Difference between revisions of "Talk:Manmelter"

From Team Fortress Wiki
Jump to: navigation, search
m
(Removing 2 bugs: new section)
Line 58: Line 58:
 
In case some people were wondering, short testing showed that the buff for pyro (extinguishing allies to gain 20 health) affects only flamethrowers. Extinguishing allies using the Manmelter will NOT grant 20 health back.  
 
In case some people were wondering, short testing showed that the buff for pyro (extinguishing allies to gain 20 health) affects only flamethrowers. Extinguishing allies using the Manmelter will NOT grant 20 health back.  
 
<small>— ''The preceding unsigned comment was added by'' '''[[User:LyuSapphire|LyuSapphire]]''' ([[User talk:LyuSapphire|talk]]) • ([[Special:Contributions/LyuSapphire|contribs]]) 18:46, 19 December 2015</small>
 
<small>— ''The preceding unsigned comment was added by'' '''[[User:LyuSapphire|LyuSapphire]]''' ([[User talk:LyuSapphire|talk]]) • ([[Special:Contributions/LyuSapphire|contribs]]) 18:46, 19 December 2015</small>
 +
 +
== Removing 2 bugs ==
 +
 +
I am removing the following two bugs from this article's Bugs section because I was unable to replicate either in-game. This does not mean I was able to replicate all the other bugs (most I didn't try because I couldn't do it with bots), just that these two didn't work.
 +
 +
What I tried, but none worked:
 +
 +
Bug: <code>Holding down the alt-fire button while taunting will cause the weapon's ash-sucking visual effect to be stuck even if the Pyro switches to a different weapon.</code>
 +
 +
-Press alt-fire, taunt, release alt-fire, switch to Flamethrower/Powerjack after taunt
 +
 +
-Press alt-fire, taunt, keep holding alt-fire, release after done taunting, switch to Flamethrower/Powerjack
 +
 +
-Press alt-fire, taunt, keep holding alt-fire, switch to Flamethrower/Powerjack
 +
 +
-tf_allow_taunt_switch 2, press alt-fire, taunt, switch weapon, hold alt-fire
 +
 +
Bug: <code>When the Manmelter is fired at a friendly building, it will appear to do 30 damage when no damage is done.</code>
 +
 +
I have hit numbers and hitsounds on. I tested with an enemy Sentry and both worked, so neither are broken. When testing with a friendly building, I saw no hit number and heard no hitsound.
 +
 +
-Shoot normal Manmelter at friendly Teleporter, Dispenser, and Sentry Gun
 +
 +
-Shoot Manmelter crit at friendly Teleporter, Dispenser, and Sentry Gun
 +
 +
-Shoot addcond 56 Manmelter crit at friendly Teleporter, Dispenser, and Sentry Gun
 +
 +
Through testing I believe neither of the two bugs exists anymore. If I am wrong, feel free to correct me. ⇒[[File:Leaderboard class spy.png|16px|link=]] [[User:Anyar|<span style="font-size: 16px; font-family: TF2 Build">Anyar</span>]] ([[User_talk:Anyar|talk]]/[[Special:Contributions/Anyar|contributions]]/[[User:Anyar/No|giveaway]]) 13:01, 27 August 2017 (PDT)

Revision as of 20:01, 27 August 2017

Quote

Where does the quote in this article come from? I'm not seeing it anywhere on the TF2 update page or the Grordbort's page. Dragonsbrethren 21:30, 14 December 2011 (PST)

The WETA page. It also talked about the sets. GianAwesome 22:22, 15 December 2011 (PST)

Taunt?

Is there a taunt for this item, like the basic Hadouken for the rest of the Pyro's secondary weapons? Strider Killicon spy-cicle.png 15:56, 16 December 2011 (PST)

Yes, it's the Hadouken. » Cooper Kid (blether) • (contreebs) 16:07, 16 December 2011 (PST)

Crit ammount storable

It's 35. Just tested. The preceding unsigned comment was added by Dackstrus (talk) • (contribs) 04:37, 17 December 2011

Taunt Kill and Kill Icon

Currently the flare gun kill is listed as a kill icon for the manmelter. Was this intended to be the taunt kill icon? The preceding unsigned comment was added by CoffeeTableSex (talk) • (contribs) 06:10, 24 December 2011

