Why TF2's Weapon Stats are Wrong
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- čas přidán 10. 09. 2024
- TF2 is a game based around switching out weapons to have different playstyles. Usually the game tells you exactly what these weapons do, but sometimes they just completely drop the ball and forget to put any kind of relevant stat down. Only Valve...
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Actually, the back burner DOES have random crits, but in a different sense, as in it’s random where the back hit box is
Luckily the wacky back hitbox is only relevant for a couple of unlock weapons. Imagine if a whole class were dependant on it, that would be horrible... oh wait
True😂😂
@@Dark_Slayer3000 Spy gameplay loop eerily mirrors the 5 stages of grief. Australium Ambassadors and unusual Hong Kong cones are bought during the bargaining and denial stages.
No it actually does have random crits
@@spacegators1775 💀
Another missing stat from the Eyelander and its reskins that I hardly ever see mentioned is that it not only gives you a base +15 health on kills for your first four, but it also heals you for +15 health on kill if you're below max health, even if you have a max head count. It's not nearly as dramatic as the Zatoichi, but it's still worth noting as it can save your life in fringe situations.
Wow, I felt I subconsciously noticed the health thing but I didn’t know it actually gave you that much
@@flashter6101 nice pfp. Well, not “nice,” but still
I think health is counted by the percentage when it comes to recieving health, so thats why it also increases your health for a little bit. You probably know that different classes get different amount of health from the same type of healthkits around the maps.
@@solgerWhyIsThereAnAtItLooksBad I thought for a solid second that both of you were the same dude
Oh hey, didn’t expect you to be here, love your vids
For 8 years, the Flare Gun didn't even mention the whole "crits on burning players" that is literally the entire point of the weapon. It had as much description as a reskin, I actually didn't know it crit on burning players for a year or two because I used it once, saw that it did 30 DMG and applied afterburn, and went "nah, I'll stick to a flamethrower, thanks".
That’s because it didn’t, it was buffed to have the crit vs burning players, it was just that bad
@@fledbeast5783 It originally did 20 dmg + afterburn. It was later buffed to 30 dmg, then given mini-crits vs burning players and eventually full crits vs burning players. I think description wasn't updated until later, though.
@@NicknineTheEagle Yeah, it got full crits in, like, 2009, and didn't get that fact added to the weapon description until Gun Mettle in 2015.
@@fledbeast5783 but even after it got the stat it wasn't added to the description for a while.
@@fledbeast5783 b
Hey, that 13% reduced hunger is a pretty big bonus. My current survival build takes heavy effect of it by using my knife to skin the animals I hunt for extra leather armor before harvesting sugar cane using my pocket sugar factory and sell stocks to my shareholders.
Yeah, the last time I fought The End, I didn't run out of food because I has put on the apple face paint and used the Huntsman, it reduced the amount of stamina was taken by 13% which meant that i didn't have to keep hunting for markhor and rabbits whenever I got hit with a tranq dart. Very helpful.
I don’t know if this is a reference to a game or if you two are just rattling buzzwords from random survival games you know.
@@gotsomham
What are you talking about? Did you never fight the Enderdragon? It's only the most famous boss in the hit video game "Team Defense Fort 2". Everyone has fought that boss at least once!
Calm down there, Edward Kenway
Yeah but this does make you unable to leave a calling card on your victim's grave, which are actually pretty good projectiles no matter what stage of the game you're at as they can easily be upgraded
6:21
the bow infact does not have damage fall off, it does a flat rate of damage at any range depending on how much charge it has.
Gee, maybe Volvo should write this stuff down! ;P
They wouldn't exactly NEED to list that, given the sniper rifle doesn't have damage falloff either... or maybe stock weapons should have some description...
According to the wiki... "Note: Distance from the target affects damage values, except for critical hits." I am unsure how accurate that is, but... -shrug- The wiki indic ates it has falloff.
@@ShadowMageAlpha I use huntsman majority of the time and I don't recall that being a feature.
@@ShadowMageAlpha i just went on tr_walkway and at the range wayyy past max damage falloff it hit for 120.
