The Phlog Mmmph taunt cancel to keep the uber is most commonly done by taunting on top of an enemy, and then the enemy walks away making you fall to the floor and interrupting the taunt. More easily done in MvM with predictable robots.
Thats not a bug, its an exploit The game is working as intended (because taunts are cancelled when going airborn [unless its a moving taunt such as the go-kart]), its just used in an unintended way
@@coleminer8847 it's more of an oversight, because game has required checks to cancel taunt effects when it's interrupted (like with Steak Sandwich or Scout's drinks), but for some reason they specifically hadn't implemented those checks on pyro's phlog
6:25 from the old tf2 clips I’ve seen, airblast used to switch the team affiliation of the sticky bombs themselves. I assume that means upon detonation, the demoman used to be able to blow up his own team via airblasted stickies.
That actually sounds so funny. Demo makes a stickytrap and presses to detonate them, but instead of destroying the enemy team, he destroys his own team and is now alone against the entire team he was trying to detonate
@@noriakikakyoin5745Because 1. Stickies are the easiest projectile to deflect. 2. ALL of demoman's ranged weapons are easily deflected. Changing all his projectiles would mean that demoman cannot deal damage to pyro at all, and there is not even a weapon he could swap to to hurt the pyro(maybe the loose cannon, but it still is not much) 3. Demoman can only detonate ALL his stickies at the same time(usually). If the pyro deflects a few stickies once, the demoman has to stop using the sticky bomb launcher altogether or risk killing his teammates. Even if the pyro is dead, the demoman is still punished if he ever attempts to use his stickybomb launcher
18:51 This is known as phlog canceling, it can happened if you are moved while the taunt is playing, a few examples are: the top of an enemies head, taunting on a building that gets destroyed, pushed off an object while taunting.
Or on a giant's head. It's very powerful tech in MvM if you get good at it, and it can make for some crazy plays. I would know, I love going ham doing this.
Not exactly. I think what it meant is that a pyro can be pushed while taunting with an mmmf. But it only happens if the taunting pyro is being healed by a medic
About the Backscratcher: it uses a completely different stat than the Equalizer/Escape Plan. Those two have "less health from Medics" which affects all healing sources from the Medic (amputator, mediguns, crossbow) but leaves dispenser and cart healing intact, and additional forms of HP from allies. Backscratcher has the stat "less health from healers" which only affects healing done via beams, being mediguns, amputator, dispensers, and carts. Any form of healing like the crossbow, milk, conch, or lunchboxes don't qualify for that.
A bug I was expecting to show up is the "infinite airblast" visual glitch where holding the primary fire then tapping a quick airblast makes you fire your flamethrower silently from first person, while other players will see you infinitely rapid-firing noisy airblasts
@@cal8312 The bug's effect is purely Audio/Visual, using it or facing someone using it bears no advantage nor disadvantage. So, it's functionally not an exploit
It's only active for a single server tick despite how long the animation looks, so if you fire it even the tiniest bit before a rocket enters that range you just won't get anything
16:45 I think what this is trying to say is that at the moment your Mmmph ends, any lingering flames will retain the crit boost, basically extending the duration of the effect. You can time it so those remaining crit particles hit an enemy when the meter is already empty, letting you build Mmmph while still using the crits from the last Mmmph.
12:14 I always figured that gas noise was the pilot light. The actual bug should be "the pilot light stays lit when you airblast, except without making any noise". Because airblast is just non-ignited flamethrower gas being pushed out, and to not ignite it the pilot light should be snuffed out. The lack of noise makes ne thing the TF2 team thought of this detail but never completely implemented it.
2:55 a small note on this that while it appears to not consume ammo, it does still affect it. Each ammo of the flamethrower can shoot 4 particles, and if you shoot 4 single particles, it will still consume that ammo.
that invisible flame particle bug is actually very useful if you're experienced with flare punches, and looks stylish as hell to pull off. it technically does use some ammo, 1/4th of an ammo unit each time? it's negligible, but still. against other pyros, you can more easily set up a flare punch without tipping them off to the direction you're predicting since they won't see the flame particles.
I always knew about the ambient flamethrower noise because I noticed that spy makes the same noise when he disguises as a pyro with a flamethrower, I didn't know airblast stopped the noise though.
It's even easier in MvM where Valve set bot to push away player on top of their head or you can wait for the tank to pass through you for ez phlog cancel
Not exactly. I think what it meant is that a pyro can be pushed while taunting with an mmmf. But it only happens if the taunting pyro is being healed by a medic
21:03 This is most likely a place holder you are never meant to see, as the Dragon's Fury DOES have a pressure meter. It's actually located on the weapon itself, instead of the ui. Just look at the gauge on the Dragon's Fury when you fire/airblast. It's still a bug, just wanted to point out there IS a pressure meter.
12:17 That's just the sound of the flame in front of the nozel. The sound stops because it turns off for the aiblast, and resumes when it needs to throw flames. Logically speaking anyway
something i noticed while peeking at the source code to try and figure out why reflected projectiles deal increased self damage is that reflection not only changes a projectile's team and owner, but also its _thrower_ - aka, the weapon it's sourced from. presumably, this is for fairly intuitive reasons like damage attribution and making sure strange flamethrowers get credit for reflect kills, but it also has a consequence on something else: a lot of weapon attributes aren't "baked" into their projectiles, but rather those projectiles check for those attributes when applicable ... on their thrower this is presumably responsible for stuff like the reflected scorch shots not exploding, reflected explosives losing radius modifiers, and reflected flares having their afterburn affected by the flamethrower's attributes. the game is checking for the appropriate attributes when relevant as it normally does, but instead of the loch-n-load or the direct hit, it's looking at the flamethrower and finding a complete lack of a radius modifier. so it doesn't modify the explosion radius. it's the same deal with the attribute that determines the flare gun's projectile, and ... _not_ with the attributes that define afterburn. because flamethrowers actually have those attributes, so it uses those instead the reason why some attributes are retained is because they're checked on creation and stored on the projectile itself. damage is a standard one, but there's also stuff like grenade launchers' projectile type. not sure about the detonator's special behavior, though, especially since i'd imagine that's handled by the weapon itself so there might not be any relevant attributes for the reflected flare to lose
For the manmelter crit loss, it looks like you lose one crit per frame rather than literally losing all of them at once; this probably means it tries to fire, debits the crit, then fails to fire due to the alt-fire being active but also does not impose the reload time (allowing you to try, lose a crit, and fail again immediately). Would be easy enough to test with a higher crit count.
