I miss having the "stab stab stab" duels with people, seeing who dies to RNG or spams their taunt key the longest. Two snipers stuck in a stun pose, yapping non-stop "stab stab stab" for like 30 seconds then one of them dying is peak Team Fortress 2 gameplay.
You can still do it actually, but using the regular taunt key won't do it, you have to use the other taunt key because, yes, there are two taunt keys, I think it's called the contextual action key
I'm so sad you didn't mention the "stab stab stab" spam from two Huntsman snipers spamming G. Neither of them will ever be able to finish their taunt so they'll both just sit stunned saying "stab stab stab" over and over again until one of them stops spamming G
@@SquimJim if you move the camera it will move where the stab is being aimed (like heavy pow haha straight up or down) so to win those kinds of fights just leg go of the joystick and hope the enemy sniper doesnt know moving the camera for a funny screenshot angle will be his downfall
@@SquimJim i tested this when the taunt pop up menu was new, if you have no taunts equiped the pop up menu for taunts don't show up, allowing to do the stab stab stab bug.
So wait, if the Machina can trigger a penetration kill from shooting through your own teammate, and shooting through multiple enemy's can cause the unique sound effect to stack multiple times, then does that mean you could headshot 16 enemies through 15 teammates and trigger the sound effect even MORE?
No, it doesn't work that way. The sound effect only triggers on kills occurring after a pierce, not on individual pierces. If anything piercing any number of teammates just means you get +1 sound instance, as the first player killed would now be a penetration kill where it wouldn't have been before.
16:50 shonic tested something similar to who gets the kill first based on different weapons types. I think for hitscan like the sniper rifle it was always the player who joined the server first
To answer your question at around 17:00 about why one player kept getting the kill, I believe shounic made a video analyzing this phenomenon. It has something to do with priorities of who joined first and it affects other aspects like teleporters too
No but you can actually do literally any taunt while stunned, including special taunts that move you forward automatically, like the Conga. In other words, you can escape a tauntkill / the old cleaver combo by congaing away.
My favorite part about the Machina is when you sometimes hear the incredibly loud and repeated multi kill noise in the middle of a game. I hope that bug stays around forever (unlike the Wheatley Sapper voice line spam bug that is unfortunately now gone)
For the didgeridrongo taunt it's possible the flame particle is under the floor. It seems to appear a fair distance from the hand in other taunts and maybe sniper sitting on the ground with his arm pointed a little downward it could end up lower than floor level.
The only guess i have for the bug at 12:15 is that the game checks to see if you are holding the self aware beauty mark when its thrown, and if you swap to something different the game thinks “oh he doesnt have the beauty mark so make it throw the jarate model”
For the first achievement bug discussing shooting someone at the exact same time (~16:20), a youtuber named "Shounic" actually made a video discussing this topic. In general, he has many videos about how tf2 works in its calculations and whatnot. I'd recommend both that video and his channel in general. Extremely interesting. I'll see if I can find the link to video, but I'm kinda lazy so no promises. Found it. Video is named, "What happens if two people kill someone or each other simultaneously? (in tf2)" by Shounic The link is m.ua-cam.com/video/9NeknAtFkFg/v-deo.html
also, i have gotten that achievement with both me and the other sniper using sniper rifles before, and we did both die, just a testament to that being possible in practice
Additional note; Being stunned also resets your action. So you can huntsman taunt dual for effectively an eternity just saying 'stab stab stab' over and over.
If you land a headshot with the Sydney Sleeper while kritz charged or during humiliation, it will register as a headshot and even show it as a headshot in the killfeed. I wonder if that would let it contribute to the "Flight Canceled" achievement.
I just realized that the bread inside the jars for Sniper and Scout have miserable lives. Sniper pisses on you and Scout uhhh.... pours spoiled milk on you? Yeah.... let's just go with that.
The huntsman arrow extinguishing upon entering water definitely used to be true, I used to see it all the time way back in the day, around 2011 or so. It didn't affect the arrow igniting people, but it looked like it was a normal arrow. The other bug that I remember definitely existing a long time ago was the bugle being held up one from the soldier video; he used to keep the bugle held to his mouth in first person until you let it go, and not put back to his side
14:41 This is actually a bug involving incorrect Z-buffering. The Jarate isn't invisible, it's just that the game is incorrectly drawing the sniper rifle on top of it. How a game determines what order to draw 3D objects in is known as a Z buffer. The "Z" in this case referring to the pixel's perceived distance from the camera, with the X and Y being the horizontal and vertical dimensions of the camera. Translucent textures are notorious for having Z-buffer issues in many rendering engines, as the renderer needs to render everything beyond said texture before it, which can be a nightmare to decipher. The loadout preview renders objects in a different way from the rest of the game: it's gotta have a transparent background to place it on a UI panel, it needs to be lit in a completely different way, and it can't show up in the gameworld you're potentially currently in, or be affected by effects and lighting in it. Thus, the game may be confused as to what is actually behind the translucent Jarate texture.
