oh lol, i forgot about the spy. edit: the spy does actually also get double ammo (and probably metal if he could somehow spend it) but not cloak. cloak meter is handled alongside healing, so as said in the video, he is set as the target for cloak regen, then set as the target again. here's a comparison of the ammo refill rates: streamable.com/gihydf also to be clear, the touch sensor only goes off if you physically collide with it. friendly players don't trigger it at all because you phase through the dispenser. & This bug was introduced with the Jungle Inferno update. here's the cloak test i originally did: streamable.com/q0ihnm
it looks to me it exists for the sake of interaction with other classes or even the rival team, Spy being the more likely of them. It *might* also exist for MvM purposes since some robots, bosses, tank and sentry busters and destroy them on contact.
@@JM-dq7xn They can't receive metal from dispensers because the default max limit is 100, and because they can't lose the metal they also can't receive it
@@Niyucuatro yeah but remember, this is the same game where they made paint work with infinitely many colors per team on a single item. For a 2 team game. Source™
The touch sensor exists from a very early version of TF2, when friendly players collided with dispensers and you had to be touching one for stuff to be dispensed to you.
In tfc you had to touch the dispenser, and sometimes it would bug causing you to crouch or jump just to make sure you got more, because apparently the dispenser forgot you were there
I was there in the early days. I think touching the dispenser was supposed to be the only way to get material from it, but then they disabled friendly collisions with buildings to stop trolls playing as engineers from blocking the friendly spawn with buildings and trapping the team. So they had to create the detection radius so that you could get anything from dispensers that you couldn't touch. They just forgot to disable the contact check.
@@AlRoderick Also in the early days at least in the 360 version _(and probably even now in the same version,)_ enemy players could go through the drop exit in 2Fort. Not highly relevant, but what a day when noob me would find that happening. Soldiers and Demos alike, but maybe Engineers also could, if they had multi-team co-ordination.
It makes you wonder why it was added initially at all. The code to add the player to the list on collision is probably also called when colliding with the dispenser for whatever reason, which makes me wonder why the dispenser functionality was handled at all in Jungle Inferno
@@jacobwoodman4488 maybe initially it was just supposed to be when the player touched it but then they decided to make it proximity and forgot to get rid of the touch feature
@@nathansnail That wouldn't make sense, it doesn't strike me as a reasonable change to make to the dispenser in 2017. It also wouldn't work, as only enemies and the builder can collide with buildings
@@blizzard2508-k7n Yes of course, but this bug was not in the game until 2017, 10 years after the game's release. It makes me wonder why this appeared at all.
you need to hold W against it though! that's what i tried to convey by saying "actively physically acting upon it". sitting on top of it is more practical :P
A silly question shounic, but care to explain why the TF2 countdown for starting the round in casual and MvM correctly goes from 150 to 12 seconds , but then skips 11 entirely and jumps immediately to 10?
My guess is that the animation of the closing doors thingy that appears takes the whole 11th second and the 10 starts going down after that 11th second has passed So like ...13, 12, (animation starts), (animation ends), 9, 8.... Not sure if that happens, but thats my guess
Funny, I always thought that I would get more Metal/Ammo related to the distance with the dispenser, that's why I try to get as close as I can to get the maximum amount possible.
Yeah this bug makes perfect logical sense, presumably the Engy getting metal represents taking it with his hands which is easier if you're closer. Quite amusing but no need for Valve to fix it.
I think that they first intended the players to have to touch the dispenser to use it and then realized that a proximity check is better, but they forgot to remove the collision check... Or maybe healing and ammo recovery were split between the proximity and collision checks respectively, but then they combined these functions?
@@bossman983 Actually, the bug with player getting added to the list twice was present in the game since launch, it just didn't manifest itself in any way until Jungle Inferno.
@@NicknineTheEagle So maybe that collision check somehow got reactivated in Jungle Inferno? I haven't played TF2 before that update, so I had no idea this glitch didn't work before then.
@@Mik3l24 Jungle Inferno reworked the dispenser so that it uses the same list for giving ammo and healing (previously, ammo giving used a completely different sensor for detecting players which created hitbox dissonance in some cases) and this got affected by double addition glitch.
This re-selecting explanation with the Medi-beam reminded me of something I found in MvM Idk if it's just me, but spamming the medi-beam select on a revive pod *FEELS* like it revives faster than click and hold once. But is it really faster or is it just me?