The self-damage with reflected explosives bug has caused me an untold amount of grief as a Pyro main. The number of times I've tried to help out or protect myself by blowing a roller away from myself or a teammate's feet only to get sent straight to the spawn room by that stupid powerful explosion is... okay it's not *super* common but annoying and noticeable enough for me to hate it.
Loosing all your stored crits with the Manmelter is already bad, but that fact that when it happens you don't even fire a regular projectile is just an extra kick in the nuts. Just the absolute biggest middle finger from the game.
8:38 trust me, this is infuriatingly common when playing spy. The airblast hitbox also extends very far outward, so trying to stab the pyro from even a slight angle can lead to them accidentally airblasting you away without knowing it. That, combined with the air strafing penalty and the propensity for airblast to send you upwards, has gotten me killed more times than I can count.
20:23 this is likely due to the fact the dragon's fury is internally considered a rocketlauncher (tf_weapon_rocketlauncher_fireball) and there's not a reflected fireball kill icon.
27:38 I don't know if this is/was true, but I think this bug is referring to when you get pushed by damage but don't leave the ground, which can happen usually with bullet weapons or when being shot from above
19:00 So apparently if you are being healed by a medic the knockback resistance of the mmmph taunt isn't applied. Thats probably why its so easy to see this bug, since so many phlog pyros play with pockets
The Phlog's knockback immunity ends immediately if a Medic were to heal them with any Medigun during their MMMPH taunt, which then knockback could cancel the taunt early. This early taunt cancel can also happen without the requirement of a Medic if the surface the Pyro is taunting on were to move them off, which ranges from being on top of moving enemy players to being on any team's teleporter that gets destroyed while taunting.
27:42 I believe this one means being moved by - for example - enemy melee swings. If you hit a sniper who is Huntsman taunting with your melee and move them in front of a teammate, it will kill them, but this bug states that the Scorch shot's taunt flare will fire off from the original position of the pyro regardless, and not follow the player's position.
The Dragon's Fury does have a pressure meter - it's on the model itself, not the HUD. There is a dial on the left of the muzzle, reasonably close to the muzzle, that will indicate your pressure refill.
20:17 And it makes the Dragon's Fury a decent pick for dealing with Sentry nests. Especially if the Medic Ubers you or you move in with an Uber push on a Sentry nest. Though be aware that Pyros can reflect the projectile and the Short Circuit can delete the projectile too.
An interesting thing you forgot with the Phlog is that, when the phlog has the halloween spell applied to it that gives it green flames, it now fires default flame particles and not its phlog particles, but only during full moon/halloween. Probably not a bug, but funny they never changed the phlog particles to be the green flames you shoot.
12:40 that's actually a visual bug about the flame not going out , if you don't get it just try to imagine how the flamethrower in tf2 works mechanically.
25:31 While it would be consistent to have the crit counter always visible with the Manmelter, it is the only one of the three weapons mentioned that cannot receive crits when it is not out, as you need to extinguish a teammate with the Manmelter itself.
39:50 this is caused because some items have an attribute called "special taunt" that is hidden from the weapon's attributes list, the reason why some weapons you tried never got the thriller taunt is because they have this attribute, amongst them, however, the Hot Hand, heavy's Fists (and it's reskin, the Apoco-Fist) and spy's stock knife, and pyro's version of the stock shotgun lack the "special taunt" attribute. the attribute's only purpose is to disable the 40% chance that your taunt is replaced with the thriller taunt when playing on halloween maps, or if the server has tf_forced_holiday set to 2.
The mmmph taunt can be cancelled when standing on an enemy head and the enemy moves OR your engi builds a teleporter, you stand on it and then he destroys the teleporter while your activating mmmph
25:33 i think why the manmelter counter disappears when changing weapons is that the only way to increase the counter is when the weapon is active. You gain diamondback crits from backstabs, which mean tou have the knife out, and the frontier Justice requires your sentry to be destroyed by any means and thus gives you crits and the counter rises
8:37 “So I can’t imagine it coming into play very much in an actual match” It happens pretty frequently when I’m playing Spy and trying to backstab them. They’ll be air blasting one of my teammates, and they’ll be angled in a way where the air blast pushes me away from them as well.
Hi! Resident hot hand enjoyer here, I unfortunately had to play the entire smissmas event with that ugly z-fighting bug. Also, I would like to point out that the statement "The hot hand can't be picked up off the ground" is false. Yes, it doesn't drop upon death, but if a hot hand player picks up another melee weapon, the hot hand will indeed be dropped and is able to be picked up. Very understandable mistake to make, as the rarity of encountering a hot hand player is pretty high, and if someone's already committed to playing hot hand, chances are they aren't looking to pick up a different weapon. On top of that, why would a non-hot hand player want to pick up a hot hand anyways?