A UA-cam named shounic made a video asking the exact question of what happens when two players fire at the same time, it goes in depth into the code and is really well made
that one may be because your teammates aren't lag-compensated, so you have to shoot where the server thinks they are and not where your screen says they are.
i know another bug with the classic: while charging and scoped, if you inspect your rifle [ Default: "f" ] the laser moves around as if the sniper rifle is being inspected
On the subject of how the game decides a tie breaker, shounic made a great video about how the game handles assists. I think for kills the game picks the player that joined the server first.
16:45 the way tf2 determines who got the shot is by the order of who joined when, damage and points, lag compensation and ping, as well as the server itself. Basically not even valve can tell you who shot first.
the one at 14:15 also applies to botkiller flamethowers (at least from what I've personally seen) the head moves around very slowly another bug with botkiller flamethrowers is that the flame is missing on the weapon model
10:42 I noticed that If you start charging with the classic then taunt and continue charging once you stop taunting the rifles laser will stay in place and you can walk around without it, after firing a shot the laser will return to the gun
All i know is, there used to be a bug where Huntsman Arrows would get stuck in friendly buildings and on destruction, fly out and destory anyone. I did 30k to a Hale once and to watch him instantly melt was worth it.
@@stevens.286 Yep, if you need a visual showing of it, go look at how Minecraft arrows react to Sand dropping. And now imagine the Arrows can go like 3 feet out and still do full crit dmg
I remember how half a year ago, when I just started playing TF2, I got dead reckoning achievement while playing with a sniper rifle. I didn't even know that huntsman existed. I don't remember exactly how it happened, but I'm sure this bug is possible
Seriously I can't understand why you aren't at least 10x more popular. your content has always been very high quality and entertaining I really wish you the best with gaining the fame you deserve
At 15:17, where it mentions world view, it most likely is talking about using true view models, otherwise known as world view models, which is a command that makes your game render your weapons and (annoyingly) unusual effects on your own screen, which means you get some wacky images and sometimes annoying stuff happening like unusual effects blocking your screen.
Just tried that out but it looks the same. When using cl_first_person_uses_world_model 1 it is technically using the 3rd person models that other players normally see so it shouldn't make a difference. But I did check to make sure!
@@SquimJim Alright, I wasn't trying to say that you didnt do it wrong, i was more mentioning that you didnt attempt something that i had thought of, thanks for checking though.
great video as always, I love learning about all these little quirks in the game and can’t wait for the pyro and engineer videos, the map bugs idea sounds great too and I would love to see it
13:07 It's possible this one might've referred to (and only worked with) a full razorback, if it drops a full sized gib when it's wearer dies and it hasn't been broken. Did that ever get tested too?
I remember the huntsman arrow being extinguished from water a long time ago, it was also only visual. So maybe that was fixed so that the arrow was always lit? Or my memory is going.
4:48 I actually put this bug on the wiki! I can confirm that the infinite loop by holding M1 and M2 has something to do with if holding holding down the mouse is registered as multiple concurrent clicks or just one.
Weird sniper/spy bug I encountered. The headshot kill icon and the counter on the scoreboard is dependent on the shot dealing critical damage, not just on hitting the head. This means 2 things: - A Vaccinator or Battalion's Backup charge will make it appear as a normal kill regardless of circumstances. - If you receive a crit boost you can make them count the shot as a headshot even if under normal circumstances the weapon shouldn't have been able to headshot (this includes being too far in range for the Ambassador, not fully charged Classic shot, any sidney sleeper shot, unscoped shots from all non-classic rifles). Minicrit boosts won't work for this, you need a full crit. That's also why the Sidney Sleeper never displays the icon despite it being able to headshot since Blue Moon. This also means that a hypothetical sniper rifle that minicrits when it would normally crit would also be affected by this error. I haven't been able to test if strange versions of those weapons have their headshot kill parts affected by this as well. Fun trivia about this bug. The TF2 Wikia has blacklisted this bug, for some unknown reason, and regularly deletes any references to it despite it being clearly a bug.
The jarate assist one reminds me of if you are doing the gunslinger contract and get an assist with the other player using their main weapon, it counts toward kill with primary, even if it was a sentry assist.
