Difference between revisions of "Team Fortress Wiki talk:Weapon Demonstration"

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m ({{icon item|Badpipes|16px}} Badpipes: Updating name link. Seems both "Badpipes" and "Bad Pipes" show the icon of the taunt, but only one gives the proper link to the page.)
({{icon item|Disguise Kit|16px}} Disguise Kit)
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{{c|Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds}}
 
{{c|Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds}}
 +
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 9:24 PM 1/1/2016 (PDT)}}
 
:Is this still needed? I didn't notice any significant changes from before(If any) [[User:JamesCatty|JamesCatty]] ([[User talk:JamesCatty|talk]]) 12:10, 30 October 2014 (PDT)
 
:Is this still needed? I didn't notice any significant changes from before(If any) [[User:JamesCatty|JamesCatty]] ([[User talk:JamesCatty|talk]]) 12:10, 30 October 2014 (PDT)
 
: Yes, I believe so. "Modified the Disguise Kit menu. It now has a Spy Mask icon in the upper-left corner and a white line above the class portraits." - Quoted from the June 11th patch. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 18:01, 30 October 2014 (PDT)
 
: Yes, I believe so. "Modified the Disguise Kit menu. It now has a Spy Mask icon in the upper-left corner and a white line above the class portraits." - Quoted from the June 11th patch. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 18:01, 30 October 2014 (PDT)
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Would it be worth also showing that being undisguised and invisible won't let you use an enemy dispenser, but being disguised and invisible will?  <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 03:27, 10 February 2015 (PST)
 
Would it be worth also showing that being undisguised and invisible won't let you use an enemy dispenser, but being disguised and invisible will?  <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 03:27, 10 February 2015 (PST)
 
:The cloak demonstrations already show this but it's not a bad idea to show it here too — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:24, 16 February 2015 (PST)
 
:The cloak demonstrations already show this but it's not a bad idea to show it here too — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:24, 16 February 2015 (PST)
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::Challenge Accepted. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 9:25 PM 1/1/2016 (PDT)
  
 
=={{icon item|Enthusiast's Timepiece|16px}} [[Enthusiast's Timepiece]]==
 
=={{icon item|Enthusiast's Timepiece|16px}} [[Enthusiast's Timepiece]]==

Revision as of 13:25, 1 January 2016

Contents


Needed

Bad_Pipes Bad Pipes

Batsaber Batsaber

Pictogram wait.png This demonstration has been reserved: Scoot-teh-Destroyer (talk) 22:32, 7 October 2015 (PDT)

I've got a legit one, I'll give it a shot. :) Scoot-teh-Destroyer (talk) 22:32, 7 October 2015 (PDT)
Good to hear! I'd suggest making sure the loadout view shows that the item is tradable, I think currently all of the new reskins are marked with a "untradable" tag. User Obilisk Demo1.png Obilisk 23:23, 7 October 2015 (PDT)
Yeah, the Bat's currently untradeable since I got those crates from the Comm. Market. I'll deal with that part last. Scoot-teh-Destroyer (talk) 04:06, 8 October 2015 (PDT)
Gonna do a test render soon. What should I do for the Bat's inspect animation? It's currently bugged but they'll eventually patch it of course. Scoot-teh-Destroyer (talk) 21:08, 8 October 2015 (PDT)
Trying to rediscover how to use Srcdemo2, but haven't been successful. Here's the rough test for the video just to test the format. Will probably spend more time waiting for the vaporization animations to complete before moving onto the next target. Scoot-teh-Destroyer (talk) 21:43, 8 October 2015 (PDT)
So far it's looking pretty good. I'd suggest making the following changes:
  • In your loadout, after you give time for the viewers to read the description of the item, move your mouse so they can see the Scout.
  • After you hit the Pyro with the first swing allow a tiny bit more time to stare at him before jumping over the barrier and continuing.
  • Allow more time to watch the corpses disappear, also let at least most of the Scout's quote finish when you kill the Soldier before moving on to the Medic.
  • After killing the medic wait for a tiny bit longer still showing the crits, then let them disappear and then taunt.
  • Also, in the lower right of your screen while hitting the Medic a icon appears several times.
  • Also, VERY picky for me to say, but since you're re-recording the clip I'd suggest kicking the Spy from the server, as he's not needed for this clip.
Very good demonstration attempt dude, only a few small changes need to be made. If you haven't been already, watch the current Bat Demonstration and use it as a reference, try mimic it as close as possible. (The delays, intervals of swings etc) and your clip will look much nicer. Also, regarding your first question, are you referring to the skin inspection animation? If so, they are not required for the wiki's demonstrations. User Obilisk Demo1.png Obilisk 03:26, 9 October 2015 (PDT)

I looked into it, and it appears that as default, at least with exec'ing weaponref the numbers stack. Place "hud_combattext_batching 0" into your console and it should fix the problem,

EDIT: Disregard what I said about the damage stacking, I'm just not used to it taking effect on the Scout's melee, since usually it doesn't stack on melee as they're not firing fast enough. User Obilisk Demo1.png Obilisk 05:13, 9 October 2015 (PDT)

All of what Obilisk said, plus:
  • If you can set your recording program to show your mouse cursor, please do so in the loadout view. It's not a hard rule but most demonstrations have it visible. If you can't then no big deal.
  • Hide the Spy; he's visible a few times in the clip. The most effective way to do that is to do what Obilisk said (kick the spy).
  • The weapon selection HUD is visible for a split-second right after taunting.