8:34 "You do have to basically be inside the pyro's back for this to happen, so I can't imagine it coming into play very much in an actual match." [Grumbling Spy Noises] (This has happened to me multiple times)
2:38 you didn't get the idea. It's a real bug that happens time to time. You literally have little particles of using flamethrower, but it's not the fire particles, it's more like little parts that burn like in bonfire when little pieces of wood fly in different directions
For the bug at 2:29, I can personally confirm that it does still happen as described. I don't know if it might be a latency thing though, as it does seem to happen more often on higher-latency servers.
for 19:20, the way you get knocked back while MMPHH taunting is by being healed by a medic while being in the taunt. for some odd reason it overrides the knockback immunity.
6:10 Oooh! Ooooh! I got this one too! It's actually the exact same bug as 8:47; the Scorch Shot's explosion effect is treated as a weapon stat, not a unique ability. The Flamethrower does not have a +XX% explosion radius stat, and neither does the default Flare Gun, whereas the Scorch Shot does (it should be noted that weapon stats are not always reflected 1:1 by the blue and red text on the item).
At 23:04 with the flare gun angle self damage thing, this is shown off in old Sketchek videos. He uses it to have some of the Detonator's mobility while having the burst potential of the Flare Gun.
42:34 The reason it counts spycle spies and dawin's snipers is because it does, in fact, ignite them. You can just barely see the 4 damage tick of afterburn for the split second they burn. I think the opposite happens with the gas passer ignites (You don't see damage ticks from afterburn so I think it counts as the gassing pyro's damage, not the flare gun pyro)
continuously playing this game for over a decade (and getting no new updates to change things up for half as long) has made me obsessively fascinated with this kind of stuff love your videos
The Phlog taunt cancel is a huge part of MvM, to bust tanks. When you get Mmmph! as Pyro, jump on the tank (either with Detonator or Jump Height upgrades) start taunting while on the end of its roof. You'll stay in place while the tank will continue forward, making you fall. That fall interrupt the taunt and let you fire the Phlog earlier while having a bit of Uber while doing so. You can also do that on robots (giants or not) and players' heads !
8:38 this would be true...if the pyro's airblast bounding box rotated. Since it doesn't, however, approaching the pyro from behind when the pyro is facing diagonally to their airblast bounding box will result in you potentially being airblasted from much further away. As a spy, I've sometimes been denied of stabs that exact way - even though I wasn't even in melee range before I got airblasted!
2:59 I think there’s probably footage of this one, I remember this bug. It was a graphical error and it wasn’t just clientside. If more than one pyro did it on purpose it made the whole battlefield a chaos of fake fire.
29:35 i hate this, when am falling and trying to thermal thrust it bashes me into the ground and makes me take extra fall damage while wasting one of my uses
33:52 I imagine this is the same reason as health (specifically the conch, maybe other healing as well) resetting when you rocket jump with the jumper, being that you take [damage]*0. Not 100% certain on either of those, but I assume that’s what’s happening.
To get the mmmph invulnerability bug you have to make your character fall during the taunt, by standing on top of an enemy before they move, for example. It's a commonly used strat for the weapon.
15:25 Maybe the reason why it only did 0.5s of afterburn is it took the attributes of the Flare - but applied the afterburn logic as if the target was a Pyro? 18:50 It should also be noted that standing on top of players, buildings, or in MvM, Tanks, also triggers this bug frequently.
The issue with stuff like the dragons fury and the cow mangler has to do with how some terrain is grouped, the bounding box is a cube and something about how those weapons are coded makes them collide with the bounding box of the stairs instead of the stairs themselves
The last phlog bug is also activated when the pyro is taunting on a moving object. "Phlog canceling" as it is called is well known and is frequently abused in mvm with tanks. It was also the subject of sketcheck's last video. Also, it does not just allow you to use the user. It also extents the crit duration
34:41 that encapsulates the gas passer in a nutshell, you throw it to light enemies on fire only for them to just immediately die and it becomes useless
34:06 More specifically, jumper weapons trigger the Gas Passer because they achieve their “0 damage” attributes because they are coded in the backend as “-100% damage”. You still take a hit, it just negates the self-damage done.
Hey, I was the one who wrote the backscratcher bug, glad to see that one mentioned :) The weirdest part about that bug is that it doesn't effect the equalizer/escape plan. It goes to show how many TF2 devs there have been, and that they often don't communicate. There are plenty of examples of one dev implementing a weapon stat, then another dev implemented the same stat completely independently, leading to both having different bugs/effects. Other examples include the Cleaner's Carbine getting charge from damaging buildings, even though no other charging weapon can, and the Vaccinator's uber still receiving full knockback from crits, while the battlion's backup also blocks the knockback. Tf2, what an endless source of spaghetti.
the thing with the scorch shot taunt is that it DEFINITLY does fire from the original position, best way to show this is by any kind of not airblast based knockback because i have definitely seen this happen post jungle inferno
For the phlogistinator invincibility glitch, it’s used a lot in MVM known as phlog canceling You jump on a player or robots head and when you slide off or they run out from beneath you your taunt is canceled and then you have the invincibility and full 10 seconds of crit
i think the bug where "pyro airblasts pipe/rockets causes more self damage" is because pyro is now the owner of that pipe/rocket and then think about soldier's damage fall off works
19:00 Another bug the phlog is removing the knockback immunity. Its done by receiving any healing from a medigun. This is because the knockback immunity is acquired from a modified quickfix uber that lasts the duration of the taunt. When the player is healed from a medigun the condition is removed. This can also tie into performing phlog cancels, as now knockback can actually knock you out of a taunt, on top of all the other ways to cancel phlog taunt
The Phlog taunt knockback immunity doesn't apply when a Medic is healing the Pyro. That's why you've seen it happen but couldn't recreate it yourself. (looking through the comments it seems like this actually isn't very well known, people are only talking about falling off stuff) You also didn't cover one of the worst Pyro bugs, and the one in most need of a fix. The ramp up mechanic is completely broken when the victim has a wall behind them. It stays at 50% and never ramps up to the full damage. It ironically makes Pyro worse indoors.
