Difference between revisions of "Hot Hand"
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| released = {{Patch name|10|20|2017}} | | released = {{Patch name|10|20|2017}} | ||
| released-major = Jungle Inferno Update | | released-major = Jungle Inferno Update | ||
− | | availability = {{avail|contract-unique | + | | availability = {{avail|drop|craft|contract-unique}} |
| marketable = yes | | marketable = yes | ||
| numbered = no | | numbered = no | ||
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* The Hot Hand's viewmodel is not affected by the "Use minimized viewmodels" option. | * The Hot Hand's viewmodel is not affected by the "Use minimized viewmodels" option. | ||
* The Hot Hand does not appear when inspecting it from the [[backpack]] menu. | * The Hot Hand does not appear when inspecting it from the [[backpack]] menu. | ||
− | * Upon selecting the Hot Hand on Pyro's Loadout menu, and then switching back to another melee weapon that is for [[Weapons# All classes|all classes]] | + | * Upon selecting the Hot Hand on Pyro's Loadout menu, and then switching back to another melee weapon that is for [[Weapons# All classes|all classes]] or the [[Gas Passer]], their right hand is more elevated than normal when holding the other weapon; this is because their right arm is slightly more extended when using the Hot Hand, however, the game does not return to the proper right-hand position after going back to an all-class melee weapon. This effect only happens on the Loadout menu, and the [[Heads-up display#3D Character HUD|3D Character HUD]], but it does not happen in-game. The effect on the Loadout menu only goes back to normal after rebooting ''Team Fortress 2'', while the effect on the 3D Character HUD goes back to normal after switching classes. |
** A similar bug can happen in-game. If the Hot Hand is equipped, then gets switched out for an all-class melee, touching a resupply locker causes the melee weapon to be misplaced and the Pyro to use the wrong animation. | ** A similar bug can happen in-game. If the Hot Hand is equipped, then gets switched out for an all-class melee, touching a resupply locker causes the melee weapon to be misplaced and the Pyro to use the wrong animation. | ||
* The Hot Hand does not smoothly switch to or from the Gas Passer, and switching to any weapon from the Hot Hand results the first frame of the holstering animation being that of the Gas Passer's animation. | * The Hot Hand does not smoothly switch to or from the Gas Passer, and switching to any weapon from the Hot Hand results the first frame of the holstering animation being that of the Gas Passer's animation. |
Latest revision as of 17:44, 3 June 2024
“ | Hudda hudda huh!
Click to listen
— The Pyro on slapping enemies
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” |
The Hot Hand is a melee weapon for the Pyro. It is a grey, heavy, fire-resistant glove with reflective yellow and silver bands on the wrist and soot-darkened fingertips. It appears similar to the gloves worn by real-life firemen.
Unlike other melee weapons, pressing primary fire (default key: MOUSE1) causes two consecutive melee attacks. The weapon deals less damage than the Fire Axe, which is split between the two slaps (28 x 2, for a total of 56 damage).
Upon hitting an enemy with this weapon, the player gains a speed boost for 1 second and the hit is announced in the kill feed, similar to the Holy Mackerel and the Unarmed Combat. Kills with this weapon are shown as "SLAP KILL!" in the killfeed; like the aforementioned weapons, this message does not show if the victim is a Spy using an active Dead Ringer.
Taunting with the Hot Hand equipped results in the Hadouken kill taunt.
Unlike the Gunboats, Gunslinger, Mantreads, Ali Baba's Wee Booties, and Bootlegger, the Hot Hand does not appear on the player model unless it is the Pyro's active weapon.
The Hot Hand is automatically given to any player who completes the Pyroland Contract "The Hot Hand".
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Damage type | Melee | |
Ranged or Melee damage? | Melee | |
Damage | ||
Base damage | 100% | 28 (x2) |
Critical | 84 (x2) | |
Mini-crit | 38 (x2) | |
Function times | ||
Attack interval | 1.0 s | |
Values are approximate and determined by community testing. |
Demonstration
Crafting
Blueprint
Class Token - Pyro | Slot Token - Melee | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
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Related achievements
Pyro
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Update history
- Added the Hot Hand to the game.
- Fixed the Hot Hand not displaying the item level in its description.
- Added the Hot Hand to the list of weapons used when generating Killstreak Kits in Mann vs. Machine.
- Fixed the Hot Hand being hidden when the Pyro taunts.
- Added the Hot Hand to the list of weapons that can be found via random drops.
- [Undocumented] The Hot Hand can now be crafted.
Unknown patches
- Fixed the Hot Hand not glowing when crit-boosted.
Bugs
- The attribute -20% damage penalty is incorrect; the actual damage penalty is -57% per slap and -14% if both slaps hit.
- If the player assists a slap kill, the kill icon is not highlighted in the kill feed like other kills and assists.
- Taunt kills with the Hot Hand announce both the taunt kill and "SLAP KILL!".
- The Hot Hand's viewmodel is not affected by the "Use minimized viewmodels" option.
- The Hot Hand does not appear when inspecting it from the backpack menu.
- Upon selecting the Hot Hand on Pyro's Loadout menu, and then switching back to another melee weapon that is for all classes or the Gas Passer, their right hand is more elevated than normal when holding the other weapon; this is because their right arm is slightly more extended when using the Hot Hand, however, the game does not return to the proper right-hand position after going back to an all-class melee weapon. This effect only happens on the Loadout menu, and the 3D Character HUD, but it does not happen in-game. The effect on the Loadout menu only goes back to normal after rebooting Team Fortress 2, while the effect on the 3D Character HUD goes back to normal after switching classes.
- A similar bug can happen in-game. If the Hot Hand is equipped, then gets switched out for an all-class melee, touching a resupply locker causes the melee weapon to be misplaced and the Pyro to use the wrong animation.
- The Hot Hand does not smoothly switch to or from the Gas Passer, and switching to any weapon from the Hot Hand results the first frame of the holstering animation being that of the Gas Passer's animation.
- The glove does not appear on a Pyro's hand after death and does not drop.[1]
- During Halloween events, the Thriller taunt has a chance to replace the Hot Hand's Hadouken kill taunt, when it does not normally replace kill taunts.
Trivia
- The originally posted Jungle Inferno Update Day 4 stated "Added The Slap Attack" instead of "Added The Hot Hand"[2]. Valve later changed the update page to state "Added The Hot Hand" and added a burnt hole next to the changed text.
Gallery
See also
References
- ↑ Video showing off the Hot Hand not dropping or appearing on the Pyro's hand on dying.
- ↑ The Slap Attack as seen originally on the update page
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