@@corphoenix5579 I think that Pyro set and that Scout set are the only item sets in modern TF2 with non-cosmetic effects. Through it mostly ends up being a moot point because it requires two players on opposite teams to have them equipped, and it won't register the Scout as using it unless Halloween mode is enabled.
2:28 Flame particles linger, and by pointing to the floor and burning, they'd presumedly get trapped in the corner and burn the Heavy for longer than if the particles go straight through him.
1) particles dont get stuck, they just hit the ground and then slowly rise straight up; like fire does. So aiming straight down will bounce straight up, flame boxes are fairly large too. 2) single puffs of fire dont count as 1 ammo, spending 1 ammo of fire shoots out about 5-10 particles. Making sure you shoot exactly 1 particle is indeed with precise quickswitching, but you cant rely on ammo count.
@@Chud_Bud_Supreme meh, scorch shot pyros are worse than phlog ones, only if the phlog pyro doesnt hold and spam crits from the door spawn blocking everyone there. Poor pyro he wasnt meant to be like that
Can we give Squim some appreciation for always churning out interesting videos and concepts for TF2? When everyone else is putting out stale and dry rehashes, he’s serving that juicy content fresh and with a nice glaze of dry humor. Love it!
Yep, always a treat to see a new vid of his drop. In defense of us creators who put out stale and dry content though, even doing that is hard. I'll see myself out now.
There's an exploit that allows pyros to always have the stomp ability active all the time. It's pretty ez to do as a player but with 16 bots one by one eh.... 1)Equip the thermal truster and disable "respawn after switching loadout 2)equip any other secondary 3) use the thermal truster towards a respawn locker and touch it while still in the air 4) you will still hear the falling animation, snd_restart to fix it 5) done. Now you'll be able to stomp 100% of the time until you die. Although you will also have reduced falling damage and extra knockback from all sources. Dunno if that could compromise the stonp damage, you should try
An interesting theory! I tested it and it was reduced from its 500 base damage to 300. I'm pretty sure the taunt itself is just considered fire damage regardless of what weapon it's on. Kinda similar to how the Sandman's taunt is considered bullet damage...for some reason.
If I had to wager a guess why strength doesn't work with the scorch shot taunt kill, I'd say it probably doubles the damage of the projectile and doesn't touch the 'taunt kill' damage
I would agree with you but it's a bit weird considering how in the Scout video it shows that taunt kills are tied to Bullet damage when using the vaccinator
@@paradoxglitch1108 my guess is that the scorch shot tauntkill is unique, since it transforms from a tauntkill into a regular shot, which is where all this weirdness comes from. I'd agree that the projectile damage is probably being multiplied, it'd deal around 26, which checks out.
I would like to take a moment to praise the thumbnail art. The idea that Pyro's fire is so devastating that, instead of lighting up the enemy, it _punches a hole clean through their chest and burns through the other side_ is absolutely awesome and I love it.
Strangely enough, I believe it’s actually medic who will come in second of all classes. Or rather, medic should actually tie soldier for highest damage in first place. This is actually because of a bug with the quick-fix, which allows the medic to permanently have the ‘damage on stomp’ effect if you are boosted into the air by a thermal thruster pyro while healing them. This effect strangely persists no matter what weapon you have out afterwards, and only resets on death. This means, hypothetically, if a bunch of medics all used the quick fix to gain this “buff”, let’s call it, and then all stood on top of each other (like with the soldiers), and then another medic with this effect (or a mantreads soldier/thruster pyro) jumped down onto this medic tower, the one at the very bottom would take the same amount of damage as the soldier dealt (except this time it’s a medic dealing that final hit of damage, like explained in this video the soldier ultimately does the damage if a thruster pyro stomps a soldier tower) TF2 code at its finest really. As a quick edit: A more “realistic” setting for this to happen would only need one medic to take advantage of this bug. Which would be the player standing second to bottom of the tower. The rest could be mantread soldiers, as the medic would ultimately deal the final damage regardless.
A small caveat to this: Since Medic has 50 less HP than Soldier, he takes less fall damage. If the Medic is the second-to-last member of the stack, this will reduce the final damage by... 25 points or something? I don't know the exact numbers, but Medic WOULD have second highest by a long shot.
@@UnknownCleric2420 super fair point actually, I didn’t think about that. So that’s cool you’d bring it up. However, that would be assuming the player that drops onto the stack of players is a medic. Since that’s the fall damage being multiplied. If it were a soldier that landed, then his fall damage would be multiplied just as it was in the soldier video, but the medic would still technically deal the damage at the end of the stack. Regardless, that’s still a detail I missed, so good eye!
@@luxerd182 there is a similar outcome using a different method that let's pyro "stompfall" infinitely too, meaning that Pyro would actually come in second and Medic would come in third. But at those numbers, who's counting?