Attaching the medigun beam to a revive beacon immediately fills it a decent portion, so spamming it will continuously add that amount. I haven't tried binding +attack to something like scrollwheel or a macro that clicks as fast as TF2's framerate, but you theoretically should be able to revive someone extremely quickly.
@@InsightReasoning I tried it with the scrollwheel, but it was too fast for the game to trigger the healing It works best if you click about 3-4 times per second
@@Surrenderer you can give delay by putting "bind mwheelup/down wait 2 +attack" the wait 2 makes so it wait 2 ticks before giving the heal... Tho i binded my wheel to bhop :)
I'm pretty sure the touch sensor was from the alpha or beta version of the dispenser. Because the original Team Fortress Classic dispenser had to be touched, they probably started with it working the exact same in TF2. They probably changed it to be proximity based to make it easier to use, and then disabled collision with friendly teammates. But when they added the new sensor, they probably forgot to ever take out the sensor for touch.
I have 3k hours, same. Literally never happened to me, ever. Where the fuck is shounic getting this from? I'm starting to feel sketchy with his content lately. Like, it's been a bit since i've played, but 3k hours and NEVER having this happen? I refuse to believe something like this just slipped under my nose. Either this is bullshit, or he didn't explain it in-depth enough because I genuinely cannot process how the FLYING *FUCK* i could've NOT had that happen in THREE THOUSAND FUCKING HOURS OF GAMEPLAY.
I’ve almost 2k hours and this has been a documented bug in the game for years. You don’t get twice as much metal, it merely dispenses from the same pool effectively twice as fast.
3:15 is it for the unique interaction with enemy invisible spies? Just a theory. Maybe they needed a separate condition for when to heal them. Maybe undisguised invisible versus disguised invisible changes things?
I think this has something to do with a bug, that was letting the engineer gain ammo through walls, so they implemented this touching feature to fix it
@@karlbischof2807 No, they fixed it. Also, this has nothing to do with the bug where you could get ammo through walls (anyone could, not just engineers).
I've been playing TF2 for 10 years, and I just learned something new. Have to try this out the next time I play Engineer. I usually hop on top of my dispenser to make sure a Spy won't hide on top of it, but I never paid that close attention to how much metal/sec I received.
my guess is that the first implementation of the dispenser used the touch sensor but it was too difficult to use so they added the proximity sensor and just forgot to remove the touch sensor.
Its was added as a safety net for engine cuz it used to stop healing them while they were on top of it and so instead of changes the map they changed 'Spencer. Also you are correct it worked like that in tf1 and so they just chose to add that cuz they already had it vs coding a whole new thing
Its not a bug. Its an intended feature since it simulates like the player *grabbing* the stuff for themselves directly from the dispenser. That is why it is faster to get more stuff. Gabe said this on an interview
Whoa, that's a really good one! I think the dispenser doesn't distribute health to invisible spies who are just near the dispenser as the beam would reveal them so it would make sense that you actually need to be super close as spy I think shounic should investigate it
My guess is that originally Valve wanted people to physically touch the dispenser to get health, ammo, and metal, but then Valve realize you could block your teams by building a wall of dispensers, or act as a ladder for other classes to get to higher places that they aren't suppose to be. Or perhaps it was too weak to Valve's liking, or both. Valve then made it intangible and made it's effect an aura, but still kept the code for physically touching the dispenser, presumably because they're afraid something might break if they delete it, or just that someone was suppose to do it, but didn't, and no one else could be bothered to do it.
Touch sensor was added basically as a saftynet if i remember correctly, there was a bug that for some reason would stop healing and dispensing ammo and metal to players standing on top of it while playing on some maps, something about it counting the player being too far away from the dispenser or something, but changing that part of the map caused issues. So rather than changing the map they changed the dispenser
The touch sensor was there since the beginning (according to a few comments here) the other sensor later got added but the touch sensor remained causing this double thingy
i guess they didnt rly notice it in testing, cuz teammates can walk trough the dispenser only the engineer and enemy team can collide with the dispenser, but (with the exception of disguised spy) enemy team cant use the dispenser anyway And then it stayed as a mechanic, cuz engineer rly deserves to have a priority to get metal from his dispenser if he needs it
shounic , I have a request . Can you check if melee crits in particular somehow increase melee range or screw up latency in some way . I've had plenty of situations where me and the enemy are at the same distance , he swings and does not hit me then the next swing is a crit and it somehow reaches me . Also can you look at the demoknight's charge and if it causes the same/similar problems . Often backstabs and other melee hits just dont register on a charging demoman , and eyelander/axe melee reach is ... extremely random . Another melee with seemingly random range is the soldier's whip . Medic's melee's seem to have nearly double the active attack time then other classes , when he swings what caunts as a damaging attack counts longer . Anyway you could do some videos on melee weapons in particular , these are just some things ive always found to be weird .
