Difference between revisions of "Talk:Force-A-Nature"
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+ | == Fixed Pellet Spread == | ||
+ | The FaN fires in a 3x3 grid when fixed weapon spread is enabled, but it fires 12 pellets, so how those extra 3 are accounted for should probably be explained on this page. The behavior, as I've shown here: https://www.youtube.com/watch?v=hPUD-_GQl18#t=32 (0:33) is that the center spot on the grid fires 3 pellets down the same hitscan line, the center-right spot fires 2, and the rest fire 1. | ||
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+ | I'm going to post a similar note to the default scattergun talk page as well. | ||
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+ | [[User:Mizuumi|Mizuumi]] ([[User talk:Mizuumi|talk]]) 00:50, 13 September 2014 (PDT) | ||
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== New kill-icon == | == New kill-icon == | ||
The FaN was given a new kill-icon in the engie update (as was Natascha, Lugermorph, Big Kill, and bleeding deaths). [[User:Steviestar3|Steviestar3]] 02:52, 9 July 2010 (UTC) | The FaN was given a new kill-icon in the engie update (as was Natascha, Lugermorph, Big Kill, and bleeding deaths). [[User:Steviestar3|Steviestar3]] 02:52, 9 July 2010 (UTC) | ||
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== Is this really worth noting? == | == Is this really worth noting? == | ||
− | "*Many members of the community dislike the Force-A-Nature due to the fact that players tend to use it as part of their [[griefing]] tactics, its increased spread and knockback. As such, servers tend to remove it from the list of weapons a player can use on them." I didn't realize we documented | + | "*Many members of the community dislike the Force-A-Nature due to the fact that players tend to use it as part of their [[griefing]] tactics, its increased spread and knockback. As such, servers tend to remove it from the list of weapons a player can use on them." I didn't realize we documented upset whiners on the Steam Forums. -[[User:KazooieBanjo|KazooieBanjo]] 23:11, 2 August 2010 (UTC) |
== Graphic Glitch == | == Graphic Glitch == |
Revision as of 07:50, 13 September 2014
Contents
- 1 Fixed Pellet Spread
- 2 New kill-icon
- 3 Is this really worth noting?
- 4 Graphic Glitch
- 5 Ash's Boomstick
- 6 Fact Errors
- 7 All that physics education finally paid off
- 8 Just some ideas to add
- 9 Shouldn't we EXPLAIN the taunt animation glitch?
- 10 See aslo Soda Popper
- 11 Force | Triple Jump
- 12 Reload
- 13 Weapon Demonstration
- 14 Slight Grammar Cleaning
- 15 "When this weapon is reloaded during the Scout's taunt, the sound file for the reload will play twice."
- 16 Fixed Weapon Spread
- 17 Knock back reliability.
- 18 An itch about quality
Fixed Pellet Spread
The FaN fires in a 3x3 grid when fixed weapon spread is enabled, but it fires 12 pellets, so how those extra 3 are accounted for should probably be explained on this page. The behavior, as I've shown here: https://www.youtube.com/watch?v=hPUD-_GQl18#t=32 (0:33) is that the center spot on the grid fires 3 pellets down the same hitscan line, the center-right spot fires 2, and the rest fire 1.
I'm going to post a similar note to the default scattergun talk page as well.
Mizuumi (talk) 00:50, 13 September 2014 (PDT)
New kill-icon
The FaN was given a new kill-icon in the engie update (as was Natascha, Lugermorph, Big Kill, and bleeding deaths). Steviestar3 02:52, 9 July 2010 (UTC)
- Yes, we're all working on it (but you can halp) — WindPower 02:55, 9 July 2010 (UTC)
Is this really worth noting?
