Difference between revisions of "Classic"
(Undo edit by Noklle (Talk) (3251669) Saying that it looks similar or "obvious" without any proof, either from the creator or Valve, falls under the Speculative category) (Tag: Undo) |
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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 | ||
− | | max charge time = 3. | + | | max charge time = 3.0 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 | ||
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| 2 = {{Show achievement|General|Punching Bag}} | | 2 = {{Show achievement|General|Punching Bag}} | ||
}} | }} | ||
+ | |||
=== {{Class link|Pyro}} === | === {{Class link|Pyro}} === | ||
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| 1 = {{Show achievement|Pyro|Firewatch}} | | 1 = {{Show achievement|Pyro|Firewatch}} | ||
}} | }} | ||
+ | |||
=== {{Class link|Sniper}} === | === {{Class link|Sniper}} === | ||
Line 145: | Line 162: | ||
*** 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.<ref>[https://youtu.be/i0IRaYCh1t0 Video] demonstrating the bug.</ref> | ||
== Gallery == | == Gallery == | ||
Line 155: | Line 173: | ||
* [[Basic Sniper strategy#Classic|Classic strategy]] | * [[Basic Sniper strategy#Classic|Classic strategy]] | ||
* [[Sniper Rifle (Classic)]] | * [[Sniper Rifle (Classic)]] | ||
+ | |||
+ | == References == | ||
+ | <references/> | ||
{{Love And War Update Nav}} | {{Love And War Update Nav}} | ||
{{Allweapons Nav}} | {{Allweapons Nav}} | ||
{{Sniper Nav}} | {{Sniper Nav}} |
Latest revision as of 01:02, 24 February 2025
“ | 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
[hide]Damage and function times
[collapse]Damage and function times | ||
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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 | 3.0 s | |
Values are approximate and determined by community testing. |
Demonstration
Crafting
Blueprint
Reclaimed Metal | Huntsman | Bazaar Bargain | Classic | |||
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+ | ![]() |
+ | ![]() |
= | ![]() |
Class Token - Sniper | Slot Token - Primary | Scrap Metal | Possible Results | |||||||||||||||||||
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+ | ![]() |
+ | ![]() |
= |
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Strange variant
[expand]Strange variant information |
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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.[1]
Gallery
The Classic Sniper Rifle in first-person view in Team Fortress Classic.
See also
References
[expand]Weapons |
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