Difference between revisions of "Huntsman"
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*In a first person view the arrow seems to fire from behind (this can better be seen by crouching). | *In a first person view the arrow seems to fire from behind (this can better be seen by crouching). | ||
*Spies equipped with the Dead Ringer will not be pinned to walls by arrows when faking their death. | *Spies equipped with the Dead Ringer will not be pinned to walls by arrows when faking their death. | ||
+ | *If an arrow is lit on fire while primed for a shot, pulling it back will cause the flaming effect on the tip of the arrow to fade, while the next arrow fired will still be a flaming one. | ||
== Trivia == | == Trivia == |
Revision as of 14:10, 7 March 2011
“ | "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
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” |
The Huntsman is an unlockable primary weapon for the Sniper. It is a hardwood longbow 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, 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. Due to being a projectile, however, the arrow can be reflected back at the Sniper.
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, the shot will always do minimum damage, cannot headshot the target, 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.
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 underwater. Arrows embedded in objects or enemies cannot be retrieved for additional ammunition. 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.
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. 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. The torches on DeGroot Keep will also light a Sniper's arrow on fire. Water will not cause the arrow to revert back into its unlit state
A player taunting with the Huntsman equipped can perform the Skewer taunt attack.
The Huntsman is automatically given to any player who obtains 5 Sniper achievements.
Contents
Damage
- Base: 50 (0% charge), 120 (100% charge)
- Bodyshot: 44-58 (0% charge), 103-137 (100% charge)
- Headshot: 150 (0% charge), 360 (100% charge)
- 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.
Function times
- 100% Draw: 1.0
- Inaccuracy starts: 5.0
- Attack Interval: 1.94
All times are in seconds. Times are approximate and determined by community testing.
Demonstration
Crafting
As a crafting ingredient
Huntsman | Reclaimed Metal | Sydney Sleeper | ||
+ | = |
Dead Ringer | Huntsman | Tribalman's Shiv | ||
+ | = |
Huntsman | Reclaimed Metal | Crusader's Crossbow | ||
+ | x2 | = |
Related Achievements
Sniper
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Update history
- The item was added to the game.
- 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.
- Fixed being able to attack teammates using pumpkin bombs and arrows fired.
- Updated model with optimizations and new LODs.
Bugs
- 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).
- Spies equipped with the Dead Ringer will not be pinned to walls by arrows when faking their death.
- If an arrow is lit on fire while primed for a shot, pulling it back will cause the flaming effect on the tip of the arrow to fade, while the next arrow fired will still be a flaming one.
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, while the arrow will continue on.
- Similarly, arrows can clash with any other projectile or item.
Gallery
See also
References
External links
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