I'm surprised no one has mentioned the Blutsauger. When I first started TF2, I was terrified to equip it because of the health stat. Remember, the game never tells you that Medic has automatic health regeneration. So I interpreted it as the Blutsauger acitvely draining health from you, rather than just slowing the regen.
i believe that description was updated recently to clearly say it reduces your natural regeneration rather than draining health
@@ralphthejedimaster , oh, that's very good to hear. I haven't played in about two years, so I was unaware. Thanks!
I vividly remember remember this as well. Thinking it drained health.
Yeah I think wambu made a joke about that in his top 9 TF2 items
I just now learned that that one medic weapon I heard about taking away health isn't actually just a countdown to death, thank you.
I've been using the cloak and dagger for so long and I didn't even know it decloaked slower
Right? I switched back to stock after an age of using C&D, and it was noticeably faster at decloaking. I thought, "dang, if I'm gonna be a Spy main (I'm not), I'm going to have to stop relying on my cloak so much."
Honestly I kinda noticed that pretty quickly… because I was one of those super paranoid spies who spent 90% of my time invisible. So I became quite aware of how long it took to decloak.
It doesn't, it does however enter cloak 0.2 seconds slower.
Yeah he was wrong. Cloak and Dagger decloaks the same speed as Default. It's the Cloak that is 20% slower.
I think it's louder too
forgot to mention that the Caber has a hidden -15% damage penalty. This is notable once the caber has already exploded, as it just becomes a much much worse stock.
Yeah, but honestly it makes sense, glass stabs better than plastic glass, but the slower swing speed... ITS PLASTIC GLASS! AND HAS A GOD DAMN HANDLE!
@@smickothesmickest Pretty sure its metal.
@@mouthwide0pen oh, well uhh... Shouldn't it not have a damage penalty then? Metal hurts probably more than glass y'know.
@@smickothesmickest by that logic scouts bat should do more damage than demo's bottle too
@@cowjuicy its a dude whos real frickin fast but barely any muscle, vs a drunken dude who literally has scrumpe in his blood. That isn't the same
I've been playing TF2 for more than 10 years and never knew, or noticed, that the force a nature and soda popper would lose the 1 shot shell in the chamber if you reloaded after firing one shot until just now. wow
I always thought about if it spends that 1 last bullet left in it. I sometimes have been like: 'wait, i didnt spend that much ammo!?'.
That's part of the magic about TF 2. I've been paying it since the orange box came out and it STILL surprises me with ragdolls I've never seen before.
I love this game man.
no tonly that, but the shortstop doesn't loose extra ammo despite reloading the entire clip at once!
@@carljohan9265 and i can say, this fact is just the same with almost all valve games man. You should play all of them. Even team fortress classic. Tf2 classic too.
I found out playing mvm with soda popper. Losing 6 shots from reserve after shooting once is just a *wee* but more noticeable
I’m pretty sure that the Better Shield Bash stat is listed as a loading screen tip so I don’t understand why they couldn’t put it in the weapon description
Didn’t not couldn’t. It’s laziness
@@Skullhawk13 I know it’s laziness, I just thought “couldn’t” sounded better for some reason
@@ExpiredSa1t fair enough
same with the huntsman’s fire arrows, it’s a loading screen tip (iirc)
@@chickennugget6684 to be fair for something as niche an mostly useless as that, i don't mind it being some little Easter egg
You forgot some stats:
Pomson 6000:
-20% damage penalty at close range
-20% slower Projectile speed
-33% reduced clip size
The Uber draining and cloak draining depends on the distance (it will drain less the more far you are)
Equalizer:
-49% damage penalty at full health
Ullapool Caber:
On first hit: It explodes
On first hit: +77% damage bonus
On first hit: It causes self-damage
After first hit: -15% damage penalty
After first hit: It no longer explodes
Buffalo Steak Sandvich:
After eaten: It locks you to melee only for 16 seconds
After eaten: +30% faster movement speed
After eaten: +20% vulnerability to damage
After eaten: It gives you mini-crits while under the effects
The Pomson does that?