The Sydney Sleeper in MvM has always had bugs with it, it used to have recursive explosive headshot that would be able to deal infinite damage. Which Sigsegv also has a video demonstrating.
I’ve noticed a bug not listed is when you taunt when holding m1 with the classic, the laser disconnects from the rifle, and stays until shot or swapping weapons
4:34 For the lit arrow with the taunt, maybe for the digeridoo the position of the bow is underneath the player? It can probably be tested on a platform with space below it. 15:20 For the "world view", there's a console command that replace's the player's first person viewmodel with the world's (cl_first_person_uses_world_model 1), so maybe that's what it meant. Is the result the same?
The Last Wave can be earned by taunting with SMG. Btw, You can unlock The Last Wave and Be Polite at the same time by taunting any special taunts, for example, The Schadenfreude. And Shoot The Breeze unlocks if you shoot dead ringer spy with SMG.
2:15 If you hit the "Exit match" button while in the menu, you can actually move and shoot. I'm sure that with some modded hud, you could just shoot from the menu. Edit: you can't move, but you can still shoot for some reason.
Shounic has actually posted like 2 or 3 videos just detailing what happens when you kill each other with hitscan weapons at the exact same time, and it varies a lot. It often favours the first person to join the server and for almost all cases it's consistent in which player dies.
sound based bugs like the machina one arent due to the rifle itself, but the fact the same sound is playing at the exact same time in more than once instance. usually, it's fucking hilarious, deafens everyone on the map and drowns out all other noise for a sec.
Bug: Headshotting 16 people at once with the machine clogs the gates of hell since so many people are dying at once that you can hear the screams of the damned
Cl_first_person_uses_world_model 1 I believe is the command, maybe not with all the underscores. I'm almost certain this is to what the bug note was referring, as I am fairly sure it's true. For some reason you still see the viewmodel muzzle flash where it would be if you had standard viewmodels enabled, despite the visible gun model being elsewhere.
19:03 yeah.. pyro is buggy but engineer oh boy, engineer has so many map related bugs, like being able to get an enemy spy into his teams spawn on a few maps, on badwater he can build a teleporter out of bounds, etc. heck for the past few scream fortresses most of the bug fixing the devs did after released was to prevent engineers from glitching out of bounds
16:50 This is probably determined by who joined the server first, since many things that happen at the same time are resolved by who joined the server first.
Can't wait for engineer bugs, There will be no shortage there. Here's a few that may or may not be on the wiki: If an enemy engineer places a teleporter exit against their spawn door and you survive being tefragged (either have over 1k hp, phlogistonator mmph taunt, or ubercharge) then you can both walk towards the spawn door together. Thin spawn door brushes can have teleporters placed through them. Severe server desync can let engineers place teleporters through cealings and in some cases walls.
I believe the cleaner's carbine bug about the misaligned muzzle flash was referring to using first person world view (cl_first_person_uses_world_model 1) and not literally looking at it as another player. I have not checked, but just something to note
one minor issue I've never seen mentioned is that when Scout holds mad milk the liquid in the bottle sloshes around depending on your movement, but when Sniper holds jarate the liquid is static. it's not much but it bugs me.
At 16:50 "I don't really know what determines that, so it might be an interesting topic for a future video." Shounic actually made a video on this, but it was focused on two Soldiers firing a rocket at the exact same target at the same time. I'm pretty sure this is related to that same programming quirk, though. It seems that hitreg in TF2 for instances like this seem to favor a certain player based on what order they entered the server. The favored player's shot always lands and the unfavored player's always misses. You should check out Shounic's video to learn more though as I'm not an expert on this kinda thing.
As far as I know, of you penetrate a Teammate, or not only shows the double kill icon but also if your weapon is strange, it counts as two kills on the count
Fun Fact: If you set cl_first_person_uses_world_model to 1, basically using thirdperson models in firstperson, The Classic's laser misaligns way more often, and way more noticeably. I know this, because I use The Classic often, and I play with cl_first_person_uses_world_model set to 1.
Not sure if it says it on the wiki, but there’s a visual bug with Pyro head replacements and cosmetics such as the glasses on the That 70’s Chapeau. If the hat is in the first cosmetic slot, the head replacement (such as a Foster’s Facade) will show “over” the glasses, as if they were invisible lenses. You can fix this on your own by ordering the head replacement above the That 70’s Chapeau. If it still has the layering issue, just switch to a different loadout and then come back. Not sure if the same happens outside the loadout menu, but I wouldn’t be surprised.
