Difference between revisions of "Talk:Short Circuit"
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The damage type for the alt-fire is listed as "projectile," which [[Damage#Damage types|isn't a damage type]]. Is explosive meant? [[User:Kestrelguy|Kestrelguy]] ([[User talk:Kestrelguy|talk]]) 17:52, 20 February 2021 (UTC) | The damage type for the alt-fire is listed as "projectile," which [[Damage#Damage types|isn't a damage type]]. Is explosive meant? [[User:Kestrelguy|Kestrelguy]] ([[User talk:Kestrelguy|talk]]) 17:52, 20 February 2021 (UTC) | ||
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+ | == the weapon lacking "No critical hits" and "weaker damage" (give or take) == | ||
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+ | Considering [[Backburner]]'s page says (and I quote) "* The attribute "'''No random critical hits'''" is missing from the description." in a section labeled "Notes" and not "Bugs", shouldn't the Short Circuit article too put its unlabeled/missing flaws in a separate section titled "Notes" or whatnot? [[User:Likio|Likio]] ([[User talk:Likio|talk]]) 20:12, 12 September 2023 (UTC) |
Revision as of 20:12, 12 September 2023
Contents
- 1 Subliminal Reference?
- 2 New Image
- 3 Is it meant to destroy both team's projectiles?
- 4 Its not just the shotgun
- 5 Delete Projectile
- 6 What IS this weapon?
- 7 Damage table?
- 8 Taunt Glitch
- 9 Name reference
- 10 Missing In Demonstration
- 11 Destroying flares
- 12 How the Pests Was Gunned
- 13 Gunslinger + Short Circuit
- 14 Short Circuit ACTUAL attack interval?
- 15 The true stats for the Short Circuit after January 9, 2014 patch (patch notes are incomplete)
- 16 Damage to enemy Engineer buildings
- 17 Short Circuit can no longer hurt multiple enemies
- 18 Short Circuit Crashing TF2 When Attempting To Use?
- 19 The Short Circuit can fire useless particles while switching weapons
- 20 @Short Circuit 'actual' fire rate
- 21 Post-Gun Mettle Haul / Alt-Fire Bug (Timing Related)
- 22 Weapon demonstration and damage tables
- 23 Damage Type?
- 24 the weapon lacking "No critical hits" and "weaker damage" (give or take)
Subliminal Reference?
I might be thinking a bit too far into this, but considering the name and the item's level, could the item's details be a reference to the film "Short Circuit?" After all, this item is called "Short Circuit" and the item is level 5, as in Number 5 from the movie. Like I said, I'm probably thinking too far into this. 22:34, 18 August 2011 (PDT)
- Doubtful. --
- (talk | contribs) -- 22:36, 18 August 2011 (PDT)
- Possible. I wouldn't put it past Valve to do that. ShadowGlove 06:47, 19 August 2011 (PDT)
- Eh, "Short Circuit" isn't an uncommon phrase, so I slightly doubt it. If Valve did do it on purpose, there'd probably be a reference in the item description. Yaridovich23 09:09, 19 August 2011 (PDT)
- It wasn't a reference to "Short Circuit" the movie, I created the name on a whim and pitched it to Valve while I was creating the asset, however, it did provoke a joke referring to Johhny 5 from Eidos-Montreal's community manager. Larolaro 13:42, 25 August 2011 (PDT)
- Eh, "Short Circuit" isn't an uncommon phrase, so I slightly doubt it. If Valve did do it on purpose, there'd probably be a reference in the item description. Yaridovich23 09:09, 19 August 2011 (PDT)
- Possible. I wouldn't put it past Valve to do that. ShadowGlove 06:47, 19 August 2011 (PDT)
New Image
I edit the strategy pages a lot, and right now, the imge for this is pixelated and has a ugly white background. If somebody could fix this, that's be great. ShadowGlove 06:47, 19 August 2011 (PDT)
Is it meant to destroy both team's projectiles?
Is it meant to destroy both team's projectiles? The item discription never mentioned enemy projectile only projectiles in general. This means that destroying teammate's projectile as well as enemy's projectile is not a bug.
