Team Fortress 2

Team Fortress 2

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My huntsman guide and the map rollouts.
By Idon'tknowwhy
Hello, I am a non-existent human from Indonesia that is trash at playing this game called Team Fortress 2 and I am making this guide on how to use the huntsman my style and the map rollouts. After how many high tier players I murdered, played quite the amount of matches, hours I played in casual as sniper with a huntsman, this is my way of how to use a huntsman, you never need to follow it exactly because this is a "guide" on how I use the huntsman normally in SEA casual servers, but as for now, have two of the rollouts due to me getting a burnout from TF2.
   
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Your arsenal for you and your team.
We'll talk about weapons first.

Primary
Obviously, you what you need is the huntsman or the fortified compound. (If you like the design more on the compound, more than the huntsman.

Secondary
Any secondary works, but it’s all depending on how you play usually :

If you are the person who do have awareness but you don’t really thought about spies and you don’t mind getting burned by pyros and you don’t want spies to easily backstab you :
The razorback is best for you as it blocks a single backstab attempt, and the razorback prevents the spy to backstab you or in a situation where you block that backstab to save your teammate when you are near with them. The only downside is that you don’t get overheal as it has, “-100% maximum overheal on wearer and you also have one single attempt backstab, so if that person be able to trickstab after he tried once, then you lost the fight.”


If you are the person with the god tier of awareness of your surroundings :
Then SMG , Carbine is the best for you, as the Carbine can make the bushwacka power up to it’s full potential. The SMG is a neutral item since it doesn’t have stats but you do get random crits out of it, or maybe you are out of ammo for your bow or they are god at dodging and you wanted to finish them off with the smg to not let them run away, or you just have an australium for it and you like the SMG more than other secondary weapons, then go ahead, use this weapon as you are comfortable with this weapon.

If you are paranoid of spies and pyros, you want to support your teammates and yourself from burning to death, you want to do extra damage :
The Jarate (Jarate reskin) is best for you, as it can extinguish yourself and your teammates from near-death situations, or when you need a little bit of boosted damage, the jarate will amplify the damage to become mini crits, reveals spies as well for around a few seconds so the enemy team will forcus fire on the spy. (I think. . .) Jarate is one of the great secondary weapons that is a great mix with the huntsman, especially the bushwacka, but it’s your own decision, depending on what is a better secondary for yourself or your team.

If you hate pyros in general and you ALSO have God tier awareness :
Then Darwin’s shield is best for you as the stats have, “+50% fire damage resistance on wearer, and immune to the effects of afterburn.” At least you’ll get more overheal, not like the razorback, and do you hate pyros using flare, detonator, scorch shot on you in spawn, well use the darwin’s in spawn to annihilate your enemies while you have afterburn immunity.

If you hate the flinching of you burning or you got hit by rocket, by a pill of demoman and etc that is poking the hecc out of you or you just wanted to heal and your medic is not noticing you at all :
The cozy camper is best for you as it has, “+4 health regeneration per second on wearer, you do not flinch when aiming or fully charge and knockback reduced by 20% when aiming.” This is optional or not so necessary for the huntsman but, it depends on you, the player, reading this guide on how to use the huntsman or how I use the huntsman.

“Remember, don’t forget that spies can still kill you with either a revolver or other weapons or by backstab so be aware of your surroundings and the noise of whether they dead ringer’d, or uncloak right behind you.”

Melee
Any melee is fine, since random crits is bs, but it all depends on how you play :

No cap : The frying pan is the best melee of all time as it does random 100% crit damage, no bad effects like the others, loud kitchen noise exists within the realm of women. The best utensil to whack your girlfriend, to convince that the frying pan is the most overpowering weapon in the entire team fortress 2.


If you hate spies and you wanted to have enough time to see them clearly :
The Tribalman’s Shiv is best for you as when you hit spies, they bleed and lose their invisiblity for a temporary time for around 6 seconds, but do mind (or dont) the 50% damage penalty but still have random crits anyways.