Snipers' Darwins Danger Shield will resist lit huntsman arrows, which makes huntsman duels terribly one side if one of the players has a 'considerate' pyro lighting all their arrows on fire
The reason sydney has the no headshot penalty is because it's impossible to get a headshot meaning the headshot kill icon will never be a kill icon for the sydney sleeper which means you can never get that extra point for a headshot kill while using it. It's not technically wrong, but it is worded weirdly. A similar case is for the crossbow because it use to use the huntsman's projectile for time before it got its own projectile
Is it possible to light your arrows by spawning as pyro, shooting fire and quickly changing to huntsman sniper? Evwry time you change class while in spawn you also move around the spawn by a few feet. Meaning if you were luck you couldshoot flames as pyro then change to sniper and spawn just in front of where you were as pyro and catch the flame particles before they vanished, hopefuly igniting your arrow. Could that be possible?
Anyone know why The Huntsman sometimes more than 360 damage? See 18:31 for example with 372 damage. For the record, I use The Huntsman alot and this is not the only random additional damage possible as one time I got 443 damage on a fully ubered heavy.
damage priority in tf2 is based on which player joined the game first, if i join a game before you and we headshot eachother at the same time it will always prioritize my shot. this was mentioned in one of shounic's videos while back.
To celebrate this newest episode, I will be recreating Jarate in real life. Then i’ll drink it to test for authenticity!
You all saw the comment, folks! Don't let him get out of it now!
Dear god.
Mon Dieu!
@@somerandomguyintheinternet theres more
@@Wigion NO!
Wait a minute... This isn't hit movie Bug Buster released in 1998...
im a frayed knot
How could he
I miss having the "stab stab stab" duels with people, seeing who dies to RNG or spams their taunt key the longest. Two snipers stuck in a stun pose, yapping non-stop "stab stab stab" for like 30 seconds then one of them dying is peak Team Fortress 2 gameplay.
Nah, peak is forming figures with chains of snipers yapping "stabe-stabe-stabe".
I'm sad when they fixed it
that's called a staring contest
You can still do it actually, but using the regular taunt key won't do it, you have to use the other taunt key because, yes, there are two taunt keys, I think it's called the contextual action key
I'm so sad you didn't mention the "stab stab stab" spam from two Huntsman snipers spamming G. Neither of them will ever be able to finish their taunt so they'll both just sit stunned saying "stab stab stab" over and over again until one of them stops spamming G
I tried that and it wasn't working! I doubt that part of it was ever fixed but for me one always just got the kill
It became patched a while ago, now it’s just bait someone to stun you first and you win
@@SquimJim if you move the camera it will move where the stab is being aimed (like heavy pow haha straight up or down) so to win those kinds of fights just leg go of the joystick and hope the enemy sniper doesnt know moving the camera for a funny screenshot angle will be his downfall
@@dirksdead when was it patched?
@@SquimJim i tested this when the taunt pop up menu was new, if you have no taunts equiped the pop up menu for taunts don't show up, allowing to do the stab stab stab bug.
The Bug where the Jarate on the Cozy Camper became invisible at certain angles USED to be entirely true, but Valve fixed that one fairly recently.
So wait, if the Machina can trigger a penetration kill from shooting through your own teammate, and shooting through multiple enemy's can cause the unique sound effect to stack multiple times, then does that mean you could headshot 16 enemies through 15 teammates and trigger the sound effect even MORE?
Thats a good question! I'm going to have to try that out.
Max trollege
@@SquimJim You won't need to make a video on it, when you try I'm pretty sure it's gonna be so loud we'll all be able to hear it wherever we are.
rip earphones
No, it doesn't work that way. The sound effect only triggers on kills occurring after a pierce, not on individual pierces. If anything piercing any number of teammates just means you get +1 sound instance, as the first player killed would now be a penetration kill where it wouldn't have been before.
8:08 sniper really just opened the gates to the underworld by ending 16 clones of him
Now we wait for the six hour long documentary “Bug Busters : Mann vs Machine”
I love how the Machina's multi-kill fanfare sound becomes the sound of a nuclear warhead exploding once it hits 16 kills
Honestly if you get 16 people in one shot you deserve to have it sound like a Super Bowl stadium is cheering you on
yes
16:50 shonic tested something similar to who gets the kill first based on different weapons types. I think for hitscan like the sniper rifle it was always the player who joined the server first
To answer your question at around 17:00 about why one player kept getting the kill, I believe shounic made a video analyzing this phenomenon. It has something to do with priorities of who joined first and it affects other aspects like teleporters too
The reason why the Sentry Buster's legs are the only visible part that gets Jarate'd is because its actually a Caber Demo with a seperate Bomb model
If the huntsman can still attack while stunned, doesn’t that mean it’s a soft counter for the old sandman?
