Difference between revisions of "Huntsman"

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{{Item infobox
 
{{Item infobox
| type             = weapon
+
| type           = weapon
| image           = Huntsman.png
+
| image         = Huntsman.png
| kill-icon-2     = huntsman headshot
+
| 3d-image-1    = Huntsman
| kill-icon-3     = flaming huntsman
+
| 3d-image-2    = Arrow
| kill-icon-4     = flaming huntsman afterburn
+
| 3d-image-3    = Huntsman Festive
| used-by         = [[Sniper]]
+
| 3d-image-5    = Arrow Festive
| slot             = primary
+
| 3d-button-1    = default_half
| released         = [[Sniper vs. Spy Update]]
+
| 3d-button-2    = default_half
| availability     = {{avail|Unlock|drop|craft|purchase|Crate8|Crate40-strange|crate52}}
+
| 3d-button-3    = colored_pair
| numbered         = no
+
| 3d-button-5    = default
| medieval         = yes
+
| 3d-viewname-1  = Default
| ammo-loaded     = 1
+
| 3d-viewname-2  = Projectile
| ammo-carried     = 12
+
| 3d-viewname-3  = Festive
| reload           = Single
+
| 3d-viewname-5  = Festive Projectile
| loadout         = yes
+
| kill-icon-2   = huntsman headshot
   | level          = Level 10 Bow
+
| kill-icon-3   = flaming huntsman
   | loadout-name   = The Huntsman
+
| kill-icon-4   = flaming huntsman afterburn
| projectile-image = Arrow_proj.png‎
+
| kill-icon-5    = flaming huntsman headshot
 +
| kill-icon-6    = arrow stab
 +
| kill-tooltip-6 = Taunting
 +
| used-by       = {{used by|Sniper}}
 +
| slot           = primary
 +
| released       = {{Patch name|5|21|2009}}
 +
| released-major = Sniper vs. Spy Update
 +
| availability   = {{avail|unlock|drop|craft|purchase|crate8|crate40-strange|crate52-festive|collectors}}
 +
| marketable    = yes
 +
| numbered       = no
 +
| medieval       = yes
 +
| ammo-loaded   = 1
 +
| ammo-carried   = 12
 +
| reload         = Single
 +
| loadout       = yes
 +
   | item-kind    = {{item kind|Bow}}
 +
   | item-level   = 10
 
}}
 
}}
{{Quotation|Huntsman publicity blurb|"Now, hold on," you keep saying. "Aren't bows and arrows primitive and harmless?"<br>Why don't you ask the dinosaurs? Except you can't, because the cavemen bow and arrowed them to death.}}
 
  
The '''Huntsman''' is an unlockable [[Weapons#sniperprimary|primary weapon]] for the [[Sniper]]. It is a hardwood recurve bow held together with black tape. When equipped, the Sniper will carry [[projectiles|arrows]] in the quiver strapped to his back.
+
{{Quotation|'''Huntsman''' publicity blurb|"Now, hold on," you keep saying. "Aren't bows and arrows primitive and harmless?"<br>Why don't you ask the dinosaurs? Except you can't, because the cavemen bow and arrowed them to death.}}
  
In exchange for decreased damage at longer ranges compared to the [[Sniper Rifle]], 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 other rifles 27%. The weapon can be charged whilst the Sniper is falling or jumping, but he cannot fire until safely on the ground.  
+
The '''Huntsman''' is an unlockable [[Weapons#sniperprimary|primary weapon]] for the [[Sniper]]. It is a wooden recurve bow held together with black tape. When the Huntsman is equipped, the Sniper carries arrows in the rifle case strapped to his back.
  
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 rapidly, albeit with less power behind it, allowing the player to more easily hit faster classes, such as the [[Scout]]. 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, will not headshot any target, and will go wide of the crosshair. This can be avoided by pressing the alternate fire button, which brings the arrow back to its idle position allowing it to be drawn again. A wide shot can be discerned from the Sniper's hand slightly shaking with tension.
+
Unlike the Sniper's other primary weapons, which fire [[hitscan|bullets]], the Huntsman fires arrow [[projectiles]]. Holding the primary fire button {{DK|MOUSE1}} draws the bow and begins charging a shot. Releasing primary fire launches the arrow. The longer primary fire is held, the greater the charge and the more damage and speed the arrow has. Fully charging a shot takes 1 second, and the player can hold that charge by keeping the primary fire button held. However, if a charge is held for more than 5 seconds, the Sniper's arm begins to shake with tension, and the arrow flies wide of the crosshair and deals minimum damage when fired. Pressing the alt-fire button {{DK|MOUSE2|link=no}} cancels a charge without shooting the arrow.
  
