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Demoman Detonation Delay
1
#1
0 Frags +

I'm sure a lot of people are aware of this by now but It continually surprises me how many actually aren't. So I thought I'd make a demonstration, quite annoying if you ask me; what do you guys think of this?

I'm not entirely sure which update it sneaked in on, must have been around 2014~?

The problem here is that actions such as switching weapons and attacking using your melee either blocks or delays your ability to detonate the sticky; it never used to be like this and can be quite frustrating in specific scenarios.

Case 1:
You're being chased by a Scout and only have sticky's reloaded, you put one sticky down to defend yourself and bring out your melee. You try to detonate as the Scouts ignores your sticky, it doesn't work and you get killed.

Case 2:
You bomb the medic, plant a sticky and switches to pipes. You then try to detonate but it is blocked, you die before shooting your pipe.

https://www.youtube.com/watch?v=AtPeAzYuXaE

I'm sure a lot of people are aware of this by now but It continually surprises me how many actually aren't. So I thought I'd make a demonstration, quite annoying if you ask me; what do you guys think of this?

I'm not entirely sure which update it sneaked in on, must have been around 2014~?

The problem here is that actions such as switching weapons and attacking using your melee either blocks or delays your ability to detonate the sticky; it never used to be like this and can be quite frustrating in specific scenarios.

[b]Case 1: [/b]
You're being chased by a Scout and only have sticky's reloaded, you put one sticky down to defend yourself and bring out your melee. You try to detonate as the Scouts ignores your sticky, it doesn't work and you get killed.

[b]Case 2: [/b]
You bomb the medic, plant a sticky and switches to pipes. You then try to detonate but it is blocked, you die before shooting your pipe.

[youtube]https://www.youtube.com/watch?v=AtPeAzYuXaE[/youtube]
2
#2
17 Frags +

Yup, its pretty fucked.

Yup, its pretty fucked.
3
#3
52 Frags +

is this in any way related to hearing the detonation sound but the sticky not detonating?

is this in any way related to hearing the detonation sound but the sticky not detonating?
4
#4
9 Frags +
riotbzis this in any way related to hearing the detonation sound but the sticky not detonating?

The sticky isn't allowed to detonate when doing certain actions anymore, whether the sound is consistent with your detonation doesn't really matter. But I guess the sound is in fact being played when it's suppose to detonate but the actual sticky itself is delayed until your switch action is complete.

[quote=riotbz]is this in any way related to hearing the detonation sound but the sticky not detonating?[/quote]

The sticky isn't allowed to detonate when doing certain actions anymore, whether the sound is consistent with your detonation doesn't really matter. But I guess the sound is in fact being played when it's suppose to detonate but the actual sticky itself is delayed until your switch action is complete.
5
#5
67 Frags +

i thought i was just bad at timing my dets wtf
ty for the video

i thought i was just bad at timing my dets wtf
ty for the video
6
#6
8 Frags +

yes i notice it, it hurts my heart

yes i notice it, it hurts my heart
7
#7
6 Frags +

Recently I tried getting back into comp and I would be rolling out on like process and I thought I was going crazy when shit like this was happening

Especially rolling out on process (not switching weapons) and it would play the detonation sound but not detonate when I put it on the doorway after going through rollout. I assume it didn't detonate because at that time I would be trying to detonate it during the reloading animation?

Recently I tried getting back into comp and I would be rolling out on like process and I thought I was going crazy when shit like this was happening

Especially rolling out on process (not switching weapons) and it would play the detonation sound but not detonate when I put it on the doorway after going through rollout. I assume it didn't detonate because at that time I would be trying to detonate it during the reloading animation?
8
#8
14 Frags +

I was so used to it, I didn't know it was the game's fault...

I was so used to it, I didn't know it was the game's fault...
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#9
34 Frags +

You can't det while taunting anymore iirc, that might be linked

You can't det while taunting anymore iirc, that might be linked
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#10
42 Frags +

another excuse i can use when i die :D

another excuse i can use when i die :D
11
#11
4 Frags +

When you have your melee weapon out, you can't detonate by holding down right click before the arm time, you have to spam right click and the first time you hit it after the arm time is up the sticky will detonate.

When you are swinging your melee weapon, it's impossible to detonate stickies.

I wasn't aware of anything to do with pipes before, though.

When you have your melee weapon out, you can't detonate by holding down right click before the arm time, you have to spam right click and the first time you hit it after the arm time is up the sticky will detonate.

When you are swinging your melee weapon, it's impossible to detonate stickies.

