TF2 Bug Busters: Pyro Bugs

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Intro: 0:00
Sponsor: 0:58
General: 1:55
Afterburn: 3:36
Airblast: 4:51
Primaries: 9:14
Secondaries: 23:02
Melee: 36:02
Achievement: 40:33
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The Phlog Mmmph taunt cancel to keep the uber is most commonly done by taunting on top of an enemy, and then the enemy walks away making you fall to the floor and interrupting the taunt. More easily done in MvM with predictable robots.

Rdotmop
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6:25 from the old tf2 clips I’ve seen, airblast used to switch the team affiliation of the sticky bombs themselves. I assume that means upon detonation, the demoman used to be able to blow up his own team via airblasted stickies.

Rhban
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18:51
This is known as phlog canceling, it can happened if you are moved while the taunt is playing, a few examples are: the top of an enemies head, taunting on a building that gets destroyed, pushed off an object while taunting.

ihavenoideadanny
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The Gas Passer being thrown through the wall at 34:34 made me laugh way harder than it should have

remiliaxx
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A bug I was expecting to show up is the "infinite airblast" visual glitch where holding the primary fire then tapping a quick airblast makes you fire your flamethrower silently from first person, while other players will see you infinitely rapid-firing noisy airblasts

godusopp
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About the Backscratcher: it uses a completely different stat than the Equalizer/Escape Plan. Those two have "less health from Medics" which affects all healing sources from the Medic (amputator, mediguns, crossbow) but leaves dispenser and cart healing intact, and additional forms of HP from allies. Backscratcher has the stat "less health from healers" which only affects healing done via beams, being mediguns, amputator, dispensers, and carts. Any form of healing like the crossbow, milk, conch, or lunchboxes don't qualify for that.

ShakerSilver
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Yknow Bug is supposed to be WEAK to Fire.

supermudkipz
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With how absurdly large the airblast range on pyro is, I feel legitimately embarrassed not being able to pull off reflects very often.

purplehaze
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12:14 I always figured that gas noise was the pilot light. The actual bug should be "the pilot light stays lit when you airblast, except without making any noise". Because airblast is just non-ignited flamethrower gas being pushed out, and to not ignite it the pilot light should be snuffed out. The lack of noise makes ne thing the TF2 team thought of this detail but never completely implemented it.

DinnerForkTongue
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I always knew about the ambient flamethrower noise because I noticed that spy makes the same noise when he disguises as a pyro with a flamethrower, I didn't know airblast stopped the noise though.

andrewponder
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that invisible flame particle bug is actually very useful if you're experienced with flare punches, and looks stylish as hell to pull off. it technically does use some ammo, 1/4th of an ammo unit each time? it's negligible, but still. against other pyros, you can more easily set up a flare punch without tipping them off to the direction you're predicting since they won't see the flame particles.

Mud-Brain
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2:55 a small note on this that while it appears to not consume ammo, it does still affect it. Each ammo of the flamethrower can shoot 4 particles, and if you shoot 4 single particles, it will still consume that ammo.

puffyhowler
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16:45 I think what this is trying to say is that at the moment your Mmmph ends, any lingering flames will retain the crit boost, basically extending the duration of the effect. You can time it so those remaining crit particles hit an enemy when the meter is already empty, letting you build Mmmph while still using the crits from the last Mmmph.

listertf
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21:03 This is most likely a place holder you are never meant to see, as the Dragon's Fury DOES have a pressure meter. It's actually located on the weapon itself, instead of the ui. Just look at the gauge on the Dragon's Fury when you fire/airblast.

It's still a bug, just wanted to point out there IS a pressure meter.

sheepercal
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12:17 That's just the sound of the flame in front of the nozel. The sound stops because it turns off for the aiblast, and resumes when it needs to throw flames. Logically speaking anyway

samdavid
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5:14 If you ask any dedicated Pybro then they’ll tell you that the extra damage is *very* noticeable

ButterBeerChugger
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19:19 a taunt cancel can happen if you're on top of a players head while taunting and they move away which cancels it.

lidiloth
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something i noticed while peeking at the source code to try and figure out why reflected projectiles deal increased self damage is that reflection not only changes a projectile's team and owner, but also its _thrower_ - aka, the weapon it's sourced from. presumably, this is for fairly intuitive reasons like damage attribution and making sure strange flamethrowers get credit for reflect kills, but it also has a consequence on something else:

a lot of weapon attributes aren't "baked" into their projectiles, but rather those projectiles check for those attributes when applicable ... on their thrower

this is presumably responsible for stuff like the reflected scorch shots not exploding, reflected explosives losing radius modifiers, and reflected flares having their afterburn affected by the flamethrower's attributes. the game is checking for the appropriate attributes when relevant as it normally does, but instead of the loch-n-load or the direct hit, it's looking at the flamethrower and finding a complete lack of a radius modifier. so it doesn't modify the explosion radius. it's the same deal with the attribute that determines the flare gun's projectile, and ... _not_ with the attributes that define afterburn. because flamethrowers actually have those attributes, so it uses those instead

the reason why some attributes are retained is because they're checked on creation and stored on the projectile itself. damage is a standard one, but there's also stuff like grenade launchers' projectile type. not sure about the detonator's special behavior, though, especially since i'd imagine that's handled by the weapon itself so there might not be any relevant attributes for the reflected flare to lose

hi-i-am-atan
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20:23 this is likely due to the fact the dragon's fury is internally considered a rocketlauncher and there's not a reflected fireball kill icon.

wizardii
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The Dragon's Fury does have a pressure meter - it's on the model itself, not the HUD. There is a dial on the left of the muzzle, reasonably close to the muzzle, that will indicate your pressure refill.

pcarrierorange