No but you can actually do literally any taunt while stunned, including special taunts that move you forward automatically, like the Conga.
In other words, you can escape a tauntkill / the old cleaver combo by congaing away.
New objective in life, escape a Skewer by congaing
Bright, you finally made sense.
idk me maybe it is
@@scarymonsters524 p2w omg
My favorite part about the Machina is when you sometimes hear the incredibly loud and repeated multi kill noise in the middle of a game.
I hope that bug stays around forever (unlike the Wheatley Sapper voice line spam bug that is unfortunately now gone)
How’d this man comment 13 hours ago, the videos been out for 1 minute 😂
I have the same question y'know
@@tygerpyro500 Channel members get videos early
@@tygerpyro500 time travel duh
man I'm so glad that exploit got fixed, that shit made me want to kill myself
For the didgeridrongo taunt it's possible the flame particle is under the floor. It seems to appear a fair distance from the hand in other taunts and maybe sniper sitting on the ground with his arm pointed a little downward it could end up lower than floor level.
The only guess i have for the bug at 12:15 is that the game checks to see if you are holding the self aware beauty mark when its thrown, and if you swap to something different the game thinks “oh he doesnt have the beauty mark so make it throw the jarate model”
For the first achievement bug discussing shooting someone at the exact same time (~16:20), a youtuber named "Shounic" actually made a video discussing this topic. In general, he has many videos about how tf2 works in its calculations and whatnot. I'd recommend both that video and his channel in general. Extremely interesting. I'll see if I can find the link to video, but I'm kinda lazy so no promises.
Found it. Video is named, "What happens if two people kill someone or each other simultaneously? (in tf2)" by Shounic
The link is m.ua-cam.com/video/9NeknAtFkFg/v-deo.html
I was looking for this comment thank you
also, i have gotten that achievement with both me and the other sniper using sniper rifles before, and we did both die, just a testament to that being possible in practice
I was literally just about to say this
sigsev made videos on the jarate physics
@@That_Guy977 you wouldn't go on the internet and lie would you?
Additional note;
Being stunned also resets your action. So you can huntsman taunt dual for effectively an eternity just saying 'stab stab stab' over and over.
If you land a headshot with the Sydney Sleeper while kritz charged or during humiliation, it will register as a headshot and even show it as a headshot in the killfeed. I wonder if that would let it contribute to the "Flight Canceled" achievement.
I just realized that the bread inside the jars for Sniper and Scout have miserable lives. Sniper pisses on you and Scout uhhh.... pours spoiled milk on you? Yeah.... let's just go with that.
Yeah... because it's "Milk."
according to lore it's radioactive cow milk, but much like uno rules, just because it's official doesn't make it universally agreed upon
The huntsman arrow extinguishing upon entering water definitely used to be true, I used to see it all the time way back in the day, around 2011 or so. It didn't affect the arrow igniting people, but it looked like it was a normal arrow. The other bug that I remember definitely existing a long time ago was the bugle being held up one from the soldier video; he used to keep the bugle held to his mouth in first person until you let it go, and not put back to his side
Honestly I love this one at 8:00
It’s like the better you do, the harder they cheer. With no limit 😅
14:41 This is actually a bug involving incorrect Z-buffering. The Jarate isn't invisible, it's just that the game is incorrectly drawing the sniper rifle on top of it. How a game determines what order to draw 3D objects in is known as a Z buffer. The "Z" in this case referring to the pixel's perceived distance from the camera, with the X and Y being the horizontal and vertical dimensions of the camera. Translucent textures are notorious for having Z-buffer issues in many rendering engines, as the renderer needs to render everything beyond said texture before it, which can be a nightmare to decipher. The loadout preview renders objects in a different way from the rest of the game: it's gotta have a transparent background to place it on a UI panel, it needs to be lit in a completely different way, and it can't show up in the gameworld you're potentially currently in, or be affected by effects and lighting in it. Thus, the game may be confused as to what is actually behind the translucent Jarate texture.
A UA-cam named shounic made a video asking the exact question of what happens when two players fire at the same time, it goes in depth into the code and is really well made
5:25 I feel like the real bug should be "sydney sleeper shots can sometimes decide not to extinguish burning teammates for no reason whatsoever"
that one may be because your teammates aren't lag-compensated, so you have to shoot where the server thinks they are and not where your screen says they are.
i know another bug with the classic: while charging and scoped, if you inspect your rifle [ Default: "f" ] the laser moves around as if the sniper rifle is being inspected
On the subject of how the game decides a tie breaker, shounic made a great video about how the game handles assists. I think for kills the game picks the player that joined the server first.