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 unit]]s per second (about 80 miles an hour) in a snap-shot; fully charging the Huntsman for 1 second therefore increases speed by around 25%.  
+
Because arrows are projectiles, there are several considerations when using the Huntsman that are not shared by the Sniper's other primary weapons. Arrows, unlike bullets, take time to reach their targets and are subject to gravity. This means that long-distance combat is more difficult, due to needing to account for the travel time and arc of the arrows with each shot. Uncharged arrows travel around 1800 [[Hammer unit]]s per second; a fully charged shot increases the arrow's speed by around 45% to 2600 Hammer units per second. A fully charged shot also decreases the gravity of the arrow to a fifth of an uncharged arrow's gravity, going from 0.5 to 0.1. Arrows also have a larger hitbox than bullets. Like most other projectiles, arrows can be deflected by a [[Pyro]]'s [[compression blast]].
  
Unlike the Sniper Rifle, the Huntsman cannot be fired [[Water|underwater]]. 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. Arrows embedded in objects or enemies cannot be retrieved for additional ammunition. The Huntsman's arrows can clash with hostile projectiles or throwable items. For example, should an arrow collide with a [[Soldier]]'s rocket in midair, the rocket will disintegrate into team-colored sparkles whilst the arrow continues on.
+
Compared to the [[Sniper Rifle]], the Huntsman carries less ammo, deals less damage on fully-charged shots, and lacks a scope. However, it also charges its shots faster, and allows the Sniper to move faster while charging (53% of normal movement speed, compared to the Sniper Rifle's 27%). The Huntsman's shots can also be charged whilst the Sniper is falling or jumping, and the weapon can be fired in midair. In addition, [[headshot]] kills scored with the Huntsman net a total of 2 points, as compared to the 1.5 points obtained from a headshot kill using the Sniper Rifle.
  
In addition, headshot kills scored with the Huntsman will net a total of 2 points, as compared to the 1.5 points obtained from a headshot kill using the Sniper Rifle.
+
A friendly Pyro can set fire to the Huntsman's arrows with any of their [[Pyro#Primary|flamethrowers]]. Enemies struck by a flaming arrow are [[Fire|set on fire]]. However, Pyros do not get kill assists for lighting a Sniper's arrow. A charge can be cancelled without losing the lit arrow; switching weapons, however, douses the arrow. Some map elements, such as the torches on [[DeGroot Keep]] or the flaming barrels on [[Coal Pit]] and [[Devastation]], can also light arrows on fire. Submerging in [[water]] does not extinguish a lit arrow. If an arrow passes within 120 Hammer units,<ref>game\client\tf\c_tf_projectile_arrow.cpp:L36</ref> it makes a woosh sound. <!-- NOTE: 4 different wooshing sounds are used, so adding one to the article would be too little, it's best to leave it out -->
  
Like other projectiles, arrows can be deflected by a [[Pyro]] using the [[Compression blast]]. In addition, a friendly Pyro can set fire to the Huntsman's arrows with any of their [[Pyro#Primary|flame throwers]], as can the [[Soldier]] with his [[Righteous Bison]], as well as the [[Engineer]] with his [[Pomson 6000]]. Doing so will give the arrow the ability to inflict [[fire]] on a successful hit. However Pyros, Soldiers, and Engineers 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; switching weapons, however, will douse the arrow. The torches on [[DeGroot Keep]] will also light a Sniper's arrow on fire. Water will not extinguish the lit arrow.
+
Enemies killed with an arrow while near a solid surface (such as a wall) have their [[ragdoll|corpse]] pinned to it by the arrow.
  
[[Taunting]] with the Huntsman equipped will perform the [[Skewer]] kill taunt.
+
[[Taunts|Taunting]] with the Huntsman equipped results in the [[Arrow Stab]] kill taunt.
  
 
The Huntsman is automatically given to any player who obtains 5 [[Sniper achievements]].
 