26:52 I can explain this one, the manmelter tries to fire once per tick, because it can't, but the crits are still being consumed per attempt. You can see losing crits isn't actually instantaneous
The 5:04 bug is easy to explain, damage is proportional to the distance of a player to their target, airblasting the pellet resets the object's parent from the player who shot it to the player who airblasted it, resulting in the same amount of self damage the original shooter would have inflicted himself if it hit point blank.
8:54 This was actually explained by shounic in a video but I can summarize it here. When you fire a rocket it has the damage and speed already set. It doesn't have an explosion radius yet. When it explodes, it looks for the weapon it was fired from, and applies any explosion radius penalties or bonuses. When you reflect a rocket, after being turned into a mini crit, it sets the weapon it was fired from to your flamethrower. This is why the reflected direct hit doesn't have a splash radius penalty, the flamethrower doesn't _have_ one to give. If the flame thrower had a smaller or bigger splash radius as a stat, then it would adjust the size of the rocket splash accordingly. In short: it doesn't have a splash radius penalty because your _flamethrower_ doesn't have one.
5:28 Finally! I've encountered this bug multiple times with the detonator self-damage and nobody believed me. Since the pyro still has control of the detonator, if you airblast it and the pyro manually detonates it at the right time, it can just *delete* you from near full health. I specifically avoid reflecting detonator flares because of this.
19:00 This is not caused by knockback, but rather by sliding off the surface that you are standing on, for example if you jump on someone's head and they move so you fall to the ground, the taunt will get cancelled and you will keep invulenaribity. 24:30 I doubt this is a bug, probably the intended sound effect
35:05 it's because the gas in the can keeps it's momentum and pulls the can forward as you stop (I have no idea if that's what the devs wanted to do I'm just guessing)
26:52 Given how you can see the crit count number down almost in order what I'd assume is happening here is that the "critboosted shots" are being spent on ticks of the alt-fire's afterburn absorber, which I guess is just getting spent faster than even the fps can show. If you have a lot stored up it may work to quickly tap m1 and then release both m1 and m2, and you'll still have some - I'm only guessing though.
3:47 As a game developer who's also peeked at the Source engine, I can intuit why this bug behaves this way. Instances of damage in the Source engine are represented by their own data structure (I believe it's called a TakeDamageInfo) that tracks their source and target as player object references. The engine likely has a failsafe in place that says that, if an instance of damage is between two players of the same team, that damage is immediately ignored or discarded. I'd imagine the afterburn effect is still tracking the player that started the fire and creating new damage instances for the normal tick rate of afterburn, but those instances of damage are being discarded due to the team check failsafe reading the current values of an active player object reference.
I'm sure many others will have pointed this out in more detail, but @22:55 mins some projectiles like dragon's fury fire ball, bison shot, pomson shot and wrap assassin so to say collide with the air in that prob and instantly vanish, like when hitting a wall because certain complex props like that and stairs in certain maps are grouped together geometry. Very frustrating when the wrap assassin bursts next to your head and makes yourself bleed... @18:29 it's called phlog canceling and uses by either stomping a player just the right way, or more easily when hitting a push force applying geometry, like on some trees you're not supposed to stand on. It's interesting, even for people like me who don't phlog :3
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sorry but tf2 is the only gatcha game i play
no
mmmph is a sound not a word. you keep saying moomph
Thought he was a character you'd get in an event or something. Thanks for the code.
@@blob5907 It's a word. It's literally written as a word...YOU wrote it too.
The Phlog Mmmph taunt cancel to keep the uber is most commonly done by taunting on top of an enemy, and then the enemy walks away making you fall to the floor and interrupting the taunt. More easily done in MvM with predictable robots.
Thats not a bug, its an exploit
The game is working as intended (because taunts are cancelled when going airborn [unless its a moving taunt such as the go-kart]), its just used in an unintended way
the taunt cancelled when you are on any moving enemies/objects slipped off. And yet the meta is still broken.
@@coleminer8847 it's more of an oversight, because game has required checks to cancel taunt effects when it's interrupted (like with Steak Sandwich or Scout's drinks), but for some reason they specifically hadn't implemented those checks on pyro's phlog
@@lazyvector oh
Cool
i think this also works with the cart and certain map geometry, like a sign from Pier
6:25 from the old tf2 clips I’ve seen, airblast used to switch the team affiliation of the sticky bombs themselves. I assume that means upon detonation, the demoman used to be able to blow up his own team via airblasted stickies.
i WISH that stayed in the game. the amount of trolling you'd be able to do. . .
That actually sounds so funny. Demo makes a stickytrap and presses to detonate them, but instead of destroying the enemy team, he destroys his own team and is now alone against the entire team he was trying to detonate
Bring it back!!!
I don’t get why they wouldn’t keep this in. It’s not like reflected rockets and pills only hurt the soldier/demo that fired them
@@noriakikakyoin5745Because
1. Stickies are the easiest projectile to deflect.
2. ALL of demoman's ranged weapons are easily deflected. Changing all his projectiles would mean that demoman cannot deal damage to pyro at all, and there is not even a weapon he could swap to to hurt the pyro(maybe the loose cannon, but it still is not much)
3. Demoman can only detonate ALL his stickies at the same time(usually). If the pyro deflects a few stickies once, the demoman has to stop using the sticky bomb launcher altogether or risk killing his teammates. Even if the pyro is dead, the demoman is still punished if he ever attempts to use his stickybomb launcher
18:51
This is known as phlog canceling, it can happened if you are moved while the taunt is playing, a few examples are: the top of an enemies head, taunting on a building that gets destroyed, pushed off an object while taunting.
Like a tank in MvM
Or on a giant's head. It's very powerful tech in MvM if you get good at it, and it can make for some crazy plays. I would know, I love going ham doing this.
