When I tested it with some friends it does seem that the first flame particle does more damage than the rest of them(perhaps it has no falloff damage?) So if you can spam click fast enough it will do more damage. You just have to spam very very fast. Personally I can't do it fast enough to make it worth it but with a macro you evaporate people.
Hi Jojo,
I've gone back and tested this again, analyzed fall-off at various distances and the trajectory of the particles. I even went as far to bind mwheelup/down to "+attack", yet I found no increase in damage at any range or "clicking" speed. In fact, just judging by the rate of the dings from my hitsound scrolling/clicking actually deals ticks of damage SLOWER than holding the button down.
Unless there's a macro that can somehow put out particles faster than the limit on hold, I feel that any perceived damage increase you're experiencing could be chalked up to some sort of latency issue or placebo. I'm confident that if you were to attempt it in a LAN environment or against bots you wouldn't experience that.
I've gone back and tested this again, analyzed fall-off at various distances and the trajectory of the particles. I even went as far to bind mwheelup/down to "+attack", yet I found no increase in damage at any range or "clicking" speed. In fact, just judging by the rate of the dings from my hitsound scrolling/clicking actually deals ticks of damage SLOWER than holding the button down.
Unless there's a macro that can somehow put out particles faster than the limit on hold, I feel that any perceived damage increase you're experiencing could be chalked up to some sort of latency issue or placebo. I'm confident that if you were to attempt it in a LAN environment or against bots you wouldn't experience that.
Sometimes it generally feels like you get one shot by flamethrowers but that might be due to 6 pyros being in your face from all sides. Definitely feels like I’m dying to a even a single pyro more than before though, it’s pretty difficult for me to track them through the new particles. Have to get used to that too.
Are there some custom flame particles available like the custom explosion vpk things?
Are there some custom flame particles available like the custom explosion vpk things?
bind mwheelup +attack and get a mouse with free scroll wheel
literally the most broken thing ever lol. kinda reminds me of quake champions parkinson LG but way worse
literally the most broken thing ever lol. kinda reminds me of quake champions parkinson LG but way worse
InoSometimes it generally feels like you get one shot by flamethrowers but that might be due to 6 pyros being in your face from all sides. Definitely feels like I’m dying to a even a single pyro more than before though, it’s pretty difficult for me to track them through the new particles. Have to get used to that too.
Are there some custom flame particles available like the custom explosion vpk things?
The new phlog particle effect is confusing too coz now it acts like the stock flamethrowers that it moves when you move your aim
Are there some custom flame particles available like the custom explosion vpk things?[/quote]
The new phlog particle effect is confusing too coz now it acts like the stock flamethrowers that it moves when you move your aim
MalkrazFlame particles reactivate after touching a surface, enabling them to deal damage twice.
Hellbent's post on the first page saying "flamethrower does more damage when spamming click vs holding it down" is probably inaccurate as I can't for the life of me replicate this in testing, but the result may have something to do with this bug.
https://www.youtube.com/watch?v=2MgEeuJr684
JojoWhen I tested it with some friends it does seem that the first flame particle does more damage than the rest of them(perhaps it has no falloff damage?) So if you can spam click fast enough it will do more damage. You just have to spam very very fast. Personally I can't do it fast enough to make it worth it but with a macro you evaporate people.
The old flamethrower functioned like this: It shot 25 invisible boxes a second or so. When they hit a target, they detected a hit, traced back to the location they were shot at, and if the path was free, did damage then.
The new flamethrower functions like this: It shoots 25 invisible boxes and another 25 boxes in the same way that house the visual particle. These boxes collide with geometry and normalize their speed off the wall. Since the flames are still basically shot in the same way, they're still a bit random. To alleviate this for consistency reasons, the way that flames do damage is different. It doesn't detect on hit that the flame hits a target. Instead, it checks 12 times a second if any flame particle is hitting a target, and if it does, then the oldest one hitting the target does damage. This has the consequence of "the first flamethrower tick does more damage aaaaa", but at the same time that damage is the exact same as if you were to m1 on the target during the duration of the hit. Which is most of the time like, 2 ticks max. It doesn't do more damage. You just have to think about touching flames differently than you do touching a rocket.