Also if you need help with SrcDemo2 please ask~ Though your current recording setup and video quality is very nice as-is. — Wind 17:13, 10 October 2015 (PDT)

Here's the latest test demo. I'll be sure to do one more similar to this when the item is actually tradable. On another note, Nvidia Shadowplay seems to have no setting to show the mouse cursor, so I believe showing it on the loadout screen will be impossible. Seem to not be able to launch SrcDemo2 at all, not even the software will launch. I'll just stick with my current setup for now. Scoot-teh-Destroyer (talk) 15:26, 11 October 2015 (PDT)
Clip is looking very good Scoot! My one suggestion to make the clip perfect would be to after killing the medic not release the crits instantly, rather wait a tiny bit then release. Very nit picky but it would make the clip great, though since it's not too noticable Wind may let it slide. My suggestion for the mouse cursor would either be manually edit the mouse cursor (Yes, a struggle :S) Or perhaps try recording with another software. Although I remember some old demonstrations in the past not having a cursor so you'd want to wait for Wind's reply on that. User Obilisk Demo1.png Obilisk 02:27, 12 October 2015 (PDT)
It's fine. Feel free to address both or either detail (mouse cursor and crit thing) if you want, or don't. Just needs music now~ — Wind 14:13, 18 October 2015 (PDT)
I'll probably have a final version ready later this week. Scoot-teh-Destroyer (talk) 16:21, 19 October 2015 (PDT)
Anybody have a link to the extended demonstration music and the reel sound effect that plays @ the end? Can't find em' anywhere. Scoot-teh-Destroyer (talk) 10:06, 24 October 2015 (PDT)
[1] Credit: User:Karmacharger. WindPower, please poot on main page (you forgot last time). Darkid (Talk | Contribs) 10:28, 24 October 2015 (PDT)
Don't use/put that one, it has bad musics mixing. Use/put this one instead: http://www.mediafire.com/download/y0gjm9yekjj6zzx/Demonstration+Music+v2.rar User Karmacharger Charger 2.png Karmacharger 2:46 AM 10/25/2015 (PDT)
Pictogram tick.png DoneWind 15:23, 25 October 2015 (PDT)
Been dealing with hardware issues/school. Should have a version w/ music done by the end of this week hopefully. Apologies. Scoot-teh-Destroyer (talk) 09:08, 9 November 2015 (PST)

Bucking_Bronco Bucking Bronco

Burstchester Burstchester

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 18:13, 31 December 2015 (PST)

C.A.P.P.E.R C.A.P.P.E.R

Pictogram wait.png This demonstration has been reserved: Scoot-teh-Destroyer (talk) 06:07, 9 October 2015 (PDT)

Guess I'll do this one too. Scoot-teh-Destroyer (talk) 06:07, 9 October 2015 (PDT)

Giger_Counter Giger Counter

Shooting_Star Shooting Star

Pictogram wait.png This demonstration has been reserved: Punishment Fatal (talk) 03:28, 11 October 2015 (PDT)

I just traded up mine, so I guess I'll try it.
Alright, another rough edit. Pre-SrcDemo2 and loadout screen. I think the Scout and Engi on top of each other might need to be fixed, but for some odd reason, a shoulder shot was considered by the game to be a "headshot", so I'm not quite sure about that one. Punishment Fatal (talk) 18:28, 18 October 2015 (PDT)
Looks very good, but yeah I'd suggest moving the scout. Try aiming a bit lower, maybe around his chest area, as I believe killing the Scout and Engineer simultaneously in that part is meant to show penetrating targets without a headshot. Otherwise though, I'd say you should try srcdemo2 it! User Obilisk Demo1.png Obilisk 03:56, 20 October 2015 (PDT)
Also aim lower on the Medic. Aim for the tummy, not the shoulders. Other than that, there's also the obvious (needs loadout screen, higher quality like Obilisk said etc.). — Wind 15:23, 25 October 2015 (PDT)

Kazotsky Kick The Kazotsky Kick

I think Valve beat our asses on this one. Not sure if we should still do it, because it'd be weird to have two videos on the same page. — Wind 18:47, 26 September 2015 (PDT)

Grappling Hook Grappling Hook

Pictogram wait.png This demonstration has been reserved: - Uufje 07:41, 30 November 2015 (PST)

(I mean, if nothing else, it is able to kill players.) Dogman15 (talk) 02:26, 24 December 2014 (PST)

I don't know, but, Grappling Hook is having several changes each update, so every time an update releases, it would be need to re-made the entire video. In my opinion, I would wait until Mannpower to release it completely before doing a Weapon Demonstration video. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 08:37, 16 March 2015 (PDT)
Yeah I agree with Gabrielwoj, otherwise we'd be constantly doing this demonstration :( User Obilisk Demo1.png Obilisk 13:32, 17 March 2015 (PDT)
Today's update says Mannpower is no longer in Beta. So would now be a good time to do this? Awesome144 (talk) 18:12, 28 October 2015 (PDT)
Yes. — Wind 13:48, 1 November 2015 (PST)

I should have this done soon; I've been sick for a week, so that's why it's taking longer than normal. - Uufje 14:13, 19 December 2015 (PST)

Mannrobics Mannrobics

Pumpkinbomb.png Pumpkin bomb

does it really need a video? User Karmacharger Charger 2.png Karmacharger 4:52 AM 10/19/2014 (PDT)
Not really. That or the other mechanics would need videos too (ghosts, halloween bosses, spells, etc) — Wind 19:59, 27 October 2014 (PDT)

Soldier's Requiem Soldier's Requiem

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 17:29, 6 November 2015 (PST)

I did two seperate versions of this demonstration. One with the original demonstration music, and one with the Haunted Fortress 2 music. Version 1 and Version 2 Tell me which one you prefer, I just thought it could be cool having the Halloween music for a Halloween taunt, I tried the demonstration with the latest halloween music, but it sounded a bit too intense in my opinion, so I kept to just the 2010 Halloween music. User Obilisk Demo1.png Obilisk 17:56, 6 November 2015 (PST)

The Halloween music is nice but unfortunately it doesn't really fit with a video fo this short duration. You're forced to cut the music rather abruptly. On this basis I'd prefer the non-halloween version for this, or maybe you could taunt a few more times if the voice lines keep being unique and it allows you to cut the music at a more appropriate point. — Wind 15:11, 8 November 2015 (PST)
Ah alright. I don't think it'd be worth showing it over and over, as I don't believe it'd be neccessary for the viewers, and may be a bit boring. Download with normal music. It would be cool to put the music on the Zoomin' Broom taunt though! User Obilisk Demo1.png Obilisk 21:39, 8 November 2015 (PST)

Zoomin' Broom Zoomin' Broom

Pictogram wait.png This demonstration has been reserved: Derpspy 16:17, 15 December 2015 (GMT)

