Difference between revisions of "Huntsman"

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(Trivia: Not Trivia (observation). See Help:Style guide/Trivia.)
(Mechanics or Bugs usually are not Trivia. See Help:Style guide/Trivia.)
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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.
 
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.
  
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, and can be fired in midair.
+
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, and can be fired in midair. Since the Huntsman is not fitted with a scope, the Sniper must have skilled arcing Projectile aiming or get closer to his target to use it effectively.
  
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 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.
+
Pressing primary fire button draws the bow and begins quickly charging the shot. Releasing primary fires the arrow. The longer the primary fire is pressed the greater the charge and the more damage the arrow does on hit when released. Full charge occurs in about 2 seconds, and the player can hold that charge by keeping the primary charge pressed. However, if the bow is drawn too long (about 8 seconds of draw) the bow begins to slightly shake with the tension and the arrow flies wide of the crosshair if then fired. Pressing and holding the alternate fire button and then releasing the primary fire releases the draw and lowers the weapon (and cancels the 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%. They also have a tendency to headshot enemies more, as projectiles have a larger hitbox than bullets, making headshots much easier.
 
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%. They also have a tendency to headshot enemies more, as projectiles have a larger hitbox than bullets, making headshots much easier.
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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.
 
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.
  
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]]. However Pyros 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.
+
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]]. If the arrow hits an enemy, or even barely misses, the enemy is set on fire. However, Pyros 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, douses the arrow. The torches on [[DeGroot Keep]] also light Sniper's arrows on fire. Water does not extinguish the lit arrow.
  
[[Taunting]] with the Huntsman equipped will perform the [[Skewer]] kill taunt.
+
[[Taunting]] with the Huntsman equipped performs the [[Skewer]] 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]].
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== 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. Five were removed, however, it is unknown why. <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>http://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>http://gamasutra.com/view/news/164922/GDC_2012_How_Valve_made_Team_Fortress_2_freetoplay.php</ref>
* 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.
 
* 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.
  

Revision as of 18:07, 1 June 2019

"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 hardwood recurve bow held together with black tape. When equipped, the Sniper will carry arrows in the quiver strapped to his back.

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, and can be fired in midair. Since the Huntsman is not fitted with a scope, the Sniper must have skilled arcing Projectile aiming or get closer to his target to use it effectively.

Pressing primary fire button draws the bow and begins quickly charging the shot. Releasing primary fires the arrow. The longer the primary fire is pressed the greater the charge and the more damage the arrow does on hit when released. Full charge occurs in about 2 seconds, and the player can hold that charge by keeping the primary charge pressed. However, if the bow is drawn too long (about 8 seconds of draw) the bow begins to slightly shake with the tension and the arrow flies wide of the crosshair if then fired. Pressing and holding the alternate fire button and then releasing the primary fire releases the draw and lowers the weapon (and cancels the 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 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%. They also have a tendency to headshot enemies more, as projectiles have a larger hitbox than bullets, making headshots much easier.

Unlike the Sniper Rifle, the Huntsman cannot be fired 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.

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.

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 flame throwers. If the arrow hits an enemy, or even barely misses, the enemy is set on fire. However, Pyros 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, douses the arrow. The torches on DeGroot Keep also light Sniper's arrows on fire. Water does not extinguish the lit arrow.

Taunting with the Huntsman equipped performs the Skewer 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.

Note: Distance from the target affects damage values, except for critical hits.

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 pyro.png Pyro

Controlled Burn
Controlled Burn
Ignite 50 enemies capturing one of your control points.

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 in 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 Skewer 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)

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

October 24, 2017 Patch

  • Fixed the afterburn duration for the Huntsman.

Bugs

  • Although going underwater with a lit arrow will visibly extinguish it, it is still considered lit and capable of setting enemies on fire.
  • Lighting a Huntsman arrow will change its damage type from bullet to fire; this is notable on DeGroot Keep where lit arrows do significantly lesser damage to enemies with fire resistances such as the Chargin' Targe and the Darwin's Danger Shield.

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.[1]
  • 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.[2]
  • 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

References

See also

External links