I always thought it would be cool to see a scoreboard of which class does the most damage with a random crit. I assume heavy would do the most at point blank but I wonder who does the lowest and where all the other classes lie on the board.
You forgot something very important in that Pyro can deflect projectiles, so if Demo can do more damage with his stickies or pipes, then Pyro can double that
Late but not really, his best damage comes from stickies, and airblasting those doesn’t minicrit boost them nor turn them into the pyro’s team, pipes are fair game though
Since the medic taunt counts as a medibeam connection, could you be able to hit the medic with the third degree and have it connect to 15 fist of steel heavies?
There is a bug with the thermal thruster that might let you do quadrillions of damage like the manntreads. If you turn on “instant class switch on weapon change” in the options menu, switch from any secondary to the thermal thruster, and then use it to jet pack into the resupply cabinet so your secondary switches, you’ll always deal 3x fall damage if you land on someone. You’ll also always have the hidden fall damage reduction stat from the thermal thruster, but will always take minicrits from the direct hit and the reserve shooter.
A thing about the dragon’s fury is it technically doesn’t have a mechanic based around doing more damage to burning opponents. It actually works in reverse, it more accurately does less damage to non burning players. If you shoot an engineer building it does it’s bonus damage by default.
Since Jungle Inferno, flame particles no longer deal damage individually. The table at 1:28 is actually a bit misleading in this regard. Instead, a target takes damage every 0.075 as long as they're touching flames. It doesn't matter how many, it could even be the same one.
7:18 Actually, thanks to a glitch related to picking up another dropped secondary while using the Thruster, you can conserve the Mantreads stomp mechanic: "If the Pyro picks up a weapon while the Thermal Thruster is active, some of its attributes will still be retained, letting the player take less fall damage, and giving them the ability to stomp players by landing on them." So theoretically, if you got 30 Pyros to do this glitch and stacked them all on top of a Heavy, then used your Thermal Thruster to stomp on them, you could achieve similar results as with the Mantreads Soldier.
Ik this is way outdated but if u equip the detonator on all the pyro’s and then jet pack into a resupply locker it will be the same as the soldier video. Props to kristima for this bug.
It can 1 shot Heavy with multiple buffs! But with no buffs it actually can't 1 shot light classes. If both hits of the flare connect they will deal 20 + 26 + 60 damage of afterburn for a max of 106.
Idk if anyone else has mentioned this but pyro can stomp like the manntreads, you have to equip the thermal thruster, leave spawn and swap the jet pack to anything else, the use the thruster to fly into the resupply cabinet. If you hit the cabinet before you hit the ground you now permanently have the properties of the jet pack as you can always stomp, you take 80% less fall damage, take more knock back, and the reserve shooter/direct hit will ALWAYS mini crit you no matter what
If you keep getting wide variations in damage numbers in certain situations, you could always just take the average damage. Or unless you already do that 😅
A shame he doesn’t know that you can shoot just one flamethrower particle by quickly switching weapons. Don’t think it makes much difference, but worth mentioning!
The dragons fury doesn't actually function properly against the DDS. Its afterburn immunity is stronger than pyro's (extinguishes sniper before the first burn damage tick), so it can only reliably get the boosted hit if you combo it out of a scorch shot's bouncing flare. Not a huge deal, but thought it was worth mentioning about the test around 4:00.
Technically speaking, first place should go to Spy. Spy's backstab is coded to always do 6× the opponents health, so technically the knife can do infinite damage. During Jungle Inferno when the Infinite Health Heavy exploit was happening, the only counter to it was a Backstab, as no matter how high the exploit got the heavy's health, the knife would always do 6× it.
The funniest parts about these in game stats is how they still remind you that the player’s health is now 0, like I didn’t expect that when I sent them to the shadow realm using boots
I'm still partially curious in a hypothetical situation where all the Pyros had the thermal thruster AND were mid blast jump to try and equate to something similar to mantread stacking damage, even though that's probably not possible to test in game.
actually, the 3rd degree hits anyone in the medic's amputator taunt, so you could technically have one medic healing 15 fists of steel heavies for maximum damage
For whatever reason it only transfers from the target to the Amputator Medic and not the other way around. So hitting a Medic healing 15 FoS heavies would only damage the Medic. It also doesn't transfer between all the Amputator heal targets. Just the person you hit and the Medic. Its weird.
if you switch your thermal thruster to another secondary by flying into the resupply locker, you'll permanently get the mantreads effect. kristianma's illegal stomping video shows this in action.
worth noting that you can keep the thruster effect by using it into a resupply locker while you have a different secondary equipped into your loadout, either by disabling respawning on loadout change or simply changing loadouts from outside of the respawn area also based cave story music
With the scorch shot taunt kill, my guess is that there’s a taunt kill hitbox like most others and an additional projectile, with damage boosts for some reason only affecting the projectile that does normal scorch shot damage.