Tools

Gift Wrap Gift Wrap

Does this still need to be done? I can do it. ~Hi5TBone 4:45 PM 6/12/2015 (CST)
No one seems to have touched it, so go ahead. User Obilisk Demo1.png Obilisk 05:11, 13 June 2015 (PDT)

Upgrade to Premium Gift Upgrade to Premium Gift

I'm not quite sure if this one is necessary User Karmacharger Charger 2.png Karmacharger 9:12 PM 8/24/2014 (PDT)
Nah, probably not unless someone just happens to run upon that item — Wind 19:59, 27 October 2014 (PDT)

Strange Count Transfer Tool Strange Count Transfer Tool

With the release of the Tough Break Update, it would be a good idea to get this done ASAP. --User Dr. Scaphandre Golden Ghastly Gibus.png Dr. Scaphandre 11:17, 23 December 2015 (PST)

Cosmetics

Boston Boom-Bringer Boston Boom-Bringer

Pictogram comment.png Demonstration of how the sound effect works

Pardon me if I'm putting in the wrong place, but I noticed that Infernal Orchestrina includes the demonstration. I know that was for a pyroland item, but what if the Boston Boom-Bringer had a demonstration video where it shows the sound effect that is played when taunting? Just like the Orchestrina had (albeit the Pyroland thing). There is several sound effects, though, so all of them has to be played. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 21:32, 26 March 2015 (PDT)

Infernal Orchestrina was demonstrated because it turns pyroland vision on by itself, not because of the sound effect it adds. This item has no such dramatic change, so no need to demonstrate — Wind 15:08, 29 March 2015 (PDT)
Alright, thanks. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 15:12, 29 March 2015 (PDT)

Need to be redone

Air_Strike Air Strike

Pictogram comment.png Reduced blast radius by 20% when rocket jumping

Amputator Amputator

Pictogram comment.png Healing done with the taunt now grants small amounts of ÜberCharge

Axtinguisher Axtinguisher

Pictogram comment.png 33% Damage penalty

Pictogram comment.png 20% Slower attack speed

Pictogram comment.png 75% Slower switch-to speed

Baby Face's Blaster Baby Face's Blaster

Pictogram comment.png Added Boost reduction on taking damage.

Pictogram comment.png Increased amount of Boost lost on air jump

Pictogram wait.png This demonstration has been reserved: Jimbo Jones (talk) 09:27, 29 August 2015 (PDT) I'll do it. I've been noticing the demonstrations have been falling behind, we should get stuff done. Jimbo Jones (talk) 09:27, 29 August 2015 (PDT)

Alright, I got the first version of the demo here: http://youtu.be/MJAqQuEUVls. Sorry it looks a bit stretched, I selected to not maintain the aspect ratio while in Sony Vegas. Otherwise it would have gotten a 4:3 ratio. If you need demo files, I'll be happy to provide the downloads. Jimbo Jones (talk) 12:24, 31 August 2015 (PDT)

Sorry, but the ratio requirement is there because it should be respected... Stretching the video doesn't help. Similarly:
  • The video must run in DirectX 9+ mode or OpenGL (yours is running in DirectX 8 or 7 mode, you can tell by the lack of reflective cartoon-y shaders on the characters and the non-dynamic lighting of the map). You can change this by running the game with the -dxlevel 95 flag.
  • Framerate is choppy
  • The video is cut on the sides (ammo HUD counter and kill notices are chopped off)
  • Video and audio glitch while taunting at 0:57

Please see if you can get the video quality up to the requirements first before making large demonstration efforts. If you can't run TF2 at better settings than that then I'm afraid you can't really make demonstration videos :( — Wind 20:21, 9 September 2015 (PDT)

Don't worry, I got a new widescreen laptop with way more graphical capabilities. I'll be able to turn in the demonstration in much better quality and I won't have to stretch it. Now that I look at the video, I agree that it isn't demonstration quality. Jimbo Jones (talk) 20:45, 12 September 2015 (PDT)

DEMONSTRATION REQUEST: I've got a rough draft right here, of Baby Face post-Gun Mettle. Feedback welcome. Edited with Sony Vegas, 720p WMV. The video does not have the thumbnail, I'd expect that to be added in post. https://youtu.be/UuM1zwVTEwo PePeToads (talk) 03:01, 15 October 2015 (PDT)

Not a bad attempt PePeToads, however Jimbo Jones has reserved this demonstration, so only he should be working on it. Either way I have still watched your video and these are what I picked up on.

  • The loadout text popup has a white border. Try restarting your game, usually it fixes it.
  • Overall the loadout view seems a bit low quality, the Scout appears to be very pixel-y.
  • Please use the default TF2 crosshair.
  • A bit too long of a delay between the shots at the Pyro.
  • You shouldn't reload until you have emptied your magazine in the first clip.
  • After shooting the Medic you should shoot the wooden target at the back.
  • Though the second clip is interesting, overall it'd be much more effective showing it how the current demonstration does.
  • Music looping needs work, primarily noticeable at 1:00 and 2:00. It's also too loud, the gameplay should be louder than the music.
  • The double jumping clip again, would be demonstrated better if it's more like the current demonstration. Also, if the bots don't have a purpose (Both the Medic and the Soldier don't appear to in this clip) I'd suggest kicking them from the server.
  • The splitscreen should show more than just two. It'd be worth seeing the speed comparison when the Boost bar is at different levels. The current demonstration has a 6 way splitscreen, so I'd suggest going with that, and also, if doing a 2 way I'd suggest having them next to each other rather than on top.
  • At the end of the demonstration I'd suggest having the fade out a bit faster.
  • Just a side note, when uploading your preview to Youtube, please make them unlisted.