Melee crits do not increase range melee hit reg is just weird in general. Charging demoman are difficult to hit with melee hits because of their speed causing large displacement from where they appear to be for you and where they actually are. All swords (eyelander, zatoichi, skull cutter) hit range is increased and the whip also has an increased range and hitbox size.
As a demoknight main I haven't seen any difference between crits and non crit hits. Melee range is just kinda badly done and bounding boxes, lag, lag compensation just make melee hit connection seem really wacky.
I know about the Increased range the weapons like eyelander usually have , and I know about lag compensation. I've played on melee only servers for at least 200-300 hours , and at one point I could accurately predict where the actual player is (not their visual model) based on looking at their ping . I also know a lot of the times what counts as a melee hit depends on how both players are moving , and that many players in one spot make melee hits not count . And I still think there seems to be a lot of randomness and inconsistencies involved with the weapons/mechanics I mentioned in particular. That's why I think shounic should look into it since I trust his judgement. He has proven other myths true like the huntsman ones so I'm sure he will run some proper tests .
@@animals113 Okay there are many many issues with using their ping as you also have to factor in your own ping as you're sending data to the host racing your target. Ping also is an average, not the exact. Small hiccups are common. Given I highly doubt you memorized everyone on a server's ping and are keeping track constantly as well... The only place this applies even remotely practically is 1v1 and given you talk about their ping... you're the host? So between host advantage and the enemy having ping... that might be an applied "balance" where if a host constantly lands their hits on someone with significantly more ping it might force you to miss to stay fair or let an enemy get a hit based on what they see... Or someone turned on their cheats.
Perhaps the dispenser was originally intended to work by touch, then the proximity system was added, and they didn't bother replacing the touch based system? Or perhaps it's supposed to reward players for getting closer to the dispenser and is intentional?
There's a plenty of videos that shows some bugs/features that mind-blowing for me - player that've played almost 2k hours and NEVER encountered these moments (like this vid)
Stand on the top of your dispenser and crouch, or hold w on the dispenser, the way it works is that it just gives metal *twice as fast* instead of doubling the metal that you are receiving, so you can't get 80 metal if the dispenser has only 40 metal stored
This definitely seems intended, why would there even be a touch sensor if everyone is going to be healed by proximity as is? I'd guess its something that allows you to get resources faster in exchange for standing much closer to the dispenser and your friends.
It’s because you used to have to touch it to get the materials before. Retards at valve just don’t remember their own code and end up doing shit like this.
I think the touch sensor might be there for really large characters in special events. If it uses the center of the character as a proximity check, a very large character might not be able to get close enough for their center to overlap with the proximity zone due to collision between the character and the dispenser.
It looks more like it was a solution for people who wanted heals but didn't need ammo. By forcing someone to "touch" it then it also makes a Spy's job easier as well. This was likely changed in testing because people got confused.
Probably in a earlier build, someone forgot to add a proximity detector inside the dispenser, so an employee slapped on a band aid patch, and later along the line a different employee unaware of the band aid fixed the issue.
Imagine, touching the dispenser, and suddenly everything goes quiet. Then, you hear it. The familiar, booming voice. "A NEW HAND TOUCHES THE BEACON..." Also, fun fact. Only the Engi that built the dispenser, and the opposing team's Spies, are the only ones who can take advantage of the dispenser's touch sensor mechanic. No one else on the opposing team can do that. Just the Spies, and only when disguised as a member of the team pf the Engi that built the dispenser. That's how everyone else on Red Team can walk through a Red Engi's dispenser, but a Blu Spy will be blocked by it and can even stand on top of one.
oh lol, i forgot about the spy. edit: the spy does actually also get double ammo (and probably metal if he could somehow spend it) but not cloak. cloak meter is handled alongside healing, so as said in the video, he is set as the target for cloak regen, then set as the target again. here's a comparison of the ammo refill rates: streamable.com/gihydf
also to be clear, the touch sensor only goes off if you physically collide with it. friendly players don't trigger it at all because you phase through the dispenser.
