. Danton 14:16, 19 October 2010 (UTC)

-- Oh, man. I'm so late to the party here, so I'm sorry, but here's your answer. After going on TR_Walkway and testing it myself against multiple targets of varying classes, it seems to me that the ceiling is the same. The highest I can aim at point blank range and still get that headshot is the same for all classes, but the floor is different. The lowest I can aim is different depending on how tall the class is. So there you go. By the way, should we maybe include in the article that the huntsman doesn't use bullet hitboxes, and is therefore easier to land headshots with? Tenju (talk) 16:44, 6 March 2015 (PST)

That is because the hitboxes are all the same on tr_walkway. Star=3Horder 05:19, 31 March 2015 (PDT)

this is yet another 5-year necro to this topic, but it can finally be concluded

video: https://youtube.com/watch?v=E4JHCk7RAm0

from video description:

Huntsman arrows don't have a giant size. Unlike grenades, they aren't simulated with VPhysics. Arrows actually have no size (like rockets).

Like other projectiles, arrows use a player's bounding box instead of their hitboxes for collision detection.

Upon intersecting with a player's bounding box, the game tries to attach the arrow to the player model. It tries to figure out which body part it should be attached to.

A raytrace is performed using the arrow's position and velocity at the point of impact, and when it intersects with a hitbox then the arrow is attached to that.

Otherwise, the game loops through all of the player's hitboxes. For each of them, a raytrace is performed from the arrow to their centre, getting the distance until intersection. The arrow is attached to the one with the shortest resulting distance.

If the arrow is attached to the head hitbox, then it's considered a headshot.

So if an arrow hits the very corner of a player's bounding box and the hitbox that's closest to the corner is the head hitbox, then that's a headshot. But if the player is performing an animation like the medic call so the hand hitbox is closest to the corner, then that's a handshot.

WgetJane (talk) 17:21, 3 June 2020 (UTC)

Half-Life Weapon Similarity

I know I've added this previously and it seems to have been taken down, so lets discuss it before I go adding it again. The Huntsman seems to be very similar to the Half-Life 2 Crossbow. Both are projectiles and seem primitive. The both have large projectile hitboxes, causing the "it looked like it missed" kill. And the main similarity it, it pins enemies to objects if killed with it. Again, I'm not sure why this piece of trivia was removed. Danton 14:13, 19 October 2010 (UTC)

Maybe it just seems to be very irrelevant. to the TF2 universe. - Meter1060 07:33, 11 November 2010 (UTC)

Reference

Is there enough correlation to add trivia that the Huntsman is named after the Freakazoid character[1]? Then again, my "Bushwacka refers to Crocodile Dundee" trivia got removed... JaffaCakeLover 11:53, 28 November 2010 (UTC)

The huntsman is also a large type of spider in Australia, and bows and arrows these days tend to be used for hunting instead of killing. Those are the two references I pulled from the name, anyway. I don't see any actual similarities between the Freakazoid huntsman and the sniper. -Unapologetically Bad 14:17, 28 November 2010 (UTC)

About the quote at the top of the page...

I personally preferred the whole "Dinosaurs being bow-and-arrowed to death" thing over the recent edit ("I'm running outta places to put holes in ya"). Given that the new one can apply to the Sniper Rifle, as well, what makes it better? Is it because there exists related audio?

I'm definitely agreeing on the dinosaurs quote being better. -Unapologetically Bad 17:33, 10 December 2010 (UTC)
...It got changed again to another non-dinosaur related quote. Is it all arbitrary, or discussed elsewhere? InShane 01:59, 12 December 2010 (UTC)
Pictogram plus.png Dinosaur quote 02:04, 12 December 2010 (UTC)

Just on this, is the quote correct? Assuming that the character is using British/Australian English, I would assume that the final word would be "pansy" as opposed to "panzer". The WAV file cuts off just before word in question however, which is rather ironic. Esquilax 04:33, 16 December 2010 (UTC)

Ammo

This weapon is missing ammo stats in the info box. I had to actually watch the demonstration video to remember how much ammo the Hunstman had. Balladofwindfishes 23:56, 13 December 2010 (UTC)

Description in Introduction

If I’m not mistaken, the huntsman is a recurve bow, not a longbow. Also, what is it tipped with? “hardwood longbow” makes it sound like a self bow.

Skookybird 07:37, 4 July 2011 (PDT)

Actually, it's a shortbow:
tartar%20short%20bow%201.jpg
A longbow runs between 4 and 6 feet tall.
==Fax Celestis talkcontribhome 17:04, 25 February 2012 (PST)

"Last Wave" achievement

Yesterday, I got the "Last Wave" sniper achievement with the Huntsman equipped. I did this by taunting right after I killed someone. Is this a bug, or is this achievement more general ("Provide a kill-cap of you taunting with a Sniper class primary.")? Ledzepmtg 08:15, 12 October 2011 (PDT)

"...cannot headshot the target"

We and another player were messing around with the Huntsman and found out that while it does deal minimum (as in, uncharged) damage when the arrow is pulled for more than 5 seconds and then fired, it still crits on a headshot (dealing the expected 150 damage). If no one objects, I'll change the intro so it no longer states the Huntsman cannot headshot under such conditions. Adreadline 11:32, 21 November 2011 (PST)