500 hours of TF2 and I didn’t know that.
@@theloveseatlords6649 I mean do you actually use the Pomson a lot or at all for that matter?
@@theloveseatlords6649 I have 1200 hours and I still don't know that
@agent_bolt Yeah, and the only use that it has it's for Spies while you're defending
@@Priincipal-pe9mp tbh it's not even that good. First, it's hard to aim and second, sapping anything emits loud indicators from voice lines and blaring noise that your team would obviously notice. Third, just use the damn shot gun to kill them.
Indivisible Particle Smasher is a weird roundabout way of saying it's a Blaster, a la Scifi.
The name Atom meant "indivisible" before we realized subatomic particles were a thing, so it could also be called an Atom Smasher.
An Atom Smasher is the colloquial term for a Collider, which uses high potency electromagnetic fields to accelerate said particles.
Sci-fi authors took this idea to make Blasters, accelerating minute particles into a projectile weapon.
Again, extremely round about. What's weirdest to me is that Accelerators (the parts of the Collider that... Accelerate) can get particles to move at somewhere around 90% the speed of light, iirc. But Blasters, based on the same tech, are always super slow compared to even traditional projectiles.
Well, two things from two angles on that last part about blaster projectiles being slower. The first angle is the scientific reason: Colliders are always operated as a vacuum, so there are literally no other particles to collide with until the one they want is injected into the system. You could extrapolate that and say that the particle HAS to go slower so it can actually make contact and doesn't immediately burn up upon being fired into an atmosphere.
The second angle is the film reason: Because it's hard to explain how fast bullets go without the use of "bullet time", and bullets aren't even close to the speed at which the particles in a collider are accelerated to. Thus, the blaster projectiles, as they'd be invisible to the naked eye anyways, are handwaved for audience immersion.
Trust me, valve is adding those stats, just give them a couple more years and like 20 more localization file updates and it should be all good.
i mean technically wouldnt the text be in the localization files
@@mouthwide0pen Well yeah, just when they actually plan to put the text in the localization files.
@@allanparty what do you think the updates are
My uncle works at Valve and they said they'll get to it.
the forgot to update the English localisation
What really confused me a few years ago was that the flare gun crits burning players. It used to have no text at all.
Honestly I think games telling you what items and moves really do in-game is a fairly recent development.
I vividly remember having to choose whether to delete a move to make room for a new one in Pokemon Red based on how cool the name sounded alone. The English version of that game came out in 1998, less than ten years before TF2.
Most new games nowadays do have detailed in-game manuals, and honestly it's probably a lot for the better.
fire blast sounds awesome bet it's a direct upgrade like flamethrower was to ember
at least that had the excuse of being a gameboy game with barely any space on the cartridge to put a description.
Not including in-game descriptions of stuff was a technological limit, not an intentional design choice. Pokemon Gen 1 didn't have info on moves because there was heavy limitations on what one could include on a gameboy cartridge, and given the amount of text already being used by it, you know, being an RPG, including info on each move was very likely just not possible with the tech. TF2, on the other hand, came out during the PS3 and 360 era, where technological limitations like that were not NEARLY as prevalent, especially for a relatively small game like TF2.
Like, Persona 4 came out only a year later on much weaker hardware and still included descriptions on every item, weapon, skill, and even the individual Personas you could collect, in addition to being a 90 hour RPG. Plus, TF2 was being updated frequently well into the 2010's, there's really no excuse for Valve not including these things.
another one that should be mentioned is that although the quick-fix's desc says that the uber increases healing by 300%, in reality it increases it by 200% to make it 300%
Pretty sure it says "Increases healing to 300%".
If it increased it by 200% itd be 340%.
300% of the quick fix's base healing rate
Buffalo Steak: "Is a hidden 20% damage vulnerability stat a joke to you?"
yes
I never realized just how weirdly formatted the Shortstop's item description actually is lol
In some cases these might be omitted to avoid cluttering up the stat list, but some of these do not follow this at all.