& This bug was introduced with the Jungle Inferno update.
here's the cloak test i originally did: streamable.com/q0ihnm
are you a spy
wow very intresting did you tried lovering spys metal count that is invisable?
That comment has the same amount of likes as people who watched that linked video
Okie
lol I was just going to type a comment asking about this, good pin
It's because it's easier to reach the metal when you're Enginear rather than Engifar
I'm enginearing your house in 10 seconds
Can you please killbind?
get out, but not without taking this medal 🏅
if this was reddit, i would tell you to stfu and take my upvote. this is youtube, so stfu and take my like
@@verticalflyingb737 He can't receive it, he's no longer engihere.
It's simple: The dispenser loves its Engiedad and gives him more metal & ammo when he comes to hug his baby.
Also the dispenser loves it when the daddy steps on it
@@user-vz5lw2pu8t I'm going to stop you right there
And when daddy engineer sleeps with it
@@purplebrickwall no
@@user-vz5lw2pu8t 3 won't stop me, and it won't stop devianart either
My guess is that it was an intended mechanic for engineers to get more metal out of their own dispensers.
Omega brain moment from valve right there
it looks to me it exists for the sake of interaction with other classes or even the rival team, Spy being the more likely of them. It *might* also exist for MvM purposes since some robots, bosses, tank and sentry busters and destroy them on contact.
let's not forget other classes still carry metal and can theoretically receive it from dispenser
@@JM-dq7xn They can't receive metal from dispensers because the default max limit is 100, and because they can't lose the metal they also can't receive it
If that was th intended reason, they would not need to add a whole new colision check, just see if the player being iterated is the dispenser builder.
@@Niyucuatro yeah but remember, this is the same game where they made paint work with infinitely many colors per team on a single item. For a 2 team game.
Source™
The touch sensor exists from a very early version of TF2, when friendly players collided with dispensers and you had to be touching one for stuff to be dispensed to you.
Was that still a thing in 09? I vaguely remember friendly player collision
That was how it worked in TFC, so I guess they just implemented the touch dispensing first, but then decided to also add the area trigger later on.
In tfc you had to touch the dispenser, and sometimes it would bug causing you to crouch or jump just to make sure you got more, because apparently the dispenser forgot you were there
I was there in the early days. I think touching the dispenser was supposed to be the only way to get material from it, but then they disabled friendly collisions with buildings to stop trolls playing as engineers from blocking the friendly spawn with buildings and trapping the team. So they had to create the detection radius so that you could get anything from dispensers that you couldn't touch. They just forgot to disable the contact check.
@@AlRoderick Also in the early days at least in the 360 version _(and probably even now in the same version,)_ enemy players could go through the drop exit in 2Fort. Not highly relevant, but what a day when noob me would find that happening. Soldiers and Demos alike, but maybe Engineers also could, if they had multi-team co-ordination.
Sounds like something that started as an oversight but got left in because theres no reason to cockblock the engineer's metal rate in this way
It makes you wonder why it was added initially at all. The code to add the player to the list on collision is probably also called when colliding with the dispenser for whatever reason, which makes me wonder why the dispenser functionality was handled at all in Jungle Inferno
@@jacobwoodman4488 maybe initially it was just supposed to be when the player touched it but then they decided to make it proximity and forgot to get rid of the touch feature
@@nathansnail That wouldn't make sense, it doesn't strike me as a reasonable change to make to the dispenser in 2017. It also wouldn't work, as only enemies and the builder can collide with buildings
@@jacobwoodman4488 just because players can't interact now doesn't mean they were planned to.
I agree on your first statement.
@@blizzard2508-k7n Yes of course, but this bug was not in the game until 2017, 10 years after the game's release. It makes me wonder why this appeared at all.
I've always stood on top of it, didn't know you get the same effect just by touching it
Same
Same
Same
you need to hold W against it though! that's what i tried to convey by saying "actively physically acting upon it". sitting on top of it is more practical :P
@@shounic thanks for disclosing that
It seems semi-intentional to me, if you want faster metal, stand next to the stationary explosive bait building.
You have to stand next to it anyway, whether you're touching it or not.
