Difference between revisions of "Talk:Loose Cannon"

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While the modern idiom ''may'' be somewhat interesting for some people, I don't think the old, literal meaning really needs explaining, as it's fairly self explanatory.[[User:Sexy cheese|Sexy Cheese]] 12:47, 3 January 2013 (PST)
 
While the modern idiom ''may'' be somewhat interesting for some people, I don't think the old, literal meaning really needs explaining, as it's fairly self explanatory.[[User:Sexy cheese|Sexy Cheese]] 12:47, 3 January 2013 (PST)
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== Bug: Firing the Loose Cannon while charging doesn't interrupt the charge ==
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Sorry, Hinaomi, but this really is an existing bug. I was mistaken about the crit boost applying to the cannonballs, but if you fire it (rapidly, without priming the shot; perhaps that matters) DURING a charge, the charge does not end; if you fire the Grenade Launcher during a charge, the charge terminates early. To clarify, I begin the charge, then click M1; I have ''not'' tried to recreate the bug by priming the shot, initiating a charge, then releasing the shot. Is that how you tried to recreate the bug? Please reply so we can get this cleared up. If you still tested it how I describe and didn't get the bug, I could upload a replay to Youtube and provide a link as evidence. [[User:Vaati 006|Vaati 006]] 15:47, 3 February 2013 (PST)
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:Firing the Grenade Launcher during a charge does not terminate it. '''» [[User:Cooper Kid|<span style="color:red">Coo</span><span style ="color:gray">per</span><span style ="color:blue"> Kid</span>]]''' <small>([[User_talk:Cooper Kid|blether]]) • ([[Special:Contributions/Cooper Kid|contreebs]])</small> 09:41, 4 February 2013 (PST)
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::...what? I believe you, but... what? Since when? I ''know'' that at one point firing a grenade terminated the charge early... at least, I'm pretty sure, but there is no such update listed on the Grenade Launcher's page... whatever, I removed the bug from the list now. Sorry! [[User:Vaati 006|Vaati 006]] 15:16, 6 February 2013 (PST)
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:::Yeah, I'm pretty sure it used to do that as well, but it's been the way it is now for quite some time. Might have been when the Chargin' Targe mechanics were changed ([[September 15, 2011 Patch]]). '''» [[User:Cooper Kid|<span style="color:red">Coo</span><span style ="color:gray">per</span><span style ="color:blue"> Kid</span>]]''' <small>([[User_talk:Cooper Kid|blether]]) • ([[Special:Contributions/Cooper Kid|contreebs]])</small> 15:45, 6 February 2013 (PST)
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== Kill Icon Bug? ==
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I noticed that the kill icon for destroying a sentry with pushback still includes a person, is this a bug? [[User:Mtallmen 184|Mtallmen 184]] 17:35, 24 April 2013 (PDT)
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== Self-damage ==
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Lately, I've been running a few attempts with the LC and I happen to notice that it seems that cannonballs cause more self-damage than grenades, even the ones of the Loch-n-Load, so should we include this in the article? - [[User:NintendoDrilly|NintendoDrilly]] ([[User talk:NintendoDrilly|talk]]) 07:45, 16 August 2014 (PDT)
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:The "Damage and function times" table already shows that it deals more self damage than the other two grenade launchers. Or do you mean something different? [[File:User_SackZement_signature.gif|link=User:SackZement]][[User:SackZement|<span style="font-size:14px;font-family: Tf2 Build"><font color="orange">SackZement]]</font></span> [[User_talk:SackZement|&lt;Talk&gt;]] 08:22, 16 August 2014 (PDT)
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::I'm saying that we should include this information in the section at the top. Wouldn't this be suitable? - [[User:NintendoDrilly|NintendoDrilly]] ([[User talk:NintendoDrilly|talk]]) 10:33, 16 August 2014 (PDT)
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:::Well when we include it there we have to include on the grenade launcher page that the grenade launcher is the one of the three gl's that deals the least self-damage and so on. When we do this with all pages a lot of stuff gets added that isn't really that interesting and is already mentioned in some way. [[File:User_SackZement_signature.gif|link=User:SackZement]][[User:SackZement|<span style="font-size:14px;font-family: Tf2 Build"><font color="orange">SackZement]]</font></span> [[User_talk:SackZement|&lt;Talk&gt;]] 10:44, 16 August 2014 (PDT)
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== New Damage (Smissmas 2014) ==
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As of the recent patch, the damage values have been slightly tweaked. Bombs always do a base of 60 impact damage, and the self-damage is slightly lower. More importantly, it seems like the damage reduction from bouncing has been removed. However, bombs can now do slightly more damage from bouncing, since they don't collide with enemies after bouncing. This means they can detonate directly in the center of the enemies' model. I'm not sure if the separate damage values should be adjusted or anything, so I thought I'd just write this to explain it.--[[User:OrangeChris|OrangeChris]] ([[User talk:OrangeChris|talk]]) 10:05, 24 December 2014 (PST)
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== Explosive Damage Hitbox ==
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On the note about explosive damage, it says that it depends on the size of the class's hitbox and the distance from the explosion, but don't all classes have the same explosion hitbox (from the projectile page)? [[User:ArguedOyster|ArguedOyster]] ([[User talk:ArguedOyster|talk]]) 17:09, 4 June 2017 (PDT)

Latest revision as of 00:09, 5 June 2017

Whenever the stats go up...

