have you guys asked for help to our lord and saviour sigsegv?
Remember when the only time valve proved they look at tftv was a meme? This bug is fucking infuriating and it needs better exposure.
can we bump this. i dont even think valve knows of this
http://www.valvesoftware.com/email.php?recipient=TF+Team
I just sent the tf2 dev team an email. If everybody who sees this post does the same, the bug will be fixed in the next major update, if not sooner. Remember, in the (not so recent anymore...) blog post about balance changes, players were encouraged to send the team an email with any feedback they might have. They definitely read these emails.
If you're reading this, send a quick email. It can just be the link to this thread and "sticky detonation delay" in the subject if you want. Don't leave it up to everybody else to send emails.
I just sent the tf2 dev team an email. If everybody who sees this post does the same, the bug will be fixed in the next major update, if not sooner. Remember, in the (not so recent anymore...) blog post about balance changes, players were encouraged to send the team an email with any feedback they might have. They definitely read these emails.
If you're reading this, send a quick email. It can just be the link to this thread and "sticky detonation delay" in the subject if you want. [url=https://en.wikipedia.org/wiki/Bystander_effect]Don't leave it up to everybody else to send emails[/url].
can i write my message on a paper airplane and throw it in the general direction of valve HQ
if valve fix this in the next 30 days i will donate £100 to charity.
Sent+sent a screenshot of wars post now they will know they are taking money from charity if they don't fix it.
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JojoSent+sent a screenshot of wars post now they will know they are taking money from charity if they don't fix it.
getting valve to fix tf2 is harder than getting a stingy landlord to fix your ac, but i'll send it anyway
Hello, here's a temporary solution as a sourcemod plugin: https://github.com/ldesgoui/tf2-sticky-delay-fix
Hopefully VALVe acknowledges this.
Hopefully VALVe acknowledges this.
Menachemonly works with linux servers :(
Yeah, that'll be fixed tomorrow hopefully.
EDIT: Should work now.
Yeah, that'll be fixed tomorrow hopefully.
EDIT: Should work now.
TwiiKuuHello, here's a temporary solution as a sourcemod plugin: https://github.com/ldesgoui/tf2-sticky-delay-fix
Hopefully VALVe acknowledges this.
Hopefully VALVe acknowledges this.[/quote]
[img]https://pbs.twimg.com/media/CiNR-eEUoAY9tJl.jpg:large[/img]
TwiiKuuHello, here's a temporary solution as a sourcemod plugin: https://github.com/ldesgoui/tf2-sticky-delay-fix
Hopefully VALVe acknowledges this.
God bless you.
Hopefully VALVe acknowledges this.[/quote]
God bless you.
so I've done a fair amount of testing with this bug.
1. Bug still exists
2. Bug occurs when switching weapons and during melee attacks.
- Bug "doesn't" occur if you switch to the grenade launcher within the first 300ms of firing the sticky. this is because the switch speed is fast enough to complete before the sticky can be det
- Bug is far more noticeable with demo "sword" melees since they have longer switch times and attack intervals
- stickies that are already setup in a trap are unaffected by switching to a different slot BUT are affected by the melee attack delay. given this nature the slot switching and melee attack sticky delays are likely separate bugs
Item Switch sticky delay
If you switch weapons in a time period that would affect the earliest start point of the sticky detonation, and switch back to the stickybomb launcher the sticky detonates immediately so long it's 800+ms after the sticky is fired.
To break it down
Fire sticky -> 700ms later switch to grenade launcher (which takes 500ms to complete) -> 100ms later stop weapon switch with slot2 bind -> sticky detonates 0-15.2ms later without needing to fully switch to the stickybomb launcher
which is better than Fire sticky -> 700ms later switch to grenade launcher -> 500ms later sticky can be detonated after 1.2s
Again items with longer switch speeds makes this worse (unless you switch back to detonate)
Melee attack sticky delay
Name is exactly what it suggests, noteably worse with demo "sword" items due to longer attack intervals. Usually only effects sticky traps, but is technically capable of delaying new sticky detonation.
ex.
Fire Sticky -> during first 299ms switch to non-sword melee (the bottle/paintrain/etc) -> melee attack immediately -> sticky dets at the end of the melee attack
Items affected in one way or another by the above delays
Stickybomb launcher
Quickiebomb launcher
Scottish Resistance
Detonator (pyro secondary)
- this is actually particularly dumb switching from the detonator makes it so you can no longer detonate the flare
even if you switch back to the detonator**
Sandman (melee attack blocks secondary)
Wrap-Assassin (melee attack blocks secondary)
Spy-cloak (melee attack blocks cloaking until the end of the stab)
Items that are surprisingly unaffected by the above delays
All demo shields are capable of charging during melee attacks
The reason Valve hasn't fixed either issue (for sticky bombs at least)
Valve on December 13, 2017Fixed not being able to detonate stickybombs when switching to melee with secondary attack held down
They think they fixed it last year. (granted they might have fixed stickies that have existed for over 700ms being able to detonate while switching weapons as that definitely no longer occurs)see edit below
-edit-
Stickybomb arm time is ~0.8s. Updated numbers accordingly.