@@whirl3690 but get even *closer*
I knew you get double metal, but never questioned it
A silly question shounic, but care to explain why the TF2 countdown for starting the round in casual and MvM correctly goes from 150 to 12 seconds , but then skips 11 entirely and jumps immediately to 10?
Valve Math
sciance
It would make more sense if it skipped 12, cause 1+2 = 3 and we all know about the 3
My guess is that the animation of the closing doors thingy that appears takes the whole 11th second and the 10 starts going down after that 11th second has passed
So like
...13, 12, (animation starts), (animation ends), 9, 8....
Not sure if that happens, but thats my guess
Isn’t there a brief ‘second zero’ period after the administrator says one? Maybe they save second 11 for that reason?
Funny, I always thought that I would get more Metal/Ammo related to the distance with the dispenser, that's why I try to get as close as I can to get the maximum amount possible.
Yeah this bug makes perfect logical sense, presumably the Engy getting metal represents taking it with his hands which is easier if you're closer. Quite amusing but no need for Valve to fix it.
"This is dispenser"
"Dear GOD"
*"There's more metal"*
*_"YES!"_*
I *swear* I saw _you_ making _this exact joke_ on another video.
LEVEL 3 sentry comin up
There's radiance
I've somehow never noticed that you get double metal from touching it
Me too, I feel dumb now.
Same
Same
Also same
I only knew that it gave you double the amount by standing on top of it, but not hugging it
I think that they first intended the players to have to touch the dispenser to use it and then realized that a proximity check is better, but they forgot to remove the collision check... Or maybe healing and ammo recovery were split between the proximity and collision checks respectively, but then they combined these functions?
The former seems more likely to me.
Considering the bug started in the Jungle Inferno update, and the dispenser had been around long before then, I don't think it was a redesign issue.
@@bossman983 Actually, the bug with player getting added to the list twice was present in the game since launch, it just didn't manifest itself in any way until Jungle Inferno.
@@NicknineTheEagle So maybe that collision check somehow got reactivated in Jungle Inferno?
I haven't played TF2 before that update, so I had no idea this glitch didn't work before then.
@@Mik3l24 Jungle Inferno reworked the dispenser so that it uses the same list for giving ammo and healing (previously, ammo giving used a completely different sensor for detecting players which created hitbox dissonance in some cases) and this got affected by double addition glitch.
The dispenser range graphic was really really nice. Well done.
This re-selecting explanation with the Medi-beam reminded me of something I found in MvM
Idk if it's just me, but spamming the medi-beam select on a revive pod *FEELS* like it revives faster than click and hold once. But is it really faster or is it just me?
Attaching the medigun beam to a revive beacon immediately fills it a decent portion, so spamming it will continuously add that amount. I haven't tried binding +attack to something like scrollwheel or a macro that clicks as fast as TF2's framerate, but you theoretically should be able to revive someone extremely quickly.
Yes.
@@InsightReasoning I tried it with the scrollwheel, but it was too fast for the game to trigger the healing
It works best if you click about 3-4 times per second
Well, you can measure
@@Surrenderer you can give delay by putting "bind mwheelup/down wait 2 +attack" the wait 2 makes so it wait 2 ticks before giving the heal... Tho i binded my wheel to bhop :)
The dispenser just likes being touched
🤨
then we shall touch it...
...so we get more metal, of course!
best girl
nein
@@dispensergoinup Your stats say otherwise lmao
0:09 Excellent choice of music. However, it triggered the PTSD from my fight with Absolute Radiance.
2:35
heavy: >:(
heavy: you are great doctor! :D
heavy: >:(
I'm pretty sure the touch sensor was from the alpha or beta version of the dispenser.
Because the original Team Fortress Classic dispenser had to be touched, they probably started with it working the exact same in TF2.
They probably changed it to be proximity based to make it easier to use, and then disabled collision with friendly teammates.
But when they added the new sensor, they probably forgot to ever take out the sensor for touch.
3:44 “After 9 months of development, hopefully it will have been worth the wait”
Just noticed, that sounds like something Medic would say to a pregnant mother.
You knew what you were doing with the thumbnail
Always nice to see you upload
I've never had this happen to me and I've played for a decade now
I have 3k hours, same. Literally never happened to me, ever. Where the fuck is shounic getting this from? I'm starting to feel sketchy with his content lately.
Like, it's been a bit since i've played, but 3k hours and NEVER having this happen? I refuse to believe something like this just slipped under my nose.
