Difference between revisions of "Classic"

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| image            = Classic.png
 
| image            = Classic.png
 
| kill-icon-2      = Sniper headshot
 
| kill-icon-2      = Sniper headshot
| used-by          = [[Sniper]]
+
| used-by          = {{used by|Sniper}}
 
| slot            = primary
 
| slot            = primary
| released        = {{Patch name|6|18|2014}}<br />([[Love & War Update]])
+
| released        = {{Patch name|6|18|2014}}
 +
| released-major  = Love & War Update
 
| availability    = {{avail|drop|craft|purchase|collectors}}
 
| availability    = {{avail|drop|craft|purchase|collectors}}
 
| trade            = yes
 
| trade            = yes
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| medieval        = no
 
| medieval        = no
 
| ammo-loaded      = 25
 
| ammo-loaded      = 25
| ammo-carried    = N/A
+
| ammo-carried    = {{common string|N/A}}
 
| reload          = Single
 
| reload          = Single
 
| loadout          = yes
 
| loadout          = yes
   | item-kind      = Sniper Rifle
+
   | item-kind      = {{item kind|Sniper Rifle}}
  | item-level    = 1-100
+
   | att-1-positive = {{attribute|SniperCritNoScope}}
   | att-1-positive = Charge and fire shots independent of zoom
+
   | att-2-negative = {{attribute|Sniper_NoHeadShot}}
   | att-2-negative = No headshots when not fully charged
+
   | att-3-negative = {{attribute|DamageDone_Bodyshot_Negative|-10}}
   | att-3-negative = -10% damage on body shot
 
 
}}
 
}}
  
{{quotation|'''The Sniper''' on clouds of blood|Everything above your neck is going to be a fine red mist!|sound=Sniper_taunts22.wav}}
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{{Other uses|this=the primary weapon for the Sniper|Classic (disambiguation)}}
The '''Classic''' is a [[Weapons#sniperprimary|primary weapon]] for the [[Sniper]]. It is a rifle based on the [[Sniper Rifle (Classic)|Sniper Rifle]] from ''[[Team Fortress Classic]]'', which is based on the [[w:Heckler & Koch G36|H&K G36]], but fitted with a longer barrel and a laser sight.
 
  
Unlike other {{botignore|sniper rifles}}, the Classic does not automatically charge shots while the player is scoped in. Instead, charging shots is done manually by holding down the fire key, followed by releasing it to fire the shot. As a result, charging shots and scoping/unscoping are completely independent from each other. Charging a shot applies the same movement speed reduction and effects as any other rifle that is scoped and charging; being scoped without charging does not reduce speed and simply serves as a zoom function.
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{{Quotation|'''The Sniper''' on clouds of blood|Everything above your neck is going to be a fine red mist!|sound=Sniper taunts22.wav}}
  
In addition to its separation of charge and zoom, bodyshots done by the Classic will do 10% less damage. Also, it does not force the player to unscope when fired and can headshot while unscoped. However, only fully charged shots can be headshots.
+
The '''Classic''' is a [[Weapons#sniperprimary|primary weapon]] for the [[Sniper]]. It is a visual recreation of the [[Sniper Rifle (Classic)|Sniper Rifle]] from ''[[Team Fortress Classic]]'' and uses a remastered version of the Classic Sniper Rifle's firing sound.
  
If the fire key is released while in midair, the weapon does not fire, and the shot is simply cancelled. The player can jump and release the key or switch to another weapon in order to intentionally cancel a shot.
+
Unlike other {{botignore|sniper rifles}}, the Classic does not automatically charge shots while the player is scoped in. Instead, charging shots is done manually by holding down primary fire {{DK|MOUSE1}}, with the shot being fired when the key is released. As a result, charging shots and scoping/unscoping can be done independently from each other. Charging a shot applies the same movement speed reduction and effects as any other rifle that is scoped and charging; subsequently, being scoped without charging does not reduce speed at all.
  