The Huntsman is automatically given to any player who obtains 5 [[Sniper achievements]].
Line 41: Line 56:
 
== Damage and function times ==
 
== Damage and function times ==
 
{{Damage table
 
{{Damage table
| type               = [[projectiles|Projectile]]
+
| type             = [[Projectiles|Projectile]]
| damage             = yes
+
| damagetype      = Bullet
|  base             = <div style="float:left">{{tooltip|0%|0% charge}}:</div> 50<br/><div style="float:left">100%:</div> 120
+
| rangetype        = Ranged
|  bodyshot          = <div style="float:left">0%:</div> 43-58<br/><div style="float:left">100%:</div> 103-137
+
 
|  crit             = <div style="float:left">0%:</div> 150<br/><div style="float:left">100%:</div> 360
+
| damage           = yes
|  minicrit         = <div style="float:left">0%:</div> 57-78<br/><div style="float:left">100%:</div> 138-186
+
|  base           = <div style="float:left">{{tooltip|0%|0% charge}}:</div> 50<br/><div style="float:left">100%:</div> 120
| function times     = yes
+
|  crit           = <div style="float:left">0%:</div> 150<br/><div style="float:left">100%:</div> 360
|  attack interval   = 1.94 s
+
|  minicrit       = <div style="float:left">0%:</div> 68<br/><div style="float:left">100%:</div> 162
|  aim fatigue       = 5.0 s
+
 
|  max charge time   = 1.0 s
+
| function times   = yes
 +
|  attack interval = 1.94 s
 +
|  aim fatigue     = 5.0 s
 +
|  max charge time = 1.0 s
 
}}
 
}}
 
''Note'': Distance from the target affects damage values, except for critical hits.
 
  
 
== Item set ==
 
== Item set ==
{{set|Dual-Purpose Fruit}}
+
{{Set|Dual-Purpose Fruit}}
 
:''Note: The attributes are hidden until both items are equipped.''
 
:''Note: The attributes are hidden until both items are equipped.''
 
:''This set does not affect gameplay, as its description is meant to be a joke.''
 
:''This set does not affect gameplay, as its description is meant to be a joke.''
Line 62: Line 78:
 
{{Weapon Demonstration}}
 
{{Weapon Demonstration}}
  
==Crafting==
+
== Crafting ==
 
{{See also|Crafting}}
 
{{See also|Crafting}}
===Blueprint===
+
 
 +
=== Blueprint ===
 
{{Blueprint | autoresult = Sniper Primary}}
 
{{Blueprint | autoresult = Sniper Primary}}
 +
 
=== As a crafting ingredient ===
 
=== As a crafting ingredient ===
 
{{Blueprint
 
{{Blueprint
Line 88: Line 106:
 
| ingredient-2-amount = 4
 
| ingredient-2-amount = 4
 
| result = Fruit Shoot
 
| result = Fruit Shoot
 +
}}
 +
{{Blueprint
 +
| ingredient-1 = Huntsman
 +
| ingredient-2 = Reclaimed Metal
 +
| ingredient-3 = Bazaar Bargain
 +
| result = Classic
 
}}
 
}}
  
 
== Strange variant ==
 
== Strange variant ==
 
{{Strange item info
 
{{Strange item info
  | item-type = Bow
+
  | item-type = {{item kind|Bow}}
 
  | rankson = kills
 
  | rankson = kills
 +
| can deal taunt damage = yes
 
  | rankson2 =
 
  | rankson2 =
  | festive =
+
  | festive = yes
 
  | can deal damage = yes
 
  | can deal damage = yes
 
  | can deal gib damage = no
 
  | can deal gib damage = no
Line 102: Line 127:
 
  | can deal posthumous damage = yes
 
  | can deal posthumous damage = yes
 
  | can extinguish = no
 
  | can extinguish = no
 +
| can deal taunt damage = yes
 +
| can deal long range damage = yes
 
  | notes =  
 
  | notes =  
 
}}
 
}}
  
 
== Related achievements ==
 
== Related achievements ==
 
+
=== {{Class link|Sniper}} ===
=== {{class link|Pyro}} ===
 
{{Achievement table
 
|1 = {{Show achievement|Pyro|Controlled Burn}}
 
}}
 
 
 
=== {{class link|Sniper}} ===
 
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Sniper|Beaux and Arrows}}
 
| 1 = {{Show achievement|Sniper|Beaux and Arrows}}
Line 125: Line 146:
  
 
== Update history ==
 
== Update history ==
{{Update history|
+
{{Update history | '''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]])
'''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]])
 
 
* The Huntsman was added to the game.
 