Either this is bullshit, or he didn't explain it in-depth enough because I genuinely cannot process how the FLYING *FUCK* i could've NOT had that happen in THREE THOUSAND FUCKING HOURS OF GAMEPLAY.
I’ve almost 2k hours and this has been a documented bug in the game for years. You don’t get twice as much metal, it merely dispenses from the same pool effectively twice as fast.
this bug was introduced with the jungle inferno update
@@The_Lightning_Sparks He's getting it from the game itself, and yes it slipped under your nose.
you could've just tested this in-game if you thought shounic was lying.
The dispenser was lonely.
Thanks for watching
Therapist: Anime dispenser doesn't exist, it can't hurt you.
Anime Dispenser:
3:15 is it for the unique interaction with enemy invisible spies? Just a theory.
Maybe they needed a separate condition for when to heal them. Maybe undisguised invisible versus disguised invisible changes things?
I think this has something to do with a bug, that was letting the engineer gain ammo through walls, so they implemented this touching feature to fix it
Once again, the patented Valve Spaghetti™️ never fails to deliver
isnt that still a bug tho?
@@karlbischof2807 No, they fixed it. Also, this has nothing to do with the bug where you could get ammo through walls (anyone could, not just engineers).
@@whirl3690 ah, i see
no
I consider this a feature! After all, there’s clearly a drawer of metal in the bottom to grab extra ammo from.
"hi, this is Gabe Newall.
2."
the new best one so far imo
3
I've been playing TF2 for 10 years, and I just learned something new. Have to try this out the next time I play Engineer. I usually hop on top of my dispenser to make sure a Spy won't hide on top of it, but I never paid that close attention to how much metal/sec I received.
I’ve always wondered why sometimes my lvl 3 spencer gave me 80 metal while other times it would give me 40 metal.
Thanks for telling me why!
Does this help recharge an enemy spy's cloak meter faster as well?
Cloak refilling is a part of the healing code so it's not affected.
@@NicknineTheEagle I could be wrong but didn't cloak use metal? Picking up scrap refills the cloak meter after all.
@@stevy2 That part is done in ammo pack code. But no, cloak doesn't use metal, it's a separate meter.
my guess is that the first implementation of the dispenser used the touch sensor but it was too difficult to use so they added the proximity sensor and just forgot to remove the touch sensor.
Its was added as a safety net for engine cuz it used to stop healing them while they were on top of it and so instead of changes the map they changed 'Spencer. Also you are correct it worked like that in tf1 and so they just chose to add that cuz they already had it vs coding a whole new thing
Its not a bug. Its an intended feature since it simulates like the player *grabbing* the stuff for themselves directly from the dispenser. That is why it is faster to get more stuff. Gabe said this on an interview
quoth the Asriel
@@fuz5567 nevermore
sounds legit
@@azzor4134 yis
@@azzor4134 ofc
The thumbnail was enough to explain this.
Might be a leftover from TFC, where you only get ammo from touching a dispenser.
Well, now I finally know! Thanks again magic code man :)
Maybe it has something to do with invis spys? Do enemy spys that are invisible get both or just touch?
Whoa, that's a really good one!
I think the dispenser doesn't distribute health to invisible spies who are just near the dispenser as the beam would reveal them so it would make sense that you actually need to be super close as spy
I think shounic should investigate it
the real galactic brain is always in the comments.
And so on today's episode of "How does this pile of spaghetti function"...
My guess is that originally Valve wanted people to physically touch the dispenser to get health, ammo, and metal, but then Valve realize you could block your teams by building a wall of dispensers, or act as a ladder for other classes to get to higher places that they aren't suppose to be. Or perhaps it was too weak to Valve's liking, or both. Valve then made it intangible and made it's effect an aura, but still kept the code for physically touching the dispenser, presumably because they're afraid something might break if they delete it, or just that someone was suppose to do it, but didn't, and no one else could be bothered to do it.
Man, all these years and I've never known about this. Incredible find.
Touch sensor was added basically as a saftynet if i remember correctly, there was a bug that for some reason would stop healing and dispensing ammo and metal to players standing on top of it while playing on some maps, something about it counting the player being too far away from the dispenser or something, but changing that part of the map caused issues. So rather than changing the map they changed the dispenser
FIAB avatar! You are automatically cool B)
Thumbnail was pure gold
2:48 Ohhh so is this why in some situations if you move around in range of your dispenser it stops healing you all together?
