Recommended Posts

Its not a stun....Meaning the headshot kills them AND pins the corpse to the wall. It does not pin a live player to the wall, instead it just leaves arrows sticking out of their body.

Yes... and how does that change gameplay any? It's not stronger, but slower to reload? It's not faster? What's different?

Yes... and how does that change gameplay any? It's not stronger, but slower to reload? It's not faster? What's different?

Its not an instant-fire weapon, it will probably be something like the speed of the flaregun or maybe faster, but bows are much slower than bullets. It charges faster than the sniper rifle (1 second to fully charge).

Which means a sniper can be a mid-range class (farther than soldiers/demos/heavys, but closer than sniper rifle snipers), it still gets 1-shot headshots (at least thats what it sounds like)....we will see how its damage is when its released but I hope to god it does less body-shot damage......a scout getting into mid-range with a bow sniper would be deadly if the sniper was even halfway decent and does the same damage as the normal sniper rifle does for body shots.

So basically your saying a weapon that turns the sniper from a long-range support class to a medium-range support class offering less time before fully-powered headshots does nothing the change the snipers gameplay? Have you ever played sniper before or did you just read my quote and not the entire article about the bow itself?

I'm also eager to see what they've come up with as a replacement for the smg and kukri.

Me too!!

I have been trying to think of various alternates which they will use in oder to replace these but its been pretty hard to try and think of ideas :(

However I did just expect that for the Kukri it will be something like the pyros axe just slap some barbed wire on it and make it crit all the time :p

And isnt the replacement for the SMG going to be the New addition of the 'Bow and Arrow'...?

Thats only what I would assume unless thats the new upgrade for the rifle??

Im not to sure haha :laugh:

I guess we will have to wait and see.

And isnt the replacement for the SMG going to be the New addition of the 'Bow and Arrow'...?

Thats only what I would assume unless thats the new upgrade for the rifle??

No, i'm sure the bow and arrow will be the rifle replacement. Not only because bows have generally been considered mid to long range weapons, but also because it can headshot and has a small charge time. It also wouldn't make sense for both the primary and secondary weapons to be able to headshot.

Its not an instant-fire weapon, it will probably be something like the speed of the flaregun or maybe faster, but bows are much slower than bullets. It charges faster than the sniper rifle (1 second to fully charge).

Which means a sniper can be a mid-range class (farther than soldiers/demos/heavys, but closer than sniper rifle snipers), it still gets 1-shot headshots (at least thats what it sounds like)....we will see how its damage is when its released but I hope to god it does less body-shot damage......a scout getting into mid-range with a bow sniper would be deadly if the sniper was even halfway decent and does the same damage as the normal sniper rifle does for body shots.

So basically your saying a weapon that turns the sniper from a long-range support class to a medium-range support class offering less time before fully-powered headshots does nothing the change the snipers gameplay? Have you ever played sniper before or did you just read my quote and not the entire article about the bow itself?

Problem is: you're doing a lot of assuming. So don't patronize me without knowing the facts yourself.

However I did just expect that for the Kukri it will be something like the pyros axe just slap some barbed wire on it and make it crit all the time :p

100% crit if the target has 1 or more arrows protruding from their character. o.O

Problem is: you're doing a lot of assuming. So don't patronize me without knowing the facts yourself.

Not really, you wondered what was different, how it changed gameplay. I told you, it charges faster than the sniper rifle (less time waiting for a charge) and (it has been confirmed by Robin) the arrow is a projectile and is reflect-able by a pyros compression blast (though difficult to do, much like the flare from the flare gun).

Being that all projectiles in the game (except for rockets which are powered projectiles) are affected by gravity, its obvious that it will be easier to hit moving targets at closer ranges than a hitscan weapon (like the normal rifle) which moves the sniper closer to the action.

So no, I'm not assuming a lot of things, I'm telling you what the difference between the bow and the rifle is, and how it will offer a gameplay change for the sniper. Instead of sitting back relatively safe (only to worry about spys, scouts and anyone else that made it past your team) you will be fairly close to the enemy, still able of getting head shots (which crit and pin the now dead opponent to the wall according the the update text) and at a faster speed but with more difficult aiming. This basically means really good snipers (able to aim quickly and accurately) will do very well with the bow once they learn its travel time and arch (think of a good demo) and they will get more kills per second than the standard sniper loadout (higher risk, higher reward) but at the risk of being much closer to the front lines and much more susceptable to enemy attack.

So dont patronize me when you clearly cant read the facts yourself when they are presented right in front of you and you are unable to fill in the blanks, such as how a weapon that charges faster, is dodge-able and brings the sniper closer to the enemy is different than a weapon that charges somewhat slow, is not dodge-able (as long as you have decent aim) and keeps the sniper far away from most enemies offers a different playstyle for the sniper.