Overall not bad for an attempt at this demonstration. However, in the future keep an eye out for demonstrations that have been reserved. If you're unsure on how the discussion page works and whatnot, check the Project page for the basic rules and guidelines. The suggestions I have made are mine though, and Wind may have a different opinion on a few of them. However, since this demonstration is reserved from another user, considering a video from someone else would not be considered unless the demonstration has been unreserved. Currently there are plenty of demonstrations that need to be done though, so feel free to take a stab at one that no one has touched. :) User Obilisk Demo1.png Obilisk 04:10, 15 October 2015 (PDT)

How would I go about looping the music better? I didn't want to just have the whole file played over and over, but I couldn't get the loop to be seamless PePeToads (talk) 08:12, 15 October 2015 (PDT)

Here you can download the extended version. It's outrageous in length, so it should be able to fit any demonstration, no matter how long. User Obilisk Demo1.png Obilisk 01:16, 16 October 2015 (PDT)
Unfortunately I can't double-check this because the video has been deleted off youtube :( In the future please upload as unlisted and feel free to delete (or not delete) once all approved. — Wind 14:13, 18 October 2015 (PDT)

Don't worry people, I haven't gone to sleep on this, I want to assure it's absolutely consistent for the wiki. Jimbo Jones (talk) 20:49, 27 October 2015 (PDT)

Take your time — Wind 13:48, 1 November 2015 (PST)

I'm remade it: https://youtu.be/xxJNRqj2Bbw, it is good? This my first demonstration and sorry for my idiot skill in sony vegas. Evil PanCake (talk) 00:11, 22 November 2015 (PST)

A few things:
  • Please install the HUD override. The damage numbers are small and red in the video.
  • Transitions should be plain fades (here there's this brightening-to-white effect going on)
  • Split-screen should have each clip be centered. You can use the split-screen HUD override to show the boost meter in the right place.
  • The boost reduction is best shown by showing it by speed. For example, do a split-screen with both scouts at one end of the map and full boost. Add a level 1 sentry hidden on the side in one clip. Show its presence at the beginning of the clip. Then show both scouts running to the other end of the map. The scout will get hit so he will arrive later.
  • The demonstration doesn't show how to acquire boost. It's just one shot at the very beginning that gives you full boost. Look at the existing demonstration that cycles through all weapons to show the rate at which you can acquire boost.
  • The speed comparison can be a 6-way split-screen (see existing demonstration)
  • The ways to lose boost are defined more precisely in the existing demonstration (double-jumping from falling or rocket blast)

Wind 23:23, 22 November 2015 (PST)

Beggar's_Bazooka Beggar's Bazooka

Pictogram comment.png Decreased blast radius by 20%

Bushwacka Bushwacka

Pictogram comment.png Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active

Pictogram wait.png This demonstration has been reserved: Akuago220, The Jungle Expeditioner (talk) 06:47, 3 July 2015 (PDT)

Chargin'_Targe Chargin' Targe

Pictogram comment.png Reduced blast resistance from 40% to 30%

Pictogram comment.png Removed fire immunity

Claidheamh Mor Claidheamh Mór

Pictogram comment.png Changed 25 charge on charge kill to 25 charge on melee kill

Pictogram comment.png Removed charge duration bonus

Pictogram comment.png Now restores 25 health on kill

Pictogram comment.png Removed health penalty

Pictogram comment.png Now increases damage taken while active by 15%

Cleaner's_Carbine Cleaner's Carbine

Pictogram comment.png Reduced firing rate penalty from 35% to 20%

Pictogram comment.png Added 'CRIKEY' meter which is filled by dealing damage

Pictogram comment.png Mini-crits now activated when Crikey meter is full with alt-fire

Cloak and Dagger Cloak and Dagger

Pictogram comment.png Can now pick up ammo kits for cloak meter while visible.

Pictogram comment.png While invisible, Spy receives 20% less damage from all damage sources

Pictogram comment.png While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)

Pictogram comment.png HUD now displays "Motion" rather than "Cloak"

Concheror Concheror

Pictogram comment.png Now gives +4 HP per second.

Pictogram comment.png Reneration rate is decreased if player has been recently damaged.

Cozy_Camper Cozy Camper

Pictogram comment.png Now gives +4 HP per second.

Pictogram comment.png Reneration rate is decreased if player has been recently damaged.

Crusader's Crossbow Crusader's Crossbow

Pictogram comment.png Updated description to better detail the weapon's features.

Pictogram comment.png Healing a player with an arrow now grants a small amount of ÜberCharge

Updated once again, needs a redo. InstantMan (talk) 17:31, 10 August 2015 (PDT)

Dead Ringer Dead Ringer

Pictogram comment.png Cloak mechanism has been overhauled (see patch notes)

Degreaser Degreaser

Pictogram comment.png No longer boosts all-around switch speed. Instead, boosts switch-to speed by 60% and switch-from speed by 30%.

Pictogram comment.png Removed damage penalty

Pictogram comment.png Increased Airblast cost by 25%

Pictogram comment.png Increased afterburn penalty to from 25% to 66%

Diamondback Diamondback

Pictogram comment.png Spy no longer smacks himself in the face while reloading a revolver

Eh why not i'll go ahead and do one The preceding unsigned comment was added by Griffin (talk) • (contribs)

Disguise Kit Disguise Kit

Pictogram comment.png Disguise kit menu appearance has been updated.

Pictogram comment.png Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 9:24 PM 1/1/2016 (PDT)
Is this still needed? I didn't notice any significant changes from before(If any) JamesCatty (talk) 12:10, 30 October 2014 (PDT)
Yes, I believe so. "Modified the Disguise Kit menu. It now has a Spy Mask icon in the upper-left corner and a white line above the class portraits." - Quoted from the June 11th patch. User Obilisk Demo1.png Obilisk 18:01, 30 October 2014 (PDT)
Alrighty, I guess I will go ahead and do it when I get time (a few hours) JamesCatty (talk) 18:15, 30 October 2014 (PDT)

Would it be worth also showing that being undisguised and invisible won't let you use an enemy dispenser, but being disguised and invisible will? User Obilisk Demo1.png Obilisk 03:27, 10 February 2015 (PST)

The cloak demonstrations already show this but it's not a bad idea to show it here too — Wind 16:24, 16 February 2015 (PST)
Challenge Accepted. User Karmacharger Charger 2.png Karmacharger 9:25 PM 1/1/2016 (PDT)

Enthusiast's Timepiece Enthusiast's Timepiece

Pictogram comment.png While invisible, Spy receives 20% less damage from all damage sources

Pictogram comment.png While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)

Eviction_Notice Eviction Notice

Pictogram comment.png Now provides 15% move speed bonus

Pictogram comment.png Now increases damage taken by 20%

Fishcake Fishcake

Pictogram wait.png This demonstration has been reserved: kobias (talk) 12:55, 16 September 2015 (PDT)


Pictogram comment.png Now has 10 second cool down on use

Pictogram comment.png Can now overheal up to 400hp

Pictogram comment.png Can be thrown (alt-fire) as a small medkit for other players to use

Pictogram comment.png Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit

Fists_of_Steel Fists of Steel

Pictogram comment.png Removed deploy time penalty Pictogram comment.png Added penalty of increased holster time by 100%

Force-A-Nature Force-A-Nature

Pictogram comment.png Updated description to better detail the weapon's features.

