Talk:Strange Part
Contents
Begin
Added basics, don't know what to do with availability, will be uploading all the bp icons for the different counters soon, thanks. - Devozade 18:02, 22 March 2012 (PDT)
Anyone know how you get these? If so, we need to add that. --Nmolby 18:09, 22 March 2012 (PDT)
Are you sure that it is found in crates 41 and 42? --Nmolby 18:21, 22 March 2012 (PDT)
- Through discussions I have seen so far on the schema side of things. - Devozade 18:22, 22 March 2012 (PDT)
- Ok, its better than unknown. --Nmolby 18:22, 22 March 2012 (PDT)
Anyone know if you can take a counter and put it on another item if it has already been used? Also, when you trade it, if it has to stay with the item, does the extra counter go to?? --Nmolby 18:27, 22 March 2012 (PDT)
- Another note, this item has no level, it doesn't even have the line in the item panel, not sure how to leave that line blank in the backpack panel template. - Devozade 07:10, 23 March 2012 (PDT)
Origins
Hmm, this is very similar to the kill counter that was shown in Meet the Engineer. However, this is probably speculation. Upgrade 18:29, 22 March 2012 (PDT)
- It does look very similar and i think they based this on it. --Nmolby 18:32, 22 March 2012 (PDT)
Use
Got a "heavies Killed" strange part, haven't actually used it but found out that a strange weapon can only have three parts added, meaning a weapon with two counters already, like a Strange Jag, can potentially have five counters total.Alioramus 01:13, 23 March 2012 (PDT)
Gib counter
Does it go up if the dead player has a Bombinomicon in his loadout? Pwnator 01:42, 23 March 2012 (PDT)
Main image
Why was the main icon changed to headshots? I kept it as the heavies killed one because that's the one used for Strange Part in the catalogue. - Devozade 03:37, 23 March 2012 (PDT)
Permitted weapons section
I added a table with the permitted combinations. Right now this is based on guesswork and common sense, so it needs to be verified and updated.
Some things I'm not sure about:
- Can the `Buildings destroyed' be added to an Electro Sapper (since this already counts destroyed buildings)?
- Can a Wrench have a Gibs counter (a level three Sentry can Gib, but a wrench by itself can't)? Same for the other wrenches, obviously. On the whole, the Gib counter is the one that needs the most testing, I think. For instance: Any Eyelander kill is a gib kill, so the gib counter would simply match the `normal' counter. Right now, I've just taken the list from the Gibs page. (For the gibbing taunt kills, I've added the required weapons, such as the equalizer and gunslinger)
- I added the flamethrowers to the Headshot posibilities, as you can headshot with reflected huntsman arrows. These combos need to be verified though.
- Do the Mantreads cause damage to buildings the player lands on? Can't find this on the wiki. For now I've assumed they don't. (and thus can't have a buildings destroyed counter)
- I've assumed that the medigun assist counters are not applicable to these counters.
Also, right now, this is a long table, It might be an idea to change it to a matrix, with the Strange Parts on top and the complete list of strange weapons on the left, and checkmarks indicating the possible combinations. However, if Valve adds more parts, this may become unwieldy (I expect at least 8 more, personally) Any thoughts on this?
Regards, --Itsacon 03:45, 23 March 2012 (PDT)
- The sniper can have the headshot counter added to it. I just tried it in-game and I can add it. I would edit the table but I'm an idiot and don't want to break it Proof: [1] Note: the huntsman in the screenshot isn't strange Alfie 16:55, 23 March 2012 (PDT)
- Extracted the data from the schema? There's some oddities with what counter can be used with what, as expected. And as some tables on the wiki are much wider, perhaps make there be 2 columns of attributes. - Devozade 04:00, 23 March 2012 (PDT)
- No, I didn't extract the data (no idea how I'd do that, frankly, feel free to enlighten me!). This is just common sense (headshot counter only on weapons that can headshot, kill counters only on weapons that can kill, etc). Just thought that this was the kind of info I'd look for in the wiki, so thought I'd give is a start. --Itsacon 04:06, 23 March 2012 (PDT)
- Is this table really needed? The combinations that are obvious (e.g., Headshots + Sapper) are... just obvious. The combinations that are not, should be checked first, or at least somehow marked in the table. And btw, I also suggest to make this table a multilanguage template, as it should be up to date in all language pages. — Stormbird talk 04:09, 23 March 2012 (PDT)
- It might be common sense, but as far as I understood it, some weapons were oddly tagged/untagged with certain counters that didn't make sense. Also there are a lot of common sense tidbits of info already present on the wiki, still getting people asking what can be used with what. Also [2] you'd be looking at "tags" for each weapon in the early sections of that page. As far as I understand it the tags are above the weapon. There are a few blanket tages, like I assume can deal damage allows airborne, heavies and buildings. Not all the headshotting sniper rifles have the headshot tag yet. But haven't trawled through it all to 100% make sure yet. - Devozade
- Ok thanks, I went through the schemas a bit, and it's much clearer now. Looks like four attributes were added: `can_deal_damage', `can_headshot', `can_reflect_projectiles' and `can_deal_gib_damage'. The Strange Parts check on one of those. However, it looks like some things are not set, and some `impossible' combinations are possible. Examples:
- Not every sniper rifle is set yet for headshots (Currently only the Huntsman, Ambassador and Machina)
- So headshots with reflections can't be counted.