Edited by mwpeck

mwpeak, you don't seem to get what we're saying... it being a projectile or charging slightly faster doesn't really change the gameplay. The sniper takes about 2 seconds (or 3?) to charge, this takes one. It's a projectile. How does that change almost anything?

And, YES, you ARE assuming a lot of things. "It will probably be something like the speed of the flaregun or maybe faster" seems to be an assumption. You saying that "bows are much slower than bullets" seems to be an assumption, as we don't know if they will be in this game. Likely, but it's still an assumption. Your entire posts are assumptions other than the charge time and projectile nature of the weapon.

So, again, don't patronize me because you're assuming you're right on far too many things. Being able to "fill in the blanks" is your excuse for doing such. I read the facts. I read your assumptions, too. And that's all they are: ASSUMPTIONS.

A while back one of the TF2 dev's said they were upset that they couldn't get the medic's needles to stick out of players they hit. They seem to have solved that problem with the Huntsman, so I hope they add the same effect to the needles.

Mainly because I want to see scouts running around with needles embedded all over their face >:D

What I'm curious about the most: Valve has said they had something in store for all other classes. An update that would come before the sniper update.

If they're already started the sniper update now - with a possible release next week - all I'm asking is: what about that other update? Headgear? GIVE IT NAOW! :D

There's nothing I would hate more than to see TF2 evolve into some sort of hybrid RPG game.

That's highly unlikely. All they're doing so far is adding different weapons to the game. And that has the effect of changing the gameplay.

Anyway, the Huntsman looks good. I can't wait to bow and arrow my enemies to death. :devil:

Headshot without zoom seems a bit easy, the only reason why sniper isn't overpowered is because the zoom takes about 1 second to come up, and only then can you get the crit. With this it seems like getting crits will be too easy, meaning it will be unfair against every other class who has to wait on chance to get crits.

"It will probably be something like the speed of the flaregun or maybe faster" seems to be an assumption. You saying that "bows are much slower than bullets" seems to be an assumption, as we don't know if they will be in this game.

Actually, it's not an assumption.

In Source, weapons that fire "bullets" are hitscan which mean they hit as soon as they're fired (traceline). So for there to be a point to having a visible projectile that is reflectable, the arrow will travel at a "slow" speed since it has to traverse the world.

mwpeak, you don't seem to get what we're saying... it being a projectile or charging slightly faster doesn't really change the gameplay. The sniper takes about 2 seconds (or 3?) to charge, this takes one. It's a projectile. How does that change almost anything?

And, YES, you ARE assuming a lot of things. "It will probably be something like the speed of the flaregun or maybe faster" seems to be an assumption. You saying that "bows are much slower than bullets" seems to be an assumption, as we don't know if they will be in this game. Likely, but it's still an assumption. Your entire posts are assumptions other than the charge time and projectile nature of the weapon.

So, again, don't patronize me because you're assuming you're right on far too many things. Being able to "fill in the blanks" is your excuse for doing such. I read the facts. I read your assumptions, too. And that's all they are: ASSUMPTIONS.

Yes I did assume it would be around the same speed as a flare, but it has been stated by valve themselves that the arrow is reflect-able. Bullets are instant-hit weapons therefor not reflect-able, arrows are reflect-able which means they MUST be slower than bullets. Its just simple logic, really.

And yes, charge speed and being a projectile does change things, the longer the range the easier it will be to dodge therefore for the best efficiency the sniper is forced to get closer to their target. It also charges faster which means at that closer range they can pull off more headshots if they have good aim. At the same time they put themselves a lot closer to enemies that are able to kill them very quickly promoting (as I said before) a high-risk/high-reward (faster charges, dodge-able/reflect-able projectile while being in range of more classes than before) unlike the normal sniper rifle which is relatively low-risk with low-reward (forced to wait longer for charges and always hit your target where you shoot them, while being out of range of most classes).

What I'm curious about the most: Valve has said they had something in store for all other classes. An update that would come before the sniper update.

If they're already started the sniper update now - with a possible release next week - all I'm asking is: what about that other update? Headgear? GIVE IT NAOW! :D

They said if they did not finish the new content before the sniper update, they would just release it along with the sniper update (I bet thats going to be an update on one of the days they release update news :/).

Actually, it's not an assumption.

In Source, weapons that fire "bullets" are hitscan which mean they hit as soon as they're fired (traceline). So for there to be a point to having a visible projectile that is reflectable, the arrow will travel at a "slow" speed since it has to traverse the world.