^ This is the case for the Backburner. Unlike the visible no random crits stat, named "crit mod disabled", the Backburner _specifically_ uses "crit mod disabled hidden", which (as it implies) hides the stat from the weapon description, meaning it was at least intended in some capacity.
The thing that has always confused me the most for weapon descriptions is the difference between "when active" and "on wearer", i always just thought those meant the same thing
They do (sometimes)
Isn't when active holding, and on wearer if in loadout
3:43 Once I heard this it blew my mind. When playing spy and then going for kills I wouldn’ be able to back stab when I de cloaked and soaking my attack would go off like a second later. I thought it was just me lagging. But when o used stock my cloak then backstabs seemed more consistent so this made my night
Im surprised you didnt mention the caber. Its got the "a sober person would throw it" flavour text and the self damage downside, but its missing everything else.
It has the switch and swing speed downside, lack of random crits, and lists that the first hit blows up. It doesnt mention the fact that the explosion hurts you (though, duh) or the fact that it does 15% less damage than stock outside of that explosion. Or how much the explosion does.
the huntsman part of the video seems like senseless whining, oh boy a fucking bow and arrow fires arrows how dare they not state that
@@vanillaicecream2385 to be fair, the "inaccurate after holding in for 5 seconds" thing could be useful to say. the first time i used it, i had no idea why the arrows would not fire where i was aiming
I am pretty sure that Cloak and Dagger has louder cloak/decloaking sound as well. From my experience, it is more audible than stock
It does, but I think it's listed now as a stat. It certainly wasn't when it first came out (and I certainly died for it!)
Yeah like, barely though.
afaik decloak volume is based on how much cloak is remaining, when the invis watch runs out of cloak it makes a much more audible sound compared to decloaking at 50%.
@@chickennugget6684 wait what? So thats why everyone hears me when I use the dead ringer... Or its just super loud in general.
@@smickothesmickest it is normally already loud, but could be louder due to said reason. Is there way to check?
Timestamps:
0:48 - Force-A-Nature and Soda Popper
1:14 - Backburner
1:23 - Eyelander
1:42 - Short Circuit
1:56 - Flare Guns and Grordbort weapons (Cow Mangler, Righteous Bison, Cow Mangler, Manmelter)
2:42 - The Original
3:07 - Holy Mackerel and Unarmed Combat
3:25 - Hothand
3:41 - Cloak and Dagger
3:48 - Loose Cannon
4:06 - Disciplinary Action
4:16 - Shortstop
5:27 - Huntsmann
7:03 - Special Mentions (Grordbort weapons, Vitasaw, Iron Bomber)
Let’s not forget the 0.8 second accuracy and damage penalty to all miniguns.
I’d never heard about that until I started researching for a video on the minigun I wanted to make.
I’m a bit confused by the opening, why should the wee booties include a stat that says “replaces your grenade launcher” when it’s a primary weapon? Every other primary weapon also replaces the grenade launcher, why wouldn’t the booties? Should every unlock have a stat saying “replaces (stock weapon)”?
It more so should include a stat like "this isn't a selectable weapon" or something of the like. The problem with it is that just looking at the stats as it is now makes it look like it's a direct upgrade from stock. Which it definitely isn't.
And if you were to say "it's a pair of boots, of course it would be way different," then the Huntsman having literally no stats at all _because_ it's too different to list contradicts that. It either specifies it's different from the grenade launcher or states nothing at all(preferably the former; and give the former and some stats to the Huntsman as well).
Agreed
Simply stating something like "You are unable to use a primary weapon when this is equipped" should be enough.
All it takes is "-100% max primary ammo" for it to make sense
@@Goldenleyend not really because that just means you start with a clip of 4 and 0 reserve
-"Pot plant, have you finished nerfing and buffing guns in tf2?"
-"Yes, Janitor"
-"Did you update the documentation about it?"
-"I'll do it later"
Medic, as a class, has a TON of unlisted characteristics that affect a lot of different scenarios.
