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 = | + | | used-by = {{used by|Sniper}} |
| slot = primary | | slot = primary | ||
− | | released = {{Patch name|6|18|2014}} | + | | 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 | ||
Line 15: | Line 16: | ||
| 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}} |
− | + | | att-1-positive = {{attribute|SniperCritNoScope}} | |
− | | att-1-positive = | + | | att-2-negative = {{attribute|Sniper_NoHeadShot}} |
− | | att-2-negative = | + | | att-3-negative = {{attribute|DamageDone_Bodyshot_Negative|-10}} |
− | | att-3-negative = -10 | ||
}} | }} | ||
− | {{ | + | {{Other uses|this=the primary weapon for the Sniper|Classic (disambiguation)}} |
− | + | {{Quotation|'''The Sniper''' on clouds of blood|Everything above your neck is going to be a fine red mist!|sound=Sniper taunts22.wav}} | |
− | 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 '''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. |
+ | |||
+ | 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. | ||
[[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]]. | [[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, 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. | + | 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. | + | 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 == | ||
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| damagetype = Bullet | | damagetype = Bullet | ||
| rangetype = Ranged | | rangetype = Ranged | ||
+ | |||
| damage = yes | | 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}} | + | | base = <!-- |
− | | bodyshot = <div style="float:left">0%:</div> 45<br/><div style="float:left">100%:</div> 135 | + | --><div style="float:left">{{tooltip|0%|0% charge or unscoped}}:</div> {{tooltip|45|Bodyshot}} - {{tooltip|50|Non-critical headshot}}<br/><!-- |
− | | 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">100%:</div> {{tooltip|135|Bodyshot}} - {{tooltip|150|Non-critical 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}} | + | |
+ | | bodyshot = <!-- | ||
+ | --><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 | | function times = yes | ||
| attack interval = 1.5 s | | attack interval = 1.5 s | ||
Line 68: | Line 83: | ||
== 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 = | + | | att-1-positive = {{attribute|SniperCritNoScope}} |
− | | att-2-negative = | + | | att-2-negative = {{attribute|Sniper_NoHeadShot}} |
− | | att-3-negative = -10 | + | | 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 | ||
Line 86: | Line 101: | ||
| 2 = {{Show achievement|General|Punching Bag}} | | 2 = {{Show achievement|General|Punching Bag}} | ||
}} | }} | ||
+ | |||
=== {{Class link|Pyro}} === | === {{Class link|Pyro}} === | ||
Line 91: | Line 107: | ||
| 1 = {{Show achievement|Pyro|Firewatch}} | | 1 = {{Show achievement|Pyro|Firewatch}} | ||
}} | }} | ||
+ | |||
=== {{Class link|Sniper}} === | === {{Class link|Sniper}} === | ||
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** 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. | ** 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 causes 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. | ||
*** 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. | *** 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. | *** 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 == | == Gallery == |
Latest revision as of 11:28, 14 October 2024
“ | Everything above your neck is going to be a fine red mist!
Click to listen
— 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.
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Shot type | Hitscan | |
Damage type | Bullet | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Base damage | 100% | 0%: 45 - 50100%: 135 - 150
|
Bodyshot | 0%: 45100%: 135
| |
Critical | 0%: 135 - 150100%: 405 - 450
| |
Mini-crit | 0%: 61 - 68100%: 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
Blueprint
Reclaimed Metal | Huntsman | Bazaar Bargain | Classic | |||
+ | + | = |
Class Token - Sniper | Slot Token - Primary | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
|
Strange variant
Related achievements
General achievements
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Pyro
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Sniper
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Update history
- The Classic was added to the game.
- Fixed the Classic automatically zooming in after going through a teleporter while charging.
- Fixed the Classic scope not being drawn correctly in DirectX 8.
- Removed the shot effect for the Classic in DirectX 8.
- [Undocumented] Added Strange quality.
- [Undocumented] Updated the Classic to allow for Name Tags, Gift Wrap, and Strange Parts to be applied.
- The Classic can now accept Enemies Gibbed strange parts.
- 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.
- Fixed the Classic leaving laser particles in the world.
- 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
The Classic Sniper Rifle in first-person view in Team Fortress Classic.