Exactly, its only logical for it to be slower, an instant hit weapon cannot be reflected, period......therefore the arrow cannot be instant hit which means it travels slower than bullets.

I'd love to see Nucleus as a proper CP map, and more maps with environmental effects (I wonder if they got that from the improved rain effects in L4D, the current effects in normal Source leave a bit to be desired)

I also want a proper CP map with the Alpine style, come on Valve, you made the pretty style, use it for more game modes.

Im wonder if arrow stuck to spy, we could see the arrow while spy turn to Cloak?

I doubt it.....a sniper could shoot a single arrow at every team member, if one was a spy an arrow would stick out of them that everyone could see (which I think WILL happen) and if it was visible while the spy was cloaked it would mean a "marked" spy wouldn't be able to get away as your entire team would be able to seem him, cloaked or not.

This topic is now closed to further replies.
  • Posts

    • Audacious 4.6.1 by Razvan Serea Audacious is a lightweight, open-source audio player that emphasizes simplicity, performance, and sound quality. Designed for Linux, Windows, and macOS, it supports a wide range of audio formats, internet radio streaming, and playlist management. Users can customize the interface with Winamp-style skins or modern themes, making it flexible for different preferences. Audacious also includes an equalizer, advanced audio effects, and a plugin system for extending functionality. Its low resource usage makes it especially suitable for older computers or users who value efficiency without sacrificing playback quality. Audacious key features: High audio quality – delivers clean, gapless playback with minimal distortion. Wide format support – plays MP3, FLAC, Ogg Vorbis, AAC, WAV, WMA, and more. Internet radio streaming – supports Shoutcast, Icecast, and other online streams. Winamp skin support – classic, nostalgic look for users who prefer the old-school style. Modern GTK-based interface – clean, simple UI with a more modern feel. Customizable themes – change appearance through skins and themes. Advanced playlist management – organize, save, and edit playlists with ease. Equalizer – fine-tune audio output with a built-in graphical equalizer. Audio effects – built-in DSP options like crossfade, replay gain, and more. Plugin system – extend functionality with additional components. File metadata support – displays and organizes music based on tags. Drag-and-drop support – quickly add songs or playlists. Global hotkey support – control playback without switching windows. Bit-perfect output modes – bypass system mixers for pure audio output. ReplayGain support – normalizes track loudness automatically. Cue sheet support – play entire albums from a single audio file with .cue. MPRIS2 integration – integrates with Linux desktop environments for media controls. Advanced resampling options – adjust playback quality with different resampler settings. Gapless playback – seamless transition between tracks encoded properly. Crossfade plugin – blend one song into the next smoothly. Last.fm scrobbling plugin – track listening history online. Remote control support – control Audacious via command-line or scripts. Lyrics plugin – display song lyrics if available. Alarm / timer plugin – start or stop playback at set times. SOX resampler plugin – high-quality resampling for audiophiles. Spectrum analyzer / visualization plugins – visual feedback while playing music. Headphone crossfeed effect – simulates speaker listening for headphones. Customizable buffer size – tweak latency and playback smoothness. Audacious 4.6.1 changelog: Use XDG cache dir to store temporary files (#1817) Accept embedded lyrics in more cases (#1818) Bump .so and plugin ABI versions retrospectively (#1819) Include Georgian translation (#1820) Fix build on systems using musl instead of glibc (#1823) Download: Audacious 4.6.1 | 48.2 MB (Open Source) Download: Portable Audacious 4.6.1 | 69.8 MB View: Audacious Website | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • I really wonder if this has to do with the built in VPN or "private DNS" of browsers that trip up legal requirements like cookie consent and Cloudflare (to avoid all the botnet attacks we get). And BTW some botnets still manage to get past Cloudflare, we are constantly having to tweak it to block malicious traffic that ultimately cause a DDoS.
    • CPPC states can also be messed around with in most UEFI settings but aren't as robust as the ones that the Windows Scheduler can provide! Make sure you look into what your motherboard also has before customizing for the Windows Scheduler.
  • Recent Achievements

    • Week One Done
      rolfus earned a badge
      Week One Done
    • One Month Later
      Leroy Jethro Gibbs earned a badge
      One Month Later
    • Conversation Starter
      flexorcist earned a badge
      Conversation Starter
    • One Month Later
      AndreaB earned a badge
      One Month Later
    • One Month Later
      agatameier earned a badge
      One Month Later
  • Popular Contributors

    1. 1
      +primortal
      518
    2. 2
      +Edouard
      199
    3. 3
      PsYcHoKiLLa
      147
    4. 4
      ATLien_0
      93
    5. 5
      Steven P.
      78
  • Tell a friend

    Love Neowin? Tell a friend!