8:02 ok but honestly if you collateral 6 players in a single shot you deserve to hear that sound
16:45 the way tf2 determines who got the shot is by the order of who joined when, damage and points, lag compensation and ping, as well as the server itself. Basically not even valve can tell you who shot first.
4:32 Wow, a free unusual effect!
the one at 14:15 also applies to botkiller flamethowers (at least from what I've personally seen) the head moves around very slowly
another bug with botkiller flamethrowers is that the flame is missing on the weapon model
10:42 I noticed that If you start charging with the classic then taunt and continue charging once you stop taunting the rifles laser will stay in place and you can walk around without it, after firing a shot the laser will return to the gun
All i know is, there used to be a bug where Huntsman Arrows would get stuck in friendly buildings and on destruction, fly out and destory anyone. I did 30k to a Hale once and to watch him instantly melt was worth it.
Also there a feature in MVM where a Robot not moving after a bit will be killed since it isnt "working properly" and made killing the MVM bosses fun.
Really?
@@stevens.286 Yep, if you need a visual showing of it, go look at how Minecraft arrows react to Sand dropping. And now imagine the Arrows can go like 3 feet out and still do full crit dmg
I remember how half a year ago, when I just started playing TF2, I got dead reckoning achievement while playing with a sniper rifle. I didn't even know that huntsman existed. I don't remember exactly how it happened, but I'm sure this bug is possible
Seriously I can't understand why you aren't at least 10x more popular. your content has always been very high quality and entertaining I really wish you the best with gaining the fame you deserve
At 15:17, where it mentions world view, it most likely is talking about using true view models, otherwise known as world view models, which is a command that makes your game render your weapons and (annoyingly) unusual effects on your own screen, which means you get some wacky images and sometimes annoying stuff happening like unusual effects blocking your screen.
Just tried that out but it looks the same. When using cl_first_person_uses_world_model 1 it is technically using the 3rd person models that other players normally see so it shouldn't make a difference. But I did check to make sure!
@@SquimJim Alright, I wasn't trying to say that you didnt do it wrong, i was more mentioning that you didnt attempt something that i had thought of, thanks for checking though.
@@angel89775 Oh no worries! It was worth checking out just to make sure.
great video as always, I love learning about all these little quirks in the game and can’t wait for the pyro and engineer videos, the map bugs idea sounds great too and I would love to see it
13:07 It's possible this one might've referred to (and only worked with) a full razorback, if it drops a full sized gib when it's wearer dies and it hasn't been broken.
Did that ever get tested too?
3:06 "Wait a minute, if we're underwater, how can-"
I remember the huntsman arrow being extinguished from water a long time ago, it was also only visual. So maybe that was fixed so that the arrow was always lit? Or my memory is going.
8:00 I love how they get louder for the first and second one, but then on the third, you just open the gates to hell.
10:17 i don't think valve knows either
4:12 so THATS why crit flares do almost full 90 damage to demos with shields, I figure.
4:48 I actually put this bug on the wiki! I can confirm that the infinite loop by holding M1 and M2 has something to do with if holding holding down the mouse is registered as multiple concurrent clicks or just one.
Weird sniper/spy bug I encountered. The headshot kill icon and the counter on the scoreboard is dependent on the shot dealing critical damage, not just on hitting the head. This means 2 things:
- A Vaccinator or Battalion's Backup charge will make it appear as a normal kill regardless of circumstances.
- If you receive a crit boost you can make them count the shot as a headshot even if under normal circumstances the weapon shouldn't have been able to headshot (this includes being too far in range for the Ambassador, not fully charged Classic shot, any sidney sleeper shot, unscoped shots from all non-classic rifles).
Minicrit boosts won't work for this, you need a full crit. That's also why the Sidney Sleeper never displays the icon despite it being able to headshot since Blue Moon. This also means that a hypothetical sniper rifle that minicrits when it would normally crit would also be affected by this error. I haven't been able to test if strange versions of those weapons have their headshot kill parts affected by this as well.
Fun trivia about this bug. The TF2 Wikia has blacklisted this bug, for some unknown reason, and regularly deletes any references to it despite it being clearly a bug.
16:33 can confirm you can die and kill the enemy when both useing the default sniper rifle
Time to rush to the wiki to fix all of them.
The jarate assist one reminds me of if you are doing the gunslinger contract and get an assist with the other player using their main weapon, it counts toward kill with primary, even if it was a sentry assist.
