Difference between revisions of "Short Circuit"
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| type = weapon | | type = weapon | ||
| image = Short circuit.png | | image = Short circuit.png | ||
− | | used-by = | + | | kill-icon-2 = skull |
+ | | kill-tooltip-2 = Secondary fire | ||
+ | | used-by = {{used by|Engineer}} | ||
| slot = secondary | | slot = secondary | ||
− | | contributed-by = {{Backpack Item Link|76561197993552969|439956385}} | + | | contributed-by = {{Backpack Item Link|76561197993552969|439956385}}<br>{{Backpack Item Link|76561197970911865|430948570}} |
− | | released = | + | | released = {{Patch name|8|18|2011}} |
− | | availability = {{avail | + | | released-major = Manno-Technology Bundle |
+ | | availability = {{avail|drop|craft|purchase|promotional-expired|collectors}} | ||
+ | | marketable = yes | ||
| numbered = yes | | numbered = yes | ||
− | | ammo-loaded = 1 per | + | | ammo-loaded = 1 per 5 [[Metal]] |
− | | ammo-carried = 200 Metal (allows | + | | ammo-carried = 200 Metal (allows 40 uses) |
− | | reload = No | + | | reload = No reload |
| loadout = yes | | loadout = yes | ||
− | | | + | | item-kind = {{item kind|Robot Arm}} |
− | | level | + | | item-level = 5 |
− | | att-1-positive = | + | | att-1-positive = {{attribute|ElectricalAirblast}} |
− | | att-2-positive = | + | | att-2-positive = {{attribute|NoReload}} |
− | | att-3-negative = | + | | att-3-negative = {{attribute|CritChance_Disabled}} |
− | | att-4-negative = | + | | att-4-negative = {{attribute|AmmoPerShot|5}} |
− | | att-5-negative = | + | | att-5-negative = {{attribute|UseMetalAmmoType}} |
}} | }} | ||
− | |||
− | |||
− | + | {{Quotation|'''The Engineer''' destroying projectiles|That wasn't even close.|sound=Engineer cheers04.wav}} | |
− | + | The '''Short Circuit''' is a [[Steam Workshop|community-created]] [[Promotional items|promotional]] [[Weapons#engiesecondary|secondary weapon]] for the [[Engineer]]. It is a futuristic electrical device consisting of two probes and rubber sealing, with two large, thick yellow cables extending from a black base piece, connected to a clamp bolted shut over one of the probes. Two orange and grey shell-like pieces extended out over the base and part of the rubber sealing, appearing to be parts of the Engineer's rubber glove. The weapon [[Bodygroup|replaces]] the Engineer's right hand, but only appears on the player model if it is the current active weapon. | |
− | + | The Short Circuit does not require reloading and instead draws ammunition directly from the Engineer's metal supply. Primary fire unleashes a short-ranged burst of electrical energy at the same rate as the [[Pistol]], which deals 10 damage to enemies at the expense of 5 [[metal]]. Despite its looks, the burst only deals damage at point blank and becomes harmless at mid to far range. | |
− | The kill icon for the Short Circuit was contributed by {{ | + | Secondary fire fires an orb of electricity that slowly travels forward and destroys all enemy [[projectiles]] (with the exception of syringes, the [[Righteous Bison]] and [[Pomson 6000]]'s projectiles) in its path. Each shot costs 65 metal and has a 0.5-second delay between each shot. Unlike most projectiles, the energy orb has limited range and can hit targets multiple times. Each hit deals 15 damage every 0.5 seconds, with an additional 15 damage being dealt at the end of its range or if the ball impacts a surface. If the player has less than 65 metal, the secondary fire does not work. Similar to many other projectiles, [[Pyro]]s can reflect the energy orbs. If an energy orb hits an opposite team's orb, both energy orbs are destroyed. |
+ | |||
+ | If the player uses the secondary fire while looking at the ground whilst an enemy is within the blast radius of the energy orb, the Engineer can perform a [[Jumping#Energy Orb jump|blast jump]] which is just about equal in power to a [[Detonator]] jump. | ||
+ | |||
+ | When the Short Circuit is the active weapon, the Engineer cannot move buildings. Both primary and secondary fire only deal insignificant damage to enemy [[buildings]], cannot operate [[Water|underwater]], and are unable to deal full [[Critical hits]] through any means other than against a stunned [[Merasmus]]. | ||
+ | |||