See also
|
Weapons | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Primary | Scattergun | Rocket Launcher | Flame Thrower | Grenade Launcher | Minigun | Shotgun | Syringe Gun | Sniper Rifle | — | |
Force-A-Nature Shortstop Soda Popper Baby Face's Blaster Back Scatter |
Direct Hit Black Box Rocket Jumper Liberty Launcher Cow Mangler 5000 Original Beggar's Bazooka Air Strike |
Backburner Degreaser Phlogistinator Rainblower Nostromo Napalmer Dragon's Fury |
Loch-n-Load Ali Baba's Wee Booties Bootlegger Loose Cannon B.A.S.E. Jumper Iron Bomber |
Natascha Iron Curtain Brass Beast Tomislav Huo-Long Heater |
Frontier Justice Widowmaker Pomson 6000 Rescue Ranger Panic Attack |
Blutsauger Crusader's Crossbow Overdose |
Huntsman Sydney Sleeper Bazaar Bargain Machina Hitman's Heatmaker AWPer Hand Fortified Compound Classic Shooting Star |
— | ||
Secondary | Pistol | Shotgun | Shotgun | Stickybomb Launcher | Shotgun | Pistol | Medi Gun | SMG | Revolver | |
Bonk! Atomic Punch Lugermorph Crit-a-Cola Mad Milk Winger Pretty Boy's Pocket Pistol Flying Guillotine Mutated Milk C.A.P.P.E.R |
Buff Banner Gunboats Battalion's Backup Concheror Mantreads Reserve Shooter Righteous Bison B.A.S.E. Jumper Panic Attack |
Flare Gun Detonator Reserve Shooter Manmelter Scorch Shot Panic Attack Gas Passer Thermal Thruster |
Chargin' Targe Scottish Resistance Sticky Jumper Splendid Screen Tide Turner Quickiebomb Launcher |
Sandvich Dalokohs Bar Buffalo Steak Sandvich Fishcake Family Business Robo-Sandvich Panic Attack Second Banana |
Lugermorph Wrangler Short Circuit C.A.P.P.E.R Giger Counter |
Kritzkrieg Quick-Fix Vaccinator |
Jarate Razorback Darwin's Danger Shield Cozy Camper Cleaner's Carbine Self-Aware Beauty Mark |
Ambassador Big Kill L'Etranger Enforcer Diamondback | ||
Melee | Bat | Shovel | Fire Axe | Bottle | Fists | Wrench | Bonesaw | Kukri | Knife | |
Sandman Frying Pan Holy Mackerel Boston Basher Candy Cane Sun-on-a-Stick Fan O'War Three-Rune Blade Saxxy Atomizer Conscientious Objector Unarmed Combat Wrap Assassin Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Batsaber Prinny Machete |
Equalizer Pain Train Frying Pan Half-Zatoichi Saxxy Disciplinary Action Market Gardener Conscientious Objector Escape Plan Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Axtinguisher Homewrecker Frying Pan Powerjack Back Scratcher Sharpened Volcano Fragment Maul Saxxy Postal Pummeler Conscientious Objector Third Degree Lollichop Neon Annihilator Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete Hot Hand |
Eyelander Pain Train Scotsman's Skullcutter Frying Pan Horseless Headless Horsemann's Headtaker Claidheamh Mòr Ullapool Caber Half-Zatoichi Saxxy Persian Persuader Nessie's Nine Iron Conscientious Objector Scottish Handshake Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Killing Gloves of Boxing Frying Pan Gloves of Running Urgently Fists of Steel Warrior's Spirit Saxxy Eviction Notice Conscientious Objector Apoco-Fists Holiday Punch Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Bread Bite Necro Smasher Crossing Guard Prinny Machete |
Golden Wrench Gunslinger Southern Hospitality Jag Saxxy Eureka Effect Golden Frying Pan Necro Smasher Prinny Machete |
Ubersaw Frying Pan Vita-Saw Amputator Saxxy Solemn Vow Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Tribalman's Shiv Bushwacka Frying Pan Saxxy Shahanshah Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Your Eternal Reward Conniver's Kunai Saxxy Big Earner Wanga Prick Sharp Dresser Spy-cicle Black Rose Golden Frying Pan Prinny Machete | ||
Primary PDA | — | — | — | — | — | Construction PDA | — | — | Disguise Kit | |
— | — | — | — | — | — | — | — | — | ||
Secondary PDA | — | — | — | — | — | Destruction PDA | — | — | Invis Watch | |
— | — | — | — | — | — | — | — | Cloak and Dagger Dead Ringer Enthusiast's Timepiece Quäckenbirdt | ||
Building | — | — | — | — | — | — | — | — | Sapper | |
— | — | — | — | — | — | — | — | Red-Tape Recorder Ap-Sap Snack Attack | ||
Taunt | Grand Slam | Grenade | Hadouken Armageddon Execution Gas Blast |
Barbarian Swing | High Noon | Arm Blender Guitar Smash |
Oktoberfest Uberslice Medicating Melody |
Arrow Stab | Fencing |
|