"*Many members of the community dislike the Force-A-Nature due to the fact that players tend to use it as part of their griefing tactics, its increased spread and knockback. As such, servers tend to remove it from the list of weapons a player can use on them." I didn't realize we documented upset whiners on the Steam Forums. -KazooieBanjo 23:11, 2 August 2010 (UTC)
Graphic Glitch
I don't know if it happens to other players, but I have been experiencing a really weird glitch where the two barrels of the FaN seem to lower down with the handle, while the two shells and that switch-like thing on the top (safety switch?) appear under the handle. http://wiki.teamfortress.com/wiki/File:Fan_glitch_1.png This only happens when I taunt or when I see it on the loadout. Space is not wheel chair accessible 00:55, 11 October 2010 (UTC)
Ash's Boomstick
The FaN, now that I look at it with more detention, looks like Ash's Remington in Evil Dead 3. 12 gage double-barreled Remington, as Ash says. Is it worth it to point it out? (Not necessarily the Evil Dead thing, just the fact that is a Remington) Space is not wheel chair accessible 22:09, 22 October 2010 (UTC)
- No. Saying that it looks like something is irrelevant and, frankly, just not trivia. It's just an observation. If you knew for a fact it were a Remington it might be interesting, but for all we know it could just be based off some artist's generic idea of a sawed-off shotgun. Trivia should follow the Trivia Style Guide as much as possible. -- -- 03:59, 23 October 2010 (UTC)
Fact Errors
This article contains information that has been incorrectly fact checked, such as the parts that state that Bullfighters are Spanish only, several countries such as Spain, Portugal, southern France and several Latin American countries are entertained by this sport. User:Curio 5:56, 22 October 2010 (CST)
All that physics education finally paid off
Players take knockback distance inversely proportionate to the distance between them and the scout, ithankyou Cueburn 03:41, 24 October 2010 (UTC)
- True, but many people will have no idea what this means. "based on" conveys this in a simple manner which most will understand. --Mechlord 03:49, 24 October 2010 (UTC)
- While your statement is more accurate, Cueburn, many people will not know what "Inversely proportional" means. We have to cater to the everyman here. --Firestorm 03:58, 24 October 2010 (UTC)
- Basically, the closer the Scout is to the target, the farther the target will fly when hit with the FaN. --Digifreek 20:21, 28 July 2012 (PDT)
- Please look at date of the last post before post your own post. This discussion ended nearly 2 years. Hinaomi (talk) - (contributions) 20:30, 28 July 2012 (PDT)
- Basically, the closer the Scout is to the target, the farther the target will fly when hit with the FaN. --Digifreek 20:21, 28 July 2012 (PDT)
- While your statement is more accurate, Cueburn, many people will not know what "Inversely proportional" means. We have to cater to the everyman here. --Firestorm 03:58, 24 October 2010 (UTC)
Just some ideas to add
I would add them myself but they might just get removed so im checking on the talk pages of things first. you can also use the FAN first then proform the scouts double jump which can be counted as the 3rd jump(triple jump). also is it just me, but when you fire one shell and reload, the other (unfired) shell gets ejected and you loose that shell as it becomes discarded from use...--Awesome Weegee 20:36, 1 December 2010 (UTC)
- Both are already mentioned in the article. "This can be used for an effective 'third jump' along with the inherent double jump ability" and "Reloading always ejects two shells, even after firing a single round." Natemckn 20:38, 1 December 2010 (UTC)
- should it imply that "ammo is lost" due to the unused shell being ejected with the used on?--Awesome Weegee 01:13, 2 December 2010 (UTC)
Shouldn't we EXPLAIN the taunt animation glitch?
One of the criterea for trivia to be considered "good"is for it to make the viewer think "Wow, I didn't know that!". I think that maybe we should explain why minor bugs happen, so I believe we should explain why the FaN looks so strange when taunting. For those of you who don't know, the scout has different animations for everything when using the FaN because of the gun's different model build in comparison to the Scattergun, what with the model practically being cut in halve in order for the reloading animation to work. Valve simply mixed up what animation the Scout uses while taunting with the FaN. Anybody with me on this? Hi. 20:28, 22 December 2010 (UTC)
- Clipping issues are not trivia. -- Mechlord 20:33, 22 December 2010 (UTC)
See aslo Soda Popper
The Soda Popper is pretty much the same as the FaN, so there should be a link to it in the See also section. Anyone agree? --ScoutKast 20:51, 29 July 2011 (PDT)
- No, because it's in the scoutnav box just below the "See Also" section. That's my take, am I incorrect? Atonement 21:01, 29 July 2011 (PDT)
- Might be worth noting in the trivia that the Soda Popper is intended to be a rebuilt FaN but yeah, it doesn't need to be put into the see also section Evang7 21:31, 29 July 2011 (PDT)
Force | Triple Jump
Is the recoil force from the FaN that effects the Scout truly inherent as the wording states (scripted), or is it based on the number of pellets shot like the knockback is? I.E., if one was to mod the FaN to shoot less pellets per shell in order to reduce the knockback, would the Scout lose or lessen the extra jump it provides? Spy Master Kaze 16:40, 20 November 2011 (PST)
Reload
Would the fact that if only one shot is fired and then the weapon is reloaded, you lose 2 ammo instead of just the 1 replacement shot be considered a bug? That wasn't very well explained... Ermmm...
Say you have 2 loaded shots and 30 ammo and you only fire 1 shot. When you reload, instead of having 29 ammo left, it acts as if you have fired both shots, bringing it down to 28 ammo.
