>"what does this work with?" this works with all the voice commands that have an animation associated with them >"why does the server and client disagree?" honestly there's lots of possible reasons but i'm not sure it's possible to discern a definitive answer so i didn't speculate on it in the video. this might be a "hack" intentionally done so that when you're taunting, you don't suddenly snap out of it and gesture, and valve thought the temporary desync with the server wasn't that big of a deal to bother fixing. maybe they tried having the gesture animation layer on top of taunts like they layer on top of other animations but they didn't like it? maybe it's a limitation with how taunts are ran client side and they didn't want further abuse? maybe they just never noticed this issue at all? who knows ¯\_(ツ)_/¯
@@engi-far4155 soldier equalizer/escape plan taunt kill calling medic seems like it would make it work alot more tho because sometimes it just decides not to work
@@electricfan6191 if you’re inside of another player in servers with collisions turned on (like casual), damage can go through certain thin walls like dustbowl spawn gates (this is fixed on some newer maps).
Since soldier's grenade explosion is based on where his hand is, if you taunt kill under the bridge in suijin when your head is hitting the bridge, the grenade actually goes over the bridge, killing who is walking on top of it but not you.
2fort sewers has a spot like this too, you can kill people near sewer stairs by standing on the ring that protrudes from the sewer "pipe" to the staircase.
I'm happy that I know enough of tf2's weirdness to correctly predict that calling medic was changing the hitboxes I'm also happy that I didn't know enough of tf2's weirdness to learn that the explosion radius of that taunt was centered on soldier's right hand. I'm double happy.
I never knew about the explosion spawning Soldier's right hand, but it does explain why you can taunt kill players from underneath in some maps like Suijin. Every day we learn more about the TF2 Source Engine Spaghetti Monster.
the right hand thing was actually well known since its what allows you to kill players in certain spots trough the floor without taking damage yourself
"Gestures can also break hitboxes for moving taunts, but moving taunts are already broken on their own." Can't break what's already broken! Mission success!
Voice commands with gestures: *Point forward gesture:* sentry ahead, move up, go!, go left, go right *Fist shaking gesture:* battle cry, cheers *Call out gesture:* medic, help, incoming *Thumbs up gesture (Engi doesn't have one):* thanks, good job, nice shot, übercharge ready (usable only by medics and spies disguised as them. teammates of the spy sill see the thumbs up gesture without the spy) For some reason, Spy _sometimes_ does a thumbs up instead of a call out while holding the disguise kit. I can imagine it having to do with the disguise kit having two different random taunts and maybe that randomizes that gesture as well somehow. Also, switching between weapons that have different handedness for gestures while doing a gesture makes the characters cross their arms in some weird way.
This explains a lot, having played this game for 11 years I of course realized taunts had issues, but not what causes it. There's more stuff you might not know since it wasn't mentioned: Lazy Purple complained about replays showing a walking animation in place of the Conga taunt, that is most definitely related. Valve actually fixed this, but not the hitboxes in the game And on tr_walkway, the server thinks bots are idle, but your client shows the walk animation. No idea what that desync stems from but it's certainly because of the method used of moving the bots Taunts also desync when you spin fast when pressing the taunt key. The client model will be a different rotation than the server model, so Spys do failstabs on the taunting target
the tr_walkway thing is because the bots are moved by an invisible wall which the server sees as the bots sliding but the client sees it as them moving
@@sticks_stuff I just wonder why that happens. Did they really just code this differently for the client and server? Or is it that the server is aware that the bots aren't moving on their own, but the server info the client receives is "player is moving from point x to y during this packet" so it has no idea the bots are being pushed and assumes they're moving on their own?
fun fact: none of this matters on gold rush stage 1, because you can just kamikaze tauntkill through the blu-side center spawn gate during setup anyway lol
@@tev5040 did you watch it? In the first 5 seconds he says the kamikaze taunt doesn't work unless you call medic, which is false. I just tested it on multiple maps. Odd because shounic doesn't normally take Ls like this.
@@didsomeoneaskforanegg2168 usually for intros i'm not as strict about being 200% correct on everything because i'm just saying anything to introduce the premise of the video. it's just to get the ball rolling and help people understand what's going on. but yeah, if you angle yourself correctly you can get it through the gates on certain maps. it just didn't make sense for me to spend an afternoon exhaustively testing every map's spawn doors to be absolutely technically correct and also it's entirely besides the point of the video. the video isn't about "how to get epic taunt kills" it's about this specific bug with taunting and gesturing. technically i could've just not mentioned the escape plan taunt at all. it's fair if you think i'm maliciously lying to viewers but i'd disagree.