Which is the exact case, of "...some cases..." at 17:00, where the flame particles might actually be crit boosted
Not exactly. I think what it meant is that a pyro can be pushed while taunting with an mmmf. But it only happens if the taunting pyro is being healed by a medic
Yknow Bug is supposed to be WEAK to Fire.
Volcarona
Golisopod
Araquanid
It had Flash Fire
Shuckle
Surskit
Armaldo
Drapion
Crustle
Unless it's a firebug
The Gas Passer being thrown through the wall at 34:34 made me laugh way harder than it should have
i honestly haven't laughed that hard in while. so stupid lol
I don't know why, nothing about it should be funny but for some reason it just gets me.
YEET
About the Backscratcher: it uses a completely different stat than the Equalizer/Escape Plan. Those two have "less health from Medics" which affects all healing sources from the Medic (amputator, mediguns, crossbow) but leaves dispenser and cart healing intact, and additional forms of HP from allies. Backscratcher has the stat "less health from healers" which only affects healing done via beams, being mediguns, amputator, dispensers, and carts. Any form of healing like the crossbow, milk, conch, or lunchboxes don't qualify for that.
Oh didn’t expect to see you here
A bug I was expecting to show up is the "infinite airblast" visual glitch where holding the primary fire then tapping a quick airblast makes you fire your flamethrower silently from first person, while other players will see you infinitely rapid-firing noisy airblasts
Um achtually it's an exploit not a glitch and only noobs say they are different 🤓
@@cal8312 The bug's effect is purely Audio/Visual, using it or facing someone using it bears no advantage nor disadvantage. So, it's functionally not an exploit
@@godusopp1797he was referencing an clip of an dumbass who said this and immediately the entire server vote kicked him
@@cal8312Votekick
@@godusopp1797its a reference to a clip of some guy saying that and getting votekicked
With how absurdly large the airblast range on pyro is, I feel legitimately embarrassed not being able to pull off reflects very often.
It's only active for a single server tick despite how long the animation looks, so if you fire it even the tiniest bit before a rocket enters that range you just won't get anything
large range has nothing to do with how long its active, so dont feel bad for missing. its only up for a fraction of the animation
16:45 I think what this is trying to say is that at the moment your Mmmph ends, any lingering flames will retain the crit boost, basically extending the duration of the effect. You can time it so those remaining crit particles hit an enemy when the meter is already empty, letting you build Mmmph while still using the crits from the last Mmmph.
that's not really a bug though, it's not as if crit rockets and grenades suddenly stop being crit boosted after the weapon is finished
@@TheMistermastermario Yeah, the wiki has a very loose definition of "bug"
Yoo, love your content dude!
12:14 I always figured that gas noise was the pilot light. The actual bug should be "the pilot light stays lit when you airblast, except without making any noise". Because airblast is just non-ignited flamethrower gas being pushed out, and to not ignite it the pilot light should be snuffed out. The lack of noise makes ne thing the TF2 team thought of this detail but never completely implemented it.
2:55 a small note on this that while it appears to not consume ammo, it does still affect it. Each ammo of the flamethrower can shoot 4 particles, and if you shoot 4 single particles, it will still consume that ammo.
that invisible flame particle bug is actually very useful if you're experienced with flare punches, and looks stylish as hell to pull off. it technically does use some ammo, 1/4th of an ammo unit each time? it's negligible, but still. against other pyros, you can more easily set up a flare punch without tipping them off to the direction you're predicting since they won't see the flame particles.
I always knew about the ambient flamethrower noise because I noticed that spy makes the same noise when he disguises as a pyro with a flamethrower, I didn't know airblast stopped the noise though.
I feel that it means that air blast puts the flame on the flame thrower out even though the model doesn't change
19:19 a taunt cancel can happen if you're on top of a players head while taunting and they move away which cancels it.
It's even easier in MvM where Valve set bot to push away player on top of their head or you can wait for the tank to pass through you for ez phlog cancel
Not exactly. I think what it meant is that a pyro can be pushed while taunting with an mmmf. But it only happens if the taunting pyro is being healed by a medic
21:03 This is most likely a place holder you are never meant to see, as the Dragon's Fury DOES have a pressure meter. It's actually located on the weapon itself, instead of the ui. Just look at the gauge on the Dragon's Fury when you fire/airblast.
It's still a bug, just wanted to point out there IS a pressure meter.
12:17 That's just the sound of the flame in front of the nozel. The sound stops because it turns off for the aiblast, and resumes when it needs to throw flames. Logically speaking anyway
The flame does not visibly turn off during gameplay, still making this a bug.
something i noticed while peeking at the source code to try and figure out why reflected projectiles deal increased self damage is that reflection not only changes a projectile's team and owner, but also its _thrower_ - aka, the weapon it's sourced from. presumably, this is for fairly intuitive reasons like damage attribution and making sure strange flamethrowers get credit for reflect kills, but it also has a consequence on something else:
a lot of weapon attributes aren't "baked" into their projectiles, but rather those projectiles check for those attributes when applicable ... on their thrower
this is presumably responsible for stuff like the reflected scorch shots not exploding, reflected explosives losing radius modifiers, and reflected flares having their afterburn affected by the flamethrower's attributes. the game is checking for the appropriate attributes when relevant as it normally does, but instead of the loch-n-load or the direct hit, it's looking at the flamethrower and finding a complete lack of a radius modifier. so it doesn't modify the explosion radius. it's the same deal with the attribute that determines the flare gun's projectile, and ... _not_ with the attributes that define afterburn. because flamethrowers actually have those attributes, so it uses those instead
the reason why some attributes are retained is because they're checked on creation and stored on the projectile itself. damage is a standard one, but there's also stuff like grenade launchers' projectile type. not sure about the detonator's special behavior, though, especially since i'd imagine that's handled by the weapon itself so there might not be any relevant attributes for the reflected flare to lose
For the manmelter crit loss, it looks like you lose one crit per frame rather than literally losing all of them at once; this probably means it tries to fire, debits the crit, then fails to fire due to the alt-fire being active but also does not impose the reload time (allowing you to try, lose a crit, and fail again immediately). Would be easy enough to test with a higher crit count.