Pictogram wait.png This demonstration has been reserved: Punishment Fatal (talk) 23:18, 10 October 2015 (PDT)
I'll try my hand at it. I've gotten most of the clips down. I just need to put the 2 demos together and get a screen recorder for the loadout.--Punishment Fatal (talk) 23:18, 10 October 2015 (PDT)
Edit: I have the demos, but I'm having trouble compressing them. Quicktime doesn't want to let me work in h264 and the tga's have some sort of stop at certain frames when I didn't have in them in the game. How can I use a program that can smooth out the tga's or use a different format while recording a movie to extract the video and audio without stuttering or 1,000 files flooding my TF2?
If you're talking about bringing the images together to form a clip, personally I use Virtualdub. After you srcdemo2 and use Virtualdub you can delete all the images you used, as you will have the video. User Obilisk Demo1.png Obilisk 01:21, 11 October 2015 (PDT)
Yeah, I was using Virtualdub as well. It's just when I was watching the tgas compiled together, I noticed that at certain tgas the game completely halted and froze as if my game was stuttering though in the demo itself there was no visible sign of any framerate drop. Punishment Fatal (talk) 01:26, 11 October 2015 (PDT)
I've also seemed to have encountered another problem. Everytime I try to open SrcDemo2, it just loads and stops immediately even without opening a window to let me troubleshoot the problem. Do you know how to work around this? Also, should I use OBS for recording the loadout or do you recommend some other program? Punishment Fatal (talk) 03:47, 11 October 2015 (PDT)
Throw me a friend request, I can help out. Add me. User Obilisk Demo1.png Obilisk 05:48, 11 October 2015 (PDT)
Alright, I found the problem for Virtualdub. It stuttered since it wasn't an actual player and didn't load all the frames together. However, when I exported the frames, it reduced the quality quite a bit. Is there any way I can keep the quality while converting? Punishment Fatal (talk) 13:10, 11 October 2015 (PDT)
Edit: Nevermind, only Windows Media player was showing the quality as blocky. Windows Movie Maker shows it as normal. Punishment Fatal (talk) 13:36, 11 October 2015 (PDT)
Alright, here's the rough edit for the Demonstration. I haven't added a loadout option yet or rendered it in SrcDemo2, but I want to hear your guys' critique. (Also thanks again to Obilisk for sending me the training vid music). Punishment Fatal (talk) 19:26, 12 October 2015 (PDT)
Overall It's looking pretty good so far Punishment Fatal. My only suggestions would be to perhaps not fire two shots every time you intend to shoot. From the looks of your demonstration it seems compulsory to always fire both barrels. I'd say maybe just shoot one shot when you know the other won't be shooting at anything. ( An example is at 0:40 when you kill the medic, one of your shots go to waste. Try killing him with just the amount of bullets you need to, and again straight after, you should only shoot the backboard once.) Also, the ending sound should merge with the original demonstration music, rather than cutting to no music then bringing it in. Otherwise, as I said, looking good! User Obilisk Demo1.png Obilisk 04:16, 15 October 2015 (PDT)
Here's the fixed edit. Again, it's pre SrcDemo2 and loadout since I'm still trying to get SrcDemo to work (Dokanlibrary doesn't want to work for me on Windows 8) and I'm trying to decide which program to use for the loadout screen (would OBS be the best option?).
The clips you have provided are looking very nice. Though, not sure about the blurred transition, I'd say try avoid the blur and just have a transition if possible. Personally I use Fraps to record loadout views, can't say I've experienced much with other programs though I'm sure any one of them would do the trick. User Obilisk Demo1.png Obilisk 05:10, 18 October 2015 (PDT)
What Obilisk said, plus:
  • Audio and video appear desynced. Check the shot sounds vs video during the first clip at 0.5x speed.
  • Make sure to reload at least once with only one shot fired to show both shells being thrown out. This can be done with the medic if you end on a single shell left, or otherwise after shooting the back board with a single shot.
  • Don't twitch-jump (1:40). See current demonstration. You don't need to twitch, just need to be looking at the right angle while jumping.
  • Framerate is choppy (SrcDemo2 would fix it, and if that doesn't work, plain Source Recorder still should)

Wind 14:13, 18 October 2015 (PDT)

Frontier Justice Frontier Justice

Pictogram comment.png Updated description

Gloves_of_Running_Urgently Gloves of Running Urgently

Pictogram comment.png Increased holster time penalty

Golden Wrench Golden Wrench

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

The only way i can get the Golden Wrench, Golden Pan and Saxxy is to use a plugin called [TF2Items Giveweapon] for Sourcemod and install it in a Dedicated server. With that plugin you can give yourself any weapon. So the problem is, any recorded demos in a Dedicated server with plugins installed the movement will not be smooth, exactly what happened to my Mini-Sentry video, and the clips where the movement are not smoother was recorded in my Dedicated server. Well i don't know what causes the problem and i can't figure it out. I recorded a video of it: https://www.youtube.com/watch?v=AiWA7MdoRLk That would be really nice if Valve can actually borrow these just for recording demonstrations :> User Karmacharger Charger 2.png Karmacharger 1:09 AM 8/14/2015 (PDT)
The demo doesn't look that bad to me. Another way you could do this is by playing on a custom server with that mode and with host_timescale 0.1. Record both the demo and fraps at the same time. Then speed up the video 10x with frameblending and you'll get something that's a bit like SrcDemo2 would give you (it's equivalent to 10 fpf and 360 shutter angle). Then you can play the demo at demo_timescale 1.0 to get the audio out of it. Merge it into one video, add the backpack view, then add in the pre-echo'd versions of the Golden Wrench sound lines. It's not easy but can be done. This demonstration is a one-of-a-kind and it's hard to make, yes. — Wind 15:56, 16 August 2015 (PDT)
Wow, it actually worked! It just a test, i used "Smart resample" for the clip, and speed it up x10. User Karmacharger Charger 2.png Karmacharger 12:30 AM 9/26/2015 (PDT)
Video looks good but the audio is badly synced. The hit sound should start just a few frames before the hit happens. An easier way to sync is to look at the enemy's lips and do lipsyncing on their "ow" voice lines. Also (I know it's just a test but just putting it out there just in case), remember to add in all the golden wrench voice lines on each kill. 4 enemies, 4 lines. You can make this easier by overwriting the engineer .wav files with blank audio, that way he doesn't accidentally speak when killing. Then you can add the 4 golden wrench voice lines later. — Wind 18:45, 26 September 2015 (PDT)

