Difference between revisions of "Talk:Dragon's Fury"

From Team Fortress Wiki
Jump to: navigation, search
(Level: new section)
m (Talk pages are not meant for discussion of the article's subject, only the article itself)
 
(33 intermediate revisions by 13 users not shown)
Line 8: Line 8:
  
 
Isn't the range longer than the Stock Flamethrower? About 25% longer? [[User:Mikado282|Mikado282]] ([[User talk:Mikado282|talk]]) 22:37, 17 March 2018 (UTC)
 
Isn't the range longer than the Stock Flamethrower? About 25% longer? [[User:Mikado282|Mikado282]] ([[User talk:Mikado282|talk]]) 22:37, 17 March 2018 (UTC)
 +
 +
Yes, the range is significantly longer than a stock. As a pyro main who uses the Dragon, this is quite useful.
 +
 +
[[User:JayPlaysBeamNG|JayPlaysBeamNG]] ([[User talk:JayPlaysBeamNG|talk]]) 13:37, 2 August 2019 (UTC)
 +
 +
:Haven't noticed anything of the sort, but it does feel longer. Maybe try it out with a bot and specific coordinates? [[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 13:45, 2 August 2019 (UTC)
  
 
== Level ==
 
== Level ==
  
 
Why does the Dragon vary in level? I have a level 65, but I saw someone with a level 15. Does this affect performance? Or is it useless? How do I “uplevel” it, if possible?
 
