Team Fortress 2

Team Fortress 2

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Olse's Epic Huntsman Tips
By {N} Olse and 1 collaborators
With close to 3 1/2 years and 700 hours of experience, this guide aims to give advice and pointers on how to improve and, ultimately, master the Huntsman for the Sniper in TF2. Secondary and Melee weapons will also be covered briefly, based on how well they mesh with the Huntsman. Most of this is opinion based, and not meant to override other playstyles with the weapon, but experience has taught me that, personally, this works best.
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You Have My Bow
When the Huntsman was first released in the Spyper Update (May 2009), many people saw it as a quirky, ultimately useless weapon. A medium-ranged sniper bow with unconventional mechanics for TF2 for a class that can't take 2-3 hits from most other weapons? The hell? It was largely overlooked and undermined, and users of the weapon were called n00bs and such. Eventually, the term Lucksman was applied, since even most people who used the weapon semi-often attributed their success to luck entirely.

My friends: Luck plays a part in every weapon. Skill matters more.

And with the Huntsman, skill and experience are paramount. You do have an unconventional weapon. It has its own geometry, its own requirements, and its own strategies. Make no mistake, this bow is at least equal to that of the original Sniper Rifle in both lethality and validity, and while it doesn't have the effective range of the Rifle, it has its own advantages.

1. The Huntsman is more stealthy than the Rifles when lining up shots. The lack of a high-tech laser dot means enemies can't see where you're aiming unless they see you, and the firing sound (a twang) doesn't travel nearly as far as the Rifle's shot.

2. The Huntsman is extremely effective at close range and in constrained quarters. If you run into a Scout around a corner in a hallway, for instance, a simple click will likely insta-kill him. In addition, it's hard to miss in a hallway on both ends, but once your training is complete, you'll know whether or not to take the shot.

3. The Huntsman doesn't hide your FOV. It has no scope. You still have eyes. It is much harder to take you by surprise when you have the Huntsman drawn, since your FOV is still intact.

However, like any good weapon, the Huntsman has it's own faults.

1. The Huntsman is a one-note weapon. And that note is not subtle. Make sure you at least hit someone with your shot, because if they don't see the obvious arrow, they'll hear the obvious sound of it whizzing past their heads.

2. The Huntsman sucks in open spaces. Unless your target is standing still or running at you, open spaces are your bane. The Huntsman is a good surprise weapon and is great at choke points, but when people can dodge effectively, you've gotta step up your game.

3. The Huntsman isn't infinite. Unlike the Rifles, the Huntsman doesn't grant you a bunch of shots. You have 13. Use them wisely.

Each of these faults can be overcome to certain extents, and each of these advantages take some getting used to, but they are the basics of Huntsman use: Surprise, Terrain, and Awareness. Understand these well.
Surprise: Movement and Patience
Surprisingly, to become an effective Huntsman Sniper, you have to move like a Dead Ringer Spy, without the Dead Ringer. The Sniper has the exact same movement capabilities as the Spy, and so you should be able to take advantage of that. Use Spy Paths, find back alleys, look around. Some of this movement will be covered again in the Environment section, but for now remember this: you must find a way to flank the enemy before you can engage.

Stealth also warrants an explanation on how to fire the Huntsman. You must make every shot count and they must be calculated. This is especially difficult given the Huntsman's unique nature among TF2 weapons: you must hold down your fire button so that you get a straight shot. A common thing to do is to hold down the fire button until the bar under the ammo fills completely up and then fire. While this will give you a straight shot, it also takes away a magnificent thing you can do with the Huntsman: Trickshots.