If wanted guaranteed crits with a combo of the Jarate or the Carbine :
The Bushwacka is good as it would guaranteed crits with Jarate’s mini crit, or the carbine’s 8 second of mini crits when activated, but do mind that if you don’t have your jarate or your carbine ready to use, it does not have random crits and enemies will kill you faster than usual, thanks to the ”20% damage vunerability on wearer”

If you thought that you are always in low health, most of the time :
The shahanshah is good for you since mostly, your playstyle is risk and you are always in low hp and it benefits in situational times, thanks to the 25% increase in damage when HP is below 50% of max (125 HP), and it still provides random crits. The downside of the Shahanshah is the 25% decrease in damage when HP is more than 50% of max HP (125 HP) but you have random crits to back you up.
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Now we'll move on to the "pros and cons of the huntsman."
Pros and Cons of the Huntsman
People call the huntsman, "Lucksman" for a reason in particular. . . Anyways, why pick the lucksman instead of the sniper rifle? Don’t other rifles overshadow the huntsman? Isn’t the huntsman lacks of what other rifle has? Well, it has pros and cons that the sniper rifle and other guns do and don't have than the huntsman :

The good stuff | Pros :

1. The huntsman's damage is lethal as the Sniper rifle's damage, so basically, you can just headshot with one click, you don’t even need to hold the arrow and shoot, just click and if you hit a scout, that is instant death for the scout.

2. There are tons of spots where the huntsman is more superior than the sniper at very situational times, but we'll discuss about them later in the later part of the guide.

3. The huntsman is always adaptable to any range since the point of view did not become the sniper rifle scope’s point of view, especially choke points, corners, close to mid range as his arrow can travel godspeed even when it is a few seconds after full charge, as for the sniper rifle is also adaptable but your point of view in your screen will be covered thanks to the scope and it took around 95% of the screen and the 5% is the scope's point of view and that will make it harder to see if enemies can flank from left, right and etc.

4. Players who uses the huntsman are considered to be ”Hidden” as for the reason is that the huntsman does not have a laser dot when charging an arrow, it is the “expect the unexpected” weapon until either you missed their heads or you missed your arrow to hit them and so they can be cautious around the spots where the huntsman can always be in, but most of the time, they won’t bother because the huntsman’s arrow usually misses most of the time..
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The bad stuff | cons :

1. The huntsman is not good with a huge open space, as people can easily dodge it if they either spot you with a huntsman in a far distance or you failed using the huntsman by missing your shots in the most obvious way.

2. Use your arrows wisely if you do not have any ammo box or a dispenser that is near you, and you are using jarate, razorback, cozy camper, or the darwin, then your chances of surviving from the enemy team is a low chance.

3. you only have one shot per clip because it's a bow and if you reload at the worst time, you are just 6 feet under.

4. Even though you have a clear shot of the enemy, the environment will sometimes make your arrow hit the environment or an obstacle than the player itself for example, you have a clear shot of a medic but the wall's edge on the right gets the hit instead by the arrow, and that arrow is somewhat considered a waste and you exposed yourself that the enemy knew there is a huntsman sniper now and will be careful of moving forward.

5. If you messed up the timing, you might be screwed but fear not, you have another extra 12 chances, unless you screwed them all, find boxes, dispenser or instead, death.

6. Tiny gaps exists and for the huntsman, it is extremely difficult until you have the right precise angle to use that tiny gap as an advantage.
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These bad stuff/ cons are adaptable as long as you properly know what do you need and that is, precise angles, geometry knowledge, timing, and the most important thing, Prediction as your going to need this almost all the time, and this next part is what we are going to talk about on the basic knowledge of Pogchetto in my perspective.
How to use the Pogchetto (huntsman)
1. If you have quite a lot of friends that plays casual frequently, then your chances of fighting against them is high and they’ll expect you to play your usual weapon and counter you but if you have not so much friends or no friends that play casual (like my friends.) Then it is a high chance that people from casual will never expect your game style and that is because people don’t think that snipers with a huntsman exist at all and that is what you take advantage of, not getting noticed, or getting underestimated. Music is also one of the roles as you vibe with the music and play the game.

2. Geometry knowledge plays a role when using the huntsman, you have to know how far is your enemy? what particular angle is your enemy in your line of sight? How high do you need to aim your bow to accurately hit the enemy? Especially, what type of method are you going to murder your enemy, with a bodyshot or a headshot? It depends on how you play. I don't learn geometry that much.