Flare gun kill icon is direct flare hit kill from Manmelter. Taunt killl icon still Hadoken. And remember to sign your comment with "~~~~" Hinaomi Killicon unarmed combat.png 22:28, 23 December 2011 (PST)

it seems there is another bug

ok, ive seen this several times in game, and im not sure if it is just me or te server im playing, but sometimes when the alt fire extinguishes someone, this happens:

[1]

not my screenshot, so it seems im not alone.

it makes these incredibly bright flame particles and they get sucked into the gun. it seems it is also very laggy. Firehazard42 BLU Napper's Respite.png 18:27, 20 January 2012 (PST)

When you suck in flames, it makes a large fire explosion, which goes into the weapon. I think it's meant to do that to show you that you collected a crit. Balladofwindfishes 18:28, 20 January 2012 (PST)

Deflection

Just tested this ingame, and it seems that the pyros airblast did in fact reflect it? Pigophone 00:24, 2 February 2012 (PST)

Yes, that's true story...... We already list it in bug section. Hinaomi Killicon unarmed combat.png 01:46, 2 February 2012 (PST)

Jigglebones?

I honestly can't tell if the team-colored vial of liquid has jigglebones or not. It seems to move slightly with the Pyro's movements, but in a way unlike that of other liquids in the game. Bralef 10:53, 15 February 2012 (PST)

Yep, it's jiggleboned Balladofwindfishes 10:54, 15 February 2012 (PST)

Projectile

Because of a "needimage" note on projectiles, I decided to try and capture a close-up of a Manmelter flare. Turns out it's not actually an energy bolt like the description states but really just a fast critical flare. Could somebody please update/modify the description? I've also put an image of it in the gallery, but I can't seem to make one with a transparent background for the projectiles page. Eels 13:04, 3 June 2013 (PDT)

Last bug?

I have tried to do this on tr_walkway and it doesn't seem to happen anymore. Gabrielwoj (talk) 11:06, 6 May 2014 (PDT)

Projectile

Would it be fine to use the flare gun projectile images for this, considering it uses the same projectiles? - User Dr.Ocsid Sig2.gifDr. Ocsid 16:10, 20 March 2015 (PDT)

Considering how simple this was, I'm surprised it hasn't been done before. I've updated the page to use the Flare Gun projectile images in both the infobox and the gallery. --Omolong (talk) 22:04, 20 March 2015 (PDT)

Extinguishing allies post-Tough Break update

In case some people were wondering, short testing showed that the buff for pyro (extinguishing allies to gain 20 health) affects only flamethrowers. Extinguishing allies using the Manmelter will NOT grant 20 health back. The preceding unsigned comment was added by LyuSapphire (talk) • (contribs) 18:46, 19 December 2015

Removing 2 bugs

I am removing the following two bugs from this article's Bugs section because I was unable to replicate either in-game. This does not mean I was able to replicate all the other bugs (most I didn't try because I couldn't do it with bots), just that these two didn't work.

What I tried, but none worked:

Bug: Holding down the alt-fire button while taunting will cause the weapon's ash-sucking visual effect to be stuck even if the Pyro switches to a different weapon.

-Press alt-fire, taunt, release alt-fire, switch to Flamethrower/Powerjack after taunt

-Press alt-fire, taunt, keep holding alt-fire, release after done taunting, switch to Flamethrower/Powerjack

-Press alt-fire, taunt, keep holding alt-fire, switch to Flamethrower/Powerjack

-tf_allow_taunt_switch 2, press alt-fire, taunt, switch weapon, hold alt-fire

Bug: When the Manmelter is fired at a friendly building, it will appear to do 30 damage when no damage is done.

I have hit numbers and hitsounds on. I tested with an enemy Sentry and both worked, so neither are broken. When testing with a friendly building, I saw no hit number and heard no hitsound.

-Shoot normal Manmelter at friendly Teleporter, Dispenser, and Sentry Gun

-Shoot Manmelter crit at friendly Teleporter, Dispenser, and Sentry Gun

-Shoot addcond 56 Manmelter crit at friendly Teleporter, Dispenser, and Sentry Gun

Through testing I believe neither of the two bugs exists anymore. If I am wrong, feel free to correct me. ⇒Leaderboard class spy.png Anyar (talk/contributions/giveaway) 13:01, 27 August 2017 (PDT)