Difference between revisions of "Huntsman"

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(Trivia: made this more clear. The Hunstman has never had 18 arrows in-game)
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*Arrows stick to any enemy, even Scouts under the effects of [[Bonk! Atomic Punch|Bonk]] (although it will still cause no damage).
 
*Arrows stick to any enemy, even Scouts under the effects of [[Bonk! Atomic Punch|Bonk]] (although it will still cause no damage).
 
**Arrows can also stick to friendly buildings without damaging them.
 
**Arrows can also stick to friendly buildings without damaging them.
*The Huntsman originally had 18 arrows. It is unknown why some were removed. [http://www.teamfortress.com/sniper_vs_spy/day01_english.htm]
+
*When revealed, the Huntsman was going to have 18 arrows. It is unknown why 5 were removed. [http://www.teamfortress.com/sniper_vs_spy/day01_english.htm]
 
*Due to the arrow's classification as a projectile, it has a large hitbox. Combined with player hitboxes, the Huntsman often scores hits on targets that it appears to miss.  
 
*Due to the arrow's classification as a projectile, it has a large hitbox. Combined with player hitboxes, the Huntsman often scores hits on targets that it appears to miss.  
 
*The Huntsman can be fired into any sufficiently deep enough body of water to kill opponents, though upon contact with the surface of water, the projectile's trajectory arc will alter heavily.
 
*The Huntsman can be fired into any sufficiently deep enough body of water to kill opponents, though upon contact with the surface of water, the projectile's trajectory arc will alter heavily.

Revision as of 23:18, 9 December 2010

I'm running outta places to put holes in ya.
The Sniper

The Huntsman is an unlockable primary weapon for the Sniper class. It is a hardwood longbow held together with black tape. When equipped, the Sniper will carry Arrows in the case strapped to his back.

In exchange for decreased damage at longer ranges as well as a smaller ammo count, the Huntsman requires less time to achieve a fully-charged, maximum damage shot and allows the Sniper to move at a faster speed while charging (45% compared to 27%). The weapon can be charged whilst the Sniper is falling or jumping, but he cannot fire until safely on the ground.

Since the Huntsman is not outfitted with a scope, the Sniper must get closer to his target to use it effectively. Pressing primary fire quickly will release the arrow quickly, albeit with less power behind it, allowing the player to be able to fire accordingly against quicker classes such as the Scout. If the arrow is drawn for longer than five seconds however, the accuracy greatly decreases - shown by the Sniper's hands shaking with tension - the shot will always do minimum damage, not headshot, and go wide of the crosshair. This can be avoided by pressing the alternate fire button, which brings the arrow back to its idle position. Arrows, being projectiles, have a tendency to arc over long distances, yet this effect is reduced based on the strength of the charge behind the shot. Arrows travel around 1875 Hammer units per second (about 80 miles an hour) in a snap-shot; fully charging the Huntsman for 1 second therefore increases speed by around 25%. Unlike the Sniper Rifle, the Huntsman cannot be fired underwater. Arrows embedded in objects or enemies cannot be retrieved for additional ammunition.

The Huntsman also has an added cosmetic effect. Enemies killed with an arrow, if near a map object, will be pinned to it via the arrow.

A friendly Pyro can set fire to the Huntsman's arrows with their Flamethrower, Backburner, or Degreaser. Doing so will give the arrow the ability to inflict fire on a successful hit. Pyros do not get kill assists for lighting a Sniper's arrow. The Arrow can be lowered without losing the lit arrow, ready for a later shot.

A player taunting with the Huntsman equipped can perform the Skewer taunt attack.

Similar to most projectiles, a fired arrow can be reflected by an enemy Pyro.

Damage

See also: Damage
  • Base: 50 (0% charge), 120 (100% charge)
  • Bodyshot: 44-58 (0% charge), 103-137 (100% charge)
  • Headshot: 150 (0% charge), 360 (100% charge)
  • Mini-Crit: 67.5 (0% charge )), 162 (100% charge)
  • Critical hit: (humiliation or Kritzkrieg only): 150

Note: Distance from the target does affect the Huntsman's damage, except for on a headshot as Critical hits never have distance falloff. 100% charge damages are 0% charge damages x2.4. Damages are approximate and determined by community testing.

Function times

  • 100% Draw: 1.0
  • Inaccuracy starts: 5.0
  • Attack Interval: 1.94

All times are in seconds. Times are approximate and determined by community testing.

Demonstration

As a Crafting Ingredient

Huntsman Reclaimed Metal Sydney Sleeper
Item icon Huntsman.png + Item icon Reclaimed Metal.png = Item icon Sydney Sleeper.png


Dead Ringer Huntsman Tribalman's Shiv
Item icon Dead Ringer.png + Item icon Huntsman.png = Item icon Tribalman's Shiv.png

Related Achievements

Beaux and Arrows
Beaux and Arrows
Kill a Heavy & Medic pair with the bow.


Dead Reckoning
Dead Reckoning
Kill an enemy with an arrow while you're dead.


Dropped Dead
Dropped Dead
Kill a Scout in midair with your Sniper Rifle or the Huntsman.


Jumper Stumper
Jumper Stumper
Kill a rocket or grenade-jumping enemy in midair with your Sniper Rifle or the Huntsman.
Pincushion
Pincushion
Hit an enemy with 3 arrows, without killing them.


Robbin’ Hood
Robbin’ Hood
Take down an intelligence carrier with a single arrow.


Shafted
Shafted
Stab an enemy with an arrow.


William Tell Overkill
William Tell Overkill
Pin an enemy Heavy to the wall via his head.

Previous Changes

April 28, 2010 Patch

  • Removed restriction that arrows need to be aimed before they can be lit by a Pyro.
  • Bow can now be lowered without losing the lit arrow.
  • Changed bow so you can start charging it while you're jumping, but you can't fire until you're on the ground.
  • Fixed bug where flame effect would get stuck on if you change weapons with a lit arrow.

November 19, 2010 Patch

  • Fixed not being able to light arrows after the first arrow is fired unless they're drawn back.

Bugs

  • Teammates can receive damage from a Pumpkin Bomb explosion caused by a friendly arrow.
  • If a Pyro ignites your arrow and you switch to Sniper Rifle or Sydney Sleeper the flame particles will stay on the primary and secondary weapons even if you change classes.
  • Should the Sniper be stunned with the Huntsman drawn, the arrow will be released as if normally fired and may injure or kill opponents.
  • When holding a lit arrow, readying then relaxing your arrow with alternate fire will remove the fire effect in the first person. The fire isn't actually removed - the arrow is still lit in third person, and will still light struck players on fire.
  • Going underwater with a lit arrow will not extinguish it, however from the user's perspective the arrow will appear to go out.

Trivia

  • The Huntsman's view model was originally left-handed.
  • Arrows stick to any enemy, even Scouts under the effects of Bonk (although it will still cause no damage).
    • Arrows can also stick to friendly buildings without damaging them.
  • When revealed, the Huntsman was going to have 18 arrows. It is unknown why 5 were removed. [1]
  • Due to the arrow's classification as a projectile, it has a large hitbox. Combined with player hitboxes, the Huntsman often scores hits on targets that it appears to miss.
  • The Huntsman can be fired into any sufficiently deep enough body of water to kill opponents, though upon contact with the surface of water, the projectile's trajectory arc will alter heavily.
  • Any corpse pinned to a surface by an arrow will be kept constant by all players, overruling any client ragdoll settings they may have in place.

Gallery

See also

External links