Difference between revisions of "Boston Basher"

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This weapon deals the same base damage as the stock [[Bat]]. However, enemies struck will also [[Bleeding|bleed]] for five seconds. A missed swing will cause the Scout to hit himself by accident, dealing 18 damage as well as the full duration of bleeding. The self-damage is not applied if the swing hits anything aside from empty air (enemies, teammates, walls, floors, props, etc). Missing with a critical swing will play the [[Critical hits|critical hit]] sound effect, but the self-damage is unchanged. While [[ÜberCharge|invulnerable]], a missed swing causes no self-damage.
 
This weapon deals the same base damage as the stock [[Bat]]. However, enemies struck will also [[Bleeding|bleed]] for five seconds. A missed swing will cause the Scout to hit himself by accident, dealing 18 damage as well as the full duration of bleeding. The self-damage is not applied if the swing hits anything aside from empty air (enemies, teammates, walls, floors, props, etc). Missing with a critical swing will play the [[Critical hits|critical hit]] sound effect, but the self-damage is unchanged. While [[ÜberCharge|invulnerable]], a missed swing causes no self-damage.
  
The self-damage of the Boston Basher can serve as a means of quickly charging up a Medic's ÜberCharge. In addition, self-hits will apply knockback to the Scout, and if correctly timed, can provide the Scout with what is effectively an additional midair jump, similarly to the [[Force-a-Nature]]. This jump can be used to reach locations normally out of reach, set up ambushes, and make escapes not normally possible.
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The self-damage of the Boston Basher can serve as a means of quickly charging up a Medic's ÜberCharge. In addition, self-hits will apply knockback to the Scout, and if correctly timed, can provide the Scout with what is effectively an additional midair jump, similarly to the [[Force-A-Nature]]. This jump can be used to reach locations normally out of reach, set up ambushes, and make escapes not normally possible.
  
 
The weapon was originally created for the [[Fancy vs. Nasty Update]] as a replacement for the [[Sandman]], and has since been officially added to the game.
 
The weapon was originally created for the [[Fancy vs. Nasty Update]] as a replacement for the [[Sandman]], and has since been officially added to the game.

Revision as of 09:30, 24 June 2021

Delinquents all over the country have been harassing old ladies while you were stuck in your nearby generic desert-industrial environment. You missed out on all the extreme elderly-pestering action! No worries, though! With this handmade bat, you can still vent your frustration elsewhere.
Boston Basher publicity blurb

The Boston Basher is a community-created melee weapon for the Scout. It is a bloodstained, spiked wooden club reinforced with metal bands.

This weapon deals the same base damage as the stock Bat. However, enemies struck will also bleed for five seconds. A missed swing will cause the Scout to hit himself by accident, dealing 18 damage as well as the full duration of bleeding. The self-damage is not applied if the swing hits anything aside from empty air (enemies, teammates, walls, floors, props, etc). Missing with a critical swing will play the critical hit sound effect, but the self-damage is unchanged. While invulnerable, a missed swing causes no self-damage.

The self-damage of the Boston Basher can serve as a means of quickly charging up a Medic's ÜberCharge. In addition, self-hits will apply knockback to the Scout, and if correctly timed, can provide the Scout with what is effectively an additional midair jump, similarly to the Force-A-Nature. This jump can be used to reach locations normally out of reach, set up ambushes, and make escapes not normally possible.

The weapon was originally created for the Fancy vs. Nasty Update as a replacement for the Sandman, and has since been officially added to the game.

Damage and function times

See also: Damage
Identical to: Three-Rune Blade
Damage and function times
Damage type Melee
Ranged or Melee damage? Melee
Damage
Base damage 100% 35
Critical 105
Mini-crit 47
Bleeding 8 / s
40 total
Bleeding (mini-crit) 10 / s
50 total
Self-damage 18 + bleeding
58 total
Function times
Attack interval 0.5 s
Bleeding duration 5 s
Values are approximate and determined by community testing.

Demonstration

Crafting

See also: Crafting

Blueprint

Sandman Tribalman's Shiv Boston Basher
Item icon Sandman.png + Item icon Tribalman's Shiv.png = Item icon Boston Basher.png
Class Token - Scout Slot Token - Melee Scrap Metal Possible Results
Item icon Class Token - Scout.png + Item icon Slot Token - Melee.png + Item icon Scrap Metal.png =
Item icon Sandman.png Item icon Holy Mackerel.png Item icon Boston Basher.png Item icon Candy Cane.png
Item icon Sun-on-a-Stick.png Item icon Fan O'War.png Item icon Three-Rune Blade.png Item icon Atomizer.png
Item icon Unarmed Combat.png Item icon Wrap Assassin.png Item icon Freedom Staff.png Item icon Ham Shank.png
Item icon Bat Outta Hell.png Item icon Conscientious Objector.png

As a crafting ingredient

Boston Basher Reclaimed Metal Sun-on-a-Stick
Item icon Boston Basher.png + Item icon Reclaimed Metal.pngx2 = Item icon Sun-on-a-Stick.png

Strange variant


Update history

December 17, 2010 Patch (Australian Christmas)

  • The Boston Basher was added to the game.

December 21, 2010 Patch

January 7, 2011 Patch

  • The Boston Basher was given a unique kill icon.

February 14, 2011 Patch

  • Fixed the Boston Basher's melee attack not destroying remote detonation pipes (Stickybombs).

March 1, 2011 Patch

  • [Undocumented] The Boston Basher was added to the crafting blueprint for the Sun-on-a-Stick.

June 3, 2011 Patch

  • Added community contributed response rules to the Boston Basher.

July 12, 2011

November 12, 2013 Patch

September 17, 2014 Patch

February 29, 2016 Patch

  • [Undocumented] Updated firing sounds for the Boston Basher.

Bugs

  • The user receives no self-damage and self-bleed on miss if the weapon is swung while very close to an enemy.
    • When a player swings a melee weapon, the game saves a list of living enemy players that are within a radius of 57.6 units. When the melee attack misses, the game loops through the list to check if any of the players are still alive. If none of them are, then the attack is considered a "clean miss". A clean miss with the Boston Basher applies self-damage to the user.
    • The intended behavior, according to developer comments, was to prevent the user from being punished if a swing misses because the intended target was killed by a teammate by looking for potential targets at the start of the swing and checking if all of them are dead by the end of the swing.[1][2] However, the game actually checks if the potential targets are alive instead of if they're dead.

Trivia

  • Unlike the Axtinguisher and the Ubersaw, the Boston Basher did not receive a censored version that removes the blood.

Gallery

See also

References

  1. game/shared/tf/tf_weaponbase_melee.cpp:
    // Remember if there are potential targets when we start our swing.
    // If there are, the player is exempt from taking "hurt self on miss" damage
    // if ALL of these players have died when our swing has finished, and we didn't hit.
    // This guards against me performing a "good" swing and being punished by a friend
    // killing my target "out from under me".
    
  2. game/shared/tf/tf_weaponbase_melee.cpp:
    // if ALL of my potential targets have been killed by someone else between the 
    // time I started my swing and the time my swing would have landed, don't
    // punish me for it.