Why does the Dragon vary in level? I have a level 65, but I saw someone with a level 15. Does this affect performance? Or is it useless? How do I “uplevel” it, if possible?
 +
 +
[[User:JayPlaysBeamNG|JayPlaysBeamNG]] ([[User talk:JayPlaysBeamNG|talk]]) 13:35, 2 August 2019 (UTC)
 +
 +
: Doesn't affect anything, not even the worth of the item. However, this page is not for this kind of discussion. [[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 13:45, 2 August 2019 (UTC)
 +
 +
:: Does this article, [[Item levels]], answer any concerns? Does that article need more clarity on all the ways players can see different levels on the same items? [[User:Mikado282|<span style="font-family: Impact"><font color="70B04A">'''M I K A D O 282'''</font></span><span style="font-family: Arial "><font color="70B04A">''' oOOOOo oo oo  '''</font></span>]] ([[User_talk:Mikado282|'''''talk''''']]) ([[User:Mikado282/Help Wanted!|'''''Help Wanted!''''']]) 01:52, 3 August 2019 (UTC)
 +
 +
== So what's the *real* base damage of this? ==
 +
 +
Given that the Dragon's Fury deals 75 damage to anything not a player; Tanks, Buildings, Robot destruction robots (But not MvM robots, obviously), is it not safe to say that the base damage of this weapon is really 75 and gets a 2/3 damage penalty for hitting a player that's not on fire? I appreciate it's nice to give the narrative that it gives a bonus damage since that matches the description given in game, but it seems clear the code works differently to me <small>— ''The preceding unsigned comment was added by'' '''[[User:Manta|Manta]]''' ([[User talk:Manta|talk]]) • ([[Special:Contributions/Manta|contribs]]) 16:17 CEST 12/09/2019</small>
 +
 +
We can't really ever know for sure, but since the damage is mostly based on community testing either way it seems like a fair assumption. Although the damage table might need to specify "against players" and "against non-players".<br>Also don't forget to sign your comments using <code><nowiki>~~~~</nowiki></code>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 14:28, 12 September 2019 (UTC)
 +
 +
== Is there something like 'max number players penetrateable by shots' with this weapon? ==
 +
 +
i am curious for this, and if it is so, maybe it should be listed on the page. [[User:Thomgamer51|Thomgamer51]] ([[User talk:Thomgamer51|talk]]) 17:35, 30 September 2019 (UTC)
 +
: Go find out <br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 17:51, 30 September 2019 (UTC)
 +
I will[[User:Thomgamer51|Thomgamer51]] ([[User talk:Thomgamer51|talk]]) 18:09, 2 October 2019 (UTC)
 +
 +
== Dragon's Fury Hit Detection Bugs ==
 +
 +
The Dragon's Fury has various bugs involving its hit detection not working properly.
 +
 +
I have recently tested (almost) every projectile in the game and I have compiled a list of all the projectiles that cause the DF to break.
 +
 +
Furthermore, I have noted from some videos that the DF's projectile breaks in certain points of the map, similar to how the Wrap Assassin's bauble projectile just breaks upon reaching certain zones.
 +
 +
I am not sure if that was fixed or not, I will keep testing for any bugs that break the weapon's hit detection.
 +
 +
 +
In regards to this wiki page, I am uncertain if the hit detection bugs are important enough to add to the wiki, since I fear it may bloat up the page slightly.
 +
I leave this decision to each of your discretion.
 +
 +
Also, I'm new here. <small>— ''The preceding unsigned comment was added by'' '''[[User:TooFlour|TooFlour]]''' ([[User talk:TooFlour|talk]]) • ([[Special:Contributions/TooFlour|contribs]]) 26 October 2019 07:11 CEST</small>.
 +
 +
:Hi there,
 +
:First of all: Remember to sign your comments using <nowiki>~~~~</nowiki>
 +
:Second: If you can compile the list here of all the bugs you've found (relating to the DF or otherwise) we'll see what can be put here and what isn't important enough.
 +
:And finally: Please provide a new video of every bug, so we both know they're real and up-to-date.<br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 10:54, 26 October 2019 (UTC)
 +
 +
::[https://www.youtube.com/watch?v=5QPxiTh9J98 Here is a video of each of my bug tests.] I conducted these tests a few days ago against a bunch of bots. I have yet to test these against more "live" test subjects.
 +
 +
::The description of the video goes into more detail of what I found from my research, but to keep things short and sweet: Syringes, Rockets, Arrows, and Flares, when colliding with the Dragon's Fury's Fireball, cause the hit detection to malfunction. This is also true with different projectiles that seem to have (what I suspect to be) similarly coded properties in the case of the Arrows and the Flare Guns.
 +
 +
::These bugs are fairly game breaking and I think it is important that they should be added. However, since I'm still new to this wiki scene, I don't quite know how to fit everything in just yet. [[User:TooFlour|TooFlour]] ([[User talk:TooFlour|talk]]) 04:37, 27 October 2019 (UTC)
 +
 +
:::Interesting! If you need help testing the other weapons, let me know on [https://steamcommunity.com/id/SenMithrarin/ Steam], here, or on Discord at SenMithrarin#5244. I'm sure there are others here as well that have pretty in-depth hitbox knowledge. [[User:Senmithrarin|Senmithrarin]] ([[User talk:Senmithrarin|talk]])
 +
:::: Once you test it out with all projectiles, please post it here and post which ones are and aren't blocking DF. I'll put it on the page then.<br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 09:22, 27 October 2019 (UTC)
 +
::Got in touch, planning a few tests in a day or so. Initial thoughts being that the DF likely uses projectile mechanics, however not using the typical flame particle system, meaning any collision hulls it comes into contact with tricks the game into thinking the flames were blocked, despite appearing different visually. Very similar to how, say, rockets or melee works. Will test this in-depth, as well as the other weapons, of course. Think Flour wants to try with Monoculous as well. [[User:Senmithrarin|Senmithrarin]] ([[User talk:Senmithrarin|talk]]) 23:43, 27 October 2019 (UTC)
 +
 +
::'''Findings'''
 +
::Breaks DF:
 +
::*Airstrike
 +
::*Cow Mangler
 +
::*Crusader's Crossbow
 +
::*Flare Guns
 +
::*Fireball (spell)
 +
::*Huntsman
 +
::*Monoculus Rockets
 +
::*Rescue Ranger
 +
::*Syringe Gun
 +
 +
::Does Not:
 +
::*Jarate
 +
::*Mad Milk
 +
::*Gas Passer
 +
::*Flying Guillotine
 +
::*Pomson
 +
::*Righteous Bison