+ | Enemies killed by the Short Circuit's primary or secondary fire suffer a distinctive death by vaporization: they turn black, hover in mid-air while surrounded by team-colored [[Particle effects|particles]], and then disappear into ashes while a loud, distinct vaporization sound plays. Like [[backstab]]s and [[headshot]]s, there is a 25% chance of opponents performing a specific disintegration animation if killed in this way. This vaporization effect is shared among the [[energy weapons]]. | ||
+ | |||
+ | The Short Circuit was awarded in [[Genuine]] quality to players who pre-ordered ''[[Deus Ex: Human Revolution]]'' on [[Steam]] before August 26, 2011. | ||
+ | |||
+ | The kill icon for the Short Circuit was contributed by {{Steamid|76561197997182322}}. | ||
== Damage and function times == | == Damage and function times == | ||
+ | === Primary fire === | ||
{{Damage table | {{Damage table | ||
| type = Area of Effect | | type = Area of Effect | ||
+ | | damage = yes | ||
+ | | damagetype = Bullet | ||
+ | | rangetype = Ranged | ||
+ | | base = <div style="float:left">Players:</div>10<br/><div style="float:left">[[Buildings]]:</div> 1 | ||
+ | | fall off = {{tooltip|9|Long range}} | ||
+ | | minicrit = 14 | ||
+ | | function times = yes | ||
+ | | attack interval = 0.15 s | ||
+ | | Damage per second = 70 | ||
+ | }} | ||
+ | |||
+ | === Secondary fire === | ||
+ | {{Damage table | ||
+ | | type = Area of Effect | ||
| damage = yes | | damage = yes | ||
− | | | + | | damagetype = [[Projectiles|Projectile]] |
− | | | + | | rangetype = Ranged |
− | | minicrit = | + | |
− | | function times | + | | base = 15 |
− | | attack interval = | + | | minicrit = 20 |
+ | | function times = yes | ||
+ | | attack interval = 0.5 s | ||
+ | | Damage per second = 57.5 | ||
}} | }} | ||
<!--Function times are greatly estimated, and require better testing.--> | <!--Function times are greatly estimated, and require better testing.--> | ||
+ | |||
{{Weapon Demonstration}} | {{Weapon Demonstration}} | ||
Line 64: | Line 95: | ||
| result = Pomson 6000 | | result = Pomson 6000 | ||
}} | }} | ||
− | + | <!-- | |
== Related achievements == | == Related achievements == | ||
=== {{class link|Engineer}} === | === {{class link|Engineer}} === | ||
Line 70: | Line 101: | ||
| 1 = {{Show achievement|Engineer|How the Pests was Gunned}} | | 1 = {{Show achievement|Engineer|How the Pests was Gunned}} | ||
}} | }} | ||
− | + | --> | |
== Update history == | == Update history == | ||
+ | {{Update history| | ||
'''{{Patch name|8|18|2011}}''' ([[Manno-Technology Bundle]]) | '''{{Patch name|8|18|2011}}''' ([[Manno-Technology Bundle]]) | ||
− | *The Short Circuit was added to the game. | + | * The Short Circuit was added to the game. |
'''{{Patch name|8|23|2011}}''' | '''{{Patch name|8|23|2011}}''' | ||
− | *Fixed the Short Circuit attacking friendly projectiles. | + | * Fixed the Short Circuit attacking friendly projectiles. |
− | *Fixed the Short Circuit being hidden when the Engineer taunts. | + | * Fixed the Short Circuit being hidden when the Engineer taunts. |
'''{{Patch name|1|11|2012}}''' | '''{{Patch name|1|11|2012}}''' | ||
− | * {{Undocumented}} | + | * {{Undocumented}} The Short Circuit was added to the crafting blueprint for the {{Item link|Pomson 6000}}. |
'''{{Patch name|2|9|2012}}''' | '''{{Patch name|2|9|2012}}''' | ||
* {{Undocumented}} The Short Circuit now makes robotic noises when moved around in the backpack. | * {{Undocumented}} The Short Circuit now makes robotic noises when moved around in the backpack. | ||
− | '''{{ | + | '''{{Patch name|4|17|2012}}''' |
− | * Fixed projectiles not being cleared if they were blocked by buildings or other projectiles | + | * Fixed projectiles not being cleared if they were blocked by buildings or other projectiles. |
− | * Fixed not incrementing the "How the Pests Was Gunned" achievement for destroyed stickies | + | * Fixed not incrementing the "How the Pests Was Gunned" achievement for destroyed stickies. |
+ | |||
+ | '''{{Patch name|7|10|2013}}''' | ||
+ | * Changed attributes: | ||
+ | ** Ammo cost reduced when an attack destroys a projectile. | ||
+ | ** Ammo cost of firing reduced to -18 metal. | ||
+ | ** {{Undocumented}} Ammo cost increased to -36 metal when an attack does not destroy a projectile or hit a player. | ||