The self-damage with reflected explosives bug has caused me an untold amount of grief as a Pyro main. The number of times I've tried to help out or protect myself by blowing a roller away from myself or a teammate's feet only to get sent straight to the spawn room by that stupid powerful explosion is... okay it's not *super* common but annoying and noticeable enough for me to hate it.
Loosing all your stored crits with the Manmelter is already bad, but that fact that when it happens you don't even fire a regular projectile is just an extra kick in the nuts. Just the absolute biggest middle finger from the game.
8:38 trust me, this is infuriatingly common when playing spy. The airblast hitbox also extends very far outward, so trying to stab the pyro from even a slight angle can lead to them accidentally airblasting you away without knowing it. That, combined with the air strafing penalty and the propensity for airblast to send you upwards, has gotten me killed more times than I can count.
This sparks joy
20:23 this is likely due to the fact the dragon's fury is internally considered a rocketlauncher (tf_weapon_rocketlauncher_fireball) and there's not a reflected fireball kill icon.
5:14 If you ask any dedicated Pybro then they’ll tell you that the extra damage is *very* noticeable
27:38 I don't know if this is/was true, but I think this bug is referring to when you get pushed by damage but don't leave the ground, which can happen usually with bullet weapons or when being shot from above
19:00 So apparently if you are being healed by a medic the knockback resistance of the mmmph taunt isn't applied. Thats probably why its so easy to see this bug, since so many phlog pyros play with pockets
The Phlog's knockback immunity ends immediately if a Medic were to heal them with any Medigun during their MMMPH taunt, which then knockback could cancel the taunt early. This early taunt cancel can also happen without the requirement of a Medic if the surface the Pyro is taunting on were to move them off, which ranges from being on top of moving enemy players to being on any team's teleporter that gets destroyed while taunting.
Why is it always that goddamn madman in the lab coat? First he could remove the invincibility from a phlog Pyro, NOW IT'S THE KNOCKBACK IMMUNITY!?
27:42 I believe this one means being moved by - for example - enemy melee swings. If you hit a sniper who is Huntsman taunting with your melee and move them in front of a teammate, it will kill them, but this bug states that the Scorch shot's taunt flare will fire off from the original position of the pyro regardless, and not follow the player's position.
The Dragon's Fury does have a pressure meter - it's on the model itself, not the HUD. There is a dial on the left of the muzzle, reasonably close to the muzzle, that will indicate your pressure refill.
23:38 Flaregun jumping actually can be done, although it is very difficult to do in a match and also not as good as Detonator jumping.
20:17 And it makes the Dragon's Fury a decent pick for dealing with Sentry nests. Especially if the Medic Ubers you or you move in with an Uber push on a Sentry nest. Though be aware that Pyros can reflect the projectile and the Short Circuit can delete the projectile too.
An interesting thing you forgot with the Phlog is that, when the phlog has the halloween spell applied to it that gives it green flames, it now fires default flame particles and not its phlog particles, but only during full moon/halloween. Probably not a bug, but funny they never changed the phlog particles to be the green flames you shoot.
12:40 that's actually a visual bug about the flame not going out , if you don't get it just try to imagine how the flamethrower in tf2 works mechanically.
19:10 if a Phlog is being healed by a Quick-Fix, the Pyro can be knocked out of the taunt like normal.
works with all mediguns
@@eggorgregThe Quickfix is notable for making the target immune to knockback, except for this case I guess
25:31 While it would be consistent to have the crit counter always visible with the Manmelter, it is the only one of the three weapons mentioned that cannot receive crits when it is not out, as you need to extinguish a teammate with the Manmelter itself.
39:50 this is caused because some items have an attribute called "special taunt" that is hidden from the weapon's attributes list, the reason why some weapons you tried never got the thriller taunt is because they have this attribute, amongst them, however, the Hot Hand, heavy's Fists (and it's reskin, the Apoco-Fist) and spy's stock knife, and pyro's version of the stock shotgun lack the "special taunt" attribute. the attribute's only purpose is to disable the 40% chance that your taunt is replaced with the thriller taunt when playing on halloween maps, or if the server has tf_forced_holiday set to 2.
The mmmph taunt can be cancelled when standing on an enemy head and the enemy moves OR your engi builds a teleporter, you stand on it and then he destroys the teleporter while your activating mmmph
25:33 i think why the manmelter counter disappears when changing weapons is that the only way to increase the counter is when the weapon is active. You gain diamondback crits from backstabs, which mean tou have the knife out, and the frontier Justice requires your sentry to be destroyed by any means and thus gives you crits and the counter rises
23:20 there is a practical use for the bug, sketchek made a video using it to have a small detonator style jump while still getting full flare crits
8:37 “So I can’t imagine it coming into play very much in an actual match”
It happens pretty frequently when I’m playing Spy and trying to backstab them. They’ll be air blasting one of my teammates, and they’ll be angled in a way where the air blast pushes me away from them as well.
Hi! Resident hot hand enjoyer here, I unfortunately had to play the entire smissmas event with that ugly z-fighting bug. Also, I would like to point out that the statement "The hot hand can't be picked up off the ground" is false. Yes, it doesn't drop upon death, but if a hot hand player picks up another melee weapon, the hot hand will indeed be dropped and is able to be picked up. Very understandable mistake to make, as the rarity of encountering a hot hand player is pretty high, and if someone's already committed to playing hot hand, chances are they aren't looking to pick up a different weapon. On top of that, why would a non-hot hand player want to pick up a hot hand anyways?