Players killed by the Classic can be [[gib]]bed, leaving behind a cloud of blood which quickly fades away.
+
[[Headshot]]s can be performed regardless of whether or not the scope is being used, but only when a shot is fully charged. In addition, bodyshots do 10% less damage compared to the default [[Sniper Rifle]].
 +
 
 +
If the fire key is released while in midair or [[water|underwater]], the weapon does not fire, and the shot is simply cancelled. The player can jump and release the key or switch to another weapon in order to intentionally cancel a shot. The Classic is able to scope/unscope while in midair,
 +
, unlike the other Sniper primaries. Jumping while charging does not cancel the charge.
 +
 
 +
Players killed by the Classic can be [[Gibs|gibbed]], leaving behind a cloud of blood which quickly fades away. Like normal weapons, the Classic gibs when the finishing blow's damage is greater than or equal to the target's remaining health plus 10, or when the damage dealt is Mini-Crits or Crits (including headshots). This does not depend on if the player is scoped in or not.
  
 
== Damage and function times ==
 
== Damage and function times ==
 
{{Damage table
 
{{Damage table
| type               = [[Hitscan]]
+
| type             = [[Hitscan]]
| damagetype         = Bullet
+
| damagetype       = Bullet
| rangetype         = Ranged
+
| rangetype       = Ranged
| damage             = yes
+
 
|  base             = <div style="float:left">{{tooltip|0%|0% charge or unscoped}}:</div> {{tooltip|45|Bodyshot}} - {{tooltip|50|Non-critical headshot}}<br/><div style="float:left">100%:</div> {{tooltip|135|Bodyshot}} - {{tooltip|150|Non-critical headshot}}
+
| damage           = yes
|  bodyshot         = <div style="float:left">0%:</div> 45<br/><div style="float:left">100%:</div> 135
+
|  base           = <!--
|  crit             = <div style="float:left">0%:</div> {{tooltip|135|Bodyshot}} - {{tooltip|150|Headshot}}<br/><div style="float:left">100%:</div> {{tooltip|405|Bodyshot}} - {{tooltip|450|Headshot}}
+
--><div style="float:left">{{tooltip|0%|0% charge or unscoped}}:</div> {{tooltip|45|Bodyshot}} - {{tooltip|50|Non-critical headshot}}<br/><!--
|  minicrit         = <div style="float:left">0%:</div> {{tooltip|61|Bodyshot}} - {{tooltip|68|Non-critical headshot}}<br/><div style="float:left">100%:</div> {{tooltip|182|Bodyshot}} - {{tooltip|203|Non-critical headshot}}
+
--><div style="float:left">100%:</div> {{tooltip|135|Bodyshot}} - {{tooltip|150|Non-critical headshot}}
| function times     = yes
+
 
|  attack interval   = 1.5 s
+
|  bodyshot       = <!--
|  max charge time   = 3.3 s
+
--><div style="float:left">0%:</div> 45<br/><div style="float:left">100%:</div> 135
 +
 
 +
|  crit           = <!--
 +
--><div style="float:left">0%:</div> {{tooltip|135|Bodyshot}} - {{tooltip|150|Headshot}}<br/><!--
 +
--><div style="float:left">100%:</div> {{tooltip|405|Bodyshot}} - {{tooltip|450|Headshot}}
 +
 
 +
|  minicrit       = <!--
 +
--><div style="float:left">0%:</div> {{tooltip|61|Bodyshot}} - {{tooltip|68|Non-critical headshot}}<br/><!--
 +
--><div style="float:left">100%:</div> {{tooltip|182|Bodyshot}} - {{tooltip|203|Non-critical headshot}}
 +
 
 +
| function times   = yes
 +
|  attack interval = 1.5 s
 +
|  max charge time = 3.3 s
 