Fun fact about tf2: All classes have access to some sort of healing I will make a list of the classes and their healing. Scout: Mad milk, Candy Cane, Pretty boy’s Pocket Pistol Soldier: Concherer (passive self heal or rage), Half-Zatochi Pyro: extinguishing a burning teammate Demoman: Eyelander (gaining a head), Half-Zatochi Engineer: Dispensers Heavy: Sandvich, Buffalo steak Sandwich, Second Banana, Dalokohs bar, Warrior’s spirit. Medic: Kritzkreig, vaccinator, Medigun, quick-fix, taunt with kritzkreig out, Blütsager, baseline medic regen, regen with the amputator active, Crusader’s crossbow. Sniper: Cozy camper Spy: Connivers Kunai, stealing health from enemy dispensers as well as enemy medics.
For pyro theres a new glitch which allows you to stomp with any secondary by flying with the thruster into the locker with your next loadout having the detonator or any other secondary and with that pyro might by able to do the same damage as soldier
Judging by the Ace Attorney profile picture I'm guessing you're thinking it's Luke Atmey's theme? I don't think so, but would be a nice reference if it was.
7:30 if you use the bug where you jump with the thruster on to the resupply locker then switch your secondary because of it (making the game think you're still jumping with it), will that stack like the manntreads?
I wanna make an alien survival game mode like a 5v5 1 team are napalm pyros and the other team is xenomorph scouts with buffed melee damage (maybe they also have Boston basher?) The scouts respawn instantly but the pyros don't respawn and they have to out live the clock (or cap a point) also maybe the final pyro gets a buff?
wait a minute, what about stacking a bunch of pyros with the thruster glitch? what max damage you get with that in mind? thruster glitch: [make sure that "kill on loadout change" is disabled] 1) equip the thermal thruster 2) in your inventory, change the thruster to any other secondary 3) send yourself onto a ressupply cabinet with the thruster's "attack". if done correctly, you'll keep hearing the wind sound effect. now, what it does is: if you were to fall onto any enemies, they would take the "stomp" damage
You can give the pyro the stomp ability permanently by switching to another weapon outside of spawn, then jetpack jumping into the resupply cabinet so you switch to the new weapon whilst in the air. If all the stacked pyros did that then in might work.
The taunt kill shot might be coded as a (26+mods)+525ish. Meaning it was being properly doubled, but in a area separate from the majority of the damage.
Interesting thing with the flares, all of the flares will actually do afterburn for 10 seconds if they hit a burning player, instead of 7.5. This is why a Scorch Shot can 1-hit a light class despite it not seeming that way on paper. I'm not actually sure if this is intentional or a bug but it does account for an extra 20 damage base and I think 35 damage with all the buffs.
idk if that was fixed or not, but u can (or could some time before) equip jetpack, choose some other loadout, fly with jetpack into resupply cabinet and keep the stomping mechanic for the entire life
There's a bug that make you able to stomp without thermal thruster equipped, by thrusting into the resupply cabinet to change weapon, and if there's a sound playing indefinitely, you dont it right. now you can stomp people without thermal thruster
there is a glitch that allows the mantreads effect with the thruster to always be on, so the highest possible damage should be the same as soldier if you do that
Wait so I should be trying to sweep flames up and down my opponents when possible for maximum damage? I mean, almost instantly killing a heavy sounds pretty great
I don't know if you know but the Buffalo steak has been hidden Stat that gives -20% damage resist that stacks with the warriors spirt so you could do even more damage
The Buffalo Steaks vulnerability is actually ignored if the attack is a mini-crit or crit oddly enough. I show it in the Scout and Soldier videos. So it ends up not having an effect.
technically there is a bug where if you thermal jump into a resupply and switch to another secondary because of it you get the thermal stomp permanently
One of the things with the flamethrower is that you’re using 2 ammo instead of 1, which is giving you a slight extra puff and isn’t 100% accurate to the damage output. If you very quickly just tap your mouse, you can get 1 ammo to be used.
When I did a quick tap I would say about 75% of the time it used 2 ammo and the other 25% 1. I'm pretty sure I exclusively used clips with the 2 ammo to keep things consistent since that was the majority of the footage. But funny enough I have recordings of some 1 ammo puffs doing more damage than some 2 ammo puffs from the mini-crit+strength part where the damage varied quite a bit in general. So I'm not even entirely sure if the quick tap for 2 ammo even put out more particles than the quick tap of 1.
@@SquimJim Hm, that’s quite odd, i’m usually able to get it with my mouse, i find it’s easier to do with the mini hun though, more consistent. Great video as always though :)
This video made me switch from dragon's fury to phlog, i never knew how are people getting kills with the regular flamethrowers considering that just holding left click and not shaking the flamethrower around deals like 5 damage every half a second, i'd never think that you need to move it around to hit more shots with a single particle and actually do serious damage.