8:34 "You do have to basically be inside the pyro's back for this to happen, so I can't imagine it coming into play very much in an actual match."
[Grumbling Spy Noises] (This has happened to me multiple times)
2:38 you didn't get the idea. It's a real bug that happens time to time. You literally have little particles of using flamethrower, but it's not the fire particles, it's more like little parts that burn like in bonfire when little pieces of wood fly in different directions
For the bug at 2:29, I can personally confirm that it does still happen as described. I don't know if it might be a latency thing though, as it does seem to happen more often on higher-latency servers.
for 19:20, the way you get knocked back while MMPHH taunting is by being healed by a medic while being in the taunt. for some odd reason it overrides the knockback immunity.
6:10 Oooh! Ooooh! I got this one too! It's actually the exact same bug as 8:47; the Scorch Shot's explosion effect is treated as a weapon stat, not a unique ability. The Flamethrower does not have a +XX% explosion radius stat, and neither does the default Flare Gun, whereas the Scorch Shot does (it should be noted that weapon stats are not always reflected 1:1 by the blue and red text on the item).
23:03 Theres a couple good spots where you can use the flare gun to jump to spots you cant normally get to.
Where would be those
At 23:04 with the flare gun angle self damage thing, this is shown off in old Sketchek videos. He uses it to have some of the Detonator's mobility while having the burst potential of the Flare Gun.
7:27 On this note, I really wish flamethrowers could have strange parts for headshots.
42:34 The reason it counts spycle spies and dawin's snipers is because it does, in fact, ignite them. You can just barely see the 4 damage tick of afterburn for the split second they burn. I think the opposite happens with the gas passer ignites (You don't see damage ticks from afterburn so I think it counts as the gassing pyro's damage, not the flare gun pyro)
continuously playing this game for over a decade (and getting no new updates to change things up for half as long) has made me obsessively fascinated with this kind of stuff
love your videos
19:22 you need be on a ledge that would naturally knock you off, so as an example on Steel 2nd their is a pipe you can slide off of resulting in this.
The Phlog taunt cancel is a huge part of MvM, to bust tanks.
When you get Mmmph! as Pyro, jump on the tank (either with Detonator or Jump Height upgrades) start taunting while on the end of its roof. You'll stay in place while the tank will continue forward, making you fall. That fall interrupt the taunt and let you fire the Phlog earlier while having a bit of Uber while doing so.
You can also do that on robots (giants or not) and players' heads !
Damn, pyro fire blocks dispenser healing? Didn't know that at all.
It's quite painful when you're going to die from it :c
just got fucked over by that on dustbowl defense, glad this video came up to explain it
8:38 this would be true...if the pyro's airblast bounding box rotated. Since it doesn't, however, approaching the pyro from behind when the pyro is facing diagonally to their airblast bounding box will result in you potentially being airblasted from much further away. As a spy, I've sometimes been denied of stabs that exact way - even though I wasn't even in melee range before I got airblasted!
2:59 I think there’s probably footage of this one, I remember this bug. It was a graphical error and it wasn’t just clientside. If more than one pyro did it on purpose it made the whole battlefield a chaos of fake fire.
17:58 Do enemy players not see the charged particle as well? If so that's actually kinda good.
29:35 i hate this, when am falling and trying to thermal thrust it bashes me into the ground and makes me take extra fall damage while wasting one of my uses
33:52
I imagine this is the same reason as health (specifically the conch, maybe other healing as well) resetting when you rocket jump with the jumper, being that you take [damage]*0. Not 100% certain on either of those, but I assume that’s what’s happening.
To get the mmmph invulnerability bug you have to make your character fall during the taunt, by standing on top of an enemy before they move, for example.
It's a commonly used strat for the weapon.
For 4:06, does the bug occur when you get autobalanced? That team switch doesn't kill you
15:25 Maybe the reason why it only did 0.5s of afterburn is it took the attributes of the Flare - but applied the afterburn logic as if the target was a Pyro?
18:50 It should also be noted that standing on top of players, buildings, or in MvM, Tanks, also triggers this bug frequently.
The issue with stuff like the dragons fury and the cow mangler has to do with how some terrain is grouped, the bounding box is a cube and something about how those weapons are coded makes them collide with the bounding box of the stairs instead of the stairs themselves
The last phlog bug is also activated when the pyro is taunting on a moving object. "Phlog canceling" as it is called is well known and is frequently abused in mvm with tanks. It was also the subject of sketcheck's last video.
Also, it does not just allow you to use the user. It also extents the crit duration
18:54 this is a well known and heavily exploited bug in MVM called phlog cancelling. I think lister made a video on it
34:41 that encapsulates the gas passer in a nutshell, you throw it to light enemies on fire only for them to just immediately die and it becomes useless
34:06 More specifically, jumper weapons trigger the Gas Passer because they achieve their “0 damage” attributes because they are coded in the backend as “-100% damage”. You still take a hit, it just negates the self-damage done.
8:22 This applies to projectiles too. If the timing and positioning are perfect, you can reflect a projectile through your back.
Hey, I was the one who wrote the backscratcher bug, glad to see that one mentioned :)
The weirdest part about that bug is that it doesn't effect the equalizer/escape plan. It goes to show how many TF2 devs there have been, and that they often don't communicate. There are plenty of examples of one dev implementing a weapon stat, then another dev implemented the same stat completely independently, leading to both having different bugs/effects. Other examples include the Cleaner's Carbine getting charge from damaging buildings, even though no other charging weapon can, and the Vaccinator's uber still receiving full knockback from crits, while the battlion's backup also blocks the knockback. Tf2, what an endless source of spaghetti.
the thing with the scorch shot taunt is that it DEFINITLY does fire from the original position, best way to show this is by any kind of not airblast based knockback because i have definitely seen this happen post jungle inferno
3:50 maybe you'll still take damage if team attack is on?