Trickshots fall into one of two categories: the Future Trickshot and the Corner Trickshot. I'll talk about the Corner Trickshot later, since when dealing with stealth, the Future Trickshot is more important, as it can take your enemies off-guard even when they find you. However, this shot is also one of the most difficult skills to even get good at, since it requires three things on your end:

  • Geometry Knowledge. Not school geometry, since what's actually going on is calculus, but neither of them are what exactly is needed. No, you need to know the geometry of your shot. How far away is your target? What angle is your target at? How far back do you need to draw the bow? Probably most importantly: where is your target's head? This will help you take the target down smartly.
  • Awareness. This will be covered in-depth more in its own section, but Awareness plays a big role in everything you do as a Huntsman Sniper. For now, just try and be Aware of any other enemies, whether or not they should be your first targets, and how the environment is laid out. This will help you take the target down safely.
  • Prediction. This is your most valuable skill with the Huntsman. You're not firing an instant bullet but a comparatively slow arrow, and so you need to know where your target is likely to go. This applies to every target you find, except those who stand completely still. Where is your target moving? What obstacles are in the way? Can you use a Corner Trickshot to take them down while they try to flank you? When doing the Future Trickshot, Prediction will be your bane and boon, and is the reason even very skilled Huntsman Snipers are said to possess luck. You are actually manipulating both your own and your target's movements through Awareness.

Finally, stealth is something you learn by playing Spy a bit, or hunting them down yourself. If you never play Spy or if you aren't especially good at that class (like me), pay attention to how they move while cloaked. You must do that while being completely visible and potentially obvious. Learn the layouts of the maps, find out where Perches and Alleys are, and gauge firing angles from them. Of course, to do any of this, you must know the Environment.
Terrain: Perches and Alleys
Each map in TF2 is different and plays better or worse for different classes. I won't be covering all the maps here, simply because there are too many. I will, however, give you five generalized types of terrain you can find on most, if not all, of TF2's maps. Each map is different and requires situational planning, but once you have Awareness down, you should be able to do most of this stuff in your head rather quickly.

Like I said, there are five types of terrain as it pertains to you in TF2:

1. Perches. These are the absolute worst places to be, since they are the spots people expect Snipers to camp at. Some minimal firing from these Perches can be useful sometimes, but they're always meant for long-range weaponry. There are a few exceptions, of course, like the Perches on Barnblitz near Point 3, but generally avoid them when you can, since if other Snipers don't kill you someone else will.

2. Water. You cannot draw the Huntsman while in water. At all. However, there are two advantages in using water: putting yourself out when on fire and as a flanking highway. The latter is especially true on maps like Well, since you can move pretty much unseen behind enemy lines. Be warned: your Huntsman is unusable in this murky environment, and anyone else you come across wearing opposite-colored clothing won't have that problem most of the time. Take care.

3. Fields. These are large, open spaces with little to no cover. Think 2fort's moat area or the final stage of Dustbowl. Your targets have way too much room to manuver and you have little protection. However, you can still perform well with your Team in such enviroments, since they'll be doing their own things and distracting potential targets away from you.

4. Arenas. This is your ideal environment: a Field with ample options for both cover and firing angles. Think the entirety of Goldrush and Badwater. It's open, but with limited and ingenious movement options and predictable lanes of traffic. Use these places well.

5. Alleys. This environment is the one you rock in, if you are quick. These are chokepoints, corridors, hallways, ect. There are only three movement options: forward, back, and limited strafe. More often than not, your target will see you and try to strafe back and forth, quickly being hit or taken down with Prediction. Great practicing spots, but be quick about it, you're limited as well.

The second Huntsman Trickshot is the Corner Trickshot, and it is useful when you feel like or have to deal with the enemy team head-on. All it really is is a modified version of the Soldier Peek: You find a corner, jump to the side into the open while drawing your bow, aim, strafe back towards the corner, and then fire before you're fully back in cover. This works best with corners that end on your right side, since that's where the arrow will fly from even if you're using a left-handed viewmodel. In Sniper duels, this is your best tactic with one variation: you must break your rythym before your opponent and take them off-guard. The Corner Trickshot is easy to do and easy to do well.

There is one last key skill to using the Huntsman, though, and it is the hardest of all. It's nothing technical, it isn't very complex, and it may sound a bit corny. It's using your brain, it's knowing your enemy, it's choosing environments. It's being Aware.
Awareness: Learning and Knowing
Awareness is the key skill to being a good Huntsman Sniper, and without it you truly will be using a Lucksman. It's a developed second-nature, a sixth sense running in the back of your mind, and it cannot be taught. Awareness is simply the accumulation of experience, combined with an attention to detail and patterns. You must know what is going on all around you in the game at once, and how it can possibly play out in the next few seconds. Now, Awareness is not superhuman or absolute; you will still have to focus on what's most important to you or your team at a given time, and you can be Backstabbed or Headshotted if you aren't careful, and sometimes even when you are. Awareness is a skill that takes time.