Hellbent's post on the first page saying "flamethrower does more damage when spamming click vs holding it down" is probably inaccurate as I can't for the life of me replicate this in testing, but the result may have something to do with this bug.
https://www.youtube.com/watch?v=2MgEeuJr684[/quote]
[quote=Jojo]When I tested it with some friends it does seem that the first flame particle does more damage than the rest of them(perhaps it has no falloff damage?) So if you can spam click fast enough it will do more damage. You just have to spam very very fast. Personally I can't do it fast enough to make it worth it but with a macro you evaporate people.[/quote]
The old flamethrower functioned like this: It shot 25 invisible boxes a second or so. When they hit a target, they detected a hit, traced back to the location they were shot at, and if the path was free, did damage then.
The new flamethrower functions like this: It shoots 25 invisible boxes and another 25 boxes in the same way that house the visual particle. These boxes collide with geometry and normalize their speed off the wall. Since the flames are still basically shot in the same way, they're still a bit random. To alleviate this for consistency reasons, the way that flames do damage is [b]different[/b]. It doesn't detect on hit that the flame hits a target. Instead, it checks 12 times a second if [b]any[/b] flame particle is hitting a target, and if it does, then the oldest one hitting the target does damage. This has the consequence of "the first flamethrower tick does more damage aaaaa", but at the same time that damage is the exact same as if you were to m1 on the target during the duration of the hit. Which is most of the time like, 2 ticks max. [b]It doesn't do more damage[/b]. You just have to think about touching flames differently than you do touching a rocket.
I'm sorry if this has been asked already, but is it impossible to finish a contract when you switched to another contract? I've completed one contract, but I haven't done all the bonuses. So I switched to another contract, finished that one and now I wanted to do the bonuses of the other contract. I can only turn the contract in. Is there a way to still finish the bonuses?
[spoiler][img]https://i.gyazo.com/cd3a494f0648dd52d1ba3f5d89da7d2c.png[/img][/spoiler]
TimTum007I'm sorry if this has been asked already, but is it impossible to finish a contract when you switched to another contract? I've completed one contract, but I haven't done all the bonuses. So I switched to another contract, finished that one and now I wanted to do the bonuses of the other contract. I can only turn the contract in. Is there a way to still finish the bonuses?Show Content
After you've turned in a contract, you can go back and finish the bonuses at any time.
[spoiler][img]https://i.gyazo.com/cd3a494f0648dd52d1ba3f5d89da7d2c.png[/img][/spoiler][/quote]
After you've turned in a contract, you can go back and finish the bonuses at any time.
TMP,
It seems you're right. After testing at a much further range I was able to reproduce the effect by placing the boxes where they would collide with the bot for a longer period.
It seems you're right. After testing at a much further range I was able to reproduce the effect by placing the boxes where they would collide with the bot for a longer period.
the engie sentry kills contract doesnt work in egypt too
For me the contracts Bugs when you active one on a server,leaves and then reconects and shows on the Contract HUD as Inactive but in the Contracker seems active
TMPMalkrazFlame particles reactivate after touching a surface, enabling them to deal damage twice.
Hellbent's post on the first page saying "flamethrower does more damage when spamming click vs holding it down" is probably inaccurate as I can't for the life of me replicate this in testing, but the result may have something to do with this bug.
https://www.youtube.com/watch?v=2MgEeuJr684JojoWhen I tested it with some friends it does seem that the first flame particle does more damage than the rest of them(perhaps it has no falloff damage?) So if you can spam click fast enough it will do more damage. You just have to spam very very fast. Personally I can't do it fast enough to make it worth it but with a macro you evaporate people.
The old flamethrower functioned like this: It shot 25 invisible boxes a second or so. When they hit a target, they detected a hit, traced back to the location they were shot at, and if the path was free, did damage then.