I'm fairly sure a direct hit from a cannonball deals more damage the farther the shot goes, similar to the Crusader's Crossbow. Most point blank shots I hit deal 40-50 damage, while shots from far away have dealt up to 115 damage. Bralef 18:22, 20 December 2012 (PST)

I saw this too when I was playing around with it, the impact seems to have an inverse damage ramp, however curiously the impact damage ramp also seems to apply to the crit damage. This gun's got probably the most unique damage model in the entire game. --Org 06:15, 21 December 2012 (PST)
If I'm not mistaken, the Crusader's Crossbow also has crit damage scaling (inversely) with distance, as a close range crossbow crit does less than 125 damage, whereas a max range would do 200+. This matches up with the current scaling of 38-75 dmg giving 114-225 dmg on a crit. I haven't had a chance to use the Cannon for myself, so I cannot speak for it, but I know Crossbow crits scale. Also, the most unique damage model in the entire game probably goes to Pomson 6000 crits. TheIgnorantMedic 02:47, 23 December 2012 (PST)

I've been messing around and it appears that the further you are from the player, the more damage the impact does, anyone else want to test this? Untouch 10:30, 21 December 2012 (PST) At max range it does 101 damage (without spread), at min range it does 50. Untouch 10:39, 21 December 2012 (PST)

FPS's

I can't tell the difference between the RED and BLU fps. IS there a difference? Or should one be removed? --Parnifia 16:51, 21 December 2012 (PST)

FPS or FPV? If you're talking about the FPV (First person view) the difference is the sleeves which can usually be seen when reloading. Ashes 16:52, 21 December 2012 (PST)
The BLU sleeves are slightly darker. i-ghost 16:57, 21 December 2012 (PST)

Weapon demonstration

Does somebody know when weapon demonstration is coming? because if it's not coming i gonna make it. Vilkkku 13:23, 1 January 2013 (PST)

It's on its way. » Cooper Kid (blether) • (contreebs) 13:29, 1 January 2013 (PST)


Trivia

While the modern idiom may be somewhat interesting for some people, I don't think the old, literal meaning really needs explaining, as it's fairly self explanatory.Sexy Cheese 12:47, 3 January 2013 (PST)

Bug: Firing the Loose Cannon while charging doesn't interrupt the charge

Sorry, Hinaomi, but this really is an existing bug. I was mistaken about the crit boost applying to the cannonballs, but if you fire it (rapidly, without priming the shot; perhaps that matters) DURING a charge, the charge does not end; if you fire the Grenade Launcher during a charge, the charge terminates early. To clarify, I begin the charge, then click M1; I have not tried to recreate the bug by priming the shot, initiating a charge, then releasing the shot. Is that how you tried to recreate the bug? Please reply so we can get this cleared up. If you still tested it how I describe and didn't get the bug, I could upload a replay to Youtube and provide a link as evidence. Vaati 006 15:47, 3 February 2013 (PST)

Firing the Grenade Launcher during a charge does not terminate it. » Cooper Kid (blether) • (contreebs) 09:41, 4 February 2013 (PST)
...what? I believe you, but... what? Since when? I know that at one point firing a grenade terminated the charge early... at least, I'm pretty sure, but there is no such update listed on the Grenade Launcher's page... whatever, I removed the bug from the list now. Sorry! Vaati 006 15:16, 6 February 2013 (PST)
Yeah, I'm pretty sure it used to do that as well, but it's been the way it is now for quite some time. Might have been when the Chargin' Targe mechanics were changed (September 15, 2011 Patch). » Cooper Kid (blether) • (contreebs) 15:45, 6 February 2013 (PST)

Kill Icon Bug?

I noticed that the kill icon for destroying a sentry with pushback still includes a person, is this a bug? Mtallmen 184 17:35, 24 April 2013 (PDT)

Self-damage

Lately, I've been running a few attempts with the LC and I happen to notice that it seems that cannonballs cause more self-damage than grenades, even the ones of the Loch-n-Load, so should we include this in the article? - NintendoDrilly (talk) 07:45, 16 August 2014 (PDT)

The "Damage and function times" table already shows that it deals more self damage than the other two grenade launchers. Or do you mean something different? User SackZement signature.gifSackZement <Talk> 08:22, 16 August 2014 (PDT)
I'm saying that we should include this information in the section at the top. Wouldn't this be suitable? - NintendoDrilly (talk) 10:33, 16 August 2014 (PDT)
Well when we include it there we have to include on the grenade launcher page that the grenade launcher is the one of the three gl's that deals the least self-damage and so on. When we do this with all pages a lot of stuff gets added that isn't really that interesting and is already mentioned in some way. User SackZement signature.gifSackZement <Talk> 10:44, 16 August 2014 (PDT)

New Damage (Smissmas 2014)

As of the recent patch, the damage values have been slightly tweaked. Bombs always do a base of 60 impact damage, and the self-damage is slightly lower. More importantly, it seems like the damage reduction from bouncing has been removed. However, bombs can now do slightly more damage from bouncing, since they don't collide with enemies after bouncing. This means they can detonate directly in the center of the enemies' model. I'm not sure if the separate damage values should be adjusted or anything, so I thought I'd just write this to explain it.--OrangeChris (talk) 10:05, 24 December 2014 (PST)

Explosive Damage Hitbox

On the note about explosive damage, it says that it depends on the size of the class's hitbox and the distance from the explosion, but don't all classes have the same explosion hitbox (from the projectile page)? ArguedOyster (talk) 17:09, 4 June 2017 (PDT)