+ | ** {{Undocumented}} Increased firing speed by +25%. | ||
+ | * {{Undocumented}} The Short Circuit's muzzle now emits a spark effect when fired. | ||
+ | * {{Undocumented}} Fixed attack arcing to nearby teammates as if they were enemies. | ||
+ | |||
+ | '''{{Patch name|7|12|2013}}''' | ||
+ | * Updated the Short Circuit description to match the updated gameplay. | ||
+ | |||
+ | '''{{Patch name|11|12|2013}}''' | ||
+ | * Added [[Collector's]] quality. | ||
+ | |||
+ | '''{{Patch name|12|20|2013}}''' | ||
+ | * Changed attributes: | ||
+ | ** Attack speed up greatly. | ||
+ | ** Ammunition cost has been lowered to 5 metal per attack. | ||
+ | ** Players and Buildings are only targeted if in range and in front of attacking player. | ||
+ | * Improved visual effects. | ||
+ | |||
+ | '''{{Patch name|1|9|2014}}''' | ||
+ | * Changed attributes: | ||
+ | ** Damage lowered. | ||
+ | ** Consumes 15 metal per projectile destroyed. | ||
+ | ** Can no longer fire underwater. | ||
+ | ** Fixed a bug with orphaned [[particles]]. | ||
+ | |||
+ | '''{{Patch name|1|23|2014}}''' | ||
+ | * Fixed the Short Circuit particles not always being removed on player death. | ||
+ | * Updated the Short Circuit to use the Engineer's melee taunt. | ||
+ | |||
+ | '''{{Patch name|2|7|2014}}''' | ||
+ | * Changed attribute: | ||
+ | ** Added No longer gain metal from Dispensers when active. | ||
+ | |||
+ | '''{{Patch name|9|10|2014}}''' | ||
+ | * Fixed the Short Circuit creating its firing effects when being deployed. | ||
+ | |||
+ | '''{{Patch name|7|2|2015}} #1''' ([[Gun Mettle Update]]) | ||
+ | * Changed attributes: | ||
+ | ** Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire. | ||
+ | ** Cannot pick up buildings when the Short Circuit is deployed. | ||
+ | |||
+ | '''{{Patch name|7|23|2015}} #1''' | ||
+ | * Fixed missing secondary attack animations for the Short Circuit. | ||
+ | |||
+ | '''{{Patch name|7|7|2016}}''' ([[Meet Your Match Update]]) | ||
+ | * Changed attribute: | ||
+ | ** Base projectile attack is -10 metal (hit or miss) and then add -5 metal for each projectile destroyed (sometimes a buff, sometimes a nerf). | ||
+ | |||
+ | '''{{Patch name|8|29|2016}}''' | ||
+ | * Fixed the Short Circuit causing lag compensation problems on the server. | ||
+ | |||
+ | '''{{Patch name|4|20|2017}}''' | ||
+ | * Updated the description for the Short Circuit to match the current behavior. | ||
+ | |||
+ | '''{{Patch name|3|28|2018}} #1''' | ||
+ | * Alt-fire attack changed to launch a medium-range, projectile-destroying energy ball. Requires 65 metal. | ||
+ | |||
+ | '''{{Patch name|3|29|2018}}''' | ||
+ | * Fixed the Short Circuit still performing its old area-of-effect attack when firing. | ||
+ | |||
+ | '''{{Patch name|4|12|2018}}''' | ||
+ | * Fixed the Short Circuit orb not changing particle color after being deflected. | ||
+ | * Fixed the Short Circuit orb not being able to destroy rockets/grenades during the first 0.25 seconds of their lifetime. | ||
+ | |||
+ | '''{{Patch name|4|26|2018}}''' | ||
+ | * Added self-damage when using the Short Circuit's orb to attack an enemy at close range. | ||
+ | |||
+ | '''{{Patch name|10|10|2019}}''' ([[Scream Fortress 2019]]) | ||
+ | * Fixed being able to attack players with the Short Circuit during a [[Truce mode|truce]]. | ||
+ | |||
+ | '''{{Patch name|11|15|2021}}''' | ||
+ | * Fixed Short Circuit projectiles colliding with {{code|func_lod}} entities. | ||
+ | }} | ||
== Bugs == | == Bugs == | ||
− | + | * The attributes '''{{attribute|CritChance_Disabled}}''' and '''{{attribute|DmgVsBuilding_decreased|-93}}''' are missing. | |
− | * The | + | * The [[Engineer achievement]] '''How the Pests was Gunned''' cannot be earned with the Short Circuit, despite it being able to destroy projectiles. |
+ | * Damage dealt by Short Circuit energy orb is not affected by any resistances, such as the resistance given by the [[Fists of Steel]]. | ||
+ | * The alt-fire can [[haul]] for approximately 0.6 second after weapon switch, instead of firing an energy orb. | ||
+ | * If the player picks up another dropped secondary weapon with the Short Circuit equipped, the Engineer's right hand always remains invisible regardless of what weapon that player is using until they re-equip the Short Circuit. | ||