* The Huntsman was added to the game.
  
Line 133: Line 153:
  
 
'''{{Patch name|6|8|2009}}'''
 
'''{{Patch name|6|8|2009}}'''
* Fixed this weapon drawing a muzzle flash under lagged conditions.
+
* Fixed the Huntsman drawing a muzzle flash under lagged conditions.
  
 
'''{{Patch name|6|23|2009}}'''
 
'''{{Patch name|6|23|2009}}'''
 
* Critical arrows now have a trail and correctly deal enhanced damage.
 
* Critical arrows now have a trail and correctly deal enhanced damage.
* This weapon now defaults to be right handed.
+
* The Huntsman now defaults to be right handed.
 
* Friendly arrows will no longer trigger the near miss sound on you.
 
* Friendly arrows will no longer trigger the near miss sound on you.
  
Line 145: Line 165:
  
 
'''{{Patch name|9|15|2009}}'''
 
'''{{Patch name|9|15|2009}}'''
* Fixed Sniper using the reference pose if he has this weapon deployed when his team loses.
+
* Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses.
* Fixed Huntsman not firing crit arrows when the Sniper is crit-boosted.
+
* Fixed Huntsman not firing Crit arrows when the Sniper is critboosted.
* Fixed being able to fire this weapon under water if you jump into the water with the arrow charged.
+
* Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged.
  
 
'''{{Patch name|12|18|2009}}'''
 
'''{{Patch name|12|18|2009}}'''
Line 159: Line 179:
  
 
'''{{Patch name|5|20|2010}}'''
 
'''{{Patch name|5|20|2010}}'''
* {{Undocumented}} This weapon was added in the [[crafting]] blueprint for the [[Tribalman's Shiv]].
+
* {{Undocumented}} The Huntsman was added to the [[crafting]] blueprint for the [[Tribalman's Shiv]].
  
 
'''{{Patch name|9|30|2010}}'''
 
'''{{Patch name|9|30|2010}}'''
* {{Undocumented}} This weapon was added in the crafting blueprint for the [[Sydney Sleeper]].
+
* {{Undocumented}} The Huntsman was added to the crafting blueprint for the [[Sydney Sleeper]].
  
 
'''{{Patch name|11|19|2010}}'''
 
'''{{Patch name|11|19|2010}}'''
Line 171: Line 191:
  
 
'''{{Patch name|12|21|2010}}'''
 
'''{{Patch name|12|21|2010}}'''
* {{Undocumented}} The weapon was added to the crafting blueprint for the [[Crusader's Crossbow]].
+
* {{Undocumented}} The Huntsman was added to the crafting blueprint for the [[Crusader's Crossbow]].
  
 
'''{{Patch name|1|19|2011}}'''
 
'''{{Patch name|1|19|2011}}'''
 
* Fixed being able to attack teammates using pumpkin bombs and arrows fired.
 
* Fixed being able to attack teammates using pumpkin bombs and arrows fired.
* Updated model with optimizations and new [[LOD]]s.
+
* Updated model with optimizations and [[LOD]]s.
  
 
'''{{Patch name|3|15|2011}}'''
 
'''{{Patch name|3|15|2011}}'''
* {{Undocumented}} The crafting cost for the Crusader's Crossbow was reduced from two [[Reclaimed Metal]] + Huntsman to two [[Scrap Metal]] + Huntsman.
+
* {{Undocumented}} The crafting cost for the Crusader's Crossbow was reduced from two Reclaimed Metal and Huntsman to two Scrap Metal and Huntsman.
  
 
'''{{Patch name|5|5|2011}}'''
 
'''{{Patch name|5|5|2011}}'''
*{{Undocumented}} Added a voice response for the [[Skewer]] taunt.
+
* {{Undocumented}} Added a voice response for the [[Arrow Stab]] taunt.
  
 
'''{{Patch name|6|3|2011}}'''
 
'''{{Patch name|6|3|2011}}'''
* Added new community contributed response rules to this weapon.
+
* Added new community contributed response rules to the Huntsman.
  