This video has gotten me thinking…can’t you theoretically create the ultimate push..? I mean, if we have a battalions soldier, conch soldier, quickfix medic, stock medic, kritz medic, and a pyro to get all the buffs, what can really stop that? Now if you’re thinking about the efficiency of this, as you should, the medics and soldiers can easily obtain Uber and their respective buffs by using a the ubersaw and shotguns on an invincible scout. So theoretically, if you really wanted to ruin some poor team’s day, you could create the ultimate push with 6 friends and a lot of patience.
Do you alter projectile damage values in anyway when they are airblast reflected? I know reflected projectiles are typically mini crit boosted but I was wondering if something like the strength powerup would apply to a reflected projectile, thus allowing pyro to do as much as a soldier can or more. Then, if a projectile is reflected multiple times with multiple people using a powerup would that continue to stack or does it cut off?
Napalm Pyro: **Breathes hot air**
Alien scout: *”Understandable, have a nice day…”*
I never actually knew that tbh
@@corphoenix5579 I think that Pyro set and that Scout set are the only item sets in modern TF2 with non-cosmetic effects. Through it mostly ends up being a moot point because it requires two players on opposite teams to have them equipped, and it won't register the Scout as using it unless Halloween mode is enabled.
@@darkiusmc979 that's really strange
Pay 2 Win / Lose
I feel attacked
2:28 Flame particles linger, and by pointing to the floor and burning, they'd presumedly get trapped in the corner and burn the Heavy for longer than if the particles go straight through him.
1) particles dont get stuck, they just hit the ground and then slowly rise straight up; like fire does. So aiming straight down will bounce straight up, flame boxes are fairly large too.
2) single puffs of fire dont count as 1 ammo, spending 1 ammo of fire shoots out about 5-10 particles. Making sure you shoot exactly 1 particle is indeed with precise quickswitching, but you cant rely on ammo count.
the most damage a pyro can do is actually the emotional damage inflicted on those hit with the ol' wm+1
"Pyro would be balanced without airblast"
-that guy in that server that one time.
@@SquimJim imagine his surprise if/when he discovers bullets
@@SquibGourmand WM1 Phlog while ubered on Dustbowl stage 3 does max emotional damage
@@Chud_Bud_Supreme I've been both of these Medics...
@@Chud_Bud_Supreme meh, scorch shot pyros are worse than phlog ones, only if the phlog pyro doesnt hold and spam crits from the door spawn blocking everyone there. Poor pyro he wasnt meant to be like that
Can we give Squim some appreciation for always churning out interesting videos and concepts for TF2? When everyone else is putting out stale and dry rehashes, he’s serving that juicy content fresh and with a nice glaze of dry humor. Love it!
Yeah love his videos
Always look forward to his videos. Good stuff.
Yep, always a treat to see a new vid of his drop. In defense of us creators who put out stale and dry content though, even doing that is hard. I'll see myself out now.
God bless his style and deadpan humor
3:10 perfect world
8:45 I like how pissed the Engineer looks when you instantly decimate his dispenser
I get the feeling that a fully stacked Scottish resistance trap with and strength boosts will be a good contender for second place
oh frick.
Dough dear
Oh God oh no...
does that really count as one hit tho?
I think shield charge damage might have some weird scaling properties
There's an exploit that allows pyros to always have the stomp ability active all the time.
It's pretty ez to do as a player but with 16 bots one by one eh....
1)Equip the thermal truster and disable "respawn after switching loadout
2)equip any other secondary
3) use the thermal truster towards a respawn locker and touch it while still in the air
4) you will still hear the falling animation, snd_restart to fix it
5) done. Now you'll be able to stomp 100% of the time until you die. Although you will also have reduced falling damage and extra knockback from all sources. Dunno if that could compromise the stonp damage, you should try
Damn, that's smort
Oh that's how sketchek does it, I've seen the stomp icon when he's using the detonator and didn't know how to replicate it.
@@hairyspider151 sketchek made a tutorial on this a while back, which is how I learned of it
@@joedingo7022 which video? I can't seem to find it
You will also be minicrit at all times by direct hit and reserve shooter. Get shit on.
I feel like the haduken with the hot hand would deal more damage to first of steel heavies since it's technically a melee hit, so it might do more
An interesting theory!
I tested it and it was reduced from its 500 base damage to 300. I'm pretty sure the taunt itself is just considered fire damage regardless of what weapon it's on. Kinda similar to how the Sandman's taunt is considered bullet damage...for some reason.
@@SquimJimalso all of pyros taunts can deal 0 damage because of spysicle
Looking into the Pyro's soulless eyes is what gives Pyro the highest amount of damage.
:sotrue:
:yt:
A stickmaster500 comment with only 1 like??? What reality am I in?!?
@@shaiyan4697 I was the first like
A new update for Team Fortress 2 has been released
-Pyro deals 1000 damage to players if they look at them, including robots and bosses.