Golden Frying Pan Golden Frying Pan

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

Yes, for the Engineer it functions as a Wrench, and all the Wrench things are demonstrated in this video. - Uufje 01:40, 3 July 2015 (PDT)

Horseless Headless Horsemann's Headtaker Horseless Headless Horsemann's Headtaker

Pictogram comment.png Updated description to better detail the weapon's features.

Half-Zatoichi Half-Zatoichi

Pictogram comment.png Increased holster and deploy time and increased range

Pictogram comment.png Honorbound changed. Deals 50 self damage on holster if no kill was made. Cannot be holstered if player is below 50 life and no kill was made.

Pictogram comment.png 100% life restore on kill changed to 50% health gain on kill that can result in overheal Pictogram comment.png No random crits

Huo-Long Heater Huo-Long Heater

Pictogram comment.png Updated description to better detail the weapon's features.

Jag Jag

Pictogram comment.png With the change to Base Construction boost, Jag bonus has improved.

Pictogram comment.png Added +15% swing speed.

Pictogram comment.png Added 20% repair penalty. Repairs will give up to 80hp per swing instead 100hp per swing.

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

Pictogram comment.png Added damage penalty against buildings. Now takes 3 hits to destroy a Sapper.)

Pictogram wait.png This demonstration has been reserved: Akuago220, The Jungle Expeditioner (talk) 06:47, 3 July 2015 (PDT)

Jarate Jarate

Pictogram comment.png Extinguishing an ally now reduces the cool down by 20%

Loose Cannon Loose Cannon

Pictogram comment.png Updated description to better detail the weapon's features.

Pictogram comment.png Reduced projectile speed

Pictogram comment.png Reduced cannon impact damage from 60 to 50. Damage also scales with distance.

Pictogram comment.png Reduced knockback from cannon hit. Knockback strength is now similar to airblast.

Pictogram wait.png This demonstration has been reserved: Derpspy 16:49, 15 December 2015 (GMT)

Mad Milk Mad Milk

Pictogram comment.png Updated description. (Also handy for putting out a fire)


Manmelter Manmelter

Pictogram comment.png Updated description to better detail the weapon's features.

Pictogram comment.png Extinguishing an ally will now reduce the cooldown by 20%

Market_Gardener Market Gardener

Pictogram comment.png 20% Attack Speed penalty

Minigun Minigun

Pictogram comment.png Viewmodel has been updated.

Pictogram wait.png This demonstration has been reserved: Luigifan656 (talk) 15:43, 29 July 2015 (PDT)

Is this here good? https://youtu.be/GUFxZuTWU1o Luigifan656 (talk) 06:31, 30 July 2015 (PDT)

I personally noticed a few things:
  • Quality I think could use some improvement, try increasing your bitrate or quantizer settings when rendering the final video.
  • A minor thing, but usually the mouse pointer is already pointing at the backpack icon when the video starts.
  • The splitscreen scene looks weird, doesn't look like you centered and cropped the clips well enough. I'm assuming you meant to make a three-way splitscreen, try fiddling around until you can make three equally wide clips next to each other.
  • The music ends too soon, the "clack" ending sound should be at the very end.

This is not an official review, but it should give you something to work with before Wind returns. Good luck - Uufje 07:52, 30 July 2015 (PDT)

I am nearly done now, but I can't seem to find a training video mp3 that is as long as my demonstration. Luigifan656 (talk) 10:10, 30 July 2015 (PDT)

You can find extended music here: http://www.mediafire.com/download/y0gjm9yekjj6zzx/Demonstration+Music+v2.rar - Uufje 13:35, 30 July 2015 (PDT)

Is this here better? https://youtu.be/94Jt9uwb1uU Luigifan656 (talk) 14:27, 30 July 2015 (PDT)

Hi Luigifan656, first clip looks good to me, though the second clip needs some work.
  • Generally speaking, the hud needs to be present in all 3 splitscreens, two of yours appear to be cropped. However, with this specific splitscreen you don't even need the hud present at all, as the splitscreens are comparing the speed rather than the health or ammo.
  • Please give more time for the transition.
  • Start the splitscreen from a stationary potision, rather than having the heavies already running. (Basically try get the clip to be as identical as the original demonstration )
  • During the splitscreen there is no sound. I'd suggest having the shooting clip's sound play as well as the far left sound's play.
  • You should swap the splitscreen order, having the shooting clip on the far right and the spinning clip in the middle.
  • Don't end the splitscreen clip so suddenly, give some time then unspin the miniguns. (Again, try mimic the original demonstration.)
  • Also, are you running a german version of the game? When you shoot the enemies they appear to spark. Not sure if this is an issue or not, but worth noting.

Overall, good attempt at your demonstration dude, the first clip looks spot on to me, though the splitscreens do need some work. I know it seems like a mouthful, splitscreens can be a pain, but most of them are a easy fix. - This is only my opinion, so it'd be worth waiting for Wind's response. User Obilisk Demo1.png Obilisk 19:54, 30 July 2015 (PDT)

Yeah, the splitscreens don't seem to be centered. The middle clip is good, since the minigun is exactly in the middle, but the other two are still off. Try to fiddle around and make the right and left clips look like the middle one. - Uufje 00:37, 31 July 2015 (PDT)

This is better I think: https://youtu.be/qDKNgbImsZ4 oh, and I am playing on the german version of the game. I hope that isn't bad. Luigifan656 (talk) 07:37, 31 July 2015 (PDT)

Hmmm what is it? http://prntscr.com/7z90rp RADIST | T | C 07:43, 31 July 2015 (PDT)

Oh, I think Sony Vegas corrupted the file. Weird that I didn't see it when I edited it.