The new flamethrower functions like this: It shoots 25 invisible boxes and another 25 boxes in the same way that house the visual particle. These boxes collide with geometry and normalize their speed off the wall. Since the flames are still basically shot in the same way, they're still a bit random. To alleviate this for consistency reasons, the way that flames do damage is different. It doesn't detect on hit that the flame hits a target. Instead, it checks 12 times a second if any flame particle is hitting a target, and if it does, then the oldest one hitting the target does damage. This has the consequence of "the first flamethrower tick does more damage aaaaa", but at the same time that damage is the exact same as if you were to m1 on the target during the duration of the hit. Which is most of the time like, 2 ticks max. It doesn't do more damage. You just have to think about touching flames differently than you do touching a rocket.
MalkrazTMP,
It seems you're right. After testing at a much further range I was able to reproduce the effect by placing the boxes where they would collide with the bot for a longer period.
so you guys are saying my macro that's setup to spam M1 every 28ms isn't actually helpful beyond using less ammo to kill someone, and apparently annoying the fuck out of everyone from the noise?
Hellbent's post on the first page saying "flamethrower does more damage when spamming click vs holding it down" is probably inaccurate as I can't for the life of me replicate this in testing, but the result may have something to do with this bug.
https://www.youtube.com/watch?v=2MgEeuJr684[/quote]
[quote=Jojo]When I tested it with some friends it does seem that the first flame particle does more damage than the rest of them(perhaps it has no falloff damage?) So if you can spam click fast enough it will do more damage. You just have to spam very very fast. Personally I can't do it fast enough to make it worth it but with a macro you evaporate people.[/quote]
The old flamethrower functioned like this: It shot 25 invisible boxes a second or so. When they hit a target, they detected a hit, traced back to the location they were shot at, and if the path was free, did damage then.
The new flamethrower functions like this: It shoots 25 invisible boxes and another 25 boxes in the same way that house the visual particle. These boxes collide with geometry and normalize their speed off the wall. Since the flames are still basically shot in the same way, they're still a bit random. To alleviate this for consistency reasons, the way that flames do damage is [b]different[/b]. It doesn't detect on hit that the flame hits a target. Instead, it checks 12 times a second if [b]any[/b] flame particle is hitting a target, and if it does, then the oldest one hitting the target does damage. This has the consequence of "the first flamethrower tick does more damage aaaaa", but at the same time that damage is the exact same as if you were to m1 on the target during the duration of the hit. Which is most of the time like, 2 ticks max. [b]It doesn't do more damage[/b]. You just have to think about touching flames differently than you do touching a rocket.[/quote]
[quote=Malkraz]TMP,
It seems you're right. After testing at a much further range I was able to reproduce the effect by placing the boxes where they would collide with the bot for a longer period.[/quote]
so you guys are saying my macro that's setup to spam M1 every 28ms isn't actually helpful beyond using less ammo to kill someone, and apparently annoying the fuck out of everyone from the noise?
Comangliaso you guys are saying my macro that's setup to spam M1 every 28ms isn't actually helpful beyond using less ammo to kill someone, and apparently annoying the fuck out of everyone from the noise?
Yes that's exactly what I'm saying.
Though that second one is definitely a serious upside. Good ol bee flamethrower ftw.
Yes that's exactly what I'm saying.
Though that second one is definitely a serious upside. Good ol bee flamethrower ftw.
Nice valve fixed most of the bugs mentioned in this thread, but it didnt mention the double donk contract
rowrowThere should be a "Listed Bugs" edited into the OP so that people don't repeat things
I say this because I got killed by a Dragon's Fury while attacking a pyro from behind. So the dragon fury hitbox essentially extends from behind the pyro. No idea if that's been reported yet.