If I had to wager a guess why strength doesn't work with the scorch shot taunt kill, I'd say it probably doubles the damage of the projectile and doesn't touch the 'taunt kill' damage
I would agree with you but it's a bit weird considering how in the Scout video it shows that taunt kills are tied to Bullet damage when using the vaccinator
@@paradoxglitch1108 my guess is that the scorch shot tauntkill is unique, since it transforms from a tauntkill into a regular shot, which is where all this weirdness comes from. I'd agree that the projectile damage is probably being multiplied, it'd deal around 26, which checks out.
I would like to take a moment to praise the thumbnail art. The idea that Pyro's fire is so devastating that, instead of lighting up the enemy, it _punches a hole clean through their chest and burns through the other side_ is absolutely awesome and I love it.
Also a reference to the end of "Meet the Pyro"
5:50 is no one gonna say how cursed it is that he has both a flare gun and a gas passer meter?
Hold up how is that possible
Waittt what
Ok I just noticed that excuse me
and it gets even better or worse when you bought the upgrade for the gas passer
Strangely enough, I believe it’s actually medic who will come in second of all classes. Or rather, medic should actually tie soldier for highest damage in first place. This is actually because of a bug with the quick-fix, which allows the medic to permanently have the ‘damage on stomp’ effect if you are boosted into the air by a thermal thruster pyro while healing them. This effect strangely persists no matter what weapon you have out afterwards, and only resets on death. This means, hypothetically, if a bunch of medics all used the quick fix to gain this “buff”, let’s call it, and then all stood on top of each other (like with the soldiers), and then another medic with this effect (or a mantreads soldier/thruster pyro) jumped down onto this medic tower, the one at the very bottom would take the same amount of damage as the soldier dealt (except this time it’s a medic dealing that final hit of damage, like explained in this video the soldier ultimately does the damage if a thruster pyro stomps a soldier tower) TF2 code at its finest really.
As a quick edit: A more “realistic” setting for this to happen would only need one medic to take advantage of this bug. Which would be the player standing second to bottom of the tower. The rest could be mantread soldiers, as the medic would ultimately deal the final damage regardless.
A small caveat to this: Since Medic has 50 less HP than Soldier, he takes less fall damage. If the Medic is the second-to-last member of the stack, this will reduce the final damage by... 25 points or something? I don't know the exact numbers, but Medic WOULD have second highest by a long shot.
@@UnknownCleric2420 super fair point actually, I didn’t think about that. So that’s cool you’d bring it up. However, that would be assuming the player that drops onto the stack of players is a medic. Since that’s the fall damage being multiplied. If it were a soldier that landed, then his fall damage would be multiplied just as it was in the soldier video, but the medic would still technically deal the damage at the end of the stack. Regardless, that’s still a detail I missed, so good eye!
@@luxerd182 there is a similar outcome using a different method that let's pyro "stompfall" infinitely too, meaning that Pyro would actually come in second and Medic would come in third. But at those numbers, who's counting?
-off topic, but I'm surprised to see you again after all these years. Godspeed, Lux-
@@TwoHeadedMeerkat -Long time no see indeed. But I'm back and better than ever baby. But also yes, off topic. But god speed to yourself mate.-
Sniper needs a firefighter helmet to go with the Darwin's Danger Shield to complete the meta
melee only sniper gaming
@@calebd3947 Broken firefighter helmet on a pain train...
7:03 wait, you're telling me gasoline can override Pyro's base afterburn immunity, but not the DDS's?
It's probably an oversight. Similar thing with the Dragon's Fury. Bonus damage works on pyro, but not DDS if there's not another source of flames.
I always thought it would be cool to see a scoreboard of which class does the most damage with a random crit. I assume heavy would do the most at point blank but I wonder who does the lowest and where all the other classes lie on the board.
You forgot something very important in that Pyro can deflect projectiles, so if Demo can do more damage with his stickies or pipes, then Pyro can double that
Late but not really, his best damage comes from stickies, and airblasting those doesn’t minicrit boost them nor turn them into the pyro’s team, pipes are fair game though
Since the medic taunt counts as a medibeam connection, could you be able to hit the medic with the third degree and have it connect to 15 fist of steel heavies?
no, dont think so. unlike the medibeam the amp taunt is only one way (from target to healer)
@@goombanr3411 to my knowledge it does work, but only from target to healer (one-way), not back-and-fourth like a normal medibeam would.
There is a bug with the thermal thruster that might let you do quadrillions of damage like the manntreads. If you turn on “instant class switch on weapon change” in the options menu, switch from any secondary to the thermal thruster, and then use it to jet pack into the resupply cabinet so your secondary switches, you’ll always deal 3x fall damage if you land on someone. You’ll also always have the hidden fall damage reduction stat from the thermal thruster, but will always take minicrits from the direct hit and the reserve shooter.