}}
 
}}
  
 
{{Weapon Demonstration}}
 
{{Weapon Demonstration}}
  
==Crafting==
+
== Crafting ==
 
{{See also|Crafting}}
 
{{See also|Crafting}}
===Blueprint===
+
 
 +
=== Blueprint ===
 
{{Blueprint
 
{{Blueprint
 
  | ingredient-1 = Reclaimed Metal
 
  | ingredient-1 = Reclaimed Metal
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  | result = Classic
 
  | result = Classic
 
}}
 
}}
 
 
{{Blueprint|autoresult=Sniper primary}}
 
{{Blueprint|autoresult=Sniper primary}}
  
 
== Strange variant ==
 
== Strange variant ==
 
{{Strange item info
 
{{Strange item info
  | item-type = Sniper Rifle
+
  | item-type = {{item kind|Sniper Rifle}}
 
  | rankson = kills
 
  | rankson = kills
   | att-1-positive = Charge and fire shots independent of zoom
+
   | att-1-positive = {{attribute|SniperCritNoScope}}
   | att-2-negative = No headshots when not fully charged
+
   | att-2-negative = {{attribute|Sniper_NoHeadShot}}
   | att-3-negative = -10% damage on body shot
+
   | att-3-negative = {{attribute|DamageDone_Bodyshot_Negative|-10}}
 
  | can deal damage = yes
 
  | can deal damage = yes
 
  | can deal critical damage = no
 
  | can deal critical damage = no
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== Related achievements ==
 
== Related achievements ==
=== [[Image:Achieved.png|20px|link=Achievements]] [[achievements|General]] ===
+
=== {{Achiev type link|general}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|General|Grey Matter}}
 
| 1 = {{Show achievement|General|Grey Matter}}
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}}
 
}}
  
=== {{class link|Pyro}} ===
+
 
 +
=== {{Class link|Pyro}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Pyro|Firewatch}}
 
| 1 = {{Show achievement|Pyro|Firewatch}}
 
}}
 
}}
  
==={{Class link|Sniper}}===
+
 
 +
=== {{Class link|Sniper}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Sniper|Be Efficient}}
 
| 1 = {{Show achievement|Sniper|Be Efficient}}
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== Update history ==
 
== Update history ==
{{Update history |
+
{{Update history|
 
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])
 
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])
 
* The Classic was added to the game.
 
* The Classic was added to the game.
  
 
'''{{Patch name|6|19|2014}}'''
 
'''{{Patch name|6|19|2014}}'''
* Fixed the Classic automatically zooming in after going through a [[teleporter]] while charging.
+
* Fixed the Classic automatically zooming in after going through a [[Teleporters|teleporter]] while charging.
  
 
'''{{Patch name|6|20|2014}}'''
 
'''{{Patch name|6|20|2014}}'''
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'''{{Patch name|8|13|2014}}'''
 
'''{{Patch name|8|13|2014}}'''
 
* {{Undocumented}} Added [[Strange]] quality.
 
* {{Undocumented}} Added [[Strange]] quality.
* {{Undocumented}} Updated the Classic to allow for [[Name Tags]], [[Gift Wrap]], and [[Strange Parts]] to be applied.
+
* {{Undocumented}} Updated the Classic to allow for [[Name Tag]]s, [[Gift Wrap]], and [[Strange Part]]s to be applied.
  
 
'''{{Patch name|8|21|2014}}'''
 
'''{{Patch name|8|21|2014}}'''
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== Bugs ==
 
== Bugs ==
 
* The laser sight visual that is triggered upon charging a shot is an independent entity that is not fully linked to the rifle itself, and as a result has delayed reaction time to the player's actions.  
 
* The laser sight visual that is triggered upon charging a shot is an independent entity that is not fully linked to the rifle itself, and as a result has delayed reaction time to the player's actions.  
** As a result, if the player starts charging a shot while moving, the laser will be misplaced as if lagging behind the player's motion at the time.
+
** As a result, if the player starts charging a shot while moving, the laser is misplaced as if lagging behind the player's motion at the time.
 