@@shounic fair enough man, only reason i even mentioned it is because you're normally so on point so i found it odd. didn't mean to imply you were being malicious. keep up the good work, you're a legit gem to this community.
@@didsomeoneaskforanegg2168 yeah sorry, after i wrote that i realized how it comes off but i intended to mean it as an acknowledgement of the criticism and i do understand where you're coming from. but i'm happy to get feedback and to continue improving the videos :)
@@schniemand Back in 2020 and during the bot crisis, bots would spam text chat with advertising links and vc with earrape and Valve's solution for it is to restrict voice and text comms, making F2Ps unable to use them
I accidentally found this out when trying to tauntkill people through ceilings with the Solider's tauntkill. If you use a voice command that has a gesture in that specific situation, it actually ends up killing you, when it usually doesn't. Never considered this was what was happening, though. Also, fun fact: Holding crouch for half of a second, releasing, jumping, and then holding crouch again on the way down with precise timing can also make you look like you're standing up to other players when you're crouching in reality. You can use this to counter Snipers. It has really strict timing, though.
3:46 - So _that's_ why when I was goin' around with the Victory Lap in 2fort while aimbots in it one time, the bots would only hit bodyshots on me I always wondered why that was and just assumed moving taunts just have your hitbox normally walking in secret, so good to know I was half-right
Your videos always have this great level of quality to them, keep it up. Note that 4:07 only occurs if the cheat doesn't rebuild server bones/hitboxes (most don't). If they do, then the aimbot will have no trouble hitting your head.
also on most spawn doors, if you get the angle just right, the soldier's taunt kill will go through and sometimes it wont even kill the soldier, just like if you were doing it under an object
Had to subscribe. These videos are just so good. The editing has really nice animations and a really minimalistic font and really interesting way of presenting content. Thank you for risking your life to study the Source Spaghetti Monster.
I'm really glad this was finally explained. I play a lot of sniper and when you headshot a standing still, taunting player and can even see the blood and bullet hole on their face but they don't die has got to be one of the most infuriating things in this game
@@blazeultimo Can't really disagree with that, although I think there's a bit too much hate towards sniper. Some classes can have a much lower skill floor than him and don't get nearly as much criticized
@@Astrogildooo As someone who likes sniper weapons... the sniper's skill floor is no different then anyone's. Aim and shoot. The major difference comes into the skill ceiling. Which is lower then everyone else's as you have a hit scan weapon without spread. Compare this to every other class which has hit scan with spread or accurate but projectile. I believe the only exception to this rule is the Spy's revolver as otherwise pistols have spread as well. But also since you can instantly do 150 damage this negates counter play for most classes as you deny the right to gunfight as a sniper. The only counter is flank... which is normally only for skill differences or people who can't reach their target. The sniper is design wise... not something that works in shooters. Not without damage ramping up the further away someone is. A shotgun is weak at range and is near impossible to kill with at range, a sniper is strong everywhere and is easy to kill with at every range.
@@Buglin_Burger7878 I'd say that's debatable. I very rarely see new players play effectively with sniper, whereas with classes like pyro or soldier, it's way more common to see new people perform better with them, with the same ammount of hours put in both cases. I'm not saying sniping effectively is extremely hard, but I think it's way easier to grasp the basic fundamentals of some other classes. That's why I believe his skill floor is not as low as some other classes. I mained soldier before sniper and noticed it took me something like twice longer to perform well with him in comparison to performing well with soldier. Also, I think what makes playing sniper (and also spy) way harder and is probably the biggest counter to both of these classes is the constant awareness and paranoia people have with headshots and backstabs, so that lowers the chances of new players getting more kills, especially against better ones. Also, regarding what you said about how hard it is to counter the long range capabilities using only close range weapons like shotguns, I think this comes down more as a map design problem. If a map has less big sightlines and/or open spaces, it makes playing sniper exponentially harder and with more flank routes, as you said, it becomes easier to counter him. Though, it's very hard to create a map that's balanced in all aspects.
It works with all the voice lines that have gesture animations. It actually works best with the "nice shot" gesture because it extends soldier's hand slightly further out to the right than the others.