Here is the weapon's discription: Short Circuit Level 5 Shotgun On Fire: Generates an electrical field that destroys projectiles and does slight damage to players No reload necessary Per Shot: -35 ammo Uses metal for ammo No random critical hits
It's sort of implied. Weapons that have an "On Kill" attribute don't specify killing an enemy, yet that's how it works. maggosh 07:22, 19 August 2011 (PDT)
- I'm inclined to believe the same thing; I don't really think we can list it as a bug since it does not specifically list enemy projectiles as being destroyed. I'm going to change the entry accordingly. ButteredToast 07:39, 19 August 2011 (PDT)
- They have patched it today; it no longer affects friendly projectiles. ButteredToast 18:06, 23 August 2011 (PDT)
Its not just the shotgun
when using it and the gunslinger, the gunslinger dosent just not show up on the shotgun, but also the build/demolish tool and when holding a toolbox.Ihasnotomato
- Noted, moving all gunslinger problems to the right page.--Focusknock 05:35, 20 August 2011 (PDT)
Delete Projectile
Hi and now I tested this weapon with many types of projectile I can. So It can delete these projectile.
- Rocket
- Arrow
- Sticky Bomb
- Grenade from Grenade Launcher
But I don't sure about
- Bison
- Jarate/Mad Milk
- Sandman Ball
- Flare
- Syringe
Then can someone tested? Hinaomi 06:27, 20 August 2011 (PDT)
- Presumably it can destroy anything that can be reflected, which means it can destroy baseballs and flares but not syringes or Bison shots. Toomai Glittershine 11:00, 20 August 2011 (PDT)
Tested with friend a little. It works fine against:
- Jarate/Mad Milk
- Sandman Ball
- Flare
Catching arrows is hardest trick to do. --Pavel.nps 05:15, 30 August 2011 (PDT)
What IS this weapon?
I know the page said that it's a handheld device, but Larolaro, the items creator, said that it's an augmented arm. Not only that, but the wide end of the weapon (the one closer to the screen) is the same color of the Engie's glove. Shouldn't this be called an augmented arm instead of a handheld device? Wallacethewalrus 18:23, 21 August 2011 (UTC)
- I know it's a bit late to be commenting on this, but as you wanted feedback, got none, and I have an opinion on the matter, I shall speak. Technically speaking, it's not a "hand-held" weapon, since it IS his hand, so I personally think it's more of an augmented arm than a hand-held anything. The concept art shows and the creator both agree/show that it's not a hand-held weapon. As such, I'd support it being changed.Sven 15:38, 9 September 2011 (PDT)
- Making it an augmented arm (like the Gunslinger) would require slight changes to the Engineer model and new animations for the weapon, so they made it a handheld device. It's a shame really, it would have looked amazing if it was done properly. Maybe they'll fix it in the future, who knows? » Cooper Kid (blether·contreebs) 16:32, 9 September 2011 (PDT)
Damage table?
The critical hit damage is listed on the damage chart/table... thing, despite it not being able to deal critical hits (unless there is some way I do not know of, it will not crit in humiliation from my own experiences). And can it mini-crit at all either? Do the critical and mini-critical damages need to be listed there? Alfabetica 22:40, 21 August 2011 (PDT)
- Mini-crits can be caused by Jarate, Scouts under the influence of Crit-a-Cola, Heavys under the influence of the Buffalo Steak Sandvich, being in range of a friendly Buff Banner, and probably number of other ways. Crits can be caused by crit-boosting (round win, intel cap), an Ubercharge from a Kritzkrieg,and probably other ways as well. If they can happen, then they deserve to be there. ShadowGlove 13:14, 31 August 2011 (PDT)
- The Short Circuit doesn't do any boosted damage when it's krit-boosted. It works like the Mangler. Balladofwindfishes 13:26, 31 August 2011 (PDT)
Taunt Glitch
im not sure if it only shows up for me, but when i taunt with this, i does not appear. in fact, there is no right hand at all, just an open gap. Wertyuil1 12:51, 23 August 2011 (PDT)
Name reference
couldn't the name (*SHORT* circuit) be a tiny reference to the fact that the engineer is the smallest, or shortest, class on the team?Nephtys 11:22, 7 September 2011 (PDT)
Missing In Demonstration
Shouldn't the demonstration video also show how it can detect cloaked spies? Rampage470 17:14, 7 March 2012 (PST)
Actually, I was playing with the Short Circuit in itemtest the other day, and it turns out, it DOESN'T detect cloaked spies. Which is odd considering everybody seems to think it does. Cyanlime 04:57, 1 April 2012 (PDT)
Correct, the strategy pages state this is useful for spy-checking. The video should be updated so everyone can see how the short circuit affects cloaked or disguised spies. K-Raider NL 08:31, 11 April 2012 (PDT)
I did some research, and I have confirmed the weapon is completely useless for spychecking. It does not target cloaked spies. It targets both teammates and disguised spies. K-Raider NL 04:16, 17 April 2012 (PDT)
Destroying flares
The discussion says that flares can be destroyed, but the page says that there is a bug in which flares cannot be destroyed by the Short Circuit. Which is which?Upgrade 13:37, 24 March 2012 (PDT)
How the Pests Was Gunned
The latest update log regarding this tool claims that it has been fixed and now the achievement correctly counts the stickybombs destroyed by it, however it doesn't do that for me. I've been using this secondary a lot recently, I've even ticked to show the achievement on-screen at all times to see if it updates right when it should, but nothing happened so far. Or did they change the criteria for it too, so destroying stickies nearby your buildings doesn't count, only if the buildings belong to a teammate? Can someone clarify this? (I'm 100% sure that -- at least at one point -- it counted them when they were cleared off of your buildings. Of course, not with the Short Circuit, but it worked with the Shotgun.) --AxL 19:24, 3 May 2012 (PDT)
Gunslinger + Short Circuit
Even though the Gunslinger and Short Circuit replace the same hand, they can be used in the same loadout. For both the client an the world, an engineer with this loadout would be switching between two different hands for his right hand. That is a big graphical bug, right? K-Raider NL 03:56, 2 July 2012 (PDT)
Nope.avi
Hinaomi 06:09, 2 July 2012 (PDT)
Short Circuit ACTUAL attack interval?