** Since it is an independent entity, it occasionally may not follow the rifle and stay where the Sniper previously was.
 
** Since it is an independent entity, it occasionally may not follow the rifle and stay where the Sniper previously was.
*** This will cause the laser to hover where the weapon previously was upon inspecting the Classic.
+
*** This causes the laser to hover where the weapon previously was upon inspecting the Classic.
*** It will also occasionally be positioned incorrectly at where the laser sight's intended spot should be.
+
*** If the player holds down the fire key during a taunt and continues to hold it down, the sight laser appears at where the player was aiming at the end of the taunt, and freezes in place until the player either shoots or cancels the shot. The laser dot itself is unaffected.
 
+
*** It is also occasionally positioned incorrectly at where the laser sight's intended spot should be.
== Trivia ==
+
* Standing on top of an opponent's head and firing causes the fire sound to not be played, the bullet decals to not be generated, the firing animation to not always play, and the sound the Classic makes when it cannot be fired to be triggered.
* The Classic's design appears to be resembled to a [[w:Heckler & Koch G36|Heckler & Koch G36]] with ZF 3×4° dual optical sight.
 
  
 
== Gallery ==
 
== Gallery ==
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== See also ==
 
== See also ==
* [[Sniper strategy#Classic|Classic strategy]]
+
* [[Basic Sniper strategy#Classic|Classic strategy]]
 
* [[Sniper Rifle (Classic)]]
 
* [[Sniper Rifle (Classic)]]
  
 
+
{{Love And War Update Nav}}
{{LoveAndWar Update Nav}}
 
 
{{Allweapons Nav}}
 
{{Allweapons Nav}}
 
{{Sniper Nav}}
 
{{Sniper Nav}}

Latest revision as of 11:28, 14 October 2024

This article is about the primary weapon for the Sniper. For other uses, see Classic (disambiguation).
Everything above your neck is going to be a fine red mist!
The Sniper on clouds of blood

The Classic is a primary weapon for the Sniper. It is a visual recreation of the Sniper Rifle from Team Fortress Classic and uses a remastered version of the Classic Sniper Rifle's firing sound.

Unlike other sniper rifles, the Classic does not automatically charge shots while the player is scoped in. Instead, charging shots is done manually by holding down primary fire (default key: MOUSE1), with the shot being fired when the key is released. As a result, charging shots and scoping/unscoping can be done independently from each other. Charging a shot applies the same movement speed reduction and effects as any other rifle that is scoped and charging; subsequently, being scoped without charging does not reduce speed at all.

Headshots can be performed regardless of whether or not the scope is being used, but only when a shot is fully charged. In addition, bodyshots do 10% less damage compared to the default Sniper Rifle.

If the fire key is released while in midair or underwater, the weapon does not fire, and the shot is simply cancelled. The player can jump and release the key or switch to another weapon in order to intentionally cancel a shot. The Classic is able to scope/unscope while in midair, , unlike the other Sniper primaries. Jumping while charging does not cancel the charge.

Players killed by the Classic can be gibbed, leaving behind a cloud of blood which quickly fades away. Like normal weapons, the Classic gibs when the finishing blow's damage is greater than or equal to the target's remaining health plus 10, or when the damage dealt is Mini-Crits or Crits (including headshots). This does not depend on if the player is scoped in or not.

Damage and function times

See also: Damage
Damage and function times
Shot type Hitscan
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Base damage 100%
0%:
45 - 50
100%:
135 - 150
Bodyshot
0%:
45
100%:
135
Critical
0%:
135 - 150
100%:
405 - 450
Mini-crit
0%:
61 - 68
100%:
182 - 203
Function times
Attack interval 1.5 s
Maximum charge time 3.3 s
Values are approximate and determined by community testing.

