• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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Its a literal eject button. In the case of facing an enemy soldier head on, engie can now safely blast himself away from danger and theoretically survive.
https://www.youtube.com/watch?v=ib084tzN8H0
If anything, this gives engies a chance to reach certain areas without the need for a rescue ranger/dispenser, and give them an extra bit of mobility.
Reminder. We went from This to the Short Circuit.
what you can actually expect is valve will patch it to prevent/lower the self push
https://twitter.com/danekevincook/status/989643714321465344
i mean y'all are doing it exactly ontop of the launch pad...
Looks like there's two kinds of jumps (and technically two ways the explosion does damage) with the Short Circuit: The explosion happens on the ground, causing a normal explosion that in total does 15 damage (techinically 30: 15 from the tick the orb appears, 15 from the explosion). The explosion happens on a brush entity, such as a func_door or a func_brush, causing 30 damage (techinically 45: 15 from the tick the orb appears, 15 from the explosion which happens twice), but isn't completely consistent. A way to know if the explosion happens on a brush entity is by listening to the explosion sound, which will become twice as loud. Mistakenly I showcased this second jump on tr_walkway where the explosion happens on a brush entity launching me a lot farther, but that's the exception, not the rule. You can still use the first explosion for getaways or cheeky sentry spots if you're lucky, but where could someone apply the second one? I did some quick testing, and cp_steel uses func_doors as bridges to point E ("Main"). Presumably, any moving part of any level based on a brush can be used to apply the second jump, but of course that requires an enemy player and it isn't consistent regardless. Since the explosion happening twice is very likely a bug, I'll report it to the TF Team and see what happens.
i was fooled. i was expecting the short circuit to actually give you a explosive jump and it doesnt.
Looks like the knockback follows the same mechanics than other explosives and the hits you are doing to yourself simply stacks. The hits against enemies or world entities near it doesn't matter. tr_walkway makes it easier because the enemies are in movement. Here you have 3 hits to the enemy and 1 to yourself. You can barely reach on top of its head. https://i.imgur.com/xcZt6Me.jpg The same here. 3 hits and 2 to yourself. https://i.imgur.com/keEW1Ph.jpg 3 hits to yourself. https://i.imgur.com/f20lxAe.jpg And this one with 4. The sounds overlapping itself from each damage instance done to you gets quite notorious. https://i.imgur.com/nr7wwyZ.jpg
Given that the blast knocks you back a bit, I kinda hope the TF Team updates it so that it'll perform the self-damage if you shoot it at a floor/wall without it damaging anybody. I just really want a new mobility option for Engie, it'd be a game changer.
I can't really see the harm in it, either. Engineer is a 125/150 health class with a shotgun.
it would force you to play mini sentry exclusively.
we could've had like 3 separate new items with all those revised shortciruits
You already have mobility options with wrangle jumps on both sentries.
3 separate new items with balance issues and Valve has no idea what to do with.
That's what they thought with the old Equalizer, now they're stuck with 2 bad weapons.
It seems that after this update, I can't hear any of the voice lines or startup music for some reason. I tried verifying my game files, I made sure it wasn't anything in the custom folder interfering with that. Has anybody experienced similar things today? The console is spammed with  Attempting to play MP3 with no vaudio [ ui\gamestartup22.mp3 ] Failed to create decoder for MP3 [ ui\gamestartup22.mp3 ] etc
Escape plan is bad?
PSA: Memory Leak found in TF2 and most Source Engine games delete all your sound.cache files
Could adding CSGO's audio streaming bypass the leak as it doesn't use the sound cache?
That didn't seem to do anything. There was nothing in the custom folder at all, but I even deleted all the sound.cache folders that came with the game initially and verified the game again to get them back, and nothing's changed. It's odd that it's just the startup music and voice lines that aren't working though. Other miscellaneous sounds in maps and so on play fine.
The issue isn't the soundcache. The issue only shows up when you have the game calling for an MP3 with the wrong path or one that just outright doesn't exist. Removing the soundcache won't fix the MP3 decoder or make non-existent files suddenly appear.
Jugadorxei i think said it best. I think it's just hard to separate you and the Spy class, cuz your the only super good Spy on here. We all talk so frequently, i think we just get into a place where we all feel like close friends cuz we always keep coming back here, and in turn, to each other. I like ya, sorry if i dont seem like ur friend, but to me i'ld treat you like any other friend. hahaha lul; I wont argue it didnt need to be change, cuz i agree it was so wonky the way it used to be. I just wish there was some kind of reward for sacrificing your health with a gamble of if you can hit long range baseball projectiles. I could be anywhere from a bunch of damage like the cleaver, to being able to make the hit player vulnerable to more damage or something. I just wanted to be clear on that. I dont want it to be dumb and unfun to play against, just some rewarding use to using it. haha lul
it has nothing to do with custom files, go to the game's folder, search for *.sound.cache and delete all the files you get, they are, as the name suggests, cache files, the game doesn't include them when you install it
Right, I did do that. The sound cache files indeed don't come with the game right away, but as with any VPK file, the game generates its own cache files for them when it needs to automatically, including cache files for the VPKs the game comes with. I even recorded this video of me deleting all the sound cache files like you said, and then loading a map, and it doesn't end up doing much of anything, save for regenerating the cache files for the game's included VPKs -- but you'll hear that the saws from Sawmill and rocket sound effects work fine. Which means it isn't a problem with the tf_sound_misc_dir VPK, (which is even more puzzling, because that's where the startup music is stored, but that won't play) or the cache files, since I've deleted them and verified the game many times. But I couldn't say exactly what's happening.
Random crits are not an argument for pub-knight and arent even close to how powerful it is to charge in, get a kill, and charge out safely. Besides I am not going to rely on them to win? People that don't support the Persian Persuader don't know how to play demoknight or haven't ascended yet, because with any other option you are just going to charge in, get a pick, and then die because you cant escape safely.
what I suggested is the directed solution for the error messages you're getting in the console, are you still getting decoder errors?
Speaking from too many thousands of hours in both games, I'll say that L4D's melee is still far more consistent than TF2's. As for the Special Infected pain sounds, that's not actually a registration issue, it means you hit and damaged them but they weren't killed by the attack. The way L4D's melee damage works against a non-Charger Special Infected is that it does damage equal to their current health, which should always be a one hit kill. However, the Special Infected that were present in the original game (so the Hunter, Boomer, and Smoker) all have 0.75x damage modifiers on their legs and arms, which means it's possible for them to survive several melee attacks before dying, even causing them to do as little as 3 or 4 damage if their health is low. I'm assuming this is an oversight, but, again, it's not due to registration, and you can attempt to avoid this from happening if you know the cause.
Yeah, same stuff as before, as you can hear at the end of the video: the game startup music doesn't play when I launch the game, and I can't hear voice lines. To illustrate that. I called for a Medic and did a Spy callout, and nothing played. As a last resort, I even deleted all the VPKs and sound caches for sound_misc and sound_vo_english and verified the game again to redownload everything, and it's still giving the same decoder errors.
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