It comes in four flavors:

  • Movement. This is the most broad and most used type of Awareness. It includes both your own movement and your enemies'. In time you'll notice patterns, both in individuals and in classes, and soon you will be able to exploit these patterns. Your Prediction stems from this Awareness: you know how a Scout will move through 2Fort's sewers as well as how a Heavy does. You must also be conscious of your own steps and jumps, throwing your opponents off their patterns and into ones you design for them.
  • Team. As a Huntsman Sniper, I like to think I'm a more team-oriented Sniper, since I'm down in the trenches with them more often. Know where your Medics and Engies are for quick healing. Know where your Bonk-equipped Scouts and Ubercharged allies are for distractions. Keep an eye on your objectives and Sentry Nests to guard against Spies. This sort of Awareness is practiced by all good TF2 players, and it should be the easiest and fastest type for you to learn. It's Team Fortress 2, not Your Fortress 2, after all.
  • Locale. This is Map-wide Awareness. Know where the ammo and health drops are when you need them. Know your Angles and Alleys, and exploit or guard against them. Find ambush points, know where you can fall back to, or where you should go. Scouts and Pyros have this Awareness as well ingrained into them, so follow them if you need to learn.
  • Target. This Awareness combines all the other three. They all must apply simply to you, your target, and your respective allies in the situation. You may be alone and he might have half his team, or you may simply be the third in line of a charge on a lone enemy. Know when to hold your arrow and when to loose it. Use the target's movement, the prescence of allies, and the immediate environment to your advantage, and you will likely come out victorious.

The Huntsman itself is a weapon you learn by doing, not by reading. This guide, ultimately, is to provide you with just that: a guide. This is all I can say about my bow, and hopefully now, yours. Let's take a wider focus.
Supplements: Secondaries and Melees
The following is a list and personal assessment of the other Sniper weapons you can use in addition to the Huntsman. I'm not going to talk about other Primary weapons, so no Machina bashing here or anything. If you happen to find your favorite Melee here being put negatively, don't take it personally, I'm just saying what I prefer.

Your Secondary is important, as you can access it more quickly than your Melee by default. There are three types of Secondary Weapons for the Sniper:

  • SMG. I personally find the SMG to be odd in relation to the Huntsman. It's a medium-range machine gun. The Huntsman is already medium-ranged, so it seems superfluous to me. I have never tried the Cleaner's Carbine, though, and it looks like it can be somewhat useful with it's Cricitals-on-Kills mechanic, but the negatives seem to outweigh it to me. Take caution if you go with SMG.
  • Guards. I loathe these with the Huntsman, since they serve no active purpose and only slow you down. The Razorback is for Camping Snipers, and as a Huntsman Sniper, you're always moving. Darwin's Danger Shield may look nice, since you're going to be hurt more often, but it robs you of a slot that can be used for something better. The Cozy Camper also looks good, with its regeneration qualities being the most attractive, but it robs you of your aiming speed, which you need for Corner Trickshots. Skip these, the lot of them. They'll only hinder you.
  • Jarate. This is my favorite weapon in TF2, and not just because of its humor factor. It is the most useful Sniper Secondary in the game. You can extinguish your allies and yourself, help your team by tossing it at a group of foes, and locate Spies to hunt them down. And it comes back without a Resupply Cabinet. I highly reccomend using Jarate with the Huntsman.

Let's say you've run out of Arrows and SMG bullets or have just used your Jarate. You must now turn to your Melee. Hope you considered it carefully:

  • Kukri. The one good thing I can say about this weapon is that it will stay the same no matter what. It's got a great Critical damage value (195), but other than that there's nothing especially appealing to a Huntsman Sniper. There's nothing against it, either, so this is fine.
  • Bushwacka. You would think I'd highly reccomend this Melee, but you'd be wrong. Yes, the damage is the same as the Kukri and you do insta-crit on foes that have been Jarated, but there's one glaring issue with this weapon: the fire vulnerability. Pyros are your greatest enemies. Unless you don't mind being toasted or have a really, really good plan, I'd never use this with the Huntsman.
  • Shahansha. I haven't used it much with the Huntsman, but I have no qualms against it really. It will be useful in dire situations, that's for sure, but other than that it's slightly weaker than the first two. Consider it, but I wouldn't rely on it all the time.
  • Tribalman's Shiv. It doesn't look like much, and it doesn't do a lot of damage, but then your opponent starts Bleeding. If they don't find a health pack or a Medic, this Melee will do 80 damage to them in total, making a critical deal a total of 194 damage. Steal the immediate health packs in the melee fight and hit them twice, then run or dodge until they pass out from blood loss. The Shiv is also great for tracking Spies when you don't have Jarate, and because of all this, I highly reccomend the Shiv as your Melee.

You must remember your limitations, though, no matter what loadout you choose to compliment the Huntsman. You have 125 health without Overheal. You don't run particularly fast. You're the tallest target in the game. You aren't suited to face-to-face combat with certain classes. To know when to charge or when to fall back, you must know your enemies and friends.
Classes: Friends and Foes
This is a rundown of all 9 classes in TF2, and how to work or deal with them in battle. We'll start with Scout and end with Spy, and each Class will have a Friend and Foe section dedicated to them. You must know these classes, because they will not know you, at least at first.