 +
::*Iron Bomber
 +
::*Grenade Launcher
 +
::*Loch-n-Load
 +
::*all Sticky Bomb launchers
 +
::*Flamethrower
 +
::*Dragon's Fury
 +
::*Grappling Hook
 +
::*Wrap Assassin
 +
::*Sandman
 +
::*Bat spell
 +
::*Loose Cannon
 +
::*Short Circuit
 +
::*Other players
 +
::*Engineer buildings
 +
 +
::Overall, it's very strange. Teammates and buildings don't block the DF, meaning it acts very similar to the flame particles, but it can still be blocked by certain projectiles, meaning it also behaves in part like standard projectiles itself. This makes me question my collision hull/projectile hitbox theory, as if that were the case, other players and buildings should still block the DF, no? It also fails to behave consistently with the fireball spell, seeing as how the DF does not block other DF attacks, yet fireball spells do. The whole thing doesn't just seem like a consequence of the weapon type, it feels wholly unintended. Regardless, if anyone wants to do more testing on the matter, let one of us know. [[User:Senmithrarin|Senmithrarin]] ([[User talk:Senmithrarin|talk]]) 05:49, 30 October 2019 (UTC)
 +
 +
::: I think the fireball spell is just a reskinned rocket with afterburn. That would easily explain why fireballs break the DF, since rockets generally share a certain property that cause it to break for some reason. Also, I'll get to editing an updated video with all the old/new findings. However, I'm not sure whether or not to include the weapons I have already demonstrated in my previous video yet. [[User:TooFlour|TooFlour]] ([[User talk:TooFlour|talk]]) 19:02, 30 October 2019 (UTC)
 +
 +
:::: Without further ado, [https://www.youtube.com/watch?v=_KWpqwNsc6M here's the rest of the test results of the weapon functioning properly.]
 +
:::: In the video, there's also a few more projectiles that break the Dragon's Fury. [[User:TooFlour|TooFlour]] ([[User talk:TooFlour|talk]]) 20:07, 8 November 2019 (UTC)
 +
 +
== Pyro afterburn? ==
 +
 +
Based on the demonstration video, I had observed one afterburn unit on the enemy Pyro. Can we safely assume 0.5 seconds afterburn for Pyro? [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 09:22, 5 March 2020 (UTC)
 +
 +
It's one second of afterburn for pyros and three for everyone else. Due to the way that damage ticks are dealt in game (on a constant clock signal), but afterburn duration is counted from the instant the flame hits, the game only manages to get one damage tick in for pyros and five for everyone else. If you stack up the duration with another fireball you end up with 3 damage ticks for a pyro and 11 for other players (The second fireball damage-batches with the first afterburn tick, which can make it harder to count). --[[User:Manta|Manta]] ([[User talk:Manta|talk]]) 09:58, 2 September 2020 (UTC)
 +
 +
== Causes of Dragon's Fury stutter ==
 +
 +
The bugs part of the page claims that the stutters that may occur when firing the Dragon's Fury are due to the max particles being 1000, but it also claims that disabling dynamic lighting will fix the issue. Is there any citation that disabling dynamic lighting fixes it? Because these seem to be contradicting pieces of evidence. [[User:Treacherousfiend|fiend]] ([[User talk:Treacherousfiend|talk]]) 09:26, 20 August 2021 (UTC)
 +
:Disabling dynamic lighting didn't worked for me either, I tried that years ago to no avail. [https://mastercomfig.com/ mastercomfig] has settings that fix the lag on Dragon's Fury (and I can confirm that since I use the custom config). Maybe try looking at the source code and see any mentions about the weapon there. The custom config console commands, no "file replacements", so it's possible that there's a command there somewhere that will indeed fix the problem. '''Edit:''' I went there and there was no instances of the Dragon's Fury lag being fixed on their comfig.cfg or website, but since I use the weapon with the config, I can confirm to you that I do not have the lag. Additionally, this [https://github.com/agrastiOs/Ultimate-TF2-Visual-Fix-Pack/releases mod pack] mentions that it fixed the Dragon's Fury lag, probably investigate how they have done it? [[File:User Gabrielwoj Signature Icon.png|15px|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 11:53, 20 August 2021 (UTC)
 +
::In my test I wasn't getting lag with the weapon either, but I also use comfig, although i couldn't find any instances of commands that might help alleviate the DF's lag issues on the preset I use. To my knowledge the game only spawns 1 dynamic light per projectile anyway, so I don't see any way that it *could* cause lag. Unfortunately there's also no info in the source code that is available to my knowledge, as it is from before the DF was made. I'll ask around and probably will contact the devs of TF2UVF to see if I can get some better answers for the wiki page. [[User:Treacherousfiend|fiend]] ([[User talk:Treacherousfiend|talk]]) 23:28, 20 August 2021 (UTC)
 +
 +
 +
== Possible fix to Dragon's Fury stutter ==
 +
Disabling dynamic lights might help with overall FPS, but I think that the Dragon's Fury's stutter comes from just 1 part of the whole particle system.
 +
If you go into TF2's particle editor, open up flamethrower.pcf and remove "projectile_fireball_end_center" (that big red flash bang) from "projectile_fireball", your game shouldn't stutter anymore. I think this is because it spawns the instant you fire your weapon and since projectiles tend to fire from the eyes, it frontloads your view with an extremely bright particle, which would microfreeze your game every time you shoot. At the very least this is what I found to work on my end, so I'm not sure if this is the primary cause or if it will work for everyone. I think it's worth a try at least. [[User:Pathulhu|Pathulhu]] ([[User talk:Pathulhu|talk]]) 19:27, 26 June 2023 (UTC)
 +
 +
:It might work but I think deleting particles from the game is not something that should be put on the page.<br>[[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 19:36, 26 June 2023 (UTC)
 +
 +
::Right, will edit that. You could also disable it by removing it from the parent particle system it seems, so deleting it wouldn't have to be an option. [[User:Pathulhu|Pathulhu]] ([[User talk:Pathulhu|talk]]) 19:50, 26 June 2023 (UTC)
 +
 +
:::I think mention of editing the particle itself should be avoided in general, as it might lead to unintended consequences.<br>[[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 19:56, 26 June 2023 (UTC)