The Sydney Sleeper in MvM has always had bugs with it, it used to have recursive explosive headshot that would be able to deal infinite damage. Which Sigsegv also has a video demonstrating.
0:43 "Lets get ready to bumble."
oh god the cheese.
Are you going to put the dispenser A-pose bug in the engineer video(pick up a melee as any class while standing inside a dispenser)
SquimJim be like:
MYTH: The Razorback is awful.
"Well..."**copy-pastes the razorback video**
MYTH CONFIRMED
So for the machina double tracer, that works mostly on maps like balloon race etc where the object you are on is moving quickly
I’ve noticed a bug not listed is when you taunt when holding m1 with the classic, the laser disconnects from the rifle, and stays until shot or swapping weapons
What does the machina fanfare sound like if you kill the 99 other people in a 100 person server
I've just starting getting back into TF2 again and I'm a Sniper main, so perfect timing.
15:29 maybe they meant when you're using cl_first_person_uses_world_model
I think what they meant with the Cleaner's Carbine one is when you use the worldview model as your first person pov
Straight up did not know you could activate the focus meter at any time for the heatmaker. 1,500 hours, and I did not know that.
4:34 For the lit arrow with the taunt, maybe for the digeridoo the position of the bow is underneath the player? It can probably be tested on a platform with space below it.
15:20 For the "world view", there's a console command that replace's the player's first person viewmodel with the world's (cl_first_person_uses_world_model 1), so maybe that's what it meant. Is the result the same?
The Last Wave can be earned by taunting with SMG. Btw, You can unlock The Last Wave and Be Polite at the same time by taunting any special taunts, for example, The Schadenfreude. And Shoot The Breeze unlocks if you shoot dead ringer spy with SMG.
16:26 it is true with cheats/bots from what I've seen, insta-killing each other rarely at the exact same moment. Not sure if it's human viable though.
I dont think that the Sydney Sleeper having no headshots in its stats is a bug, since iirc the game doesnt count it as one, just as a normal minicrit
(Volume warning since it’s at the Machina sound stacking clip.)
8:12 That Hud indicator isn’t lying, SquimJim truly is indeed God-like.
2:15
If you hit the "Exit match" button while in the menu, you can actually move and shoot. I'm sure that with some modded hud, you could just shoot from the menu.
Edit: you can't move, but you can still shoot for some reason.
surprised the bug about sniper stretching out that one mushroom hat with his melee taunt wasn't mentioned anywhere.
Shounic has actually posted like 2 or 3 videos just detailing what happens when you kill each other with hitscan weapons at the exact same time, and it varies a lot. It often favours the first person to join the server and for almost all cases it's consistent in which player dies.
sound based bugs like the machina one arent due to the rifle itself, but the fact the same sound is playing at the exact same time in more than once instance. usually, it's fucking hilarious, deafens everyone on the map and drowns out all other noise for a sec.
14:25 I'm sure that happens with all the jigglebones in the Loadout menu, at least it also occurs with the Botkillers
Bug: Headshotting 16 people at once with the machine clogs the gates of hell since so many people are dying at once that you can hear the screams of the damned
16:36 thats just not true,
I got dead reckoning that way o a sniper battle on 2fort
15:12 maybe the world view means using world models in first person? (Or was it called VR mode?)
Cl_first_person_uses_world_model 1 I believe is the command, maybe not with all the underscores. I'm almost certain this is to what the bug note was referring, as I am fairly sure it's true. For some reason you still see the viewmodel muzzle flash where it would be if you had standard viewmodels enabled, despite the visible gun model being elsewhere.
19:03 yeah.. pyro is buggy but engineer oh boy, engineer has so many map related bugs, like being able to get an enemy spy into his teams spawn on a few maps, on badwater he can build a teleporter out of bounds, etc. heck for the past few scream fortresses most of the bug fixing the devs did after released was to prevent engineers from glitching out of bounds
16:50 This is probably determined by who joined the server first, since many things that happen at the same time are resolved by who joined the server first.
6:47 this would also explain why EH damage seems to ignore resistances enemy bots have (most notably FoS heavies taking 150 as expected from it)
It seems nobody saw that in 18:28 sniper had the classic equiped in the bottom left model instead of the sydney sleeper
Can't wait for engineer bugs, There will be no shortage there.
Here's a few that may or may not be on the wiki:
If an enemy engineer places a teleporter exit against their spawn door and you survive being tefragged (either have over 1k hp, phlogistonator mmph taunt, or ubercharge) then you can both walk towards the spawn door together.
