Difference between revisions of "Huntsman/fi"
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Koska Metsämiehessä ei ole zoomaustähtäintä, Sniperin pitää päästä lähelle käyttäkseen sitä tehokkaasti. | Koska Metsämiehessä ei ole zoomaustähtäintä, Sniperin pitää päästä lähelle käyttäkseen sitä tehokkaasti. | ||
− | == | + | ==Vahinko ja toiminta-ajat == |
− | {{ | + | {{Damage table |
− | + | | type = [[Projectile/fi|Projectile]] | |
− | + | | damage = yes | |
− | + | | base = <div style="float:left">{{tooltip|0%|0% charge}}:</div> 50<br/><div style="float:left">100%:</div> 120 | |
− | + | | bodyshot = <div style="float:left">0%:</div> 44-58<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 | |
+ | | minicrit = <div style="float:left">0%:</div> 67.5<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 | ||
+ | }} | ||
''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. | ''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. | ||
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{{Weapon Demonstration}} | {{Weapon Demonstration}} | ||
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==Muutokset== | ==Muutokset== | ||
− | '''[[May 29, 2009 Patch]]''' | + | '''[[May 29, 2009 Patch/fi|May 29, 2009 Patch]]''' |
* Fixed players killed by flaming arrows not showing the appropriate death icon. | * Fixed players killed by flaming arrows not showing the appropriate death icon. | ||
− | '''[[June 8, 2009 Patch]]''' | + | '''[[June 8, 2009 Patch/fi|June 8, 2009 Patch]]''' |
* Fixed the Huntsman drawing a muzzle flash under lagged conditions. | * Fixed the Huntsman drawing a muzzle flash under lagged conditions. | ||
− | '''[[June 23, 2009 Patch]]''' | + | '''[[June 23, 2009 Patch/fi|June 23, 2009 Patch]]''' |
* Critical arrows now have a trail and correctly deal enhanced damage. | * Critical arrows now have a trail and correctly deal enhanced damage. | ||
* The Huntsman 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. | ||
− | '''[[August 13, 2009 Patch]]''' | + | '''[[August 13, 2009 Patch/fi|August 13, 2009 Patch]]''' |
* Fixed a couple of issues with the way critboosts affected the Huntsman. | * Fixed a couple of issues with the way critboosts affected the Huntsman. | ||
* Fixed an exploit where you could reload the Huntsman faster than intended. | * Fixed an exploit where you could reload the Huntsman faster than intended. | ||
− | '''[[September 15, 2009 Patch]]''' | + | '''[[September 15, 2009 Patch/fi|September 15, 2009 Patch]]''' |
* Fixed Sniper using the reference pose if he has the Huntsman 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 Crit-boosted. | ||
* Fixed being able to fire the Huntsman 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. | ||
− | '''[[December 18, 2009 Patch]]''' | + | '''[[December 18, 2009 Patch/fi|December 18, 2009 Patch]]''' |
* Fixed a client crash related to arrows. | * Fixed a client crash related to arrows. | ||
− | '''[[April 28, 2010 Patch]]''' | + | '''[[April 28, 2010 Patch/fi|April 28, 2010 Patch]]''' |
*Removed restriction that arrows need to be aimed before they can be lit by a Pyro. | *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. | *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. | *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. | *Fixed bug where flame effect would get stuck on if you change weapons with a lit arrow. | ||
− | '''[[November 19, 2010 Patch]]''' | + | '''[[November 19, 2010 Patch/fi|November 19, 2010 Patch]]''' |
*Fixed not being able to light arrows after the first arrow is fired unless they're drawn back. | *Fixed not being able to light arrows after the first arrow is fired unless they're drawn back. | ||
− | '''[[December 17, 2010 Patch]]''' | + | '''[[December 17, 2010 Patch/fi|December 17, 2010 Patch]]''' |
