Difference between revisions of "Huntsman"

From Team Fortress Wiki
Jump to: navigation, search
m (Undo edit by Pfheonix (talk))
(Just in case)
 
(579 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
{{Targeted}}
+
{{Item infobox
{{Weapon infobox
+
| type          = weapon
| kill-icon-2 = huntsman headshot
+
| image          = Huntsman.png
| kill-icon-4 = flaming huntsman headshot
+
| 3d-image-1    = Huntsman
| kill-icon-3 = flaming huntsman
+
| 3d-image-2    = Arrow
| kill-icon-5 = flaming huntsman afterburn
+
| 3d-image-3    = Huntsman Festive
| weapon-slot = [[Primary]]
+
| 3d-image-5    = Arrow Festive
| used-by = [[Sniper]]
+
| 3d-button-1    = default_half
| level-and-type = Level 10 Bow
+
| 3d-button-2    = default_half
| weapon-image = Huntsman.png
+
| 3d-button-3    = colored_pair
| ammo-loaded = 1
+
| 3d-button-5    = default
| ammo-carried = 12
+
| 3d-viewname-1  = Default
| reload = Single
+
| 3d-viewname-2  = Projectile
| display-loadout-stats = yes
+
| 3d-viewname-3  = Festive
| backpack-image = huntsman
+
| 3d-viewname-5  = Festive Projectile
| projectile-image = Arrow_proj.png‎
+
| kill-icon-2   = huntsman headshot
| availability = Unlock, Drop, Craft, Purchase
+
| kill-icon-3    = flaming huntsman
 +
| kill-icon-4    = flaming huntsman afterburn
 +
| 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?"
 
  
Why don't you ask the dinosaurs? Except you can't, because the cavemen bow and arrowed them to death.}}
+
{{Quotation|'''Huntsman''' publicity blurb|Any experienced {{botignore|sniper}} will tell you how irritating it is when your targets keep moving around. The question is how to stop these cheaters from wind-sprinting around like they own the place. And the answer is to pin them to a wall. How? With arrows!}}
  
The '''Huntsman''' is an unlockable [[primary]] weapon for the [[Sniper]] class. It is a hardwood longbow constructed using tape. When equipped, the Sniper will carry [[Arrows]] in the case carried on his back.
+
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.
  
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.
+
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.
  
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 several seconds, however, the accuracy greatly decreases and the shot will always 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 [[Water|underwater]]. Arrows embedded in objects or enemies cannot be retrieved for additional ammunition.
+
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]].
  
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. This can have an additional benefit if say the player manages to pin an enemy upright to a wall, therefore tricking enemies into thinking an ally is standing guard there. This may only work if they view the pinned ragdoll at a distance.
+
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 their [[Flamethrower]], [[Backburner]], or [[Degreaser]]. Doing so will give the arrow the ability to inflict [[fire]] on a successful hit. Additionally, the Arrow can be lowered without losing the lit arrow, ready for a later shot.
+
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 -->
  
A player taunting with the Huntsman equipped can perform the [[Skewer]] taunt attack.
+
Enemies killed with an arrow while near a solid surface (such as a wall) have their [[ragdoll|corpse]] pinned to it by the arrow.
  
==Damage==
+
[[Taunts|Taunting]] with the Huntsman equipped results in the [[Arrow Stab]] kill taunt.
{{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)
 
* [[Critical hits#Mini-Crits|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.
+
The Huntsman is automatically given to any player who obtains 5 [[Sniper achievements]].
  
==Function times==
+
== Damage and function times ==
*100% Draw: 1.0
+
{{Damage table
*Inaccuracy starts: 5.0
+
| type            = [[Projectiles|Projectile]]
*Attack Interval: 1.94
+
| damagetype      = Bullet
 +
| rangetype        = Ranged
  
All times are in seconds. Times are approximate and determined by community testing.
+
| damage          = yes
 +
|  base            = <div style="float:left">{{tooltip|0%|0% charge}}:</div> 50<br/><div style="float:left">100%:</div> 120
 +
|  crit            = <div style="float:left">0%:</div> 150<br/><div style="float:left">100%:</div> 360
 +
|  minicrit        = <div style="float:left">0%:</div> 68<br/><div style="float:left">100%:</div> 162
  
 +
| function times  = yes
 +
|  attack interval = 1.94 s
 +
|  aim fatigue    = 5.0 s
 +
|  max charge time = 1.0 s
 +
}}
  
==Related Achievements==
+
== Item set ==
{{Achievement table
+
{{Set|Dual-Purpose Fruit}}
| 1 = {{Show achievement|Sniper|Beaux and Arrows}}
+
:''Note: The attributes are hidden until both items are equipped.''
      {{Show achievement|Sniper|Jumper Stumper}}
+
:''This set does not affect gameplay, as its description is meant to be a joke.''
      {{Show achievement|Sniper|Pincushion}}
+
 