9:08 the NA's crits can stack w/ the strength powerup, same for market gardener and bushwhacka. crit boosts still overwrite it though.
A thing about the dragon’s fury is it technically doesn’t have a mechanic based around doing more damage to burning opponents. It actually works in reverse, it more accurately does less damage to non burning players. If you shoot an engineer building it does it’s bonus damage by default.
3:12 the damage done is around the number .17
Since Jungle Inferno, flame particles no longer deal damage individually. The table at 1:28 is actually a bit misleading in this regard.
Instead, a target takes damage every 0.075 as long as they're touching flames. It doesn't matter how many, it could even be the same one.
7:18 Actually, thanks to a glitch related to picking up another dropped secondary while using the Thruster, you can conserve the Mantreads stomp mechanic:
"If the Pyro picks up a weapon while the Thermal Thruster is active, some of its attributes will still be retained, letting the player take less fall damage, and giving them the ability to stomp players by landing on them."
So theoretically, if you got 30 Pyros to do this glitch and stacked them all on top of a Heavy, then used your Thermal Thruster to stomp on them, you could achieve similar results as with the Mantreads Soldier.
Ik this is way outdated but if u equip the detonator on all the pyro’s and then jet pack into a resupply locker it will be the same as the soldier video. Props to kristima for this bug.
Mans didn't even mention that the scorch shot can one-shot light classes with 0 buffs
It can 1 shot Heavy with multiple buffs!
But with no buffs it actually can't 1 shot light classes. If both hits of the flare connect they will deal 20 + 26 + 60 damage of afterburn for a max of 106.
@@SquimJim It could kill a Spy with the Kunai and a Sandman scout though!
I can't stop watching the falling BLU soldier bouncing on the ground at 7:42
Idk if anyone else has mentioned this but pyro can stomp like the manntreads, you have to equip the thermal thruster, leave spawn and swap the jet pack to anything else, the use the thruster to fly into the resupply cabinet. If you hit the cabinet before you hit the ground you now permanently have the properties of the jet pack as you can always stomp, you take 80% less fall damage, take more knock back, and the reserve shooter/direct hit will ALWAYS mini crit you no matter what
Thanks!
If you keep getting wide variations in damage numbers in certain situations, you could always just take the average damage. Or unless you already do that 😅
A shame he doesn’t know that you can shoot just one flamethrower particle by quickly switching weapons. Don’t think it makes much difference, but worth mentioning!
“I’m just starting to think that this gas passer weapon just might not be very good.”
Nah, really?
The dragons fury doesn't actually function properly against the DDS. Its afterburn immunity is stronger than pyro's (extinguishes sniper before the first burn damage tick), so it can only reliably get the boosted hit if you combo it out of a scorch shot's bouncing flare.
Not a huge deal, but thought it was worth mentioning about the test around 4:00.
Technically speaking, first place should go to Spy. Spy's backstab is coded to always do 6× the opponents health, so technically the knife can do infinite damage. During Jungle Inferno when the Infinite Health Heavy exploit was happening, the only counter to it was a Backstab, as no matter how high the exploit got the heavy's health, the knife would always do 6× it.
Doesn’t it just do twice the targets health + crits?
What if 30 medics heal a disguised enemy spy and you hit it with the 3rd degree burn?
The funniest parts about these in game stats is how they still remind you that the player’s health is now 0, like I didn’t expect that when I sent them to the shadow realm using boots
I'm still partially curious in a hypothetical situation where all the Pyros had the thermal thruster AND were mid blast jump to try and equate to something similar to mantread stacking damage, even though that's probably not possible to test in game.
New SquimJim video! I was in a server with you and Squib a few days ago, had a great time.
actually, the 3rd degree hits anyone in the medic's amputator taunt, so you could technically have one medic healing 15 fists of steel heavies for maximum damage
For whatever reason it only transfers from the target to the Amputator Medic and not the other way around. So hitting a Medic healing 15 FoS heavies would only damage the Medic. It also doesn't transfer between all the Amputator heal targets. Just the person you hit and the Medic. Its weird.
no wonder this took so long, flame and afterburn stats are quite complex!
"Well, time to do Physics Homework"
Brand New Video recommended
"Alrighty then"
Always edited nicely, good video!
He is doing the same thing, but its fun.
Try to have fun while doing physichs and maybe you will like it
I think what the scorch shot strength combo is doing, is strength thinks its a long range projectile and doubles that dmg, plus the 500 from taunt
if you switch your thermal thruster to another secondary by flying into the resupply locker, you'll permanently get the mantreads effect. kristianma's illegal stomping video shows this in action.
worth noting that you can keep the thruster effect by using it into a resupply locker while you have a different secondary equipped into your loadout, either by disabling respawning on loadout change or simply changing loadouts from outside of the respawn area
also based cave story music
The Napalmer is just “Delete Scout? Y/N?”