Latest revision as of 12:36, 12 November 2023

Tradeable

Why is the Dragon's Fury listed as Tradeable? I've yet to see a tradeable or dropped Dragon's Fury. Joqmos (talk) 08:58, 22 October 2017 (PDT)

It's a contract weapon and is tradable. See e.g. Steam Community Market. — shots fired by: Nikno {Talk | Contribs} 00:55, 23 October 2017 (PDT)

Range?

Isn't the range longer than the Stock Flamethrower? About 25% longer? Mikado282 (talk) 22:37, 17 March 2018 (UTC)

Yes, the range is significantly longer than a stock. As a pyro main who uses the Dragon, this is quite useful.

JayPlaysBeamNG (talk) 13:37, 2 August 2019 (UTC)

Haven't noticed anything of the sort, but it does feel longer. Maybe try it out with a bot and specific coordinates? GrampaSwood (talk) 13:45, 2 August 2019 (UTC)

Level

Why does the Dragon vary in level? I have a level 65, but I saw someone with a level 15. Does this affect performance? Or is it useless? How do I “uplevel” it, if possible?

JayPlaysBeamNG (talk) 13:35, 2 August 2019 (UTC)

Doesn't affect anything, not even the worth of the item. However, this page is not for this kind of discussion. GrampaSwood (talk) 13:45, 2 August 2019 (UTC)
Does this article, Item levels, answer any concerns? Does that article need more clarity on all the ways players can see different levels on the same items? M I K A D O 282 oOOOOo oo oo (talk) (Help Wanted!) 01:52, 3 August 2019 (UTC)

So what's the *real* base damage of this?

Given that the Dragon's Fury deals 75 damage to anything not a player; Tanks, Buildings, Robot destruction robots (But not MvM robots, obviously), is it not safe to say that the base damage of this weapon is really 75 and gets a 2/3 damage penalty for hitting a player that's not on fire? I appreciate it's nice to give the narrative that it gives a bonus damage since that matches the description given in game, but it seems clear the code works differently to me The preceding unsigned comment was added by Manta (talk) • (contribs) 16:17 CEST 12/09/2019

We can't really ever know for sure, but since the damage is mostly based on community testing either way it seems like a fair assumption. Although the damage table might need to specify "against players" and "against non-players".
Also don't forget to sign your comments using ~~~~GrampaSwood (talk) 14:28, 12 September 2019 (UTC)

Is there something like 'max number players penetrateable by shots' with this weapon?

i am curious for this, and if it is so, maybe it should be listed on the page. Thomgamer51 (talk) 17:35, 30 September 2019 (UTC)

Go find out
GrampaSwood (talk) 17:51, 30 September 2019 (UTC)

I willThomgamer51 (talk) 18:09, 2 October 2019 (UTC)

Dragon's Fury Hit Detection Bugs

The Dragon's Fury has various bugs involving its hit detection not working properly.