Scout
  • Friend: Scouts are good for two things when you're involved: Distraction and Flanking. A Scout can use their regular movements or Bonk to get enemies' attention, jumping all around and threatening their own immediate safety, and so opening you up for your own ambush. Scouts are also quick-responders to situations in which you cannot flank your target, provided they're nice and in the area. They can help you with troublesome enemies by coming in through another entrance, blasting them dead or softening them up for your arrow. Don't rely on Scouts, but do take their help when you can.
  • Foe: Scouts are the second most difficult enemies to kill, since their fast movements counter your Prediction. Try and force them into Alleys to limit their movement options, or around corners for you to pop up and land a Headshot on them. Thankfully, Headshots aren't needed: a fully-charged arrow will do the job no matter where it hits him. However, I'd fire first once and then whip out my Jarate. If you can't kill him, you can make it easier for your team.
Soldier
  • Friend: Soldiers are not particularly helpful to you except as a stock teammate that does what all teammates do: draw attention away from you and serving as other targets. However, you can reliably attack in tandem with a Soldier and get a kill, and he can certainly save your ass in ways other classes can't. You can rely on Soldiers more often than any other class on your team. Treat them with respect.
  • Foe: Soldiers are problematic since they have another movement option: vertical. Unless they're using the Community Launcher, however, they're doing damage to themselves to Rocket Jump, but these are some of the hardest shots you can pull off. Be on your best Awareness when fighting a Soldier, especially when there is no ceiling.
Pyro
  • Friend: You are going to work exceptionally well with Pyros. They can light your arrows on fire (which doesn't give them assists, but does deal more damage to enemies), extinguish you when you don't have Jarate, and can use your Jarate to terrorize coated enemies. Stay close to your Pyro and work together. You will conquer.
  • Foe: This is your worst enemy. His head is hard to hit. He can reflect your arrows and your Jarate. And then there's fire. Oh god, the fire. If you can't take him down with your first shot, run away. Find your team.
Demoman
  • Friend: Demomen, like Soldiers, are not particularly helpful or harmful to you on your team, but you can't rely on them as much as you can on a Soldier. However, there is one thing you can do: you can distract enemies for him. Whether this is getting attention or leading them into his traps, you can help your Demoman much more than he can help you.
  • Foe: Demomen have vertical movement options, like the Soldier, but are easier to take down because they have less health. Still, be wary of them, especially if they're a Demoknight. A charging Demoknight can be one of the easiest targets to kill, but if you don't take him down, he'll kill you in two hits and you won't be getting away. So be careful when you see one.
Heavy
  • Friend: Heavies instantly take the most immedate attention, since they're so big, loud, and dangerous. Not only can he serve as a great distraction that lasts longer than a Scout, but he can use your Jarate and bodyshots to compliment his own killcount. However, you must guard your Heavy when you can, especially from Pyros and Spies. He'll thank you for it before resuming to kill tiny baby cowards.
  • Foe: Heavies only present a problem for two reasons: You're too close to them or they're using Natascha. If you're too close to them, kill them quickly or die yourself. If they're using Natascha, run and find a Perch if you can to take them down or let your team handle him. Otherwise, aim for the head if he's Medicless.
Engineer
  • Friend: Engineers are your most reliable source of ammo and health, so note where they Nest and make that a fallback position. With your Jarate and Shiv, you are an excellent replacement Spy Checker for an Engie, and he'll thank you for it. Guard his stuff even when you aren't using it by keeping an eye on his Nest. If you see a Spy, he's focused on the Engie and his Sentry, not you, so Headshoot him and save the day!
  • Foes: Engineers are a mixed bag. Some won't take adequate cover behind their sentries and can be easily killed. Others require whole teams to bring them down, and you'll have to act as a supplementary force in that case. Always aim for the Engie's head first, then his Sentry, Dispenser, and Teleporters. Two fully-charged arrows will destroy a Level 3 Sentry, and one will destroy a Mini Sentry. If you take out the Sentry first, your team can sweep in and take care of the rest easily.
Medic
  • Friend: Medics are life-savers, if they know you. Don't call for a Medic more than twice at a time, even if you know they'll come. They have other patients, and you aren't in the priority tier. However, if you've proven yourself as valuable to that Medic, they will probably treat you like a priority patient, and then you can rely on them. Never think ill of Medics that don't heal you and never, ever be an Ubercharge candidate. None of the Ubers are particularly helpful, but the most useful is Kritzkrieg, and that's if you have enough Awareness and skill to be consistently accurate at the time. But for the most part, use medkits instead of Medics unless you know he'll show up when you hail him.
  • Foe: Medics aren't particularly hard unless they're gunning for you. Always take him out first in a crowd, but when faced alone, be careful. He's faster, usually has a higher fire rate, and deals more melee damage than you. Take care. He lost his medical liscence for a reason.
Sniper
  • Friend: Snipers shouldn't group up together, but if you must, make sure it's one using a Rifle. He'll compliment your range and serve as an extra target, but be warned, since he'll also make your profile higher. It's best if you're down in the fight with the rest of the team so he can pick off enemies you don't see or can't hit. If your Sniper buddy is also Huntsman, then stay apart. You'll both be more stealthy and less visually dangerous if you're both alone. Do help him, though. That's always a nice thing to do.
  • Foe: As a Sniper yourself, you are a prime target. The first thing you should always take note of are Perches, and whether or not they're filled. If you see a Sniper, either run if you can't hit him or trip him up if you can. If it's another Huntsman, use every bit of skill and Awareness you have. He'll be doing the same. Usually it comes down to who disrupts the other's rythym first. Good luck.
Spy
  • Friend: Like the Demoman, you can serve as a distraction for your Spy, but take it one step further. When he's disguised as an enemy, fire around him and deliberately miss. It helps his Blending and makes you look like a crap shot. However, never throw your Jarate at a friendly Spy, because that will give him away in a heartbeat.
  • Foe: You can hunt Spies almost as well as a Pyro can when you have Jarate and a Shiv. The hardest aspect of Awareness other than Prediction is knowing where Spies are. Get used to their cloaking sounds, their tricks, and their footsteps. You're better equipped than he is, so just be more skilled and accurate and you should be fine. However, don't blame yourself or rage when you are suddenly Backstabbed.
Time and Death
The Huntsman is a weapon you must spend time with, and you must also expect to die a lot. But then again, that's true for every weapon of every class in this game. Despite what common opinion says, every weapon is viable. The Huntsman is just my weapon, and I just wanted to share some of my experience with others. Over the years I have been derided, dismissed, and trolled a lot based on my choice of weapon, but I think I've more than proven that the Huntsman is not only a good Sniper weapon, but is a great one.

I do not dismiss others because of their weapons or playstyles. They are their own, and I'm in no position to place hate on them. Neither are you. And don't think the Huntsman is the best Sniper weapon. It isn't. It sucks in the open, at long ranges, and takes some getting used to. However, a good Huntsman Sniper is both a reflection of skill and a reflection of your team. You're a team player instead of a lone gun sitting up in a tower somewhere at a distance. That's one thing I'll stand behind: Rifle Snipers are less present in the team than Huntsman snipers are. That's not a bad thing; their profile is lower and they can do their job better. I respect good Rifle Snipers.