With the scorch shot taunt kill, my guess is that there’s a taunt kill hitbox like most others and an additional projectile, with damage boosts for some reason only affecting the projectile that does normal scorch shot damage.
its very possible to just shoot 1 particle of fire, equip the degreaser and tap the m1 button then immediately switch your weapon
Really enjoying the series dude keep it up love you
The way the scorch shot taunt kill with strength works is like this: base long range damage x 2 + taunt kill damage and afterburn.
I love that thumbnail. Really great artwork
Patiently waiting for somebody to name their account "Evil Mini Crits" to deny pyros their Scorch Shot taunt kill with the Buff Banner
Fun fact about tf2: All classes have access to some sort of healing I will make a list of the classes and their healing.
Scout: Mad milk, Candy Cane, Pretty boy’s Pocket Pistol
Soldier: Concherer (passive self heal or rage), Half-Zatochi
Pyro: extinguishing a burning teammate
Demoman: Eyelander (gaining a head), Half-Zatochi
Engineer: Dispensers
Heavy: Sandvich, Buffalo steak Sandwich, Second Banana, Dalokohs bar, Warrior’s spirit.
Medic: Kritzkreig, vaccinator, Medigun, quick-fix, taunt with kritzkreig out, Blütsager, baseline medic regen, regen with the amputator active, Crusader’s crossbow.
Sniper: Cozy camper
Spy: Connivers Kunai, stealing health from enemy dispensers as well as enemy medics.
For pyro theres a new glitch which allows you to stomp with any secondary by flying with the thruster into the locker with your next loadout having the detonator or any other secondary and with that pyro might by able to do the same damage as soldier
What's the song at 0:55 ?
Three years later, bro still hasn’t gotten his asnwerr
Judging by the Ace Attorney profile picture I'm guessing you're thinking it's Luke Atmey's theme?
I don't think so, but would be a nice reference if it was.
@@GodlyCitoNice to see another person randomly getting this on their recommended 2 years later.
@@JesseMC_yt agreed
7:30 if you use the bug where you jump with the thruster on to the resupply locker then switch your secondary because of it (making the game think you're still jumping with it), will that stack like the manntreads?
I wanna make an alien survival game mode like a 5v5 1 team are napalm pyros and the other team is xenomorph scouts with buffed melee damage (maybe they also have Boston basher?) The scouts respawn instantly but the pyros don't respawn and they have to out live the clock (or cap a point) also maybe the final pyro gets a buff?
11:40 I think it adds some more of the “not taunt kill” damage to it
wait a minute, what about stacking a bunch of pyros with the thruster glitch? what max damage you get with that in mind?
thruster glitch:
[make sure that "kill on loadout change" is disabled]
1) equip the thermal thruster
2) in your inventory, change the thruster to any other secondary
3) send yourself onto a ressupply cabinet with the thruster's "attack".
if done correctly, you'll keep hearing the wind sound effect. now, what it does is: if you were to fall onto any enemies, they would take the "stomp" damage
Fun fact: the dragon’s fury can double crit.
It does loads of damage
You can give the pyro the stomp ability permanently by switching to another weapon outside of spawn, then jetpack jumping into the resupply cabinet so you switch to the new weapon whilst in the air. If all the stacked pyros did that then in might work.
The taunt kill shot might be coded as a (26+mods)+525ish. Meaning it was being properly doubled, but in a area separate from the majority of the damage.
Hearing that dimple wood theme from Mario and Luigi, browsers inside story, really brought me back
sketchek explains some of the spaghetti of the flamethrower in his pytotalk vids
i thought you forgot about this series! i’m very happy you didn't because it is very interesting and fun to watch
“The Flare Gun’s minimum damage is just 1, which isn’t enough to kill anything with more than 1 health”
-SquimJim
Am I wrong?!
@@SquimJim I’ll have to do more research
What about anything with 1.2 health?
@@zOOpygOOpert Is that more than 1?
Hi Pea
Interesting thing with the flares, all of the flares will actually do afterburn for 10 seconds if they hit a burning player, instead of 7.5. This is why a Scorch Shot can 1-hit a light class despite it not seeming that way on paper. I'm not actually sure if this is intentional or a bug but it does account for an extra 20 damage base and I think 35 damage with all the buffs.