The touch sensor was there since the beginning (according to a few comments here)
the other sensor later got added but the touch sensor remained causing this double thingy
i guess they didnt rly notice it in testing, cuz teammates can walk trough the dispenser
only the engineer and enemy team can collide with the dispenser, but (with the exception of disguised spy) enemy team cant use the dispenser anyway
And then it stayed as a mechanic, cuz engineer rly deserves to have a priority to get metal from his dispenser if he needs it
I feel so smart because soon as you brought up a list I immediately guessed it was because it rings up the collission twice
3:21
This is a very inappropriate footage
first you disrupt the dispenser's personal space then you do this
I still remember adding this info to the wiki for it to get taken off later on for being "false"
shounic , I have a request . Can you check if melee crits in particular somehow increase melee range or screw up latency in some way . I've had plenty of situations where me and the enemy are at the same distance , he swings and does not hit me then the next swing is a crit and it somehow reaches me . Also can you look at the demoknight's charge and if it causes the same/similar problems . Often backstabs and other melee hits just dont register on a charging demoman , and eyelander/axe melee reach is ... extremely random . Another melee with seemingly random range is the soldier's whip . Medic's melee's seem to have nearly double the active attack time then other classes , when he swings what caunts as a damaging attack counts longer . Anyway you could do some videos on melee weapons in particular , these are just some things ive always found to be weird .
I believe some of the demo questions were answered by solar in this video ua-cam.com/video/EracjrTrQHE/v-deo.html
Melee crits do not increase range melee hit reg is just weird in general. Charging demoman are difficult to hit with melee hits because of their speed causing large displacement from where they appear to be for you and where they actually are. All swords (eyelander, zatoichi, skull cutter) hit range is increased and the whip also has an increased range and hitbox size.
As a demoknight main I haven't seen any difference between crits and non crit hits. Melee range is just kinda badly done and bounding boxes, lag, lag compensation just make melee hit connection seem really wacky.
I know about the Increased range the weapons like eyelander usually have , and I know about lag compensation. I've played on melee only servers for at least 200-300 hours , and at one point I could accurately predict where the actual player is (not their visual model) based on looking at their ping . I also know a lot of the times what counts as a melee hit depends on how both players are moving , and that many players in one spot make melee hits not count . And I still think there seems to be a lot of randomness and inconsistencies involved with the weapons/mechanics I mentioned in particular. That's why I think shounic should look into it since I trust his judgement. He has proven other myths true like the huntsman ones so I'm sure he will run some proper tests .
@@animals113 Okay there are many many issues with using their ping as you also have to factor in your own ping as you're sending data to the host racing your target. Ping also is an average, not the exact. Small hiccups are common.
Given I highly doubt you memorized everyone on a server's ping and are keeping track constantly as well...
The only place this applies even remotely practically is 1v1 and given you talk about their ping... you're the host? So between host advantage and the enemy having ping... that might be an applied "balance" where if a host constantly lands their hits on someone with significantly more ping it might force you to miss to stay fair or let an enemy get a hit based on what they see...
Or someone turned on their cheats.
Awesome series man, thanks for this neat trivia
2:55 redundancy? like maybe at one point the proximity sensor didn't work well enough
I always feel like I know so much more about the game after I watch your videos
I already knew that if you got on top of the dispenser you would get double meta,l but didn't know that only with touching it was enhough.
That Nuke-ified 2Fort looks nice
Perhaps the dispenser was originally intended to work by touch, then the proximity system was added, and they didn't bother replacing the touch based system? Or perhaps it's supposed to reward players for getting closer to the dispenser and is intentional?
the touch system is much newer. engineer mains instantly noticed when this bug suddenly appeared a couple years ago.
@@Tumbolisu Fascinating! That implies that this may actually be intended behavior.
This video makes programming look actually fun.
So that's why sometimes i run into dispenser and get nearly all of my ammo refilled in 1 dispenser tick
I love this video, it’s like to tf2 what mablr’s vids are to overwatch. Highly informative entertaining short tf2 vids. Keep it up.