Taser9001 06:05, 7 February 2012 (PST)
- I don't see how it could be a bug, it's not something inherit to weapons in TF2 that they forgot to turn off. They would have actually had to make it use 2 ammo every reload. Balladofwindfishes 06:16, 7 February 2012 (PST)
- It's been made that way on purpose to coincide with the reload animation, where both chambers are emptied regardless of how many shots have been fired. » Cooper Kid (blether) • (contreebs) 07:04, 7 February 2012 (PST)
Weapon Demonstration
Shouldn't the weapon demonstration have a comparison to damage and firing times between the Force-A-Nature and the Scattergun? The visual comparison would help to see the difference. --JAK0723 18:10, 11 February 2012 (PST)
- Nope.avi Wind was tell me about firing speed doesn't need to compare. Hinaomi 09:44, 12 February 2012 (PST)
Slight Grammar Cleaning
"a second shot delivers none in the same jump."
It should read "a second shot does not deliver knockback in the same jump." The word "none" is referring back to "knockback". "None" is used with a plural verb, but "knockback" is singular.
General Veers 10:06, 14 February 2012 (PST)
- No, it's actually alright. "Knockback is only delivered by the first shot; a second shot delivers none (i.e. no knockback) in the same jump." I know it might not appear to make sense, but English really is a nonsensical language. I think I'll reword it anyway to make it a little easier to understand. » Cooper Kid (blether) • (contreebs) 10:48, 14 February 2012 (PST)
"When this weapon is reloaded during the Scout's taunt, the sound file for the reload will play twice."
I think it seems a bit redundant, considering that this can be done with literally any weapon... AbeX300 14:23, 4 April 2012 (PDT)
- Kill it, it's not a bug specific to this weapon. Balladofwindfishes 14:59, 4 April 2012 (PDT)
Fixed Weapon Spread
When forced spread is activated, it says that the pellets are spread in a 3x3 grid. Since there are 10 bullets per shot, where does the 10'th one go? I think it might be good to note that. — The preceding unsigned comment was added by Eligitine (talk) • (contribs) 17:56, 19 May 2012
Knock back reliability.
The Force-a-nature has a notoriously unreliable knock back. I, and many others, would be interested to know about the relationship between landed pellets and knock back activation.
If I were to guess, I would say that only the middle pellet activates knock back. If I were to code it my self I would give each pellet knock back, the more pellets landed the further the knock back. This would also lessen the knock back at long range as the fired pellets spread. It is also possible the knock back "switches on" after "x" pellets have hit.
Additionally the knock back could be tied to damage done or raw distance (it is irrelevant which because distance affects damage). I very much doubt any pellet + distance induces knock back as I have seen many players "roll" a shot, ruining the knock back.
Clarification would be appreciated.
— The preceding unsigned comment was added by Shoujo Meguro (talk) • (contribs) 03:25, 1 April 2013
- please sign your posts... look at that mess when I tried fixing it.Super Prototype... not so super. 07:36, 17 April 2013 (PDT)
- Nice job for mess the talk page again, Superprototype... Rikka Takanashi (talk) • (contributions) 07:38, 17 April 2013 (PDT)
- lol hinaomi Hecarimz 08:11, 17 April 2013 (PDT)
- Please read my userboxes for an explanation, also see the categories its in xDSuper Prototype... not so super. 08:19, 17 April 2013 (PDT)
- Nice job for mess the talk page again, Superprototype... Rikka Takanashi (talk) • (contributions) 07:38, 17 April 2013 (PDT)
An itch about quality
Weapons that were obtained via getting enough Achievements should be Genuine weapons. It just bugs me that there isn't much reason to get them other than to craft them into new weapons or use them to make hats. It would also drop the price of Genuine Weapons. Moonshot500 (talk) 06:49, 22 December 2013 (PST)
- Erm... I don't get it what do you mean, since Achievement weapons are unlockable weapons, and Genuine quality is for promotional items only-- MarcoDoctorwho talk | contributi 06:56, 22 December 2013 (PST)
- Might i add, This sort of topic doesn't belong on this page. If you want to talk about this, bring it to the SPUF. This discussion is about the page itself. Not quality and pricing. Ashes (talk) 12:51, 22 December 2013 (PST)
- Indeed, Ashes -- MarcoDoctorwho talk | contributi 03:40, 23 December 2013 (PST)
- Might i add, This sort of topic doesn't belong on this page. If you want to talk about this, bring it to the SPUF. This discussion is about the page itself. Not quality and pricing. Ashes (talk) 12:51, 22 December 2013 (PST)