*Fixed the arrow burning effect getting stuck on if you changed class in a respawn room with your arrow lit. | *Fixed the arrow burning effect getting stuck on if you changed class in a respawn room with your arrow lit. | ||
==Bugs== | ==Bugs== | ||
− | *Teammates can receive damage from a [[Pumpkin Bombs|Pumpkin Bomb]] explosion caused by a friendly arrow. | + | *Teammates can receive damage from a [[Pumpkin Bombs/fi|Pumpkin Bomb]] explosion caused by a friendly arrow. |
− | *Should the Sniper be [[stunned]] with the Huntsman drawn, the arrow will be released as if normally fired and may injure or kill opponents. | + | *Should the Sniper be [[stunned/fi|stunned]] with the Huntsman drawn, the arrow will be released as if normally fired and may injure or kill opponents. |
*Going underwater with a lit arrow will not extinguish it, however from the user's perspective the arrow will appear to go out. | *Going underwater with a lit arrow will not extinguish it, however from the user's perspective the arrow will appear to go out. | ||
*Arrows that are stuck to an Engineer building will remain floating in midair if the Engineer begins hauling it. | *Arrows that are stuck to an Engineer building will remain floating in midair if the Engineer begins hauling it. | ||
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== Trivia == | == Trivia == | ||
*The Huntsman's view model was originally left-handed. | *The Huntsman's view model was originally left-handed. | ||
− | *Arrows stick to any enemy, even Scouts under the effects of [[Bonk! Atomic Punch|Bonk]] (although it will still cause no damage). | + | *Arrows stick to any enemy, even Scouts under the effects of [[Bonk! Atomic Punch/fi|Bonk]] (although it will still cause no damage). |
**Arrows can also stick to friendly buildings without damaging them. | **Arrows can also stick to friendly buildings without damaging them. | ||
*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. It is unknown why five were removed. <ref>http://www.teamfortress.com/sniper_vs_spy/day01_english.htm</ref> | ||
*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. | *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. | ||
*Any corpse pinned to a surface by an arrow will be kept constant by all players, overruling any client ragdoll settings they may have in place. | *Any corpse pinned to a surface by an arrow will be kept constant by all players, overruling any client ragdoll settings they may have in place. | ||
− | *If an arrow hits a [[Soldier]]'s rocket in mid-air, the rocket will disintegrate into small team-colored sparkles. | + | *If an arrow hits a [[Soldier/fi|Soldier]]'s rocket in mid-air, the rocket will disintegrate into small team-colored sparkles. |
** Similarly, arrows can clash with any other projectile or [http://www.youtube.com/watch?v=sTv21YCB89Y&feature=related|throwable item]. | ** Similarly, arrows can clash with any other projectile or [http://www.youtube.com/watch?v=sTv21YCB89Y&feature=related|throwable item]. | ||
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==Katso myös== | ==Katso myös== | ||
*[[Sniper strategy/fi#Metsämies|Huntsman strategy]] | *[[Sniper strategy/fi#Metsämies|Huntsman strategy]] | ||
− | *[[Sniper Rifle]] | + | *[[Sniper Rifle/fi|Tarkkuuskivääri]] |
− | *[[Projectiles]] | + | *[[Projectiles/fi|Projectiles]] |
==References== | ==References== |
Revision as of 01:58, 6 May 2011
Tätä sivua ollaan kääntämässä suomeksi. Jos pystyt puhumaan suomea, kirjoita keskustelusivulle tai puhu niille jotka ovat parantaneet sivua (katsomalla sivuhistoriaa). |
“ | "Odotappas," sinä sanot. "Eivätkös jousipyssy ja nuolet ole alkukantaisia ja hyödyttömiä?"
Miksi et kysy dinosauruksilta? Paitsi että et voi, koska luolamiehet ampuivat ne kuoliaaksi nuolilla.