I have recently tested (almost) every projectile in the game and I have compiled a list of all the projectiles that cause the DF to break.

Furthermore, I have noted from some videos that the DF's projectile breaks in certain points of the map, similar to how the Wrap Assassin's bauble projectile just breaks upon reaching certain zones.

I am not sure if that was fixed or not, I will keep testing for any bugs that break the weapon's hit detection.


In regards to this wiki page, I am uncertain if the hit detection bugs are important enough to add to the wiki, since I fear it may bloat up the page slightly. I leave this decision to each of your discretion.

Also, I'm new here. The preceding unsigned comment was added by TooFlour (talk) • (contribs) 26 October 2019 07:11 CEST.

Hi there,
First of all: Remember to sign your comments using ~~~~
Second: If you can compile the list here of all the bugs you've found (relating to the DF or otherwise) we'll see what can be put here and what isn't important enough.
And finally: Please provide a new video of every bug, so we both know they're real and up-to-date.
GrampaSwood (talk) 10:54, 26 October 2019 (UTC)
Here is a video of each of my bug tests. I conducted these tests a few days ago against a bunch of bots. I have yet to test these against more "live" test subjects.
The description of the video goes into more detail of what I found from my research, but to keep things short and sweet: Syringes, Rockets, Arrows, and Flares, when colliding with the Dragon's Fury's Fireball, cause the hit detection to malfunction. This is also true with different projectiles that seem to have (what I suspect to be) similarly coded properties in the case of the Arrows and the Flare Guns.
These bugs are fairly game breaking and I think it is important that they should be added. However, since I'm still new to this wiki scene, I don't quite know how to fit everything in just yet. TooFlour (talk) 04:37, 27 October 2019 (UTC)
Interesting! If you need help testing the other weapons, let me know on Steam, here, or on Discord at SenMithrarin#5244. I'm sure there are others here as well that have pretty in-depth hitbox knowledge. Senmithrarin (talk)
Once you test it out with all projectiles, please post it here and post which ones are and aren't blocking DF. I'll put it on the page then.
GrampaSwood (talk) 09:22, 27 October 2019 (UTC)
Got in touch, planning a few tests in a day or so. Initial thoughts being that the DF likely uses projectile mechanics, however not using the typical flame particle system, meaning any collision hulls it comes into contact with tricks the game into thinking the flames were blocked, despite appearing different visually. Very similar to how, say, rockets or melee works. Will test this in-depth, as well as the other weapons, of course. Think Flour wants to try with Monoculous as well. Senmithrarin (talk) 23:43, 27 October 2019 (UTC)
Findings
Breaks DF:
  • Airstrike
  • Cow Mangler
  • Crusader's Crossbow
  • Flare Guns
  • Fireball (spell)
  • Huntsman
  • Monoculus Rockets
  • Rescue Ranger
  • Syringe Gun
Does Not:
  • Jarate
  • Mad Milk
  • Gas Passer
  • Flying Guillotine
  • Pomson
  • Righteous Bison
  • Iron Bomber
  • Grenade Launcher
  • Loch-n-Load
  • all Sticky Bomb launchers
  • Flamethrower
  • Dragon's Fury
  • Grappling Hook
  • Wrap Assassin
  • Sandman
  • Bat spell
  • Loose Cannon
  • Short Circuit
  • Other players
  • Engineer buildings
Overall, it's very strange. Teammates and buildings don't block the DF, meaning it acts very similar to the flame particles, but it can still be blocked by certain projectiles, meaning it also behaves in part like standard projectiles itself. This makes me question my collision hull/projectile hitbox theory, as if that were the case, other players and buildings should still block the DF, no? It also fails to behave consistently with the fireball spell, seeing as how the DF does not block other DF attacks, yet fireball spells do. The whole thing doesn't just seem like a consequence of the weapon type, it feels wholly unintended. Regardless, if anyone wants to do more testing on the matter, let one of us know. Senmithrarin (talk) 05:49, 30 October 2019 (UTC)
I think the fireball spell is just a reskinned rocket with afterburn. That would easily explain why fireballs break the DF, since rockets generally share a certain property that cause it to break for some reason. Also, I'll get to editing an updated video with all the old/new findings. However, I'm not sure whether or not to include the weapons I have already demonstrated in my previous video yet. TooFlour (talk) 19:02, 30 October 2019 (UTC)
Without further ado, here's the rest of the test results of the weapon functioning properly.
In the video, there's also a few more projectiles that break the Dragon's Fury. TooFlour (talk) 20:07, 8 November 2019 (UTC)