However, a good Huntsman Sniper is unexpected, both because there aren't a lot of us and the weapon is seen as a joke. These too are not bad things, and they make our job easier. Because of the time and proper attitude needed to master this weapon, we come in like a thief in the night. Spies are still expected; they're hunted, guarded against, and feared. The common response to a Huntsman Sniper is laughter and rage, but those who've met masters fear us as much as Spies.

I don't mean to leave you with bravado, needless pride, or a sense of superiority. You must possess none of those things. You aren't the center of attention; you have to surprise people. You shouldn't brag about your skillz or be a jerk; you must be couteous and respectful. You cannot run around and lead your team to victory, thinking you are invincible; you're very fragile, and you must supplement your team rather than carry it. Huntsman Snipers are a reflection of their team: they do well when the team does well. If you're the top player of the round for your team, something is amiss. If you're in the top 3 of your team for the round, you're doing your job.

Happy hunting, and here's hoping what I said was helpful!
Olse, the Leering Yoshi
53 Comments
{N} Olse  [author] 22 Nov @ 1:11pm 
(CHEREVAN'): I have had very high and very low-ping experiences, and my take is this: if your ping is over 250, you shouldn't be on that server. As far as "helping" with the huntsman, I've been killed by hitscan weapons from high-ping players right after getting into cover, so that's a universal issue. In general, lower ping is better overall. The idea that it "helps" with huntsman sniping is both true and false. It does have some odd hit-detection, but that's at any ping.
CHEREVAN' 22 Nov @ 1:17am 
hello thanks for a guide, but I heard a lot about high ping being really helpful due to hit register being sorta bad at this? can you confirm it's true?
fay 10 Apr, 2023 @ 3:53pm 
Thank you so much! This is a great guide and really helped me! :D
Fediani4 7 Sep, 2021 @ 9:29pm 
That was very informative and encouraging. I started playing TF2 recently and now, when I read stuff like that I understand that game more. Your input is very helpful, comrade. Many thanks for that guide!
El Alquimistaλ 2 Apr, 2021 @ 9:01am 
Thank you so much bro, I've started to be main Sniper Huntsman months ago, even that, this guide has been entirely effective :p2cube:
Ripper 27 Dec, 2018 @ 9:13pm 
The Huntmen will "jam" if you fire a shot then switch to another weapon, to "Un-Jam" it will take roughly 3 time that of a normal reload.
So use Hard cover when switching back to the bow.
SONIC.EXE 28 Dec, 2017 @ 5:59pm 
i find this very helpful because in a situation where i am being chase by a enemy i cant turn around and head shot them with the rifle like i do with the huntsman
☕ Filbo ☕ 18 Nov, 2017 @ 11:01pm 
I like using the smg with the huntsman just because of the quick spray that finishes an enemy off at the end of a bodyshot. 30 dmg on a med, 5 dmg on a scout, sniper, and spy is really easy. As for pyro and demo, if ur aim is good enough, u can still finish them off. The only problem are soldiers because they have so much health. heavies are easily headshotted but if you miss your first arrow and you're not under cover ur gonna die :3

Another useful tip would be to not charge your arrows in extraordinary close ranges (make sure u know how to headshot with this tho), or if u r fighting a scout that strafing left and right but still close, stay calm, charge it all the way up and wait until the scout is about to pass over your cursor.
Ripper 20 Oct, 2017 @ 11:59am 
Rule number 1: kill the medic frist.....
Dredge 26 Mar, 2017 @ 8:20am 
Hello Olse, I'd like to point out that this guide is a tad out-dated due to recent updates, such as the Bushwacka's vuln to fire being replaced with a damage vuln. or the Cleaner's Carbine doing mini crits now as well as being able to store them with the crikey meter. As a player who enjoys playing sniper from time to time, I've just gotten into using the huntsman and these tips are helpful, but the outdated sections are less so due to recent updates. Do keep up the good work though!