Ubersaw cant gain uber on cloaked or disguised spys even though its a hit
*cough* Crit heals *cough*
Similarly to the Shortstop, it would have been nice when I first discovered the Classic many years ago for the stats on the weapon to communicate that you need to hold the fire button to charge the shot and release to fire. "Firing can be charged independent of zoom" doesn't communicate how to use the weapon very well and for the longest time I thought it was straight up broken.
Same tbh, that fucking description was super retarded given the fact that it doesn't even tell you that you need to hold down your mouse
I had 1500 hours in tf2 and i genuinely never knew that the cloak and dagger had a slower uncloak speed
1500 hours isn't very impressive.
@@danate3849 oh sorry i meant 120000000 bajillion years of human evulotion of playing tf2
@@lisathefoolish Human evolution clearly hasn't evolved you.
@@danate3849 ratio
@@raziphaz2219 Comedic.
5:29 nice, Dont Hug Me I'm Scared reference. that brings me back
In fairness, some of these can be reasonably gathered just by equipping the weapon. The booties can only be equipped in place of the grenade launcher. So naturally, you’ll assume you can’t use the grenade launcher. And the original is in the center of your screen.
Newer players wouldn't understand that the stock rocket launcher and the original fire rockets differently as most people would assume, trained by many gun-games where this is how bullets work, that they come from the cursor. The booties are a big issue too since people who see the incredible ammount of blue text which signifies a good stat and compare it to the lack of any red text would just make players assume 'oh, this thing gives you a bunch of stuff with no downsides so I can win easier? Hell yeah!'. I'm genuinely dissapointed by the shortstop, though.
@@jadynandchara640 firing the original for a second will tell you the rocket tracks differently.
And it’s still the players responsibility to read the stats so they know what they’re getting into.
And I agree the shortstop is just lazy.
@@Small_child_punter Yes, but the player see that it takes up your primary but wouldn't assume that it's a downgrade because of the increased stats. For the original, newer players aren't gonna get this item and go 'lets test out if the rockets move from the center of the screen and not the right side' they're gonna go 'hey it's held between my legs that's funny' and assume that it's just a reskin
@@jadynandchara640 once the player realizes they equipped a pair of boots over a gun, they’re gonna realize what they’ve gotten themselves into.
As for the original, you make it out like it’s the rocket jumper. It’s still just a rocket launcher. They’re not gonna miss all their shots now just because it comes from the center. They click, it’ll fire where they pointed.
@@Small_child_punter Yes but when newer players try to rocket jump, which they will need to learn, they will have either trained to flip around one side and jump with their rocket being on the right, or flip a full 180 degrees because the rocket comes from the center. Your rebuttal is changing as well, making this about rocket jumping and aim instead of just where the rocket comes out. The boots is acceptable, although it's still, as you say, when they actually equip it. There's a lot of difference between scanning over a weapon one time and deeming it better than another.
2:40 an indivisible partcle smasher is something that doues nuculear fision, and thus breaks appart (i.e. smashaes) atoms.
1:57 scunt taunting after killing someone thought you were a spy about to backstab him, so he leaves lol
Personally I wouldn't mind if every weapon just had flavour text as a description as long as it tells you what it does alongside the stats.
"indivisible particle" is an old definition for an atom, so the Bison, Pomson, and Mannmelter must be "atom smashers." that phrase happens to be a colloquial term for "particle accelerator."
so an "indivisible particle smasher" is a handheld particle accelerator. neat.
widowmaker has a +10% damage bonus against your sentry’s target. as for how you would even notice this in game, who knows
the way valve seems to have done this is they base the stat list off a "stock" version of the weapon, like the reserve shooter is a shotgun, and so its listed stats reference the changes to the stock shotgun. the flare gun is thought of as a flare gun, so its mechanical differences aren't listed since the only change from a "stock" flare gun is the 100% crit rate, but the detonator has different mechanics to a "stock" flare gun so they get listed. like how the differences between the rocket launcher and sniper rifle aren't listed in their stats.
its a sorta smart way of doing it except for the fact that it kinda just expects you do know what a weapon type does and doesn't tell you so it ends up hurting new players trying to learn and definitely needs a change
I was expecting you to mention the scortch shot and how it does not list that it destroys stickies.