Don't think I didn't notice the theme of Infinity Mijinion in Megaman x6 start playing at 12:27
8:15 the url bar has the url to his dmg with Soldier video
i feel like this entire series is just showing how bad the warriors spirit is
when you do the medic episode you should also test how fast/slow you can build an ubercharge
13:51 SPONSORED GARBAGE POLICE
idk if that was fixed or not, but u can (or could some time before) equip jetpack, choose some other loadout, fly with jetpack into resupply cabinet and keep the stomping mechanic for the entire life
Heavy having a sad face while taking damage just breaks my heart for whateer reason
There is a glitch that allows a pyro to ALWAYS have the thermal thruster stomp allowing you to get the same effect as the mantreads(i think)
There's a bug that make you able to stomp without thermal thruster equipped, by thrusting into the resupply cabinet to change weapon, and if there's a sound playing indefinitely, you dont it right. now you can stomp people without thermal thruster
a good way to test a single puff of fire would be to set the scroll wheel as a fire button so that you ensure that you only press fire for 1 tic
You can make a pyro with the thermal thruster stomp all the time if the pyro hits the resupply cabinet while using the thermal thruster
there is a glitch that allows the mantreads effect with the thruster to always be on, so the highest possible damage should be the same as soldier if you do that
I'll watch this video just on that thumbnail alone. It's so good.
Love the thumbnail art reminiscing meet the Pyro! :D
Wait so I should be trying to sweep flames up and down my opponents when possible for maximum damage? I mean, almost instantly killing a heavy sounds pretty great
I heard of some bug that tricks the game to think ur blast jumping by using resupply cabinet. It probably could be used to recreate mantreads damage
I don't know if you know but the Buffalo steak has been hidden Stat that gives -20% damage resist that stacks with the warriors spirt so you could do even more damage
The Buffalo Steaks vulnerability is actually ignored if the attack is a mini-crit or crit oddly enough. I show it in the Scout and Soldier videos. So it ends up not having an effect.
@@SquimJim That's really weird too bad valve didn't care to explain any of this
the amount of times the warrior spirit heavy died in these videos makes me feel bad for him
Quick fact:The intial flare projectile hit does bullet damage and then lights someone on fire
technically there is a bug where if you thermal jump into a resupply and switch to another secondary because of it you get the thermal stomp permanently
One of the things with the flamethrower is that you’re using 2 ammo instead of 1, which is giving you a slight extra puff and isn’t 100% accurate to the damage output. If you very quickly just tap your mouse, you can get 1 ammo to be used.
When I did a quick tap I would say about 75% of the time it used 2 ammo and the other 25% 1. I'm pretty sure I exclusively used clips with the 2 ammo to keep things consistent since that was the majority of the footage.
But funny enough I have recordings of some 1 ammo puffs doing more damage than some 2 ammo puffs from the mini-crit+strength part where the damage varied quite a bit in general. So I'm not even entirely sure if the quick tap for 2 ammo even put out more particles than the quick tap of 1.
@@SquimJim Hm, that’s quite odd, i’m usually able to get it with my mouse, i find it’s easier to do with the mini hun though, more consistent. Great video as always though :)
The soldier in the thumbnail is like "seriously, just 312 damage?"
i think maybe the machina sniper doing fully charged headshots to 16 heavies using the warrior's spirit at once could be a close call for 2nd place.
maybe someone else said this already, but i'm not sure, so i put it anyway.
9:10
So sad Steve Jobs died of Ligma
"who the hell is Steve Jobs?"
Ligma balls
3:10 how it feels to fight a danger shield sniper
This video made me switch from dragon's fury to phlog, i never knew how are people getting kills with the regular flamethrowers considering that just holding left click and not shaking the flamethrower around deals like 5 damage every half a second, i'd never think that you need to move it around to hit more shots with a single particle and actually do serious damage.
You can actually have the mantred stats on pyro if you use the thurmal thruster into the spawn cabinet
2:44 WAIT WAIT WAIT SHAKING THE FLAME THROWER CHANGES THE DAMAGE!!!!! ACTUALLY MOVING IT AS YOU MOVE INCREASE DAMAGE OUTPUT????
This video has gotten me thinking…can’t you theoretically create the ultimate push..?
I mean, if we have a battalions soldier, conch soldier, quickfix medic, stock medic, kritz medic, and a pyro to get all the buffs, what can really stop that?
Now if you’re thinking about the efficiency of this, as you should, the medics and soldiers can easily obtain Uber and their respective buffs by using a the ubersaw and shotguns on an invincible scout.
So theoretically, if you really wanted to ruin some poor team’s day, you could create the ultimate push with 6 friends and a lot of patience.
I love how everyone expect the blu sniper looked at u (he's being healed with vaccinator) 12:07
Hehe I'm watching After Breakfast with SquimJim during breakfast I'm so evil
9:15 ok but what about the neon anilater's insa ability in water
the music used at the beginning of "primaries" takes me back
Do you alter projectile damage values in anyway when they are airblast reflected?
I know reflected projectiles are typically mini crit boosted but I was wondering if something like the strength powerup would apply to a reflected projectile, thus allowing pyro to do as much as a soldier can or more.
Then, if a projectile is reflected multiple times with multiple people using a powerup would that continue to stack or does it cut off?
If the powerup does stack, you could probably just have 2 pyros volley it back and forth, doubling each time to infinity
why do you never upload