 
'''{{Patch name|3|1|2012}}'''
 
'''{{Patch name|3|1|2012}}'''
* Refined Huntsman recoil forces
+
* Refined Huntsman recoil forces.
  
 
'''{{Patch name|3|22|2012}}'''
 
'''{{Patch name|3|22|2012}}'''
*{{Undocumented}} Added [[Strange]] Quality
+
* {{Undocumented}} Added [[Strange]] Quality.
  
 
'''{{Patch name|5|3|2012}}'''
 
'''{{Patch name|5|3|2012}}'''
* {{undocumented}} Added the [[Dual-Purpose Fruit]] set.
+
* {{Undocumented}} Added the [[Dual-Purpose Fruit]] set.
* {{undocumented}} This weapon was added to the crafting blueprint for the [[Fruit Shoot]].
+
* {{Undocumented}} The Huntsman was added to the crafting blueprint for the [[Fruit Shoot]].
  
 
'''{{Patch name|10|17|2012}}'''
 
'''{{Patch name|10|17|2012}}'''
* Fixed floating arrows on carried objects
+
* Fixed floating arrows on carried objects.
  
 
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])
 
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])
 
* Added [[Festive weapons|Festive]] variant.
 
* Added [[Festive weapons|Festive]] variant.
}}
 
  
==Bugs==
+
'''{{Patch name|12|21|2012}}'''
* Flaming arrow issues:
+
* Fixed Festive Huntsman arrows using incorrect hit boxes.
** If an arrow is lit on fire while the Huntsman is drawn, cancelling the shot will cause the flaming effect to visually disappear. However, the withdrawn arrow is still considered lit and capable of setting enemies on fire.
+
 
** Although going underwater with a lit arrow will visibly extinguish it, it is still considered lit and capable of setting enemies on fire.
+
'''{{Patch name|1|8|2013}}'''
* Festive version of this weapon is not allowed on [[Medieval Mode]].
+
* Fixed Festive Huntsman not completing a set when equipped.
* In the Festive version of this weapon, shot arrows might get stuck in open spaces next to corners.
+
 
 +
'''{{Patch name|1|16|2013}}'''
 +
* Added The Festive Huntsman to the list of items allowed in [[Medieval Mode]].
 +
 
 +
'''{{Patch name|4|1|2014}}
 +
* Fixed the Huntsman charge bar being misaligned.
 +
 
 +
'''{{Patch name|7|30|2014}}'''
 +
* Fixed the Huntsman not firing after being charged in the air and landing on the ground while using cl_autoreload.
 +
 
 +
'''{{Patch name|7|3|2015}}'''
 +
* Fixed an issue that prevented Huntsman arrows from damaging enemy Engineer buildings.
 +
 
 +
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])
 +
* {{Undocumented}} Changed attribute:
 +
** {{Undocumented}} Snipers can now fire the Huntsman mid-air.
 +
 
 +
'''{{Patch name|10|24|2017}}'''
 +
* Fixed the afterburn duration for the Huntsman.
 +
 
 +
'''Unknown patch'''
 +
* The Huntsman can now fire underwater.
 +
 
 +
'''{{Patch name|11|15|2021}}'''
 +
* Fixed a sound bug.
 +
 
 +
'''{{Patch name|6|21|2022}}'''
 +
* Fixed an exploit with the Huntsman in which a player could change loadout to negate the speed debuff when charged.
 +
 
 +
'''{{Patch name|12|14|2022}}'''
 +
* Fixed Huntsman registering headshots when arrows go through other entities.}}
 +
 
 +
== Bugs ==
 +
* While having the Huntsman or [[Fortified Compound]] equipped, it is possible to still use the Arrow Stab [[Taunts|taunt]] while [[stun]]ned. The taunt's animation is not played, but the Sniper still says the taunt's line "Stab, Stab, Stab", and can still kill a nearby enemy player by moving the camera towards them before taunting.
 +
* Lit arrows are not extinguished when going underwater.
 +
* With a lit arrow, the fire particle stays when performing [[Taunts#Special taunts|special taunts]].
 +
* Pressing primary and secondary fire at the same time causes the animation of letting go of the arrow without firing it to play on repeat.
  
 
== Trivia ==
 
== Trivia ==
 
* The Huntsman's view model was originally left-handed.
 