This? https://www.youtube.com/watch?v=1zF0H-HOHHQ&feature=youtu.be Luigifan656 (talk) 13:33, 31 July 2015 (PDT)

Still a few things you need to fix up Luigifan656,

  • The splitscreen position and sizes are still a bit off. To get 3 splitscreens even, have the far left track motion as "-640", the middle clip as "0" and the far right as "640" You then want to crop each clip to the size of "640" Doing so will have all three perfectly even.
  • The right clip is out of sync. It should sync perfectly with the middle clip. (Starting of the walk and ending of the walk should be perfeclty synced for the two.)
  • The far left clip appears to lag/jolt at 0:48.
  • There are bullet holes present in your clips all over the walls. To clear them simply type "r_cleardecals" in the console.
  • You should allow the miniguns to fully spin down before ending the demonstration. Also, the fade to black for each clip should be synced.
  • Also, I don't think the transitions between the clips should fade completely to black, to make them easily merge simply just place one clip over the other with a 0:15 transition. It should look like this. User Obilisk Demo1.png Obilisk 00:54, 1 August 2015 (PDT)

Feel free to wait for Wind's responce, I'm not sure what his opinion is about the minigun spin ups, as he may want them to be walking then spin and walk (Like the original minigun demonstrations are currently) Again though, it's very close to looking nice. Keep it up! User Obilisk Demo1.png Obilisk 00:54, 1 August 2015 (PDT)

Oh hi. Thanks for iterating pretty quickly on this demonstration. Here's my opinion:
  • All of what Obilisk said applies (including spin and walk)
  • For Minigun-like weapon demonstrations, it's customary to move a little bit forward in the spawning wooden box so that you are right up against the front wooden barrier during the first clip. This way, in this position, the minigun firing effect won't clip against the top wooden barrier. Do so before starting to record (don't move while recording).
  • There is some lag (or perhaps just a jittery mouse) around 0:20-0:23

Wind 16:50, 2 August 2015 (PDT)

Sorry that it took so long, but I hope this is better now: https://youtu.be/OyQibzGLowA Luigifan656 (talk) 15:43, 9 August 2015 (PDT)

Hey Luigifan656,
Another good attempt at the demonstration, but there's still a few things:
  • In my opinion you spend just a little too long shooting the pyro. After the 4th or so 'burst' you can increase the fire rate a bit to finish him off, however this may be alright as it is.
  • Your splitscreen doesn't appear to be even nor centered, each of the clips should have the crosshair in the middle.
  • Your far left splitscreen appears to have a black crosshair, try keep all the colours consistant throughout the demonstration.
  • The miniguns need to spin up completely in sync.
  • Again, try have the heavy's start in a stationary position, then move all at once and then spin up the miniguns. (Just like the original Minigun demonstration.)


Overall, again VERY close Luigi, just a few things. Since you said you're using Sony Vegas I made you a quick video on how to get the clips perfectly placed for a 3 way splitscreen. Note this is on Sony Vegas 12.0 Watch here. Ignore the glitches at the end, it's just Sony Vegas not liking to preview it properly. Wind hopefully will be checking the talk page within the next few days, so you should be able to get his opinion soon as well. Hang tight. User Obilisk Demo1.png Obilisk 05:35, 10 August 2015 (PDT)
I don't have anything to add to what Obilisk said except that no need to worry about #1 (shooting the pyro too long). Nice Vegas tutorial :3 — Wind 15:56, 16 August 2015 (PDT)

Natascha Natascha

Pictogram wait.png This demonstration has been reserved: Dodosbirds (talk) 16:02, 5 December 2015 (PST)

Pictogram comment.png Added 20% damage resistance while spun up

Pictogram comment.png Stun amount now has distance falloff. Decreases starting at 512hu down to zero stun at 1536Hu

Necro Smasher Necro Smasher

Pictogram wait.png This demonstration has been reserved: HolyShift (talk) 11:38, 22 December 2015 (PST)
Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

Yes, for the Engineer it functions as a Wrench, and all the Wrench things are demonstrated in this video. - Uufje 01:40, 3 July 2015 (PDT)

Overdose Overdose

Pictogram comment.png Updated description to better detail the weapon's features.

Panic_Attack Panic Attack

Pictogram comment.png No longer auto-fires when fully loaded. Shots can be held and released at will.

Persian Persuader Persian Persuader

Pictogram comment.png Updated description to better detail the weapon's features.

Pictogram comment.png Removed ammo pickups granting health instead of ammo

Pictogram comment.png Added penalties of reduced primary and secondary ammo

Pictogram comment.png Ammo pickups now replenish charge

Pictogram comment.png Now gains charge meter on hit

Phlogistinator Phlogistinator

Pictogram comment.png Removed 10% damage penalty.

Pictogram comment.png When activating 'MMMPH', the taunting Pyro gains temporary invulnerability and immunity to knockback effects.

I'd recommend no one reserving this demonstration yet. Seems like a weapon Valve should nerf... Hopefully soon. User Obilisk Demo1.png Obilisk 22:32, 25 December 2015 (PST)

Pomson 6000 Pomson 6000

Pictogram comment.png Über and Cloak drain decreases over distance from target.

Power Up Canteen Power Up Canteen

Pictogram comment.png Doesn't show Canteen Specialist upgrades like Battery Canteens demo does Toomai Glittershine 10:04, 26 June 2014 (PDT)

Pretty_Boy's_Pocket_Pistol Pretty Boy's Pocket Pistol

Pictogram comment.png Increased health recovered on hit from +3 to +5

Quick-Fix Quick-Fix

Pictogram comment.png Updated description to better detail the weapon's features.