So in December 2017 Valve fixed part of the issue.
https://youtu.be/AtPeAzYuXaE?t=25s
this now behaves in the same manor as the grenade launcher as in the switch can cause a delay if the end of the switch is after the sticky arm time BUT it will detonate. Unable to verify if switching to melee also delayed sticky trap detonation, can confirm that it's definitely not an issue now anyway.
-edit2-
**You can detonate the flare after switching back you just have to wait the full amount of time to deploy the detonator again to be able to do so... Missed in testing due to the flare dropping behind stuff and me assuming the explosion would be more obvious.
1. Bug still exists
2. Bug occurs when switching weapons and during melee attacks.
[olist]
[*] Bug "doesn't" occur if you switch to the grenade launcher within the first 300ms of firing the sticky. [i]this is because the switch speed is fast enough to complete before the sticky can be det[/i]
[*] Bug is far more noticeable with demo "sword" melees since they have longer switch times and attack intervals
[*] stickies that are already setup in a trap are unaffected by switching to a different slot BUT are affected by the melee attack delay. [i]given this nature the slot switching and melee attack sticky delays are likely separate bugs[/i]
[/olist]
[b]Item Switch sticky delay[/b]
If you switch weapons in a time period that would affect the earliest start point of the sticky detonation, and switch back to the stickybomb launcher the sticky detonates immediately so long it's 800+ms after the sticky is fired.
To break it down
Fire sticky -> 700ms later switch to grenade launcher (which takes 500ms to complete) -> 100ms later stop weapon switch with slot2 bind -> sticky detonates 0-15.2ms later without needing to fully switch to the stickybomb launcher
which is better than Fire sticky -> 700ms later switch to grenade launcher -> 500ms later sticky can be detonated after 1.2s
Again items with longer switch speeds makes this worse (unless you switch back to detonate)
[b]Melee attack sticky delay[/b]
Name is exactly what it suggests, noteably worse with demo "sword" items due to longer attack intervals. Usually only effects sticky traps, but is technically capable of delaying new sticky detonation.
ex.
Fire Sticky -> during first 299ms switch to non-sword melee (the bottle/paintrain/etc) -> melee attack immediately -> sticky dets at the end of the melee attack
[u]Items affected in one way or another by the above delays[/u]
Stickybomb launcher
Quickiebomb launcher
Scottish Resistance
Detonator (pyro secondary)
[list]
[*] this is actually particularly dumb switching from the detonator makes it so you can no longer detonate the flare [s]even if you switch back to the detonator[/s]**
[/list]
Sandman (melee attack blocks secondary)
Wrap-Assassin (melee attack blocks secondary)
Spy-cloak (melee attack blocks cloaking until the end of the stab)
[u]Items that are surprisingly unaffected by the above delays[/u]
All demo shields are capable of charging during melee attacks
The reason Valve hasn't fixed either issue (for sticky bombs at least)
[quote=Valve on December 13, 2017]Fixed not being able to detonate stickybombs when switching to melee with secondary attack held down[/quote] [url=https://wiki.teamfortress.com/wiki/December_13,_2017_Patch]source[/url]
They think they fixed it last year. ([s]granted they might have fixed stickies that have existed for over 700ms being able to detonate while switching weapons as that definitely no longer occurs[/s])[i]see edit below[/i]
-edit-
Stickybomb arm time is ~0.8s. Updated numbers accordingly.
So in December 2017 Valve fixed [i]part[/i] of the issue.
https://youtu.be/AtPeAzYuXaE?t=25s
this now behaves in the same manor as the grenade launcher as in the switch can cause a delay if the end of the switch is after the sticky arm time BUT it will detonate. [i]Unable to verify if switching to melee also delayed sticky trap detonation, can confirm that it's definitely not an issue now anyway.[/i]
-edit2-
**You can detonate the flare after switching back you just have to wait the full amount of time to deploy the detonator again to be able to do so... Missed in testing due to the flare dropping behind stuff and me assuming the explosion would be more obvious.
Made a video showing 95% of this.
https://www.youtube.com/watch?v=evInNvENf7o
fun fact: the rescue ranger doesn't delay the ability to pull buildings while firing (not shown in video)
https://www.youtube.com/watch?v=evInNvENf7o
fun fact: the rescue ranger doesn't delay the ability to pull buildings while firing (not shown in video)
this is actually particularly dumb switching from the detonator makes it so you can no longer detonate the flare even if you switch back to the detonator
surprised this is the first i've heard of this. that kinda ruins the detonator.
surprised this is the first i've heard of this. that kinda ruins the detonator.