* The Huntsman's view model was originally left-handed.
* When first revealed, the Huntsman was to have eighteen arrows. It is unknown why five were removed. <ref>http://www.teamfortress.com/sniper_vs_spy/day01_english.htm</ref>
+
* When first revealed, the Huntsman was to have eighteen arrows. Five were removed, however, it is unknown why.<ref>https://www.teamfortress.com/sniper_vs_spy/day01_english.htm</ref>
* The concept of lighting the Huntsman's arrows on fire was not in the original design. The ability was added after the item was shown to the public based on community feedback. <ref>http://gamasutra.com/view/news/164922/GDC_2012_How_Valve_made_Team_Fortress_2_freetoplay.php</ref>
+
* The concept of lighting the Huntsman's arrows on fire was not in the original design. The ability was added after the item was shown to the public based on community feedback.<!--<ref>https://gamasutra.com/view/news/164922/GDC_2012_How_Valve_made_Team_Fortress_2_freetoplay.php</ref> (This URL now redirects to https://www.gamedeveloper.com/latest-news)-->
* If a lit arrow travels close enough to an enemy without hitting them, it will light them on fire anyway.
+
* In the files, the Huntsman is referred to as {{code|tf_weapon_compound_bow}}. This is incorrect, as the Huntsman is not a compound bow, but rather a recurve bow.
  
 
== Gallery ==
 
== Gallery ==
Line 220: Line 275:
 
File:Huntsman 1st person.png|First-person view.
 
File:Huntsman 1st person.png|First-person view.
 
File:Huntsman drawn 1st person.png|First-person view with arrow drawn.
 
File:Huntsman drawn 1st person.png|First-person view with arrow drawn.
 +
File:Festive Huntsman 1st person red.png|[[RED]] [[Festive weapons|Festive variant]].
 +
File:Festive Huntsman Drawn 1st person red.png|RED Festive variant with arrow drawn.
 +
File:Festive Huntsman 1st person blu.png|[[BLU]] Festive variant.
 +
File:Festive Huntsman Drawn 1st person blu.png|BLU Festive variant with arrow drawn.
 
File:Arrow proj.png|Projectile.
 
File:Arrow proj.png|Projectile.
 +
File:Arrow proj xmas.png|Festive variant projectile.
 +
File:Festive Huntsman Tag.png|Tag on the arrow of the Festive variant.
 +
File:Sniper huntsman quiver.png|Arrows that appear in the quiver on the Sniper's back.
 
</gallery>
 
</gallery>
 
==References==
 
<references/>
 
  
 
== See also ==
 
== See also ==
*[[Sniper strategy#Huntsman|Huntsman strategy]]
+
* [[Basic Sniper strategy#Huntsman + reskins|Huntsman strategy]]
 +
* [[Festive weapons]]
  
 
== External links ==
 
== External links ==
*[http://www.teamfortress.com/sniper_vs_spy/day01_english.htm The Sniper Update - The Huntsman]
+
* [https://www.teamfortress.com/sniper_vs_spy/day01_english.htm The Sniper Update - The Huntsman]
*[http://www.teamfortress.com/post.php?id=2499 TF2 Official Blog - The arrow, the wall and you.]
+
* [https://www.teamfortress.com/post.php?id=2499 TF2 Official Blog - The arrow, the wall and you.]
  
 +
== References ==
 +
<references/>
  
{{SnipervsSpyUpdateNav}}
+
{{Sniper Vs Spy Update Nav}}
 
{{Allweapons Nav}}
 
{{Allweapons Nav}}
 
{{Sniper Nav}}
 
{{Sniper Nav}}

Latest revision as of 14:21, 26 October 2024

"Now, hold on," you keep saying. "Aren't bows and arrows primitive and harmless?"
Why don't you ask the dinosaurs? Except you can't, because the cavemen bow and arrowed them to death.
Huntsman publicity blurb

The Huntsman is an unlockable primary weapon for the Sniper. It is a wooden recurve bow held together with black tape. When the Huntsman is equipped, the Sniper carries arrows in the rifle case strapped to his back.