I wasn't aware of anything to do with pipes before, though.
12
#12
15 Frags +

I had just assumed it was because of my ping, I usually play with 80-90. Really frusturating when you die,someone doesn't die, or they don't take damage when they clearly should have

I had just assumed it was because of my ping, I usually play with 80-90. Really frusturating when you die,someone doesn't die, or they don't take damage when they clearly should have
13
#13
-1 Frags +

I've got one for you that's been an issue since the launch of TF2. Direct pipes at point blank range on a hill (ie, badlands yard) do less damage than direct pipes at medium range... obviously because scouts need more of an advantage. Maybe they fixed it at some point in time, but that was the one issue I sent to Robin Walker that he never responded to.

I've got one for you that's been an issue since the launch of TF2. Direct pipes at point blank range on a hill (ie, badlands yard) do less damage than direct pipes at medium range... obviously because scouts need more of an advantage. Maybe they fixed it at some point in time, but that was the one issue I sent to Robin Walker that he never responded to.
14
#14
19 Frags +
blackdiamondbr0I've got one for you that's been an issue since the launch of TF2. Direct pipes at point blank range on a hill (ie, badlands yard) do less damage than direct pipes at medium range... obviously because scouts need more of an advantage. Maybe they fixed it at some point in time, but that was the one issue I sent to Robin Walker that he never responded to.

Pipes used to do less damage if you hit the head but I'm pretty sure they all do 100 damage now no matter what (excluding resistances)

[quote=blackdiamondbr0]I've got one for you that's been an issue since the launch of TF2. Direct pipes at point blank range on a hill (ie, badlands yard) do less damage than direct pipes at medium range... obviously because scouts need more of an advantage. Maybe they fixed it at some point in time, but that was the one issue I sent to Robin Walker that he never responded to.[/quote]

Pipes used to do less damage if you hit the head but I'm pretty sure they all do 100 damage now no matter what (excluding resistances)
15
#15
-6 Frags +
BBiA_duchessblackdiamondbr0I've got one for you that's been an issue since the launch of TF2. Direct pipes at point blank range on a hill (ie, badlands yard) do less damage than direct pipes at medium range... obviously because scouts need more of an advantage. Maybe they fixed it at some point in time, but that was the one issue I sent to Robin Walker that he never responded to.
Pipes used to do less damage if you hit the head but I'm pretty sure they all do 100 damage now no matter what (excluding resistances)

I may have to test it out again at some point, but at the time you could get up to 104 at medium range but no better than 96 at point blank.

[quote=BBiA_duchess][quote=blackdiamondbr0]I've got one for you that's been an issue since the launch of TF2. Direct pipes at point blank range on a hill (ie, badlands yard) do less damage than direct pipes at medium range... obviously because scouts need more of an advantage. Maybe they fixed it at some point in time, but that was the one issue I sent to Robin Walker that he never responded to.[/quote]

Pipes used to do less damage if you hit the head but I'm pretty sure they all do 100 damage now no matter what (excluding resistances)[/quote]

I may have to test it out again at some point, but at the time you could get up to 104 at medium range but no better than 96 at point blank.
16
#16
8 Frags +
blackdiamondbr0BBiA_duchessblackdiamondbr0I've got one for you that's been an issue since the launch of TF2. Direct pipes at point blank range on a hill (ie, badlands yard) do less damage than direct pipes at medium range... obviously because scouts need more of an advantage. Maybe they fixed it at some point in time, but that was the one issue I sent to Robin Walker that he never responded to.
Pipes used to do less damage if you hit the head but I'm pretty sure they all do 100 damage now no matter what (excluding resistances)

I may have to test it out again at some point, but at the time you could get up to 104 at medium range but no better than 96 at point blank.

Those sound like the same numbers for when pipes did inconsistent damage. I think it was 104 in the body/legs and 96 in the head/chest.

[quote=blackdiamondbr0][quote=BBiA_duchess][quote=blackdiamondbr0]I've got one for you that's been an issue since the launch of TF2. Direct pipes at point blank range on a hill (ie, badlands yard) do less damage than direct pipes at medium range... obviously because scouts need more of an advantage. Maybe they fixed it at some point in time, but that was the one issue I sent to Robin Walker that he never responded to.[/quote]

Pipes used to do less damage if you hit the head but I'm pretty sure they all do 100 damage now no matter what (excluding resistances)[/quote]

I may have to test it out again at some point, but at the time you could get up to 104 at medium range but no better than 96 at point blank.[/quote]

Those sound like the same numbers for when pipes did inconsistent damage. I think it was 104 in the body/legs and 96 in the head/chest.
17
#17
13 Frags +

every pipe does 100 damage now

every pipe does 100 damage now
18
#18
-1 Frags +
nopeevery pipe does 100 damage now

Okay so I'll just take credit for that then I guess. :p

[quote=nope]every pipe does 100 damage now[/quote]