Pyro afterburn?

Based on the demonstration video, I had observed one afterburn unit on the enemy Pyro. Can we safely assume 0.5 seconds afterburn for Pyro? Qwertyxp2000 (talk) 09:22, 5 March 2020 (UTC)

It's one second of afterburn for pyros and three for everyone else. Due to the way that damage ticks are dealt in game (on a constant clock signal), but afterburn duration is counted from the instant the flame hits, the game only manages to get one damage tick in for pyros and five for everyone else. If you stack up the duration with another fireball you end up with 3 damage ticks for a pyro and 11 for other players (The second fireball damage-batches with the first afterburn tick, which can make it harder to count). --Manta (talk) 09:58, 2 September 2020 (UTC)

Causes of Dragon's Fury stutter

The bugs part of the page claims that the stutters that may occur when firing the Dragon's Fury are due to the max particles being 1000, but it also claims that disabling dynamic lighting will fix the issue. Is there any citation that disabling dynamic lighting fixes it? Because these seem to be contradicting pieces of evidence. fiend (talk) 09:26, 20 August 2021 (UTC)

Disabling dynamic lighting didn't worked for me either, I tried that years ago to no avail. mastercomfig has settings that fix the lag on Dragon's Fury (and I can confirm that since I use the custom config). Maybe try looking at the source code and see any mentions about the weapon there. The custom config console commands, no "file replacements", so it's possible that there's a command there somewhere that will indeed fix the problem. Edit: I went there and there was no instances of the Dragon's Fury lag being fixed on their comfig.cfg or website, but since I use the weapon with the config, I can confirm to you that I do not have the lag. Additionally, this mod pack mentions that it fixed the Dragon's Fury lag, probably investigate how they have done it? User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 11:53, 20 August 2021 (UTC)
In my test I wasn't getting lag with the weapon either, but I also use comfig, although i couldn't find any instances of commands that might help alleviate the DF's lag issues on the preset I use. To my knowledge the game only spawns 1 dynamic light per projectile anyway, so I don't see any way that it *could* cause lag. Unfortunately there's also no info in the source code that is available to my knowledge, as it is from before the DF was made. I'll ask around and probably will contact the devs of TF2UVF to see if I can get some better answers for the wiki page. fiend (talk) 23:28, 20 August 2021 (UTC)


Possible fix to Dragon's Fury stutter

Disabling dynamic lights might help with overall FPS, but I think that the Dragon's Fury's stutter comes from just 1 part of the whole particle system. If you go into TF2's particle editor, open up flamethrower.pcf and remove "projectile_fireball_end_center" (that big red flash bang) from "projectile_fireball", your game shouldn't stutter anymore. I think this is because it spawns the instant you fire your weapon and since projectiles tend to fire from the eyes, it frontloads your view with an extremely bright particle, which would microfreeze your game every time you shoot. At the very least this is what I found to work on my end, so I'm not sure if this is the primary cause or if it will work for everyone. I think it's worth a try at least. Pathulhu (talk) 19:27, 26 June 2023 (UTC)

It might work but I think deleting particles from the game is not something that should be put on the page.
GrampaSwood (talk) 19:36, 26 June 2023 (UTC)
Right, will edit that. You could also disable it by removing it from the parent particle system it seems, so deleting it wouldn't have to be an option. Pathulhu (talk) 19:50, 26 June 2023 (UTC)
I think mention of editing the particle itself should be avoided in general, as it might lead to unintended consequences.
GrampaSwood (talk) 19:56, 26 June 2023 (UTC)