Unlike the Sniper's other primary weapons, which fire bullets, the Huntsman fires arrow projectiles. Holding the primary fire button (default key: MOUSE1) draws the bow and begins charging a shot. Releasing primary fire launches the arrow. The longer primary fire is held, the greater the charge and the more damage and speed the arrow has. Fully charging a shot takes 1 second, and the player can hold that charge by keeping the primary fire button held. However, if a charge is held for more than 5 seconds, the Sniper's arm begins to shake with tension, and the arrow flies wide of the crosshair and deals minimum damage when fired. Pressing the alt-fire button (default key: MOUSE2) cancels a charge without shooting the arrow.

Because arrows are projectiles, there are several considerations when using the Huntsman that are not shared by the Sniper's other primary weapons. Arrows, unlike bullets, take time to reach their targets and are subject to gravity. This means that long-distance combat is more difficult, due to needing to account for the travel time and arc of the arrows with each shot. Uncharged arrows travel around 1800 Hammer units per second; a fully charged shot increases the arrow's speed by around 45% to 2600 Hammer units per second. A fully charged shot also decreases the gravity of the arrow to a fifth of an uncharged arrow's gravity, going from 0.5 to 0.1. Arrows also have a larger hitbox than bullets. Like most other projectiles, arrows can be deflected by a Pyro's compression blast.

Compared to the Sniper Rifle, the Huntsman carries less ammo, deals less damage on fully-charged shots, and lacks a scope. However, it also charges its shots faster, and allows the Sniper to move faster while charging (53% of normal movement speed, compared to the Sniper Rifle's 27%). The Huntsman's shots can also be charged whilst the Sniper is falling or jumping, and the weapon can be fired in midair. In addition, headshot kills scored with the Huntsman net a total of 2 points, as compared to the 1.5 points obtained from a headshot kill using the Sniper Rifle.

A friendly Pyro can set fire to the Huntsman's arrows with any of their flamethrowers. Enemies struck by a flaming arrow are set on fire. However, Pyros do not get kill assists for lighting a Sniper's arrow. A charge can be cancelled without losing the lit arrow; switching weapons, however, douses the arrow. Some map elements, such as the torches on DeGroot Keep or the flaming barrels on Coal Pit and Devastation, can also light arrows on fire. Submerging in water does not extinguish a lit arrow. If an arrow passes within 120 Hammer units,[1] it makes a woosh sound.

Enemies killed with an arrow while near a solid surface (such as a wall) have their corpse pinned to it by the arrow.

Taunting with the Huntsman equipped results in the Arrow Stab kill taunt.

The Huntsman is automatically given to any player who obtains 5 Sniper achievements.

Damage and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Base damage 100%
0%:
50
100%:
120
Critical
0%:
150
100%:
360
Mini-crit
0%:
68
100%:
162
Function times
Attack interval 1.94 s
Maximum charge time 1.0 s
Aim fatigue 5.0 s
Values are approximate and determined by community testing.

Item set

Main article: Item sets
Dual-Purpose Fruit
Item icon Fruit Shoot.png
Effect

Reduces the chance of hunger by up to 13%.

Note: The attributes are hidden until both items are equipped.
This set does not affect gameplay, as its description is meant to be a joke.

Demonstration

Crafting

See also: Crafting

Blueprint

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

As a crafting ingredient

Huntsman Reclaimed Metal Sydney Sleeper
Item icon Huntsman.png + Item icon Reclaimed Metal.png = Item icon Sydney Sleeper.png
Huntsman Dead Ringer Tribalman's Shiv
Item icon Huntsman.png + Item icon Dead Ringer.png = Item icon Tribalman's Shiv.png
Huntsman Scrap Metal Crusader's Crossbow
Item icon Huntsman.png + Item icon Scrap Metal.pngx2 = Item icon Crusader's Crossbow.png
Huntsman Refined Metal Fruit Shoot
Item icon Huntsman.png + Item icon Refined Metal.pngx4 = Item icon Fruit Shoot.png
Huntsman Reclaimed Metal Bazaar Bargain Classic
Item icon Huntsman.png + Item icon Reclaimed Metal.png + Item icon Bazaar Bargain.png = Item icon Classic.png

Strange variant


Related achievements

Leaderboard class sniper.png Sniper

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.

Update history

May 21, 2009 Patch (Sniper vs. Spy Update)
  • The Huntsman was added to the game.

May 29, 2009 Patch

  • Fixed players killed by flaming arrows not showing the appropriate kill icon.

June 8, 2009 Patch

  • Fixed the Huntsman drawing a muzzle flash under lagged conditions.

