Difference between revisions of "Classic"
GrampaSwood (talk | contribs) m (Undo edit by Mikaro (Talk) (2944658) This is a bug that applies to every Sniper Rifle. Not needed to mention on every Sniper Rifle page as it's listed on Headshot) (Tag: Undo) |
m (→Bugs) |
||
Line 142: | Line 142: | ||
** Since it is an independent entity, it occasionally may not follow the rifle and stay where the Sniper previously was. | ** Since it is an independent entity, it occasionally may not follow the rifle and stay where the Sniper previously was. | ||
*** This will cause the laser to hover where the weapon previously was upon inspecting the Classic. | *** This will cause 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 laser sight will stay where the player was before taunting. | ||
*** It will also occasionally be positioned incorrectly at where the laser sight's intended spot should be. | *** It will also occasionally be positioned incorrectly at where the laser sight's intended spot should be. | ||
Revision as of 20:46, 22 March 2021
“ | 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 rifle based on the Sniper Rifle from Team Fortress Classic, which is based on the H&K G36, but fitted with a longer barrel and a laser sight.
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 the fire key, followed by releasing it to fire the shot. As a result, charging shots and scoping/unscoping are completely independent from each other. Charging a shot applies the same movement speed reduction and effects as any other rifle that is scoped and charging; being scoped without charging does not reduce speed and simply serves as a zoom function.
In addition to its separation of charge and zoom, bodyshots done by the Classic will do 10% less damage. Also, it does not force the player to unscope when fired and can headshot while unscoped. However, only fully charged shots can be headshots.
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.
Players killed by the Classic can be gibbed, leaving behind a cloud of blood which quickly fades away.
Contents
[hide]Damage and function times
[collapse]Damage and function times | ||
---|---|---|
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 | 3.3 s | |
Values are approximate and determined by community testing. |
Demonstration
Crafting
Blueprint
Reclaimed Metal | Huntsman | Bazaar Bargain | Classic | |||
![]() |
+ | ![]() |
+ | ![]() |
= | ![]() |
Class Token - Sniper | Slot Token - Primary | Scrap Metal | Possible Results | |||||||||||||||||||
![]() |
+ | ![]() |
+ | ![]() |
= |
|
Strange variant
[expand]Strange variant information |
---|
Related achievements
General
|
|
Pyro
|
Sniper
|
|
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 will be 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 will cause 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 laser sight will stay where the player was before taunting.
- It will also occasionally be positioned incorrectly at where the laser sight's intended spot should be.
Trivia
- The Classic's design appears to be resembled to a Heckler & Koch G36 with ZF 3×4° dual optical sight.
Gallery
The Classic Sniper Rifle in first-person view in Team Fortress Classic.
See also
[expand]Weapons |
---|
|