Difference between revisions of "Huntsman"
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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. | ||
− | A player taunting with the Huntsman equipped can perform the [[Skewer]] taunt attack. One can permanently stun an opponent if the Skewer is continually spammed, which is useful when used against bosses in Vs. Saxton Hale mode | + | A player taunting with the Huntsman equipped can perform the [[Skewer]] taunt attack. One can permanently stun an opponent if the Skewer is continually spammed, which is useful when used against bosses in Vs. Saxton Hale mode. |
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]]. |
Revision as of 14:41, 2 September 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 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 27%. The weapon can be charged whilst the Sniper is falling or jumping, but he cannot fire until safely on the ground.
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 or by quickly pressing Q twice. A wide shot can be discerned from the Sniper's hand and bow 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%. Like other projectiles, arrows can be reflected by a Pyro using the compression blast. 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.
A friendly Pyro can set fire to the Huntsman's arrows with their Flamethrower, Backburner, or Degreaser, as can the Soldier with his Righteous Bison. Doing so will give the arrow the ability to inflict fire on a successful hit. However, Pyros and Soldiers 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.
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.
A player taunting with the Huntsman equipped can perform the Skewer taunt attack. One can permanently stun an opponent if the Skewer is continually spammed, which is useful when used against bosses in Vs. Saxton Hale mode.
The Huntsman is automatically given to any player who obtains 5 Sniper achievements.
Contents
Damage and function times
Damage and function times | ||
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Shot type | Projectile | |
Damage | ||
Base damage | 100% | 0%: 50100%: 120
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Bodyshot | 0%: 44-58100%: 103-137
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Critical | 0%: 150100%: 360
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Mini-crit | 0%: 67.5100%: 162
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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.
Demonstration
Crafting
Blueprint
Class Token - Sniper | Slot Token - Primary | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
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As a crafting ingredient
Huntsman | Reclaimed Metal | Sydney Sleeper | ||
+ | = |
Huntsman | Dead Ringer | Tribalman's Shiv | ||
+ | = |
Huntsman | Scrap Metal | Crusader's Crossbow | ||
+ | x2 | = |
Related achievements
General
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Sniper
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Update history
- The Huntsman was added to the game.
- Fixed players killed by flaming arrows not showing the appropriate kill icon.
- Fixed this weapon drawing a muzzle flash under lagged conditions.
- Critical arrows now have a trail and correctly deal enhanced damage.
- This weapon 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.
- Fixed Sniper using the reference pose if he has this weapon deployed when his team loses.
- Fixed Huntsman not firing crit arrows when the Sniper is crit-boosted.
- Fixed being able to fire this weapon 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.
May 20, 2010 Patch (Second Community Contribution Update)
- [Undocumented] This weapon was added in the crafting blueprint for the Tribalman's Shiv.
September 30, 2010 Patch (The Mann-Conomy Update)
- [Undocumented] This weapon was added in the crafting blueprint for the Sydney Sleeper.
- 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.
- [Undocumented] The weapon was added to the crafting blueprint for the Crusader's Crossbow.
- Fixed being able to attack teammates using pumpkin bombs and arrows fired.
- Updated model with optimizations and new LODs.
- [Undocumented] The crafting cost for the Crusader's Crossbow was reduced from two Reclaimed Metal + Huntsman to two Scrap Metal + Huntsman.
May 5, 2011 Patch (Replay Update)
- [Undocumented] Added a voice response for the Skewer taunt.
- Added new community contributed response rules to this weapon.
- Aiming logic for Huntsman Sniper bots was added
Bugs
- Should the Sniper be stunned with the Huntsman drawn, the arrow will be released as if normally fired and may injure 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).
- 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.
- Hitting an enemy on a control point with a flaming arrow will contribute to the Pyro achievement "Controlled Burn".
- While performing the Skewer taunt kill with a flaming arrow, the flames on the tip of the arrow will fade, then reappear after the taunt has been finished.
- Arrows stick to any enemy, even Scouts under the effects of Bonk! Atomic Punch, although it will still cause no damage.
- Arrows can also stick to friendly buildings without damaging them.
- 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.
Trivia
- The Huntsman's view model was originally left-handed.
- When first revealed, the Huntsman was to have eighteen arrows. It is unknown why five were removed. [1]
- 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 throwable item.
Gallery
See also
References
External links
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