Thin spawn door brushes can have teleporters placed through them.
Severe server desync can let engineers place teleporters through cealings and in some cases walls.
17:10
It's an emu! It's a ute!
No, it's _Jarate Man!_
Wow, that Hitman Heatmaker’s feature was unknown to me the whole time. I waited until the bar was full every time I had it equipped
Wait a minute....this isn’t my favorite 1998 comedy/horror film staring Randy Quaid!
4:21 free unusual taunt?!?!
(not clickbait) (get now!!!!)
The first one also works with the Meat Grinder kill taunt (Gunslinger default taunt).
You reverse taunt-kill the engi if you're fast enough.
I believe the cleaner's carbine bug about the misaligned muzzle flash was referring to using first person world view (cl_first_person_uses_world_model 1) and not literally looking at it as another player. I have not checked, but just something to note
one minor issue I've never seen mentioned is that when Scout holds mad milk the liquid in the bottle sloshes around depending on your movement, but when Sniper holds jarate the liquid is static. it's not much but it bugs me.
At 16:50
"I don't really know what determines that, so it might be an interesting topic for a future video."
Shounic actually made a video on this, but it was focused on two Soldiers firing a rocket at the exact same target at the same time. I'm pretty sure this is related to that same programming quirk, though.
It seems that hitreg in TF2 for instances like this seem to favor a certain player based on what order they entered the server. The favored player's shot always lands and the unfavored player's always misses.
You should check out Shounic's video to learn more though as I'm not an expert on this kinda thing.
1:58 Is it just me or do I hears faint clicks when Sniper reloads these last three primaries?
As far as I know, of you penetrate a Teammate, or not only shows the double kill icon but also if your weapon is strange, it counts as two kills on the count
Fun Fact: If you set cl_first_person_uses_world_model to 1, basically using thirdperson models in firstperson, The Classic's laser misaligns way more often, and way more noticeably.
I know this, because I use The Classic often, and I play with cl_first_person_uses_world_model set to 1.
Not sure if it says it on the wiki, but there’s a visual bug with Pyro head replacements and cosmetics such as the glasses on the That 70’s Chapeau. If the hat is in the first cosmetic slot, the head replacement (such as a Foster’s Facade) will show “over” the glasses, as if they were invisible lenses.
You can fix this on your own by ordering the head replacement above the That 70’s Chapeau. If it still has the layering issue, just switch to a different loadout and then come back. Not sure if the same happens outside the loadout menu, but I wouldn’t be surprised.
Man, videos of this quality deserve more success
Snipers' Darwins Danger Shield will resist lit huntsman arrows, which makes huntsman duels terribly one side if one of the players has a 'considerate' pyro lighting all their arrows on fire
The reason sydney has the no headshot penalty is because it's impossible to get a headshot meaning the headshot kill icon will never be a kill icon for the sydney sleeper which means you can never get that extra point for a headshot kill while using it. It's not technically wrong, but it is worded weirdly. A similar case is for the crossbow because it use to use the huntsman's projectile for time before it got its own projectile
Is it possible to light your arrows by spawning as pyro, shooting fire and quickly changing to huntsman sniper? Evwry time you change class while in spawn you also move around the spawn by a few feet. Meaning if you were luck you couldshoot flames as pyro then change to sniper and spawn just in front of where you were as pyro and catch the flame particles before they vanished, hopefuly igniting your arrow. Could that be possible?
The single employee Valve hired to update TF2 closely analyzing this vid rn
15:37 I had this via a soldier's rocket. It's in one of my TF2 videos.
3:10 I actually can confirm that this either used to be a bug, or still is and it just dependent on settings.
Anyone know why The Huntsman sometimes more than 360 damage? See 18:31 for example with 372 damage. For the record, I use The Huntsman alot and this is not the only random additional damage possible as one time I got 443 damage on a fully ubered heavy.
Demoman most likely had pain train equipped, which increases damage taken from bullets by 10%
Then explain this m.ua-cam.com/video/cZcCbhzWEZM/v-deo.html
Notice in the video Blu reflects an arrow back at a huntsman sniper for 432 damage.
Start at 0:36 of the linked video.
damage priority in tf2 is based on which player joined the game first, if i join a game before you and we headshot eachother at the same time it will always prioritize my shot.
this was mentioned in one of shounic's videos while back.
15:15 It could be talking about cl_first_person_uses_world_model 1, a command that allows you to see your world model replacing your viewmodel
14:52 it sometimes happens in game and is even more visible. seems to happen kinda randomly so im not sure how 2 recreate