I remember seeing a taunt kill compilation/guide years ago and it showed that if you start turning just before taunting and facing opposite from the direction you were looking at, it would be possible to have the taunt kill damage whatever is right behind you. Would be interesting to know the Source spaghetti behind that one, if you haven't looked into it already
I got my first taunt kill with the Kamikaze on Badwater, because a spy was doing his knife taunt and stuck his hand through the door right as I exploded. That was a great time.
So _that's_ why just about every Kamikaze Soldier calls for Medic when doing the taunt. I assumed it was just to silence the "c'mere, cupcake!" line to not give themselves away, and lure in players looking for a weak target.
Once, on a server long ago, I was heavy boxing on a server that let you spam-call medic, and I learned you have a chance to "dodge" a heavy's POW taunt kill by spamming medic
Something fun you can do with this is abusing the contractor glitch as let’s say scout, but using the bongo taunt. This makes the gap between the server and client head hitbox huge
Having the hitbox not match during taunts isn't the worst thing ever. If your shot misses because he was taunting or your headshot turned into a bodyshot, you can just take the shot again once he finishes the taunt. If he never finishes taunting, he's effectively dead to his team, so that's good too.
What an unfortunate case of the server not showing you where the hitboxes are. At least TF2 has reliable hitreg outside of this bug. Can you imagine what terrible headache that would cause?
shounic : "moving tuants are broken on their own. " *shows the victory lap mis places all the hitmoves while moving* "VICTORY LAP DEMAND INCREASES TO 700%
Imagine Medic just being at home, he gets a phone call from Soldier, and then a second later he hears an explosion followed by screaming through a wall.
Oh that's funky. If it truly works as you explained it, it sounds like a relatively easy fix in theory. Also explains the brilliant Fallout NV reference bit from LazyPurple's first stream vid, which has confused me for years now.
This explains another thing I figured out: if you stand on the rim of the 2fort sewer entrances from stairs, you can do the kamikaze taunt and the hitbox is placed above the ground such that it won’t hit you but can hit enemies: however, for whatever reason, if you use voice lines during it, you WILL self-kill when the taunt goes through. I’d figure this is why.
Honestly this looks like a bodge fix to an older bug - it used to be the case that a sentry would be unable to shoot a spy using the boxtrot taunt, and would shoot above the box, missing the spy completely. this was fixed a couple of years ago, maybe the reason for this bug was that fix?
>"what does this work with?" this works with all the voice commands that have an animation associated with them
>"why does the server and client disagree?"
honestly there's lots of possible reasons but i'm not sure it's possible to discern a definitive answer so i didn't speculate on it in the video. this might be a "hack" intentionally done so that when you're taunting, you don't suddenly snap out of it and gesture, and valve thought the temporary desync with the server wasn't that big of a deal to bother fixing. maybe they tried having the gesture animation layer on top of taunts like they layer on top of other animations but they didn't like it? maybe it's a limitation with how taunts are ran client side and they didn't want further abuse? maybe they just never noticed this issue at all? who knows ¯\_(ツ)_/¯
lol
Amazing job dude
Anime
Good video, I like how you put a lot of dedication in your videos
I believe its an oversight. The server and the client are two separate PC trying to talk to each other afterall.
“Help, I need a Medic!”
…
“BUT NOT FOR ME!”
explodes
*gib sounds*
Crit_received.wav
I got a good laugh from this one.
@@Jukestar Beats having a bad laugh
I've wondered for years why taunt kills go through gates every once in a while. Thank you for teaching me how to reliably troll 😎
I wish I could use this beautiful troll, If I could talk.
Sometimes you don't need to call medic to taunt kill through gates (atleast in dustbowl for me)
@@electricfan6191 Any specific taunts?
@@engi-far4155 soldier equalizer/escape plan taunt kill calling medic seems like it would make it work alot more tho because sometimes it just decides not to work
@@electricfan6191 if you’re inside of another player in servers with collisions turned on (like casual), damage can go through certain thin walls like dustbowl spawn gates (this is fixed on some newer maps).
Since soldier's grenade explosion is based on where his hand is, if you taunt kill under the bridge in suijin when your head is hitting the bridge, the grenade actually goes over the bridge, killing who is walking on top of it but not you.
I've never managed to do this, but that's mostly because I love myself enough to not play Suijin.