      {{Show achievement|Sniper|Shafted}}
+
{{Weapon Demonstration}}
| 2 = {{Show achievement|Sniper|Dropped Dead}}
+
 
      {{Show achievement|Sniper|Dead Reckoning}}
+
== Crafting ==
      {{Show achievement|Sniper|Robbin' Hood}}
+
{{See also|Crafting}}
      {{Show achievement|Sniper|William Tell Overkill}}
+
 
}}
+
=== Blueprint ===
 +
{{Blueprint | autoresult = Sniper Primary}}
  
==As a [[Crafting]] Ingredient==
+
=== As a crafting ingredient ===
{|
 
|
 
 
{{Blueprint
 
{{Blueprint
 
| ingredient-1 = Huntsman
 
| ingredient-1 = Huntsman
Line 71: Line 90:
 
| result = Sydney Sleeper
 
| result = Sydney Sleeper
 
}}
 
}}
|| &nbsp;&nbsp;&nbsp; ||
 
 
{{Blueprint
 
{{Blueprint
| ingredient-1 = Dead Ringer
+
| ingredient-1 = Huntsman
| ingredient-2 = Huntsman
+
| ingredient-2 = Dead Ringer
 
| result = Tribalman's Shiv
 
| result = Tribalman's Shiv
 
}}
 
}}
|}
+
{{Blueprint
 +
| ingredient-1 = Huntsman
 +
| ingredient-2 = Scrap Metal
 +
| ingredient-2-amount = 2
 +
| result = Crusader's Crossbow
 +
}}
 +
{{Blueprint
 +
| ingredient-1 = Huntsman
 +
| ingredient-2 = Refined Metal
 +
| ingredient-2-amount = 4
 +
| result = Fruit Shoot
 +
}}
 +
{{Blueprint
 +
| ingredient-1 = Huntsman
 +
| ingredient-2 = Reclaimed Metal
 +
| ingredient-3 = Bazaar Bargain
 +
| result = Classic
 +
}}
  
 +
== Strange variant ==
 +
{{Strange item info
 +
| item-type = {{item kind|Bow}}
 +
| rankson = kills
 +
| can deal taunt damage = yes
 +
| rankson2 =
 +
| festive = yes
 +
| can deal damage = yes
 +
| can deal gib damage = no
 +
| can headshot = yes
 +
| can reflect projectiles = no
 +
| can deal posthumous damage = yes
 +
| can extinguish = no
 +
| can deal taunt damage = yes
 +
| can deal long range damage = yes
 +
| notes =
 +
}}
 +
 +
== Related achievements ==
 +
=== {{Class link|Sniper}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Sniper|Beaux and Arrows}}
 +
      {{Show achievement|Sniper|Dead Reckoning}}
 +
      {{Show achievement|Sniper|Dropped Dead}}
 +
      {{Show achievement|Sniper|Jumper Stumper}}
 +
| 2 = {{Show achievement|Sniper|Pincushion}}
 +
      {{Show achievement|Sniper|Robbin' Hood}}
 +
      {{Show achievement|Sniper|Shafted}}
 +
      {{Show achievement|Sniper|William Tell Overkill}}     
 +
}}
 +
 +
== Update history ==
 +
{{Update history | '''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]])
 +
* The Huntsman was added to the game.
 +
 +
'''{{Patch name|5|29|2009}}'''
 +
* Fixed players killed by flaming arrows not showing the appropriate [[kill icon]].
 +
 +
'''{{Patch name|6|8|2009}}'''
 +
* Fixed the Huntsman drawing a muzzle flash under lagged conditions.
 +
 +
'''{{Patch name|6|23|2009}}'''
 +
* 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.
 +
 +
'''{{Patch name|8|13|2009}}''' ([[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.
 +
 +
'''{{Patch name|9|15|2009}}'''
 +
* 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.
 +
 +
'''{{Patch name|12|18|2009}}'''
 +
* Fixed a client crash related to arrows.
 +
 +
'''{{Patch name|4|28|2010}}'''
 +
* 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.
 +
 +
'''{{Patch name|5|20|2010}}'''
 +
* {{Undocumented}} The Huntsman was added to the [[crafting]] blueprint for the [[Tribalman's Shiv]].
 +
 +
'''{{Patch name|9|30|2010}}'''
 +
* {{Undocumented}} The Huntsman was added to the crafting blueprint for the [[Sydney Sleeper]].
 +
 +
'''{{Patch name|11|19|2010}}'''
 +
* Fixed not being able to light arrows after the first arrow is fired unless they're drawn back.
 +
 +
'''{{Patch name|12|17|2010}}''' ([[Australian Christmas]])
 +
* Fixed the arrow burning effect getting stuck on if player changed class in a respawn room with arrow lit.
 +
 +
'''{{Patch name|12|21|2010}}'''
 +
* {{Undocumented}} The Huntsman was added to the crafting blueprint for the [[Crusader's Crossbow]].
 +
 +
'''{{Patch name|1|19|2011}}'''
 +
* Fixed being able to attack teammates using pumpkin bombs and arrows fired.
 +
* Updated model with optimizations and [[LOD]]s.
 +
 +
'''{{Patch name|3|15|2011}}'''
 +
* {{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}}'''
 +
* {{Undocumented}} Added a voice response for the [[Arrow Stab]] taunt.
 +
 +
'''{{Patch name|6|3|2011}}'''
 +
* Added new community contributed response rules to the Huntsman.
 +
 +
'''{{Patch name|3|1|2012}}'''
 +
* Refined Huntsman recoil forces.
 +
 +
'''{{Patch name|3|22|2012}}'''
 +
* {{Undocumented}} Added [[Strange]] Quality.
 +
 +
'''{{Patch name|5|3|2012}}'''
 +
* {{Undocumented}} Added the [[Dual-Purpose Fruit]] set.
 +
* {{Undocumented}} The Huntsman was added to the crafting blueprint for the [[Fruit Shoot]].
 +
 +
'''{{Patch name|10|17|2012}}'''
 +
* Fixed floating arrows on carried objects.
 +
 +
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])
 +
* Added [[Festive weapons|Festive]] variant.
 +
 +
'''{{Patch name|12|21|2012}}'''
 +
* Fixed Festive Huntsman arrows using incorrect hit boxes.
 +
 +
'''{{Patch name|1|8|2013}}'''
 +
* Fixed Festive Huntsman not completing a set when equipped.
 +
 +
'''{{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 was first announced publicly on May 12, 2009 in the [http://www.teamfortress.com/ Team Fortress 2 Blog].  It was the first weapon announced for the [http://www.teamfortress.com/sniperupdate/ Sniper vs. Spy Update].
+
* The Huntsman's view model was originally left-handed.
*The Huntsman's view model was originally left-handed, but was mirrored because it was hard to use.
+
* 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 Huntsman is the name of a [[wikipedia:Huntsman spider|type of spider]] common in Australia.
+
* 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 flaming arrow results in a kill, it produces its own special kill icon. The flaming arrow from the Huntsman will only give a kill point to the Sniper. No points are given to the Pyro who lit the arrow. An enemy [[Pyro]] cannot light an arrow; instead, you will be set on [[fire]].
+
* 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.
*Huntsman arrows can collide with other projectiles (such as rockets and other arrows) in mid air.  When this occurs, the arrows will break. ([http://www.youtube.com/watch?v=-znnr5EbiAc See Video])
 