0,15 is not the attack interval, it's the interval upon which it drains ammo, it fires much, much faster than that.
I don't really know how to time the actual attack interval, though, could anyone help calculate it and edit the article to be more accurate? This makes the short circuit seem far weaker than it actually is, after all. Dearche (talk) 11:15, 4 January 2014 (PST)
- From the edit summary, the current attack interval is from item.txt (Which mean it's from the game file)
Rikka Takanashi (talk) • (contributions) 16:18, 4 January 2014 (PST)
The true stats for the Short Circuit after January 9, 2014 patch (patch notes are incomplete)
The JANUARY 9, 2014 UPDATE actually increased the damage output to 10 points damage per shot! Fast attack speed is still the same as it was after the Dec 10, 2013 update.
Screenshot proof:
Damage output against players/bots is 10 points/shot
Addendum: Apparently the damage does drop off slightly from 10 points to 9 points at extreme edge of the SC's range.
Screenshot: damage drop-off at the edge of range
Note: The DECEMBER 20, 2013 UPDATE update had actually lowered the Short Circuit's damage output against players/bots from previously 5 points to 2 points per shot, a change which was left undocumented both in the patch notes and the TF2 Wiki.
Screenshot proof (screenshots date from Dec 25, 2013): 2 damage per hit, cost -5 metal
The metal cost for destroying a projectile is -20 metal, instead of -15 metal as the official patch notes claim.
Screenshot proof:
Metal cost for destroying projectiles is -20 metal instead of -15 -- VS ROCKET
Metal cost for destroying projectiles is -20 metal instead of -15 -- VS ROCKET
Metal cost for destroying projectiles is -20 metal instead of -15 -- VS ROCKET
Metal cost for destroying projectiles is -20 metal instead of -15 -- VS GRENADE
Metal cost for destroying projectiles is -20 metal instead of -15 -- VS GRENADE
ADDENDUM and CORRECTION see below. It's (-5)+(-15) metal
Undocumented: Metal cost for a missed shot is -5 metal. Metal cost for hitting and damaging a player/bot is also only -5 metal. Which means the Short Circuit is now actually even more dangerous against enemy players than less (except underwater).
Screenshot proof:
Metal cost -5 for hitting a player/bot
Metal cost -5 for hitting a player/bot
Metal cost -5 for a missed shot
Metal cost -5 for a missed shot
History of the metal cost changes
- Prior to July 10, 2013: -35 metal/shot, every shot
- After July 10, 2013: -36 metal per missed shot, -18 metal for a shot that destroyed a projectile or damaged an enemy or building.
- After Dec 20, 2013: -5 metal/shot, every shot
- After January 9, 2014: -5 metal/shot for missed shots, -5 metal/shot if you hit an enemy, -20 metal/shot to destroy a projectile. (Patch notes are incorrect.)
I posted my full notes and discussion here on the Steam TF2 forums. --Knusperfrosch (talk) 20:05, 9 January 2014 (PST)
- CORRECTION: Well, I was partially right, but also wrong. I stand corrected.
As ShenanAgain posted here:
The patch notes aren't wrong so much as they're incomplete. It really does cost 15 metal to destroy a projectile; they just neglected to mention that the 15 metal is on top of the 5 metal needed to fire the weapon.