Same if you stand under the platform in the middle on hightower
Same on Goldrush, you can do it under one of bridges
The most famous example is probably Thunder Mountain 2 Point A, right under the bridge outside Blu Spawn that the cart goes over
2fort sewers has a spot like this too, you can kill people near sewer stairs by standing on the ring that protrudes from the sewer "pipe" to the staircase.
I'm happy that I know enough of tf2's weirdness to correctly predict that calling medic was changing the hitboxes
I'm also happy that I didn't know enough of tf2's weirdness to learn that the explosion radius of that taunt was centered on soldier's right hand.
I'm double happy.
I never knew about the explosion spawning Soldier's right hand, but it does explain why you can taunt kill players from underneath in some maps like Suijin.
Every day we learn more about the TF2 Source Engine Spaghetti Monster.
@@callmememe1308 it sure does explain a lot
And we sure do learn, thanks to this channel
the right hand thing was actually well known since its what allows you to kill players in certain spots trough the floor without taking damage yourself
@@callmememe1308 at least everything alright in other source engine games except CS:GO and TF2.
"this is mostly taken care of... until it isnt"
tf2 source code basically
too bad!
Source spaghetti
Tf2 source 2 code
Hope they brought lotsa (source) spaghetti!
"Gestures can also break hitboxes for moving taunts, but moving taunts are already broken on their own."
Can't break what's already broken! Mission success!
well yes, but actually no
task failed successfully
Technically the truth
No, but you can lose the pieces
Shouting Medic basically curses your enemies for impending doom
0.5 seconds to activate, but deal more damage
"call an ambulance!.. but not for me"
Stickmaster detected
Voice commands with gestures:
*Point forward gesture:* sentry ahead, move up, go!, go left, go right
*Fist shaking gesture:* battle cry, cheers
*Call out gesture:* medic, help, incoming
*Thumbs up gesture (Engi doesn't have one):* thanks, good job, nice shot, übercharge ready (usable only by medics and spies disguised as them. teammates of the spy sill see the thumbs up gesture without the spy)
For some reason, Spy _sometimes_ does a thumbs up instead of a call out while holding the disguise kit. I can imagine it having to do with the disguise kit having two different random taunts and maybe that randomizes that gesture as well somehow.
Also, switching between weapons that have different handedness for gestures while doing a gesture makes the characters cross their arms in some weird way.
Oh also I think disguised spies sapping buildings also have an animation that may also count as a gesture.
source at its finest
This explains a lot, having played this game for 11 years I of course realized taunts had issues, but not what causes it.
There's more stuff you might not know since it wasn't mentioned: Lazy Purple complained about replays showing a walking animation in place of the Conga taunt, that is most definitely related. Valve actually fixed this, but not the hitboxes in the game
And on tr_walkway, the server thinks bots are idle, but your client shows the walk animation. No idea what that desync stems from but it's certainly because of the method used of moving the bots
Taunts also desync when you spin fast when pressing the taunt key. The client model will be a different rotation than the server model, so Spys do failstabs on the taunting target
the tr_walkway thing is because the bots are moved by an invisible wall which the server sees as the bots sliding but the client sees it as them moving
@@sticks_stuff I just wonder why that happens. Did they really just code this differently for the client and server? Or is it that the server is aware that the bots aren't moving on their own, but the server info the client receives is "player is moving from point x to y during this packet" so it has no idea the bots are being pushed and assumes they're moving on their own?
@@Thornskade i dont have a clue but im guessing its the later. might have something to do with interpolation
fun fact: none of this matters on gold rush stage 1, because you can just kamikaze tauntkill through the blu-side center spawn gate during setup anyway lol
@@didsomeoneaskforanegg2168 did you even watch the video Lmao
@@tev5040 did you watch it? In the first 5 seconds he says the kamikaze taunt doesn't work unless you call medic, which is false. I just tested it on multiple maps. Odd because shounic doesn't normally take Ls like this.
@@didsomeoneaskforanegg2168 usually for intros i'm not as strict about being 200% correct on everything because i'm just saying anything to introduce the premise of the video. it's just to get the ball rolling and help people understand what's going on. but yeah, if you angle yourself correctly you can get it through the gates on certain maps. it just didn't make sense for me to spend an afternoon exhaustively testing every map's spawn doors to be absolutely technically correct and also it's entirely besides the point of the video. the video isn't about "how to get epic taunt kills" it's about this specific bug with taunting and gesturing. technically i could've just not mentioned the escape plan taunt at all.
it's fair if you think i'm maliciously lying to viewers but i'd disagree.