Okay so I'll just take credit for that then I guess. :p
19
#19
4 Frags +

Because of this mechanic, I've actually forced myself to reduce switching to melee in situations like case 1

case 2 happens more frequently in a lot of situations, and as such sometimes it varies whether a direct pipe or a sticky bomb with net the kill, but there is a noticeable delay on the sticky detonating

Here's hoping valve recognizes this is a bug and not a feature

Because of this mechanic, I've actually forced myself to reduce switching to melee in situations like case 1

case 2 happens more frequently in a lot of situations, and as such sometimes it varies whether a direct pipe or a sticky bomb with net the kill, but there is a noticeable delay on the sticky detonating

Here's hoping valve recognizes this is a bug and not a feature
20
#20
-7 Frags +

love the adult swim production

love the adult swim production
21
#21
6 Frags +

Great work, and excellent video to go with it. This happens a ton when someone is chasing and I am backpedaling.

Great work, and excellent video to go with it. This happens a ton when someone is chasing and I am backpedaling.
22
#22
7 Frags +

*

*
23
#23
8 Frags +

while we are on this topic I always wondered if there is any reason for the detonation of stickies to be delayed by ping, it makes sense for it to be like hitscan weapons, that the damage of the sticky will be delayed but the sticky it self would detonate as soon as you press it, there is no "travel time" on detonation so nothing to really compensate for when having high ping no?
the current way that they detonate is by being shot like a projectile so they are delayed by ping (makes sense) and then delayed again for the detonation, so people with relatively high ping (80+) who use stickies to defend them selves suffer from double their ping.

if anyone has any explanation of why this is better than making the detonation to not be delayed by ping but only the damage please do so here.

while we are on this topic I always wondered if there is any reason for the detonation of stickies to be delayed by ping, it makes sense for it to be like hitscan weapons, that the damage of the sticky will be delayed but the sticky it self would detonate as soon as you press it, there is no "travel time" on detonation so nothing to really compensate for when having high ping no?
the current way that they detonate is by being shot like a projectile so they are delayed by ping (makes sense) and then delayed again for the detonation, so people with relatively high ping (80+) who use stickies to defend them selves suffer from double their ping.

if anyone has any explanation of why this is better than making the detonation to not be delayed by ping but only the damage please do so here.
24
#24
1 Frags +

Good job on putting the video together the way you did. I had no idea this was a bug(at least I hope it is a bug) and not something to do with lag.

Good job on putting the video together the way you did. I had no idea this was a bug(at least I hope it is a bug) and not something to do with lag.
25
#25
9 Frags +

.(

.(
26
#26
1 Frags +
N3voYou can't det while taunting anymore iirc, that might be linked

the detonate while taunting was fixed a long time ago (september 2014), way before this became an issue. but i guess it could still be linked through some new bug they created
maybe it has to do with the global weapon swap speed increase, but i can't recall when the bug first appeared

[quote=N3vo]You can't det while taunting anymore iirc, that might be linked[/quote]

the detonate while taunting was fixed a long time ago (september 2014), way before this became an issue. but i guess it could still be linked through some new bug they created
maybe it has to do with the global weapon swap speed increase, but i can't recall when the bug first appeared
27
#27
0 Frags +
BucakeN3voYou can't det while taunting anymore iirc, that might be linked
the detonate while taunting was fixed a long time ago (september 2014), way before this became an issue. but i guess it could still be linked through some new bug they created
maybe it has to do with the global weapon swap speed increase, but i can't recall when the bug first appeared

The bug was probably there even before they increased the global weapon swap speed. I noticed the stickies not detonating while attacking with melee before those updates I think.

[quote=Bucake][quote=N3vo]You can't det while taunting anymore iirc, that might be linked[/quote]

the detonate while taunting was fixed a long time ago (september 2014), way before this became an issue. but i guess it could still be linked through some new bug they created
maybe it has to do with the global weapon swap speed increase, but i can't recall when the bug first appeared[/quote]

The bug was probably there even before they increased the global weapon swap speed. I noticed the stickies not detonating while attacking with melee before those updates I think.
28
#28
0 Frags +

nvm im a retard and didnt watch the video and jumped in to conclusions

nvm im a retard and didnt watch the video and jumped in to conclusions
29
#29
13 Frags +

holy shit this has got me killed so many times and i just thought it was an issue with my game/mouse

holy shit this has got me killed so many times and i just thought it was an issue with my game/mouse
30
#30
8 Frags +

ahahahahah i've changed my mouse because of this....rip my old g500 you were a good buddy

ahahahahah i've changed my mouse because of this....rip my old g500 you were a good buddy
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