— Metsämiehen julkaisu
|
” |
Metsämies on avattava ensisijainen ase Sniperille. Se on kovasta puusta tehty jousipyssy, joka on teipattu kiinni. Käytettynä Sniper kantaa nuolia hänen nuolilaukussaan.
Vaihdossa siitä, että Metsämies takaa kauempaa vähemmän vahinkoa ja että siinä on vähemmän ammuksia, Metsämiestä täytyy ladata vähemmän, jotta saa täysille ladatun ammuksen. Sniper myös liikkuu nopeammin täysillä ladatulla nuolella kuin tarkkuuskiväärin kanssa (45% verrattuna 27%). Asetta voi ladata kun hyppäät tai putoat, mutta ilmassa sillä ei voi ampua.
Koska Metsämiehessä ei ole zoomaustähtäintä, Sniperin pitää päästä lähelle käyttäkseen sitä tehokkaasti.
Sisällysluettelo
Vahinko ja toiminta-ajat
Vahinko ja toiminta-ajat | ||
---|---|---|
Ampumistapa | Projectile | |
Vahinko | ||
Perusvahinko | 100% | 0%: 50100%: 120
|
Osuma kehoon | 0%: 44-58100%: 103-137
| |
Kriittinen | 0%: 150100%: 360
| |
Mini-kriittinen | 0%: 67.5100%: 162
| |
Toiminta-ajat | ||
Attack interval | 1.94 s | |
Maksimi latausaika | 1.0 s | |
Tähtäyksen väsyminen | 5.0 s | |
Luvut ovat yhteisön testaamia arvioita. |
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.
Esittely
Luominen
Piirrustukset
Luokkamerkki - Sniper | Paikkamerkki - Ensisijainen | Metalliromu | Mahdolliset lopputulokset | |||||||||||||||||||
+ | + | = |
|
Osana luomista
Metsämies | Kierrätysmetalli | Nukutuskivääri | ||
+ | = |
Metsämies | Kuolemankello | Heimolaisterä | ||
+ | = |
Metsämies | Metalliromu | Vapahtajan varsijousi | ||
+ | x2 | = |
Liittyvät saavutukset
Sniper
|
|
Muutokset
- Fixed players killed by flaming arrows not showing the appropriate death icon.
- Fixed the Huntsman drawing a muzzle flash under lagged conditions.
- 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.
- Fixed a couple of issues with the way critboosts affected the Huntsman.
- Fixed an exploit where you could reload the Huntsman faster than intended.
- 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 being able to fire the Huntsman under water if you jump into the water with the arrow charged.
- Fixed a client crash related to arrows.
- 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.
- Fixed not being able to light arrows after the first arrow is fired unless they're drawn back.
- Fixed the arrow burning effect getting stuck on if you changed class in a respawn room with your arrow lit.
Bugs
- Teammates can receive damage from a Pumpkin Bomb explosion caused by a friendly arrow.
- Should the Sniper be stunned with the Huntsman drawn, the arrow will be released as if normally fired and may injure or kill opponents.
- Going underwater with a lit arrow will not extinguish it, however from the user's perspective the arrow will appear to go out.
- Arrows that are stuck to an Engineer building will remain floating in midair if the Engineer begins hauling it.
- In a first person view the arrow seems to fire from behind (this can better be seen by crouching).
Trivia
- The Huntsman's view model was originally left-handed.
- Arrows stick to any enemy, even Scouts under the effects of Bonk (although it will still cause no damage).
- Arrows can also stick to friendly buildings without damaging them.
- When first revealed, the Huntsman was to have eighteen arrows. It is unknown why five were removed. [1]
- 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.
- Any corpse pinned to a surface by an arrow will be kept constant by all players, overruling any client ragdoll settings they may have in place.
- If an arrow hits a Soldier's rocket in mid-air, the rocket will disintegrate into small team-colored sparkles.
- Similarly, arrows can clash with any other projectile or item.
Galleria
Katso myös
References
Muut linkit
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