Quickiebomb Launcher Quickiebomb Launcher

Pictogram comment.png Damage is now increased based on charge amount when the bomb is fired

Pictogram comment.png Fizzle time increased from 2 seconds to 4 seconds

Rescue_Ranger Rescue Ranger

Pictogram comment.png Healing per bolt reduced from 75 to 60

Reserve_Shooter Reserve Shooter

Pictogram comment.png Now boosts switch-to speed by 20% and switch-from speed by 15%

Pictogram comment.png Now only mini-crits blastsjump, knockback airblast and grapple targets.

Robo-Sandvich Robo-Sandvich

Pictogram comment.png Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit

As far as I know since I still have the Robo-Sandvich, Valve didn't update the description to include the note about its attributes like Sandvich. No need to be redone (for now). User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 16:33, 10 July 2015 (PDT)

Rocket Jumper Rocket Jumper

Pictogram comment.png Updated description to better detail the weapon's features.

Sandvich Sandvich

Pictogram comment.png Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit

Sapper Sapper

Pictogram comment.png Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33%

Saxxy Saxxy

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 2:05 PM 10/31/2015 (PDT)

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

Yes, for the Engineer it functions as a Wrench, and all the Wrench things are demonstrated in this video. - Uufje 01:40, 3 July 2015 (PDT)

Sorry for not posting videos recently, it's about my Youtube channel again. I decided to take 1-2 months break from my channel, and focus on getting work done here. To be honest Wind, i never got a chance to say this, if it wasn't you kind enough to help me with my first Valve Rocket Launcher video, my channel would never reach that number of subscribers, it just totally changed my life. I will make you a promise, i will NEVER quit posting videos right here, i own that to you, maybe even more. Anyway, i wanna post more videos on my channel first before taking a break, hopefully 2-3 more weeks i will be back, no more videos delay this time. Thank you for making my life possible Wind. User Karmacharger Charger 2.png Karmacharger 11:38 PM 12/15/2015 (PDT)
Chill out and take your time :) — Wind 16:59, 20 December 2015 (PST)

Scorch Shot Scorch Shot

Pictogram comment.png Reduced damage penalty from -50% to -35%

Pictogram comment.png Now has increased knock back on burning targets

Pictogram comment.png Increased the blast radius from flares from 92Hu to 110Hu

Pictogram comment.png Hits and explosions always minicrit burning targets

Soda Popper Soda Popper

Pictogram comment.png Updated description to better detail the weapon's features.

Short Circuit Short Circuit

Pictogram comment.png 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

Pictogram comment.png Cannot pick up buildings when the Short Circuit is deployed

Southern Hospitality Southern Hospitality

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

Splendid Screen Splendid Screen

Pictogram comment.png Updated description to better detail the weapon's features.

Pictogram comment.png Removed the ability to deal charge impact damage at any range

Pictogram comment.png Recharge rate increased by 50%

Pictogram comment.png Increased blast resistance from 15% to 20%

Spy-cicle Spy-cicle

Pictogram comment.png No longer displays Fire immunity shield when fire immunity is triggered

Tide Turner Tide Turner

Pictogram comment.png Self damage will no longer decrease charge when charging

Pictogram comment.png Fall damage will no longer decrease charge when charging

Pictogram comment.png Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage

Pictogram comment.png Now grants mini-crit instead of full-crit on charge bash

Pictogram comment.png Reduced resistances to 15%

Tomislav Tomislav

Pictogram comment.png Now 20% more accurate (less spread)

Pictogram comment.png Increased spin up bonus from 10% to 20%

Pictogram wait.png This demonstration has been reserved: Jimbo Jones (talk) 18:26, 31 August 2015 (PDT)

Ullapool Caber Ullapool Caber

Pictogram comment.png Reduced explosion base damage from 100 to 75

Pictogram comment.png Reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons.

Pictogram comment.png Base melee damage increased from 35 to 55

Pictogram comment.png Added 20% fire rate penalty

Pictogram comment.png Added 100% switch-to time penalty

Vaccinator Vaccinator

Pictogram comment.png Resistance and Über mechanism changed, see patch notes.

Pictogram comment.png Removed 10% health regeneration on proper resist

Pictogram comment.png Added slight ÜberCharge build on proper resist

Pictogram comment.png Increased ÜberCharge rate from +50% to +67%

Pictogram comment.png Reduced overhealed ÜberCharge build rate penalty to 33% from 66%. As this penalty is applied after the base increase, healing an overhealed patient is now 33% more effective.

Warrior's_Spirit Warrior's Spirit

Pictogram comment.png Now heals 50 health on kill

Pictogram comment.png Damage received and dealt increased by 30%

Pictogram comment.png Removed health penalty

Wrangler Wrangler

Pictogram comment.png Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active

Wrap_Assassin Wrap Assassin

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 01:41, 28 December 2015 (PST)

The festive presents players drop and lights around the maps make it so we may have to wait for the event to be over to retain the 'vanilla' TF2 look. I'll try find a workaround, but if not, for now we may have to wait until January to do these demonstrations. User Obilisk Demo1.png Obilisk 01:41, 28 December 2015 (PST)

Pictogram comment.png Ornament now shatters on all impacts dealing a small amount of damage in a small radius. Bleed effect still only applies to a target that is struck directly.

Pictogram comment.png Ball recharge rate increased by 25%

Pictogram comment.png Damage penalty reduced from -70% to -65%


So it turns out changing the date to like 2009 fixes the festive issue. How's this? Do you think the clip with the Engineer and Sniper is too long? I just wanted to show the ball's damage to the player in detail. I could shorten it though if you like. Also, not sure if it's just me but I couldn't get the Pyro the reflect the ball. Maybe valve just forgot to add the reflect attribute back in, but for now it's been left out. If it gets put back in I can easily add the clip. User Obilisk Demo1.png Obilisk 18:04, 31 December 2015 (PST)

Wrench Wrench

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

Questions and Proposals

Note: This section is for questions and proposals that aren't specific to a single weapon. If you think a demo ought to be remade, then make an entry for it in the Need to be Redone section above and it will be dealt with.

So it appears that the weapon switch speed for every class has increased from 0.67 to 0.5 seconds. Are we going to have to redo all the demonstrations where weapon switching is present? User Obilisk Demo1.png Obilisk 23:00, 25 December 2015 (PST)

No, that's probably too much. — Wind 14:29, 27 December 2015 (PST)