June 23, 2009 Patch

  • Critical arrows now have a trail and correctly deal enhanced damage.
  • The Huntsman now defaults to be right handed.
  • Friendly arrows will no longer trigger the near miss sound on you.

August 13, 2009 Patch (Classless Update)

  • Fixed a couple of issues with the way critboosts affected the Huntsman.
  • Fixed an exploit where you could reload this weapon faster than intended.

September 15, 2009 Patch

  • Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses.
  • Fixed Huntsman not firing Crit arrows when the Sniper is critboosted.
  • Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged.

December 18, 2009 Patch

  • Fixed a client crash related to arrows.

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.

May 20, 2010 Patch

September 30, 2010 Patch

  • [Undocumented] The Huntsman was added to the crafting blueprint for the Sydney Sleeper.

November 19, 2010 Patch

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

December 17, 2010 Patch (Australian Christmas)

  • Fixed the arrow burning effect getting stuck on if player changed class in a respawn room with arrow lit.

December 21, 2010 Patch

January 19, 2011 Patch

  • Fixed being able to attack teammates using pumpkin bombs and arrows fired.
  • Updated model with optimizations and LODs.

March 15, 2011 Patch

  • [Undocumented] The crafting cost for the Crusader's Crossbow was reduced from two Reclaimed Metal and Huntsman to two Scrap Metal and Huntsman.

May 5, 2011 Patch

  • [Undocumented] Added a voice response for the Arrow Stab taunt.

June 3, 2011 Patch

  • Added new community contributed response rules to the Huntsman.

March 1, 2012 Patch

  • Refined Huntsman recoil forces.

March 22, 2012 Patch

  • [Undocumented] Added Strange Quality.

May 3, 2012 Patch

October 17, 2012 Patch

  • Fixed floating arrows on carried objects.

December 20, 2012 Patch (Mecha Update)

December 21, 2012 Patch

  • Fixed Festive Huntsman arrows using incorrect hit boxes.

January 8, 2013 Patch

  • Fixed Festive Huntsman not completing a set when equipped.

January 16, 2013 Patch

  • Added The Festive Huntsman to the list of items allowed in Medieval Mode.

April 1, 2014 Patch

  • Fixed the Huntsman charge bar being misaligned.

July 30, 2014 Patch

  • Fixed the Huntsman not firing after being charged in the air and landing on the ground while using cl_autoreload.

July 3, 2015 Patch

  • Fixed an issue that prevented Huntsman arrows from damaging enemy Engineer buildings.

December 17, 2015 Patch (Tough Break Update)

  • [Undocumented] Changed attribute:
    • [Undocumented] Snipers can now fire the Huntsman mid-air.

October 24, 2017 Patch

  • Fixed the afterburn duration for the Huntsman.

Unknown patch

  • The Huntsman can now fire underwater.

November 15, 2021 Patch

  • Fixed a sound bug.

June 21, 2022 Patch

  • Fixed an exploit with the Huntsman in which a player could change loadout to negate the speed debuff when charged.

December 14, 2022 Patch

  • Fixed Huntsman registering headshots when arrows go through other entities.

Bugs

  • While having the Huntsman or Fortified Compound equipped, it is possible to still use the Arrow Stab taunt while stunned. The taunt's animation is not played, but the Sniper still says the taunt's line "Stab, Stab, Stab", and can still kill a nearby enemy player by moving the camera towards them before taunting.
  • Lit arrows are not extinguished when going underwater.
  • With a lit arrow, the fire particle stays when performing special taunts.
  • Pressing primary and secondary fire at the same time causes the animation of letting go of the arrow without firing it to play on repeat.

Trivia

  • The Huntsman's view model was originally left-handed.
  • When first revealed, the Huntsman was to have eighteen arrows. Five were removed, however, it is unknown why.[2]
  • The concept of lighting the Huntsman's arrows on fire was not in the original design. The ability was added after the item was shown to the public based on community feedback.
  • In the files, the Huntsman is referred to as tf_weapon_compound_bow. This is incorrect, as the Huntsman is not a compound bow, but rather a recurve bow.

Gallery

See also

External links

References

  1. game\client\tf\c_tf_projectile_arrow.cpp:L36
  2. https://www.teamfortress.com/sniper_vs_spy/day01_english.htm