+ | * The secondary fire uses the generic skull in the kill feed. | ||
+ | * If the Engineer fires an energy orb at a wall, corner or beside a wall, metal is used, but the energy orb does not launch. | ||
+ | * The energy orb does not deal damage to the [[Horseless Headless Horsemann]], [[Monoculus]], [[Merasmus]], or the [[Skeletons|Skeleton King]]. | ||
+ | * Sometimes, an energy orb can stay stuck in midair for client view. This orb does no damage and does not destroy projectiles. | ||
+ | ** This can be fixed by rejoining the server. | ||
+ | * The Short Circuit's energy orb won't cause self damage to the Engineer if it explodes on a surface without dealing damage to the enemy. | ||
+ | ** If an enemy has dealt damage to the Engineer and the Engineer is still killed by the self damage, it counts as a world kill. | ||
+ | * When {{code|cl_flippedviewmodels 1}} is enabled the energy ball still comes from the right side. | ||
+ | * On certain surfaces, the energy orb can explode more than once, resulting in far more knockback than usual. <!-- intentionally worded vaguely to prevent bug abuse --><!-- | ||
+ | Please do not add about the self-damage knockback, this is not a bug as all damage in TF2 does knockback. The orb exploding is expected to do some damage. Other bugs are about the lack of knockback/self-damage in certain circumstances --> | ||
== Trivia == | == Trivia == | ||
− | * During development, the Short Circuit was going to be a {{botignore|minigun}} that opened up from Engineer's glove. Valve, however, told the creator they wanted a less-powerful | + | * During development, the Short Circuit was going to be a {{botignore|minigun}} that opened up from Engineer's glove. Valve, however, told the creator they wanted a less-powerful electricity based weapon, so it was changed to the current design.<ref>[https://web.archive.org/web/20230906183051/https://larolaro.blogspot.com/2011/08/tf2-deus-ex-update.html Creator's] blog</ref> |
* A {{botignore|short circuit}} is a malfunction in a circuit that allows a current to travel on an unintended path. | * A {{botignore|short circuit}} is a malfunction in a circuit that allows a current to travel on an unintended path. | ||
− | * The filenames for this weapon's sounds within the | + | * The filenames for this weapon's sounds within the VPK files are named {{code|barret_arm_}}, referencing [[wikia:w:c:deusex:Lawrence Barrett|Lawrence Barrett]], a character from the ''[[w:Deus Ex: Human Revolution|Deus Ex: Human Revolution]]'' title known for his gun-arm.<ref>[https://web.archive.org/web/20230906182847/https://i.imgur.com/GJs0GZR.png Image] of the file names.</ref> |
− | <!-- Please don't add any information to the trivia section of this article regarding this weapon recycling its kill animation from ''Half-Life 2''. The animation is already noted in the summary, and noting resemblance X and Y isn't necessary. For further information, please | + | <!-- Please don't add any information to the trivia section of this article regarding this weapon recycling its kill animation from ''Half-Life 2''. The animation is already noted in the summary, and noting resemblance X and Y isn't necessary. For further information, please consult our trivia style guide (https://wiki.teamfortress.com/wiki/Help:Style_guide/Trivia). Thank you!--> |
== Gallery == | == Gallery == | ||
<gallery> | <gallery> | ||
File:Short Circuit 1st person.png|First-person view. | File:Short Circuit 1st person.png|First-person view. | ||
− | File: | + | File:Short CircuitConcept.png|Short Circuit concept art. |
− | File: | + | File:Short CircuitConcept2.png|Short Circuit concept art. |
</gallery> | </gallery> | ||
== References == | == References == | ||
− | <references /> | + | <references/> |
== See also == | == See also == | ||
− | * [[Engineer strategy#Short Circuit|Short Circuit strategy]] | + | * [[Basic Engineer strategy#Short Circuit|Short Circuit strategy]] |
+ | * ''[[Deus Ex: Human Revolution]]'' | ||
− | {{ | + | {{Manno-Technology Nav}} |
− | {{Promo | + | {{Promo Nav}} |
{{Allweapons Nav}} | {{Allweapons Nav}} | ||
{{Engineer Nav}} | {{Engineer Nav}} | ||
− | [[Category: | + | |
+ | [[Category:Deus Ex: Human Revolution items]] |
Latest revision as of 23:19, 25 December 2024
“ | That wasn't even close.