3. Precise or general angles that you can guarantee a hit on the enemy, for example, the tunnel on badwater basin, dustbowl's door on the first point where it points to the enemy's spawn door, and etc. I'll explain more later on with the main part of the guide and it is the spots since there are spots where you actually need a precise angle or else the arrow will always hit obstacles or the environment that will kokblok your arrow from killing or damaging your enemy.

4. The way you charge your bow requires the minimal or a perfect timing, as it plays minor to major role as the bow charges up till the max and then charges until it is forced to shoot, once it fully charges, you have only less than 5 to 10 seconds for it to shoot the arrow to shoot straight and to travel godspeed into the target's body, neck or the head, if you charge too long, it'll become the beggars bazooka's rockets that went somewhere else where God knows.

5. One of the most important role of that huntsman snipers always requires in every situation, Prediction. (or soundsmith would like to call it, "A hard read.")
A sniper rifle's bullet is instant while the huntsman's arrow is not as instant as the sniper rifle but the arrow is faster than the scout. Where would your enemy be moving to? What obstacles are in your way? Can you murder your enemies by corner peeking to take them down 6 feet under while they try to push on, or flank you? Prediction will always be your accurate or inaccurate, and is the reason even Huntsman snipers are said to have high luck. (of getting the most overpowering 6 stars in arknights.)

6. Awareness plays a major role in this, and is to beware the environment's surrounding that might just kill you unexpectedly like for one example the, "Upward's wooden rails on the 2nd to last point." and more, which is why be cautious when you are either running or fighting against the enemy or else you'll meet your demise by falling down, cornered onto a wall and turning it into a guaranteed death that you orchestrated for yourself.

7. My style of playing the huntsman requires the mouse sensitivity to be quite high since I use wrist to flick and not my whole arm, and speaking of which, Mouse sensitivity and luck plays a minor role in this (as for my way of playing, it plays a major role), when you have a spy that is near you or your teammates, you flick to see if you hit a invisible, dead ringer'd spy either behind you, beside you, in front of you, in front, behind, or beside your teammate.

8. Map Awareness is also one of the minor roles you need, know where the ammo and health pack are when you need them in near death or critical situations when you do not have a dispenser near you or a medic near you. Know your precise angles and alleys, and exploit or defend against them. Find ambush spots, know when you can fall back, or where you push forward, find out where Perches and Alleys are, and gauge firing angles from them and of course, to do any of this, you must get used to the layout of the maps surroundings, obstacles, environment, be able to adapt these maps and you'll be hidden from plain sight. (You can learn them in an empty server and find yourselves some spots where you think that you'll be able to murder your enemies in a clear angle.)

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This is where the next part of the guide is the rollouts, angles, and the way of using that angle without getting kokblok'd by the environment or the obstacles of maps and it is the last part of the guide and the longest as it it the most important part of this guide, I'll find more rollouts for the huntsman to use it my own way. Of course, you don't need to follow this guide like an instruction manual, think of this as a stepping stone book till you get the most comfortable way of you (the one that is reading this guide) use the huntsman.
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If you want to know more of these kinds of explanations, you can find olse's guide for this kind of types of explanation so check him out! v https://steamproxy.com/sharedfiles/filedetails/?id=121091506 I copied 2/4 of it and modified in my perspective, so credits to him but for the rollouts in these maps that I will keep updating day by day when playing casual, I am going to explain these rollouts with either full or half details, where you'll require either no brain or the most precise angle with huntsman.
Rollouts for snipers in badwater and dustbowl.
These rollouts are either Easy, Medium, Hard, and the, "This requires the most precise angle I need."

These maps that I am showing are only Badwater and Dustbowl, since there are a lot of maps, it is going to take almost a month to finish this guide. if I involve with other payload, attack/defense maps so I'll keep updating and fixing mistakes.