@@shounic fair enough man, only reason i even mentioned it is because you're normally so on point so i found it odd. didn't mean to imply you were being malicious. keep up the good work, you're a legit gem to this community.
@@didsomeoneaskforanegg2168 yeah sorry, after i wrote that i realized how it comes off but i intended to mean it as an acknowledgement of the criticism and i do understand where you're coming from. but i'm happy to get feedback and to continue improving the videos :)
Valve predicted the sniper bots, so that's why this is not broken.
It's a feature 😂😂
@don't be surprised wtf is this bot
@Robot Maniac So the glitch in the video was intentional, so players could have a means to counter aimbots?
So this is why moving taunts work against the Bot Plague, since they think your head is in a different place bc your hitbox is changed
fists of steel + bumper car sounds incredible tbh
@@FungiCaptain Breaking News: Robots invade 2fort. A Scout on a skateboard saves the day. More at 8
Dalokahs bar + fists of steel heavy and a tomislav for good measure
@@FungiCaptain i do this even if there aren't any bots because its funny
tf2 trying not to be broken challenge (impossible), also great video as always
Sounds like the glitchless runs of earlier pokemon games lol
(IMPOSSIBLE) (0.00001% SUCCESS RATE) (ONLY 5000IQ CAN SOLVE)
Since F2Ps can’t call medic, this means tf2 is pay to win.
Why couldn't they?
@@schniemand Back in 2020 and during the bot crisis, bots would spam text chat with advertising links and vc with earrape and Valve's solution for it is to restrict voice and text comms, making F2Ps unable to use them
@@gewiotevan That's a dumb as shit move
@@schniemand Especially since the bots have since figured out how to get past it, so the "Nice shot!" spam continues.
Yeah, in casual. This is why community servers are goated.
I accidentally found this out when trying to tauntkill people through ceilings with the Solider's tauntkill. If you use a voice command that has a gesture in that specific situation, it actually ends up killing you, when it usually doesn't. Never considered this was what was happening, though.
Also, fun fact: Holding crouch for half of a second, releasing, jumping, and then holding crouch again on the way down with precise timing can also make you look like you're standing up to other players when you're crouching in reality. You can use this to counter Snipers. It has really strict timing, though.
Yeah, it makes you slide around. Timing is hard though, and you can't tell if you did it or not. It's like the contracker bug.
Thanks shounic now I gonna use this in every casual game.
This is so nice to know. I always just assumed you missed taunting players because the hitboxes for taunts were an A-pose.
Bot is gone, we good
@@rarebruh You can delete your replies.
Maybe it’s the device you’re on
or did you expect to be able to delete other people's replies for some reason
"Breaking News: Man with brain damage discovers he can phase through walls by screaming real loud"
This actually answers so many questions I've had of "wtf is that hitbox" when trying to hit a taunting player.
i rarely even play tf2 anymore but these videos are just so good ; i get so happy every time there is a new one
ty ty 🥰
3:46 - So _that's_ why when I was goin' around with the Victory Lap in 2fort while aimbots in it one time, the bots would only hit bodyshots on me
I always wondered why that was and just assumed moving taunts just have your hitbox normally walking in secret, so good to know I was half-right
Your videos always have this great level of quality to them, keep it up. Note that 4:07 only occurs if the cheat doesn't rebuild server bones/hitboxes (most don't). If they do, then the aimbot will have no trouble hitting your head.
How to spot the difference?
server: no dude it doesnt go through the wall
your computer: shut up, he wants to punch through the wall and im going to do it
0:15 Can we talk about how good those ragdolls were
Finally, trolling of payload maps shall begin.
This just in: Comp TF2 bans Equalizer and Escape Plan for taunt kills through walls.
This just in: TF2 devs remove all taunt kills because r/tf2 bitched about it because a Tf2 youtuber bitched about it
bois, prepare to see a lot of soldiers trying to kill during prep time, probably gonna see a lot of them using these tricks now.
i did it accidentally once without realizing why i killed through the door lol
no wonder why i wasn't getting any headshots from people in the bumpercarts
also on most spawn doors, if you get the angle just right, the soldier's taunt kill will go through and sometimes it wont even kill the soldier, just like if you were doing it under an object
'Call an ambulance! Call an ambulance! *But not for me..*' **sticks hand through wall**
Solder: "Come here, cupcake"
Had to subscribe. These videos are just so good. The editing has really nice animations and a really minimalistic font and really interesting way of presenting content. Thank you for risking your life to study the Source Spaghetti Monster.