I got airblasted away as spy too when i tried to backstab a pyro with the dragon's furry while the pyro was fighting my teammates in front of him
I say this because I got killed by a Dragon's Fury while attacking a pyro from behind. So the dragon fury hitbox essentially extends from behind the pyro. No idea if that's been reported yet.[/quote]
I got airblasted away as spy too when i tried to backstab a pyro with the dragon's furry while the pyro was fighting my teammates in front of him
may not technically be a bug but if someone joins your party your game can stutter for a full second or so. pretty annoying if you're playing comp.
sagemay not technically be a bug but if someone joins your party your game can stutter for a full second or so. pretty annoying if you're playing comp.
party chat, party join and leave notifications and invites all.cause stuttering. the easiest fix is to change your matchmaking settings to require people to actually request partying rather than autojoin as well as to autodecline party invites. going offline on steam also fixes this
party chat, party join and leave notifications and invites all.cause stuttering. the easiest fix is to change your matchmaking settings to require people to actually request partying rather than autojoin as well as to autodecline party invites. going offline on steam also fixes this
Under .\root\mercenary_park\support - Contract "Support Weapons 2": (which I chose Medic) 'Heal 10000 health in a single life'. I just healed 11,774 health in 1 life as Medic (which broke my record for healing in a single life) but there was no progress towards my contract.
Under .\root\mercenary_park\defense - Contract "Defense Classes": (which I chose Engineer) 'Get 3 kills with a single Sentry'. This one was more attainable than the Medic contract yet when I achieved 3+ kills with a single sentry, Level 1, Level 2, Level 3 and Mini Sentry there was no progress towards my contract.
Also under .\root\mercenary_park\defense - Contract "Defensive Weapon 2": (which I chose Engineer) 'Kill with a Sentry'. This one was even more attainable than the previous Engineer contract yet when I achieved a SINGLE kill with my Level 1, 2, 3 or Mini Sentry there was no progress towards my contract.
There are also some "bugs" that allow contract progress for certain kills with weapons like Stock Shotgun where the player can have the Shotgun equipped while another method like "Sentry or Afterburn" finishes off the player and it counts as progress.
Under .\root\mercenary_park\defense - Contract "Defense Classes": (which I chose Engineer) 'Get 3 kills with a single Sentry'. This one was more attainable than the Medic contract yet when I achieved 3+ kills with a single sentry, Level 1, Level 2, Level 3 and Mini Sentry there was no progress towards my contract.
Also under .\root\mercenary_park\defense - Contract "Defensive Weapon 2": (which I chose Engineer) 'Kill with a Sentry'. This one was even more attainable than the previous Engineer contract yet when I achieved a SINGLE kill with my Level 1, 2, 3 or Mini Sentry there was no progress towards my contract.
There are also some "bugs" that allow contract progress for certain kills with weapons like Stock Shotgun where the player can have the Shotgun equipped while another method like "Sentry or Afterburn" finishes off the player and it counts as progress.
I got ejected from a game and it kept trying to reconnect me to the game but when it autojoined me it booted me again saying only ad-hoc connections are allowed
So it just looped this 3 times until I had to abandon the server completely
So it just looped this 3 times until I had to abandon the server completely
cheaters when they see a votekick, crash the server ...
the usual cunt with a profile full of cheating stuff a bunch of alts, a cheating group, that has control of chat and valve keeps refusing to ban
http://steamcommunity.com/id/LerpByNullcore000
the usual cunt with a profile full of cheating stuff a bunch of alts, a cheating group, that has control of chat and valve keeps refusing to ban
http://steamcommunity.com/id/LerpByNullcore000
https://www.youtube.com/watch?v=jFvVFcbR9f8
this is somehow still a thing...
this is somehow still a thing...
I have 3/3 take 1000 damage in one life in my FoS contract but my take 500 damage in one life is only at 2/12 and it doesnt go any further
Edit: Same goes with my gunslinger contract it doesnt recognize the crit kills
Edit: Same goes with my gunslinger contract it doesnt recognize the crit kills
Game likes to crash when applying name/description tags as well as killstreak kits to weapons.
3:50 PM - sage (2): say "sorry for necro"
https://www.youtube.com/watch?v=ofey_dT9GM8&feature=youtu.be
seems to be just a visual bug, it doesn't actually push people away. just sets them on fire
but its very disturbing and annoying to look at
https://www.youtube.com/watch?v=ofey_dT9GM8&feature=youtu.be
seems to be just a visual bug, it doesn't actually push people away. just sets them on fire
but its very disturbing and annoying to look at