Click to listen
— The Engineer destroying projectiles
|
” |
The Short Circuit is a community-created promotional secondary weapon for the Engineer. It is a futuristic electrical device consisting of two probes and rubber sealing, with two large, thick yellow cables extending from a black base piece, connected to a clamp bolted shut over one of the probes. Two orange and grey shell-like pieces extended out over the base and part of the rubber sealing, appearing to be parts of the Engineer's rubber glove. The weapon replaces the Engineer's right hand, but only appears on the player model if it is the current active weapon.
The Short Circuit does not require reloading and instead draws ammunition directly from the Engineer's metal supply. Primary fire unleashes a short-ranged burst of electrical energy at the same rate as the Pistol, which deals 10 damage to enemies at the expense of 5 metal. Despite its looks, the burst only deals damage at point blank and becomes harmless at mid to far range.
Secondary fire fires an orb of electricity that slowly travels forward and destroys all enemy projectiles (with the exception of syringes, the Righteous Bison and Pomson 6000's projectiles) in its path. Each shot costs 65 metal and has a 0.5-second delay between each shot. Unlike most projectiles, the energy orb has limited range and can hit targets multiple times. Each hit deals 15 damage every 0.5 seconds, with an additional 15 damage being dealt at the end of its range or if the ball impacts a surface. If the player has less than 65 metal, the secondary fire does not work. Similar to many other projectiles, Pyros can reflect the energy orbs. If an energy orb hits an opposite team's orb, both energy orbs are destroyed.
If the player uses the secondary fire while looking at the ground whilst an enemy is within the blast radius of the energy orb, the Engineer can perform a blast jump which is just about equal in power to a Detonator jump.
When the Short Circuit is the active weapon, the Engineer cannot move buildings. Both primary and secondary fire only deal insignificant damage to enemy buildings, cannot operate underwater, and are unable to deal full Critical hits through any means other than against a stunned Merasmus.
Enemies killed by the Short Circuit's primary or secondary fire suffer a distinctive death by vaporization: they turn black, hover in mid-air while surrounded by team-colored particles, and then disappear into ashes while a loud, distinct vaporization sound plays. Like backstabs and headshots, there is a 25% chance of opponents performing a specific disintegration animation if killed in this way. This vaporization effect is shared among the energy weapons.
The Short Circuit was awarded in Genuine quality to players who pre-ordered Deus Ex: Human Revolution on Steam before August 26, 2011.
The kill icon for the Short Circuit was contributed by Ani .
Contents
Damage and function times
Primary fire
Damage and function times | ||
---|---|---|
Shot type | Area of Effect | |
Damage type | Bullet | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Base damage | 100% | Players: 101 |
Maximum fall-off | 52.8% | 9 |
Mini-crit | 14 | |
Function times | ||
Attack interval | 0.15 s | |
Values are approximate and determined by community testing. |
Secondary fire
Damage and function times | ||
---|---|---|
Shot type | Area of Effect | |
Damage type | Projectile | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Base damage | 100% | 15 |
Mini-crit | 20 | |
Function times | ||
Attack interval | 0.5 s | |
Values are approximate and determined by community testing. |
Demonstration
Crafting
Blueprint
Reclaimed Metal | Scrap Metal | Gunslinger | Short Circuit | |||
+ | + | = |
Class Token - Engineer | Slot Token - Secondary | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
|
As a crafting ingredient
Reclaimed Metal | Righteous Bison | Short Circuit | Pomson 6000 | |||
+ | + | = |
Update history
- The Short Circuit was added to the game.
- Fixed the Short Circuit attacking friendly projectiles.
- Fixed the Short Circuit being hidden when the Engineer taunts.
- [Undocumented] The Short Circuit was added to the crafting blueprint for the Pomson 6000.
- [Undocumented] The Short Circuit now makes robotic noises when moved around in the backpack.