Your diagram art and backgrounds look very aesthetic! Good job!
I'm really glad this was finally explained. I play a lot of sniper and when you headshot a standing still, taunting player and can even see the blood and bullet hole on their face but they don't die has got to be one of the most infuriating things in this game
Playing against snipers is more infuriating.
@@blazeultimo Can't really disagree with that, although I think there's a bit too much hate towards sniper. Some classes can have a much lower skill floor than him and don't get nearly as much criticized
@@Astrogildooo As someone who likes sniper weapons... the sniper's skill floor is no different then anyone's. Aim and shoot. The major difference comes into the skill ceiling.
Which is lower then everyone else's as you have a hit scan weapon without spread.
Compare this to every other class which has hit scan with spread or accurate but projectile.
I believe the only exception to this rule is the Spy's revolver as otherwise pistols have spread as well.
But also since you can instantly do 150 damage this negates counter play for most classes as you deny the right to gunfight as a sniper. The only counter is flank... which is normally only for skill differences or people who can't reach their target.
The sniper is design wise... not something that works in shooters.
Not without damage ramping up the further away someone is.
A shotgun is weak at range and is near impossible to kill with at range, a sniper is strong everywhere and is easy to kill with at every range.
@@Buglin_Burger7878 I'd say that's debatable. I very rarely see new players play effectively with sniper, whereas with classes like pyro or soldier, it's way more common to see new people perform better with them, with the same ammount of hours put in both cases. I'm not saying sniping effectively is extremely hard, but I think it's way easier to grasp the basic fundamentals of some other classes.
That's why I believe his skill floor is not as low as some other classes. I mained soldier before sniper and noticed it took me something like twice longer to perform well with him in comparison to performing well with soldier.
Also, I think what makes playing sniper (and also spy) way harder and is probably the biggest counter to both of these classes is the constant awareness and paranoia people have with headshots and backstabs, so that lowers the chances of new players getting more kills, especially against better ones.
Also, regarding what you said about how hard it is to counter the long range capabilities using only close range weapons like shotguns, I think this comes down more as a map design problem. If a map has less big sightlines and/or open spaces, it makes playing sniper exponentially harder and with more flank routes, as you said, it becomes easier to counter him. Though, it's very hard to create a map that's balanced in all aspects.
"TF2 works, until it doesn't." - Todd Newell
TF2's gonna be fuckin wacky these next few weeks
I don't play enough fighting games to make an informed joke about 3:32 but there's definitely one to be made
Thank you for this, I wont be abusing this.
Can we just appreciate the thumbnails Shounic makes for his videos? They're so stupid but tell exactly what the video is about, I love them.
I guess this is why spipers can't easily shoot people on the balloon race map when they are on the balloon.
4:11 I think we have better things to question here
I...I need this thumbnail in my life with no context
3:29 "Draws a short line" bruh thats like the entire length of the room. No wonder the pootis pow is like a sniper rifle.
"but the TF2 characters aren't sliding around"
>looks at game<
>sees mass of T-pose scouts<
Are you sure about that?
Does this only work with the medic call-out? Or will the other voice line animations cause this effect? Like calling Help or Cheer?
works with all the voice commands that have an animation associated with them
It works with all the voice lines that have gesture animations. It actually works best with the "nice shot" gesture because it extends soldier's hand slightly further out to the right than the others.
I was able to it without any calls of medic
I love these videos! Can’t wait for another shounice release
I remember seeing a taunt kill compilation/guide years ago and it showed that if you start turning just before taunting and facing opposite from the direction you were looking at, it would be possible to have the taunt kill damage whatever is right behind you. Would be interesting to know the Source spaghetti behind that one, if you haven't looked into it already
alternatively: the hitbox can be desynced by the client by choking the CLC_Move packet/net message. This is typically done by cheaters.
Ohh, so thats why when I shot above an engie's head that was doing the Victory Lap taunt ended up being a headhot.
You always do amazing break downs of everything, great vids
great work as usual, thank you shounic
I got my first taunt kill with the Kamikaze on Badwater, because a spy was doing his knife taunt and stuck his hand through the door right as I exploded.
That was a great time.
So _that's_ why just about every Kamikaze Soldier calls for Medic when doing the taunt. I assumed it was just to silence the "c'mere, cupcake!" line to not give themselves away, and lure in players looking for a weak target.