Demonstration

Crafting

See also: Crafting

Blueprint

Reclaimed Metal Huntsman Bazaar Bargain Classic
Item icon Reclaimed Metal.png + Item icon Huntsman.png + Item icon Bazaar Bargain.png = Item icon Classic.png
Class Token - Sniper Slot Token - Primary Scrap Metal Possible Results
Item icon Class Token - Sniper.png + Item icon Slot Token - Primary.png + Item icon Scrap Metal.png =
Item icon Huntsman.png Item icon Sydney Sleeper.png Item icon Bazaar Bargain.png Item icon Machina.png
Item icon Hitman's Heatmaker.png Item icon AWPer Hand.png Item icon Fortified Compound.png Item icon Classic.png

Strange variant


Related achievements

Achieved.png General achievements

Grey Matter
Grey Matter
Get 25 headshots as a Sniper.
Punching Bag
Punching Bag
Melee kill 10 Snipers using The Classic.


Leaderboard class pyro.png Pyro

Firewatch
Firewatch
Ignite 10 Snipers while they are zoomed in.


Leaderboard class sniper.png Sniper

Be Efficient
Be Efficient
Get 3 kills with the Sniper Rifle without missing a shot.


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


Eagle Eye
Eagle Eye
While using The Classic, kill a rocket/grenade jumping enemy in midair with a full charge, no-scope headshot.


Flight Cancelled
Flight Cancelled
Kill 25 parachuting players with a critical headshot.


Hipshot
Hipshot
While using The Classic, kill 10 enemies with a full charge, no-scope headshot.
Jumper Stumper
Jumper Stumper
Kill a rocket or grenade-jumping enemy in midair with your Sniper Rifle or the Huntsman.


Parting Shot
Parting Shot
Headshot an enemy player the moment his invulnerability wears off.


Prime Cuts
Prime Cuts
While using The Classic, gib all 9 classes during a single round.


The Last Wave
The Last Wave
Provide an enemy with a freezecam shot of you waving to them.


Trust Your Feelings
Trust Your Feelings
Get 5 kills with the Sniper Rifle without your scope.

Update history

June 18, 2014 Patch (Love & War Update)
  • The Classic was added to the game.

June 19, 2014 Patch

  • Fixed the Classic automatically zooming in after going through a teleporter while charging.

June 20, 2014 Patch

  • Fixed the Classic scope not being drawn correctly in DirectX 8.

June 26, 2014 Patch

  • Removed the shot effect for the Classic in DirectX 8.

August 13, 2014 Patch

August 21, 2014 Patch

  • The Classic can now accept Enemies Gibbed strange parts.

February 11, 2015 Patch #1

  • Fixed the Explosive Headshot upgrade in Mann vs. Machine not applying to the Classic.
  • Fixed the Classic zooming-in when the Sniper teleports while charging a shot.

April 25, 2016 Patch

  • Fixed the Classic leaving laser particles in the world.

November 7, 2017 Patch

  • Fixed not being able to jump after zooming with the Classic.

Bugs

  • The laser sight visual that is triggered upon charging a shot is an independent entity that is not fully linked to the rifle itself, and as a result has delayed reaction time to the player's actions.
    • As a result, if the player starts charging a shot while moving, the laser is misplaced as if lagging behind the player's motion at the time.
    • Since it is an independent entity, it occasionally may not follow the rifle and stay where the Sniper previously was.
      • This causes the laser to hover where the weapon previously was upon inspecting the Classic.
      • If the player holds down the fire key during a taunt and continues to hold it down, the sight laser appears at where the player was aiming at the end of the taunt, and freezes in place until the player either shoots or cancels the shot. The laser dot itself is unaffected.
      • It is also occasionally positioned incorrectly at where the laser sight's intended spot should be.
  • Standing on top of an opponent's head and firing causes the fire sound to not be played, the bullet decals to not be generated, the firing animation to not always play, and the sound the Classic makes when it cannot be fired to be triggered.

Gallery

See also