- Heavy, building and airborne kills all use `can_deal_damage', so to answer my own questions:
- The Mantreads `can_deal_damage', so can count airborne kills, even though I doubt this is technically possible in the game.
- The Sapper can't, so can't count destroyed buildings twice.
- None of the festive weapons currently have the flags, so none of the Parts can be used on them
- Also interesting: the only weapons currently able to gib are the rocket, grenade and sticky launchers, the Ullapool Caber and the Apoco-Fists (even though the latter is not yet available as strange)
- I've updated the list with these changes. --Itsacon 05:06, 23 March 2012 (PDT)
- Just one more note, festive stranges take the attributes from the base items, because I can apply my airborne kills part to all my festive stranges except the medigun, as you would expect. Don't think they have specific entires for the festives. - Devozade 06:06, 23 March 2012 (PDT)
- Thanks for the info. I've updated the table. --Itsacon 06:29, 23 March 2012 (PDT)
- Just one more note, festive stranges take the attributes from the base items, because I can apply my airborne kills part to all my festive stranges except the medigun, as you would expect. Don't think they have specific entires for the festives. - Devozade 06:06, 23 March 2012 (PDT)
- Ok thanks, I went through the schemas a bit, and it's much clearer now. Looks like four attributes were added: `can_deal_damage', `can_headshot', `can_reflect_projectiles' and `can_deal_gib_damage'. The Strange Parts check on one of those. However, it looks like some things are not set, and some `impossible' combinations are possible. Examples:
- It might be common sense, but as far as I understood it, some weapons were oddly tagged/untagged with certain counters that didn't make sense. Also there are a lot of common sense tidbits of info already present on the wiki, still getting people asking what can be used with what. Also [2] you'd be looking at "tags" for each weapon in the early sections of that page. As far as I understand it the tags are above the weapon. There are a few blanket tages, like I assume can deal damage allows airborne, heavies and buildings. Not all the headshotting sniper rifles have the headshot tag yet. But haven't trawled through it all to 100% make sure yet. - Devozade
Added a table like paint cans for these because I feel like a lot more will be on the way soon, just wondering if the part table should be made shorter and/or combinted with the usage restrictions table. - Devozade 07:01, 23 March 2012 (PDT)
- I think combining the two tables into something like the tables on the Tools page would be best. Icon + name first, usage permissions/restrictions second and then availability. --Itsacon 07:36, 23 March 2012 (PDT)
- Don't really think it would ever become available for purchase or drop. Everything strange-related seems to be related to crates only. — Stormbird talk 07:50, 23 March 2012 (PDT)
- Possibly, but you still need a way on the page to show which crates each specific part is in. - Devozade 07:58, 23 March 2012 (PDT)
Bugs
Has anyone tested if it is true that the Headshot counter can't be applied to a Sniper Rifle or Bazaar Bargain? If it's true, should we add a `bugs' section to this page? --Itsacon 08:17, 23 March 2012 (PDT)
Reflect counter
I added this to my degreaser Counts:
- rockets
Does not count:
- stickybombs
- grenades
Unknown:
- arrows
- jars
- flares
- cow mangler shot
- balls
17:05, 23 March 2012 (PDT)
- This kind of info is good, should probably add an extra info column in the table for this data or add a notes section to the page, like with the strange page. - Devozade