Missing Scorch Shot stat: on hit, 10% chance of enemy trying and failing to roast you without sounding mad.
100% chance of pissing atleast 1 person off, whether they are vocal in chat about it or not.
I am incredibly new to spy, and I had no idea about the cloak and dagger decloak speed, and honestly, I'm glad, I need to teach myself to not decloak in stupid cases
No, it is when cloaking, not decloaking. The video is wrong. Check the TF2 wiki.
Oh my bad
I think the most fundamental ones such as "shots an entirely different projectile" could be omitted, but everything else really should be there.
I was not aware the Cloak and Dagger had a slower de-cloak time until now.
The shortstop isn't a Scattergun, it's a Peppergun, which is why it has no stats. It's not meant to be a Scattergun, it's the default Peppergun.
Plausible.
0:45 thats what i like to see B)
So you actually got the Huntsman stat wrong. It's not that it has a -20% damage penalty, it has a -20% max charge damage penalty. You can test by just tap firing the huntsman on any class, with and without a head shot, and see it for yourself. There's a video showcasing this here: czcams.com/video/0_GLiD5L2SM/video.html
so what you're saying is that valve should have written it down?
@@talullah1065 Yes
This is indicated by when a fully charged huntsman bodyshots a sniper. It deals 120 damage instead of the sniper rifles base 150 fully charged body shot.
@@dartimes6048 Yes, exactly. Yet when the Huntsman is tap fired it does 50 damage on a body shot and 150 on a head shot(there is some damage variance due to how fast the charge time on the Huntsman is though.)
@@dartimes6048 In your situation that wouldn't be an indicator for anything, from this alone you can't tell if it is dealing reduced damage OR has a reduced max charge OR even has a different charge scaling rate.
To be honest I had no goddamn idea what the huntsman, pomson, or thermal thruster did until I tried them, so this video certainly is good for new players like my dumb ass when I started
Another fun fact: The Shortstop also uses your equipped pistol's ammo.
No.
It hasn't for years.
ANOTHER fun fact: in the past, Shortstop used to be equip as a secondary weapon like pistol
@@literatemax When you're using the Shortstop, you empty all four rounds then have to panic switch to the pistol because your poor primary can't secure kills on its own. #ExplainingTheJoke
Through my entire time playing tf2 and through all of its changes, my mental model of the short stop was always:
-30% clip size
Differs from other guns in ways you don't understand and won't be told
+50% chance the scout that just killed you is a tryhard
Something not mentioned on the Cloak and Dagger is if you crouch walk while cloaked, the cloak will drain much slower
This is true for all watches, it's just more noticable on C&D because it has a shorter cloak duration, but the bar is the same visual size as stock.
5:06 one stat is missing actually. the shortstop considered a pistol and uses your secondary ammo instead of your primary, oddly enough
it used to, but not anymore
0:45 that rocket hit and whip was sick as fuck
The disciplinary action‘s extra range is more so a sphere around soldier rather than extended reach, so you can hit teammates next to you.
4:08 THATS WHY IT HITS PEOPLE FROM SO FAR AWAY ON X1000 MODE
that shit confused tf out of me for so long
I haven't played this game in years but frick me I definitely never realized the Disciplinary Action had longer range. I might have thought that at one point but probably chalked it up to a weird placebo effect or something
It has such a massive hitbox that if an enemy is pressed up against your back you can hit them with it!
Merry Smissmas everyone!
Not really stats per se, but:
The stock grenade launcher has 6 barrels but can only load 4 grenades.
The Loose Cannon has 1 barrel but loads up to 4 cannonballs.
The Loch-and-Load has 2 barrels yet loads 3 grenades.
The Iron Bomber is the only grenade launcher to be correct, having 4 barrels and can only load 4 grenades.
it's insane how long it took me to realize the huntsman had absolutely no stats at all and every stat i knew was from other people
This video actually taught me the true aspects of the shortstop...wow
For three years i thought it was a different flavoured stock that threw my aim off
Well, of course, they forgot to put "no random crits" on all the weapons smh valve fix game
0:40 dude, that guy got fricking DECIMATED!