(When they found this guide and what they're going to do is to avoid these spots on this picture when there is a huntsman player, or Autumnxd himself because he knew that some of you would read this guide to counter huntsman, I see you there, tier 2 and above players that hated me, the huntsman dude in SEA servers.)
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Badwater rollouts :
[Difficulty : Easy | Location : Before 1st point, tunnel of badwater | Teams that benefit this spot : Both but mostly red]
This tunnel is the spot where people go through to push the cart and sniper with huntsman or sniper rifle on defense has the better angle, has small health pack, medium ammo box, the best spot for the huntsman on defense, as long as your teammates are handling the top well enough, you can handle the tunnel for as long as you can, you can let all the other defend the top while only 1 or 2 huntsman sniper or normal sniper handle the tunnel.
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[Difficulty : Easy to Medium | Location : Near last point of badwater | Teams that benefit this spot : Both]
When the payload is in that particular spot, enemies will always be there, most of the time, trying to push and so this spot is excellent for snipers with any weapon, can handle the 3 windows on the left, one window on high ground and especially the huntsman because they don't expect the unexpected, as long as you know how long you need to charge the huntsman, then you are good to go.
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[Difficulty : Medium to hard | Location : Second to last point of badwater | teams that benefit this spot : Both]
That place with snipers is annoying and so usually aiming there with a huntsman is good, on the blue side, you can shoot and get at least a few enemies and they might just be the core player that is top fragging.
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[Difficulty : Medium to hard | Location : second point of badwater | teams that benefit this spot : Both]
Usually, this is an open space and that is a troublesome for the huntsman but if you aim a little bit high on red, you'll be able to at least hit that one enemy or more, and for the blue, is the same thing, just aim at the wall of the picture shown as that is the spot to target anyone pushing in or snipers scoping and aiming at.
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Dustbowl Rollout :
[Difficulty : Easy | Location : Blue's spawn, and Red's 1st control point on dustbowl | teams that benefits these spots : both but in my casual games, mostly blue sided]
In the beginning of the round, there are short circuit engineers, a heavy/demo/soldier/pyro pushing with a medic uber/vaccinator/quick fix/kritz on the blue side and the huntsman can kill any most of them in the red point as long as they are not invunerable by uber, vaccinator'd, kritz can be countered but you have to immediately kill the person that got ubered with kritz. For the blue side, keep spamming like that and you'll guaranteed to get those kills because they cannot push you since you have engineers short circuit, unless got snipe'd instead. (Now that they read this guide, I don't know if it will work anymore, but what matters. I am me and so I shall do the same thing because they won't expect it either.)
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[Difficulty : hard | Location : near last point of dustbowl (1st part) | Teams that benefit this spot : Blue]
This spot is to either destroy their snipers on the high ground (or they shot me back) or their sentries that was placed in the spot that I am pointing at, mostly this spot can kill quite around a few enemies that might just be the core to the team and what is scary about it is this spot usually destroys the sentries of those engineers that placed their sentries at.









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[Difficulty : hard | location : high ground for the snipers near red spawn of the last point of dustbowl (1st part) | Teams that benefit this spot : Red ]
This spot... Requires patience, timing, aim, and prediction, the fact that you need to wait for an blue enemy to go through that door takes time, and once they go through or open the door, you need to prepare and predict a few seconds before the enemy team exits through the door. This spot is one of my used spots when fighting against the blue, since they mostly go through that door that is near the last point and so I use advantage and use that spot when there is a blue passing through there, I shoot an arrow, predicting on when to shoot it. (Of course, this changes when people read this guide, but you still can use it as long as there are people going through it.)


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[Difficulty : Medium | location : inside the building of 1st point of dustbowl (2nd part) | Teams that benefit this spot : Red]
This spot is obvious, sniper can stay in this spot and keep defending the right side so they won't easily exit but you also have to be wary of the left side of how the blue team is gonna exit since they can just flank you, you still can use this spot to aim on the left exists as well since you have the vision of defending the three exits.









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[Difficulty : This requires the most precise angle I need. | Location : near last point of dustbowl (2nd part) | Teams that benefit this spot : Both but mostly blue sided.]
This damn tiny gap that can annihilate the red team easily but what requires is the most precise angle or else it will hit the boxes instead and expose that there is a huntsman sniper in the blue team. This is the hardest spot I can do and as long as the blue team is pushing while I am trying to hit the red team through that tiny gap, and if you have the precise angle, you can kill them when exiting the red spawn, destroy their sentries, and etc. On red side, is the same but you have to be careful across you or above you because there might be a heavy/soldier/demo/pyro appearing from above and snipers with sniper rifles that is across you and peeking from the tiny gap as well.