To illustrate this, here is a cluster of 5 stickies. To remove this trap, it takes 15 metal per sticky eliminated (a total of 75) and 5 metal to fire the Short Circuit. That adds up to 80. --Knusperfrosch (talk) 21:02, 9 January 2014 (PST)
Damage to enemy Engineer buildings
We might want to mention that the Short Circuit can technically do damage to enemy Engineer buildings, although it is negligible. It took 540 metal in total to destroy a level 1 dispenser. It's faster and easier to just wreck it with a wrench.
Screenshot: 540 metal --Knusperfrosch (talk) 22:12, 9 January 2014 (PST)
Short Circuit can no longer hurt multiple enemies
This is no longer true: "The weapon's electrical arcs are capable of hitting both multiple enemies (...)" (from this Wiki)
Proof that the short Circuit no longer damages multiple enemies in front of the Engineer, but only a single enemy the arc is aimed at.
Screenshots: screenshot from January 10, 2014,
screenshot from January 10, 2014,
screenshot from Dec 25, 2013,
screenshot from Dec 25, 2013 --Knusperfrosch (talk) 22:12, 9 January 2014 (PST)
Short Circuit Crashing TF2 When Attempting To Use?
I've been trying to use the Short Circuit, but it seems that every time that I attempt to use it, my game crashes/closes out, no error, just closes. Should this be listed as a bug?
♦ Contributions ± Talk Page ♦ 15:05, 25 January 2014 (PST)
- Did you try verify your game? Because I have no problem with it. 16:37, 25 January 2014 (PST)
The Short Circuit can fire useless particles while switching weapons
If you switch to the Short Circuit while holding down the firing button, it will appear to fire sparks, when none are actually being fired. The particles don't consume metal. The particles don't destroy projectiles.They don't cause damage to enemies, although they do appear to focus on them.They also appear in third person. I'm going to create a list of bugs on the page and add this to it. I first found this on a public community server, then tested it more myself with bots on itemtest. If anyone else want's to test this more thoroughly, go ahead. TheNoobThatWas (talk) 21:35, 23 August 2014 (PDT)
@Short Circuit 'actual' fire rate
I tested it in-game just to confirm.
firezap 1267.079956, 84472 firezap 1267.229980, 84478 firezap 1267.380004, 84489 firezap 1267.530029, 84499 firezap 1267.694946, 84510 firezap 1267.844970, 84519 firezap 1267.994995, 84529 firezap 1268.145019, 84539
1267.844970 - 1267.694946 = 0.150024 approx 9-10 ticks
Post-Gun Mettle Haul / Alt-Fire Bug (Timing Related)
It seems that after the Gun Mettle update, moving projectile destruction to alt-fire and removing hauling, there's a window of time, after weapon-switch to the Short Circuit, where hauling will still occur on alt-fire, without the projectile destruction effect. In my own crude timing efforts, the window seems to be around 1 second. I know a few other people I spoke to who use it regularly and have seen it, so should it be noted here as a bug? It has a pretty big impact on play, meaning that an engi is quite likely to wind up suddenly vulnerable with their sentry down if they switch to it quickly when a soldier or demo pops up. Slashproc (talk) 14:37, 23 July 2015 (PDT)
I just checked, and this is still an issue after the July 23, 2015 Patch, despite their other short-circuit update. May I note this as a bug on the page? (If anyone has doubts, it's *very* easy to reproduce. As engineer, stand behind one of your buildings, switch to Short Circuit and hit alt-fire within the first second after the switch. The building will haul.) Slashproc (talk) 21:09, 23 July 2015 (PDT)
I've now done more extensive testing and I found the window to vary from 0.5 to 0.75 seconds long after switch on a local server, with a very manual (stopwatch hitting weapon switch key) method, since I'm too clueless to know a better way. The window appears to be larger on remote servers, perhaps due to latency/lag impact. As a result, I'm going to call it "approximately 2/3 of a second" in the bug listing on the page. Slashproc (talk) 14:17, 24 July 2015 (PDT)
Weapon demonstration and damage tables
I have put this on the Weapon Demonstration page before, but I would like to update the template with accurate damage and attack interval differences. || twolfe's page || twolfe's talk page 04:38, 21 April 2017 (PDT)
Damage Type?
The damage type for the alt-fire is listed as "projectile," which isn't a damage type. Is explosive meant? Kestrelguy (talk) 17:52, 20 February 2021 (UTC)
the weapon lacking "No critical hits" and "weaker damage" (give or take)
Considering Backburner's page says (and I quote) "* The attribute "No random critical hits" is missing from the description." in a section labeled "Notes" and not "Bugs", shouldn't the Short Circuit article too put its unlabeled/missing flaws in a separate section titled "Notes" or whatnot? Likio (talk) 20:12, 12 September 2023 (UTC)