6:29
Great Blue swearing moment.
😂🤣
Restaurant: *We have a delicious chicken sandwich with pickles, lettuce, and mayo! Would you like to try it?*
Great Blue: You forgot to mention the wheat in the bread
The Wrap assassin also crits on moonshot (when the bauble has been in the air for over a second), but thats not mentioned anywhere on the item description
I love how when this vid popped up in my notifications I could tell it was from you before I even looked at the title or author. You have a really distinct title card style and I love it.
Stock items don't even have their stats listed, making some of the unique weapons' stat changes hard to figure out sometimes. Like, what does a -20% reload speed mean in terms of numbers? I can't figure that out if I'm just looking in the inventory or loadout menu.
@@unityofvitality-5875 Wouldn't be so bad if they had done so at the game's release rather than now.
Great Blue I am throughly disappointed that none of my drunken rants and raging against how literally NONE of the Sydney Sleepers stats function as advertise is missing.
Such as the infamous "No Random Critical Hits" on a Sniper Rifle.
The blatantly wrong "No Headshots" as it can minicrit on headshots and also legitimately get a headshot icon in the killfeed in normal gameplay
And most disturbing "Shooting Teammates extinguishes them" the single most requested and wanted balance change for the Sniper rifle since it was first added into the game, only to be added in Gun Mettle but never mentioned at all outside of a single line of patch notes. Also no mentioning on how extinguishing Teammates with the Sydney Sleeper decreases the charge rate of Jarate much like getting a "Headshot" with it.
wait the sydney sleeper can extinguish people? I have never seen this ever what the heck valve?
01:15 What, it does. Am i right or is this some kind of a Mandela effect?
I'll be honest, I don't know how you wouldn't figure out the boots replace the grenade launcher if they take up the primary slot, the slot that's taken up by your nade launcher.
3:41 I never knew about this lol. I felt that there was a difference in decloak time but never bothered to take notice of it.
An indivisible particle smasher is what the large hadron collider is. Protons, neutrons and electrons make up atoms right? Well quarks are the indivisible particles that make up those (i.e they're the base quantity of all things, the pennies of stuff if you like). When you smash them together at high speeds interesting stuff tends to happen.
I’ve played this game for over 10 years and I just learned from this video that the Cloak and Dagger has a 20% slower Decloak.
Ah yes, i like how the huntsman gives you +20% move speed while charging
6:07 excuse me huntsman doesnt have damage falloff
It doesn't have a -20% damage penalty either, it has a -20% max charge instead.
THE CLOAK AND DAGGER HAS A SLOWER DECLOAK SPEED?! UNIRONICALLY THE FIRST TIME I EVER HEARD THAT.
Thank you for making this video because I didn't even know about the thing with the huntsman's accuracy
6:54 The vaccinator does WHAT NOW?
When the Vaccinator is deploying a resistance bubble you get 100% crit damage immunity to that damage type.
so if it’s a bullet resistance bubble, any bullet weapon crit will now just be treated as if it wasn’t a crit, and any explosive or fire damage crit will still just kill you, Yeah, the vaccinator counters the kritzkrieg (unless you have coordination)
@@chickennugget6684 Yes
What i love about tf2 is that i can join an achievement engineer server like i would when i was a kid and see a new player asking the same questions i would ask in chat
Indivisible particle smasher is probably referring to certain particles being considered the smallest thing you could decide something into and thus do funky things when smashed, so its probably nuclear powered in some way
i remember when i started playing tf2 i learned extremely quickly that the cloak and dagger decloaked slower because i would be used to stock and would be stuck decloaking as i watch my target move to somewhere else or generally just miss my opportunity
Indivisible particles is a fancy word for atoms or anything smaller then them since they dont break down into anything else, just explode
The classic also allows jumping scoped or charging, but can cancel a shot by attempting to fire while jumping. It doesn't automatically charge while scoped and doesn't unzoom after firing.