Tip: always call medic after taunting someone
"For the most part, this is well taken care of. Until it isn't."
Source summarized in 13 words.
lmao
Once, on a server long ago, I was heavy boxing on a server that let you spam-call medic, and I learned you have a chance to "dodge" a heavy's POW taunt kill by spamming medic
seeing a sniper hit reging a soldier taunting 3 times and laughing my ass off, this explanation made that moment from gold to platinum
I have the good feeling about this
so that's why the bots cant headshot me while i was drunk walking.
Something fun you can do with this is abusing the contractor glitch as let’s say scout, but using the bongo taunt. This makes the gap between the server and client head hitbox huge
Surely this will force Valve to fix THIS game-breaking blunder ASAP!
04:47 OHHH that's why I cannot headshot soldiers on tr_walkway!
4:34 The return of the poop-shuffle !
*"Call medic! Call medic! But not for me"*
Having the hitbox not match during taunts isn't the worst thing ever. If your shot misses because he was taunting or your headshot turned into a bodyshot, you can just take the shot again once he finishes the taunt. If he never finishes taunting, he's effectively dead to his team, so that's good too.
Til this day, I don't know who the guy that says random things at the end of shounic's videos is
Bro it’s gaben
It's mr gaben himself, the head honcho of valve
F2P trying to do this
But god said:
"voice communication is not available for this account"
Medic is finally useful
What an unfortunate case of the server not showing you where the hitboxes are. At least TF2 has reliable hitreg outside of this bug. Can you imagine what terrible headache that would cause?
*Backstab hitreg*
*laggy facestabs*
*was-that-a-trickstab-or-lagstab*
Well that explains why I sometimes can't headshot taunting players. Nicely done!
Delfy did a trolling with this
I LOVE ALL THIS STUFF AND TECHNICAL INFO
Can't believe I never ever noticed this.
Surely someones been doing this for years went taunting to avoid getting headshot before they finish...
Finally, a good explanation for why tr_walkway's bots aren't always completely accurate, and was discouraged for a small time
shounic : "moving tuants are broken on their own. " *shows the victory lap mis places all the hitmoves while moving*
"VICTORY LAP DEMAND INCREASES TO 700%
Imagine Medic just being at home, he gets a phone call from Soldier, and then a second later he hears an explosion followed by screaming through a wall.
so THAT's why soldier is so hard to hit on tr_walkway
Oh that's funky. If it truly works as you explained it, it sounds like a relatively easy fix in theory.
Also explains the brilliant Fallout NV reference bit from LazyPurple's first stream vid, which has confused me for years now.
"this is well taken care of, until it isnt"
-the plot of every horror movie that starts in a lab
Valve really be like "my goals are beyond your understanding"
This explains another thing I figured out: if you stand on the rim of the 2fort sewer entrances from stairs, you can do the kamikaze taunt and the hitbox is placed above the ground such that it won’t hit you but can hit enemies: however, for whatever reason, if you use voice lines during it, you WILL self-kill when the taunt goes through.
I’d figure this is why.
Very Nice, Technical TF2 Guy
Trying to abuse this ingame has been a challenge
Now we need to see how many taunt kills can go through spawn doors and we can all freak the shit out of the other team when they're outside at setup
I’m glad you got to this bug before delfy.
"Call a medic... But not for me!"
Honestly this looks like a bodge fix to an older bug - it used to be the case that a sentry would be unable to shoot a spy using the boxtrot taunt, and would shoot above the box, missing the spy completely.
this was fixed a couple of years ago, maybe the reason for this bug was that fix?
Amazing video as always!
my man still out here making the #1 best tf2 informational graphics
Wow, did i just hear an emotion coming from you? The Shounic himself? That little chuckle... 3:53
I guess this explains how you can sometimes survive the Kamikaze taunt by standing directly underneath another object.
Every time I see your videos in my recommended your thumbnail game is somehow even more inane
Conclusion:Annoy medic to win?
The thumbnail on this video is a masterpiece
I did this by accident once. Now I know how to do it again. thanks shounic!
0:47 i got kicked in a community server because of this once lol
3:28 “Draw a short line” idk about that Shounic.
I'm pretty sure moving taunts use the normal hitbox so that you can't glitch under objects and stuff using taunts
that's not really how hitboxes work - a *bounding* box is what decides where you're allowed to go
which is just s big cube
the thumbnail is incredible