8:35 ayo what
14:14 So it is not 75%, yet you still mark it as confirmed?
Let's all pretend we didn't see that.
For the phlogistinator invincibility glitch, it’s used a lot in MVM known as phlog canceling
You jump on a player or robots head and when you slide off or they run out from beneath you your taunt is canceled and then you have the invincibility and full 10 seconds of crit
i think the bug where "pyro airblasts pipe/rockets causes more self damage" is because pyro is now the owner of that pipe/rocket and then think about soldier's damage fall off works
I thought Soilders and Demos had a built-in self-damage resistance
Like 20% or something
Engies don't
At least I think so
14:15 phone vibration your whole career is OVER!
27:39 I don't know this for sure but how about pushing them around as a teammate?
31:56 So, theoreticlly, both pyro and medic can do potentially same about of maximum damage as soldier when using this thermal thruster bug, yeah?
32:29 Plus you might take mini crits from the reserve shooter and the *Direct Hit*
19:00 Another bug the phlog is removing the knockback immunity. Its done by receiving any healing from a medigun. This is because the knockback immunity is acquired from a modified quickfix uber that lasts the duration of the taunt. When the player is healed from a medigun the condition is removed.
This can also tie into performing phlog cancels, as now knockback can actually knock you out of a taunt, on top of all the other ways to cancel phlog taunt
Pyro IS a bug. But they forgot to patch it out.
The Phlog taunt knockback immunity doesn't apply when a Medic is healing the Pyro. That's why you've seen it happen but couldn't recreate it yourself. (looking through the comments it seems like this actually isn't very well known, people are only talking about falling off stuff)
You also didn't cover one of the worst Pyro bugs, and the one in most need of a fix. The ramp up mechanic is completely broken when the victim has a wall behind them. It stays at 50% and never ramps up to the full damage. It ironically makes Pyro worse indoors.
The fact they tried to fix the airblast visual bug again but it is still possible to do is funny
4:58
this is also seen in the soundsmith video [TF2] Flying High
the variable is reset to 1, or whatever. dero describes it better than i can
26:52
I can explain this one, the manmelter tries to fire once per tick, because it can't, but the crits are still being consumed per attempt. You can see losing crits isn't actually instantaneous
The 5:04 bug is easy to explain, damage is proportional to the distance of a player to their target, airblasting the pellet resets the object's parent from the player who shot it to the player who airblasted it, resulting in the same amount of self damage the original shooter would have inflicted himself if it hit point blank.
The little bob on the gas passer when you stop moving could be the liquid sloshing around moving the center of gravity of the canister maybe
I posted a video a while back showing a spot on upward’s final point where the long-range exploit does work well.
8:54 This was actually explained by shounic in a video but I can summarize it here.
When you fire a rocket it has the damage and speed already set. It doesn't have an explosion radius yet. When it explodes, it looks for the weapon it was fired from, and applies any explosion radius penalties or bonuses. When you reflect a rocket, after being turned into a mini crit, it sets the weapon it was fired from to your flamethrower. This is why the reflected direct hit doesn't have a splash radius penalty, the flamethrower doesn't _have_ one to give. If the flame thrower had a smaller or bigger splash radius as a stat, then it would adjust the size of the rocket splash accordingly. In short: it doesn't have a splash radius penalty because your _flamethrower_ doesn't have one.
Hearing you repeatedly say "mmph" is making my day, it's such a silly thing to say repeatedly and seriously
YES dude! I have been looking FORWARD to this!
5:28 Finally! I've encountered this bug multiple times with the detonator self-damage and nobody believed me. Since the pyro still has control of the detonator, if you airblast it and the pyro manually detonates it at the right time, it can just *delete* you from near full health. I specifically avoid reflecting detonator flares because of this.
23:35 you can use this to help medics build uber faster during setup time just like scout/boston basher.
19:00 This is not caused by knockback, but rather by sliding off the surface that you are standing on, for example if you jump on someone's head and they move so you fall to the ground, the taunt will get cancelled and you will keep invulenaribity.
24:30 I doubt this is a bug, probably the intended sound effect
35:05 it's because the gas in the can keeps it's momentum and pulls the can forward as you stop (I have no idea if that's what the devs wanted to do I'm just guessing)
26:52 Given how you can see the crit count number down almost in order what I'd assume is happening here is that the "critboosted shots" are being spent on ticks of the alt-fire's afterburn absorber, which I guess is just getting spent faster than even the fps can show. If you have a lot stored up it may work to quickly tap m1 and then release both m1 and m2, and you'll still have some - I'm only guessing though.
The 2nd one just makes pyro an archvile from doom
3:47 As a game developer who's also peeked at the Source engine, I can intuit why this bug behaves this way.
Instances of damage in the Source engine are represented by their own data structure (I believe it's called a TakeDamageInfo) that tracks their source and target as player object references. The engine likely has a failsafe in place that says that, if an instance of damage is between two players of the same team, that damage is immediately ignored or discarded. I'd imagine the afterburn effect is still tracking the player that started the fire and creating new damage instances for the normal tick rate of afterburn, but those instances of damage are being discarded due to the team check failsafe reading the current values of an active player object reference.
I'm sure many others will have pointed this out in more detail, but @22:55 mins some projectiles like dragon's fury fire ball, bison shot, pomson shot and wrap assassin so to say collide with the air in that prob and instantly vanish, like when hitting a wall because certain complex props like that and stairs in certain maps are grouped together geometry. Very frustrating when the wrap assassin bursts next to your head and makes yourself bleed... @18:29 it's called phlog canceling and uses by either stomping a player just the right way, or more easily when hitting a push force applying geometry, like on some trees you're not supposed to stand on. It's interesting, even for people like me who don't phlog :3
39:39 go here then watch the other pyro closely. Notice any funny flamethrower visual bugs?