*Arrows stick to any enemy, even Scouts under the effects of [[Bonk! Atomic Punch|Bonk]] (although it will still cause no damage).  Huntsman arrows can also stick to most environmental objects.
 
*Arrows can stick to friendly buildings without damaging them. However the arrows won't stick from the angle expected when released.
 
*The Sniper has the ability to taunt with the Huntsman even while stunned by another taunting Huntsman Sniper. ([http://www.youtube.com/watch?v=z94b1ukm86c See Video]).
 
*According to the "Sniper vs. Spy" Publicity blurb, the Huntsman originally had 18 arrows. It is unknown why some were removed.
 
*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.
 
*It is possible to hit an enemy with a misfired arrow (fired after holding it for more than 5 seconds). However, it will deal minimum damage and headshots cannot be achieved this way.
 
*Should the Sniper be [[stunned]] with the Huntsman drawn, the arrow will be released as if normally fired and may injure or kill opponents.
 
*If a Pyro ignites your arrow and you switch to Sniper Rifle (or Sydney Sleeper) the flame effect will stay on the primary and secondary weapons even if you change classes.
 
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
File:Huntsman 1st person cropped.png|1st person view.
+
File:Huntsman 1st person.png|First-person view.
File:Huntsman 1st person.png|Full 1st person view.
+
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>
  
==See also==
+
== See also ==
*[[Sniper strategy#Huntsman|Huntsman Strategy]]
+
* [[Basic Sniper strategy#Huntsman + reskins|Huntsman strategy]]
*[[Sniper Rifle]]
+
* [[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/>
  
 +
{{Sniper Vs Spy Update Nav}}
 
{{Allweapons Nav}}
 
{{Allweapons Nav}}
<br/>
 
 
{{Sniper Nav}}
 
{{Sniper Nav}}
 
 
 
[[Category:Primary weapons]]
 

Latest revision as of 20:01, 9 December 2024

Any experienced sniper will tell you how irritating it is when your targets keep moving around. The question is how to stop these cheaters from wind-sprinting around like they own the place. And the answer is to pin them to a wall. How? With arrows!
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