I don't know who we is, but the statement is accurate. If the arrow is drawn for longer than five seconds however, the accuracy of the shot greatly decreases, the shot will always do minimum damage, cannot headshot the target, and will go wide of the cross-hair. User M-NINJA Signature.png 13:08, 21 November 2011 (PST)
I have a replay, recorded at a mainstream server with actual cooperating players (and, as far as I know, random damage variation enabled) which shows that is not the case. The Huntsman does headshot and even deals more damage than I stated before, even when the arrow is pulled for more than 5 seconds. You can test it by yourself, and I can post the video if necessary. Also, stating that "the accuracy of the shot greatly decreases" and that "the shot will go wide of the cross-hair" seems redundant to me. Adreadline 15:26, 17 December 2011 (PST)
Can you upload this replay somewhere? And please explain the reasoning behind the accuracy decrease information being redundant. Samwalton9 17:02, 5 April 2012 (PDT)

I'm fairly certain that Mr. Adreadline is right. I don't see any video uploaded though. I guess we all forgot about this bit, but I'm still positive myself that it's possible. You can go on TR_Walkway and test it yourself. The issue remains that this information on the wiki is probably wrong. Tenju (talk) 16:31, 6 March 2015 (PST)

Phlogistinator Lighting Arrows

The phlogistinator does light arrows on fire: I do it all the time. Sometimes it doesn't seem like an arrow is lit because of the flame wave's weird appearance ("It fires waves of energy that function identically to the Flamethrower's flames. However, these energy waves appear to fire directly in front of the Pyro, despite the actual damage-causing particles lagging behind, resulting in an effect that can be deceiving to the eye. ").

I don't know why it keeps getting removed, but as the phlogistinator does light arrows on fire it should be on the page with the rest of the weapons that light arrows. I've checked the weapon demonstration for the phlogistinator, but it unfortunately doesn't include an example. If necessary, I'll make a video later as evidence. ==Fax Celestis talkcontribhome 11:52, 7 March 2012 (PST)

Regarding a "bug"

"Should the Sniper be stunned with the Huntsman drawn, he will immediately release the arrow, causing it to fire normally." - Why is this regarded a bug? If I had a bow drawn and was hit with something I would most likely release the string and fire the arrow, albeit maybe not as accurately, I'm not sure this should be considered a bug. Samwalton9 17:01, 5 April 2012 (PDT)

Cannot release arrow while airborne: classify this as a bug?

As quoted:

The weapon can be charged whilst the Sniper is falling or jumping, but he cannot fire until safely on the ground.

I believe this may be a bug regarding Valve's attempt to lower the Sniper's walking speed while in "scoped" mode. However, they may have failed to realize the implications where the Sniper is thrust airborne in circumstances out of his control. It makes no sense to have to touch the ground before being able to kill that annoying Pyro whamming on the Mouse 2 button.

Arrows destroying rockets

"...should an arrow collide with a Soldier's rocket in midair, the rocket will disintegrate into team-colored sparkles whilst the arrow continues on. "

I'd like to contest the rocket disintegration, as there are several videos on youtube showing that rockets, contrary to what is on the Huntsman article, do NOT disintegrate, but simply explode.

1st Video (Skip to 0:19): http://www.youtube.com/watch?v=hBGOR2ACIUE

2nd Video (Happens at 0:04, it's quite fast): http://www.youtube.com/watch?v=-znnr5EbiAc

Mind if I replace the note on rocket disintegration to explosion? --Ed 17:18, 9 November 2012 (PST)

Faulty damage upgrade in MvM

Upgrading the damage on the huntsman in MvM will give a weaker damage bonus than what the upgrade intended. Upgrading the damage by +100% gives you roughly +58.3% damage bonus. Comparing the damage output, fully charged, the huntsman does 120 damage, 360 if a crit, but with the +100% damage upgrade, it only increases those numbers to 190, 570 if a crit (instead of the intended 240, 720 if a crit). LyuSapphire (talk) 15:32, 25 March 2016 (PDT)

Is the latest edit about the Pomson 6000/Righteous Bison correct, or should it be undone?

It says that the Righteous Bison and Pomson can no longer set arrows on fire, yet those weapons' respective pages say the opposite.

Leaderboard class spy.png Anyar (talk/contributions/giveaway) 09:57, 2 April 2017 (PDT)

I reverted it, checked with my friend and he said it still light the arrow on fire. User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 15:22, 4 April 2017 (PDT)
Actually, I later found a Steam thread saying that they no longer light arrows on fire.
Could someone check in-game? ⇒Leaderboard class spy.png Anyar (talk/contributions/giveaway) 16:33, 4 April 2017 (PDT)

Being wet doesn't douse the fire arrows?

I assume that becoming wet via Jarate or Mad Milk also doesn't douse the fire arrows, like how water doesn't, isn't it? Qwertyxp2000 (talk) 09:24, 13 May 2020 (UTC)

Festive Huntsman Arrow larger bbox

Normal Arrow: $BBox -29.997 -2.283 -2.577 17.783 3.115 3.375 Festive Arrow: $BBox -29.997 -2.704 -6.536 17.783 3.115 3.375

If the Huntsman arrows actually use their bbox for collision, then the Festive Huntsman arrows are bigger as visualized here: KHwl5U8.png They should be aligned at the top though, with the Festive arrow actually extending downward farther than the normal arrow, presumably due to the presence of the gift tag on the model. Torridgristle (talk) 16:09, 15 November 2020 (UTC)


I am not sure what this talk section's point was, but if it's trying to suggest the festive huntsman's projectile will hit shots the normal arrow won't then I cannot replicate it in game. Every shot I have fired on the edge of a heavy's head (above, left, and right, but not below) with the festive huntsman has also been able to be hit with a regular huntsman. Jh34ghu43gu (talk) 23:00, 30 March 2022 (UTC)

Near-miss woosh

If an arrow nearly misses you, you hear a woosh sound. It triggers if it's less than 120 Hammer Units away from you. It's not mentioned anywhere here, is it worth noting here or should it be on the projectiles page?
GrampaSwood (talk) 21:43, 26 July 2022 (UTC)