0:04
you mean every 0.5 ???
no wait i counted and it's every 1 second
He probably got confused there, because the dispenser produces 40 metal every 5 seconds
Bc you are giving it more love and attention
I've never gotten this double-output to work in-game
There's a plenty of videos that shows some bugs/features that mind-blowing for me - player that've played almost 2k hours and NEVER encountered these moments (like this vid)
Stand on the top of your dispenser and crouch, or hold w on the dispenser, the way it works is that it just gives metal *twice as fast* instead of doubling the metal that you are receiving, so you can't get 80 metal if the dispenser has only 40 metal stored
I've noticed this effect before! Great video for clarification!
This definitely seems intended, why would there even be a touch sensor if everyone is going to be healed by proximity as is? I'd guess its something that allows you to get resources faster in exchange for standing much closer to the dispenser and your friends.
It’s because you used to have to touch it to get the materials before. Retards at valve just don’t remember their own code and end up doing shit like this.
@@turidrowned Actually, this is intended, as told in an interview. This is because you are so close, you are able to grab it.
I think the touch sensor might be there for really large characters in special events. If it uses the center of the character as a proximity check, a very large character might not be able to get close enough for their center to overlap with the proximity zone due to collision between the character and the dispenser.
I’m sorry, what is that thumbnail? Wanna run that one by me again?
God I love the edit style so much
It looks more like it was a solution for people who wanted heals but didn't need ammo.
By forcing someone to "touch" it then it also makes a Spy's job easier as well.
This was likely changed in testing because people got confused.
I have no idea what this comment is trying to say.
I didnt know giant moth gods loved dispensers so much
Hehe the man make video
In my head canon you are petting it making it happy and make more
Does the increased ammo affect disguised spies' cloak or just the engineer that built it?
It also affects the spy's cloak. I use this mechanic all the time to boost cloak gain.
Cloak refilling is a part of the healing code so it's not affected. Enemy spies should still get ammo at double rate, though.
@@NicknineTheEagle Actually? I swear to god that I got cloak faster by standing on top... Maybe it was placebo? I'll test this out later.
Probably in a earlier build, someone forgot to add a proximity detector inside the dispenser, so an employee slapped on a band aid patch, and later along the line a different employee unaware of the band aid fixed the issue.
Imagine, touching the dispenser, and suddenly everything goes quiet. Then, you hear it. The familiar, booming voice. "A NEW HAND TOUCHES THE BEACON..." Also, fun fact. Only the Engi that built the dispenser, and the opposing team's Spies, are the only ones who can take advantage of the dispenser's touch sensor mechanic. No one else on the opposing team can do that. Just the Spies, and only when disguised as a member of the team pf the Engi that built the dispenser. That's how everyone else on Red Team can walk through a Red Engi's dispenser, but a Blu Spy will be blocked by it and can even stand on top of one.
“.…it detects if anyone is physically acting upon it.”
Ayo?
Dispenser chan is hot and bothered obviously 🙄 😜
Hail thee mighty lord of presentation shounic
It's because Dispenser loves it when The Engineer touch it.
*You can't stop me from saying this.*
engineer quote no.64946 "buildings are like children, hit them to make them work harder and faster!"
me who gets on top of it: i am 4 parallel universes above you
people who stand in it:
Near 4000 hours in TF2 and never noticed this. Very interesting.
i dunno, I've never seen this happen
I ‘ve been playing this game since 2014, HOW HAVE I NEVER NOTICED THIS?
7 years in and I still learn new things about this game.
wtf is that thubnail 😭💀
Oh so that why the dispensing sound usually gets repeated when you jump on top/touch the dispenser
Dispenser-chan gets intimidated by engie-san that they make more stuff~
Please kill me for saying that
🤨
best girl
Rule 34 Engi building artists trying to come up with a lore that makes good use of this hidden mechanic.
Now that’s a thumbnail i didn’t know i didn’t need
I always thought this is intended.
I should have know better haha.
Cheers shounic :)
I love Gabe Newel 2, can't wait for Gabe Newel 3...
The medic spam clicking the heavy and the arrow bopping made me laugh
How to get more out of your dispenser: give it a hug ❤️
Holy shit, Hollow Knight music in the intro? What a welcome surprise
It's because the dispenser is giving you ammo and when you touch it your physically grabbing the ammo meaning more material for you.
This is delicious, there's so much spaghetti code.
Wow, you never stop learning stuff.
The dispencer is such a fascinating building
I'm abusing this new found knowledge, thank you shounic
Daily PSA reminder to bind the crouch key to shift. Way easier on your pinky.