- Fixed projectiles not being cleared if they were blocked by buildings or other projectiles.
- Fixed not incrementing the "How the Pests Was Gunned" achievement for destroyed stickies.
- Changed attributes:
- Ammo cost reduced when an attack destroys a projectile.
- Ammo cost of firing reduced to -18 metal.
- [Undocumented] Ammo cost increased to -36 metal when an attack does not destroy a projectile or hit a player.
- [Undocumented] Increased firing speed by +25%.
- [Undocumented] The Short Circuit's muzzle now emits a spark effect when fired.
- [Undocumented] Fixed attack arcing to nearby teammates as if they were enemies.
- Updated the Short Circuit description to match the updated gameplay.
- Added Collector's quality.
- Changed attributes:
- Attack speed up greatly.
- Ammunition cost has been lowered to 5 metal per attack.
- Players and Buildings are only targeted if in range and in front of attacking player.
- Improved visual effects.
- Changed attributes:
- Damage lowered.
- Consumes 15 metal per projectile destroyed.
- Can no longer fire underwater.
- Fixed a bug with orphaned particles.
- Fixed the Short Circuit particles not always being removed on player death.
- Updated the Short Circuit to use the Engineer's melee taunt.
- Changed attribute:
- Added No longer gain metal from Dispensers when active.
- Fixed the Short Circuit creating its firing effects when being deployed.
July 2, 2015 Patch #1 (Gun Mettle Update)
- Changed attributes:
- Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire.
- Cannot pick up buildings when the Short Circuit is deployed.
- Fixed missing secondary attack animations for the Short Circuit.
July 7, 2016 Patch (Meet Your Match Update)
- Changed attribute:
- Base projectile attack is -10 metal (hit or miss) and then add -5 metal for each projectile destroyed (sometimes a buff, sometimes a nerf).
- Fixed the Short Circuit causing lag compensation problems on the server.
- Updated the description for the Short Circuit to match the current behavior.
- Alt-fire attack changed to launch a medium-range, projectile-destroying energy ball. Requires 65 metal.
- Fixed the Short Circuit still performing its old area-of-effect attack when firing.
- Fixed the Short Circuit orb not changing particle color after being deflected.
- Fixed the Short Circuit orb not being able to destroy rockets/grenades during the first 0.25 seconds of their lifetime.
- Added self-damage when using the Short Circuit's orb to attack an enemy at close range.
October 10, 2019 Patch (Scream Fortress 2019)
- Fixed being able to attack players with the Short Circuit during a truce.
- Fixed Short Circuit projectiles colliding with
func_lod
entities.
Bugs
- The attributes No random critical hits and -93% damage penalty vs buildings are missing.
- The Engineer achievement How the Pests was Gunned cannot be earned with the Short Circuit, despite it being able to destroy projectiles.
- Damage dealt by Short Circuit energy orb is not affected by any resistances, such as the resistance given by the Fists of Steel.
- The alt-fire can haul for approximately 0.6 second after weapon switch, instead of firing an energy orb.
- If the player picks up another dropped secondary weapon with the Short Circuit equipped, the Engineer's right hand always remains invisible regardless of what weapon that player is using until they re-equip the Short Circuit.
- The secondary fire uses the generic skull in the kill feed.
- If the Engineer fires an energy orb at a wall, corner or beside a wall, metal is used, but the energy orb does not launch.
- The energy orb does not deal damage to the Horseless Headless Horsemann, Monoculus, Merasmus, or the Skeleton King.
- Sometimes, an energy orb can stay stuck in midair for client view. This orb does no damage and does not destroy projectiles.
- This can be fixed by rejoining the server.
- The Short Circuit's energy orb won't cause self damage to the Engineer if it explodes on a surface without dealing damage to the enemy.
- If an enemy has dealt damage to the Engineer and the Engineer is still killed by the self damage, it counts as a world kill.
- When
cl_flippedviewmodels 1
is enabled the energy ball still comes from the right side. - On certain surfaces, the energy orb can explode more than once, resulting in far more knockback than usual.
Trivia
- During development, the Short Circuit was going to be a minigun that opened up from Engineer's glove. Valve, however, told the creator they wanted a less-powerful electricity based weapon, so it was changed to the current design.[1]
- A short circuit is a malfunction in a circuit that allows a current to travel on an unintended path.
- The filenames for this weapon's sounds within the VPK files are named
barret_arm_
, referencing Lawrence Barrett, a character from the Deus Ex: Human Revolution title known for his gun-arm.[2]
Gallery
References
See also
|
|