Now that Iron Bomber's projectile size is fixed, I wonder when they will fix the Loose cannon
2:50 since an atom is a particle that can't be divided, the gordbort weapons' name basically means atom smasher, a name sometimes given to particle accelerators.
the bison is a particle accelerator but has the lowest projectile speed in the game.
I also wish the stats were more clear about if a stat is always active or only when the weapon is drawn out.
6:33 mfw useless dont starve refrence
I somehow did not know about the increased decloak time so thank you for that. Actually makes a lot of sense now that I think about it
I’m surprised the Tomislav isn’t mentioned here. It actually has a 15% slower firing speed rather than 20% due to a rounding error.
I remember when certain reskins like the Nessie's Nine-Iron didn't mention...anything that they did, which means when I was new to the game and one of my first weapons I got from a drop was a golf club whose only effect was -25 max hp, I had no idea what the point even was.
lol, this reminds me of when i thought the sandwich was already equipped on the Heavy at all times. I was confused why I couldn't throw it down
So thats why it feels like I can’t backstab even after the decloak animation is over with the cloak and dagger
Edit: also would be nice if the game tells you that for all his primaries, the heavy does reduced damage for 1 second after revving up.
“Yeah there’s nothing unique I’ll learn from this video”
“THE HUNTSMAN HAS A DAMAGE PENALTY?”
Srsly? I mean max charge only gives 120 damage while stock sniper rifle gives 150 with max charge on a bodyshot. Huntsman gives 360 damage on headshot(full charge) while stock sniper rifle gives 450 on a headshot with full charge.
It doesn't.
Not a damage penalty, it has a -20% max charge. Tap firing it will always show it doing 50 or more damage, 50 is the damage you get from no-charge bodyshotting with stock sniper rifle.
"indivisible particle smasher" refers to how it, well, smashes indivisible particles. quarks n such, presumably. it makes sense if you think about it long enough without thinking about how that works.
i had no idea that the huntsman/fortified compound went inaccurate after 5 seconds, thanks
2:09 this needs to be a clip
One of the most important patches to weapon description accuracy was the July 22, 2011 patch, clarifying a lot of weapon stats. Some of the changes include:
“damage done” >”damage bonus/penalty”
“This bat knocks out a mean stun ball” > “Alt-Fire: Launches a ball that stuns opponents”
“This weapon is a silent killer” > “Silent Killer: No attack noise from backstabs”
“This weapon can fire a charged shot that mini-crits players and disables buildings for 4 sec” > “Alt-Fire: A charged shot that mini-crits players and disables buildings for 4 sec”
finally, “This weapon deals reduced damage to buildings” > “Deals only 20% damage to buildings”
The old wording didn’t even tell you the Alt-Fire stats were activated with the alt fire. They CAN fire a ball or a charge shot, but without listing that it’s on the alt fire it makes it look like the shots just sometimes happen or always do as the default attack.
Your references, editing, and jokes are getting really good
I always think of these hidden stats that they are hidden in type of weapon
Under name of each weapon you have "Lv X [Weapon Type]"
And I'm pretty sure the weapon type has some base stats that it uses to calculate actual weapons stats. Like pomson. Pomson Isn't listed as shotgun. It's listed as "Indivisible Particle Smasher", and the hidden stats of pomson are actually how base "Indivisible Particle Smasher" If it would exist would work like.
One thing you forgot to mention about the short stop: Its first shot has no random bullet spread, just like scout's pistols. It fires its first 9 pellets in a perfect square. Subsequent shots, however, have random spread.
Does the shortstop have fucking *pistol logic*?
@@mouthwide0pen yep haha
I think I understand the Backburner, not enough to use but enough to know why we can't use it efficiently
I remember seeing countless tf2 content creators touch on the subject of server latency or tick rate ( not the exact words but towards the same situation) and how someone could pull off a headshot despite the player model being two steps behind or ahead
I think that applies to the Backburner except we as human beings can't uphold such performance in order to use it as well as the flame particles holding different properties to a bullet being fired