Team Fortress Wiki:Weapon Demonstration/Archive 61
Archives 01 – 02 – 03 – 04 – 05 – 06 – 07 – 08 – 09 – 10 – 11 – 12 – 13 – 14 – 15 – 16 – 17 – 18 – 19 – 20 – 21 – 22 – 23 – 24 – 25 – 26 – 27 – 28 – 29 – 30 – 31 – 32 – 33 – 34 – 35 – 36 – 37 – 38 – 39 – 40 – 41 – 42 – 43 – 44 – 45 – 46 – 47 – 48 – 49 – 50 – 51 – 52 – 53 – 54 – 55 – 56 – 57 – 58 – 59 – 60 – 61 – 62 – 63 – 64 – 65 – 2024 |
Unusualifier
I found one of these in a crate so I thought I might as well do it if it's needed o: 02:52, 30 November 2017 (PST)
- Can someone tell me how this looks? https://www.youtube.com/watch?v=uuDYBYtSIj4
- Thanks :3 02:03, 2 December 2017 (PST)
- You've got black bars all around your video :( If you've still got the raw footage you might be able to edit it to get rid of those bars without losing too much quality.
- Also, ideally it'd be nice to show the taunt in-game as well. — Wind 20:13, 5 December 2017 (PST)
I had one lying around and since it hasnt been done yet here it is https://www.youtube.com/watch?v=45FF8JP5ZCA&feature=youtu.be quality will be better no worries but this is the rough thing Wynran (talk) 19:40, 2 March 2019 (UTC)
- Is good content-wise, but needs background music. — Wind 02:16, 25 March 2019 (UTC)
Decided to remake this because I saw a few issues with the previous one (Namely texture quality and low model quality indicated by no facial flexes, also custom cursor throws consistency off a bit). Vid here, source in the description. I have made 2 mistakes that I can see: 1. I clicked on the unusualifier too fast. 2. I got a big lag spike during the 2nd showing of the taunt.
I can't solve 1. I can redo the 2nd one if the spike is too big.
GrampaSwood (talk) 18:24, 25 February 2020 (UTC)
- Actually you can fix #1, just make the video freeze frame before you click on it. And yes, noticeable spike at 0:59 :( — Wind 04:11, 24 April 2020 (UTC)
- Fixed it using some editing magic and redid the show-off. vid, source
GrampaSwood (talk) 14:52, 10 May 2020 (UTC)- All good~ — Wind 05:44, 8 July 2020 (UTC)
- Fixed it using some editing magic and redid the show-off. vid, source
Time Out Therapy
This demonstration has been reserved:
Dave1 (talk) 5:02 March 14, 2021 (UTC)
Demonstration Video
- Quality seems to be fine. However, the "contract inactive" HUD element is visible, as well as the element at the top. The first transition is a bit quick, right now it immediately starts after the transition. (Imo, you also need to leave a bit more time between pressing G and 1). Also, there's only need for one circle around the Medic. Afterwards, I usually show off the beginning animation and end animation with little time in-between.
GrampaSwood (talk) 09:49, 14 March 2021 (UTC)
- Second Submission Dave1 (talk) 19:25, 15 March 2021 (UTC)
- Don't see anything wrong.
GrampaSwood (talk) 19:28, 15 March 2021 (UTC)
- Don't see anything wrong.
- Second Submission Dave1 (talk) 19:25, 15 March 2021 (UTC)
- https://www.mediafire.com/file/5227nl6w6wdq9o9/timeouttherapyv2.mp4/file Dave1 (talk) 13:06, 13 April 2021 (UTC)
Nabler
This demonstration has been reserved: Ashe (talk) 19:44, 30 December 2020 (UTC)
Show assists in Pyroland
- Finished the video · Ashe (talk) 21:56, 9 January 2021 (UTC)
- All good, please upload~ — Wind 04:50, 7 April 2021 (UTC)
Sole Mate
This demonstration has been reserved: Ashe (talk) 02:57, 29 December 2020 (UTC)
Show assists in Pyroland
B.A.S.E. Jumper
This demonstration has been reserved:
Ashe (talk) 23:23, 30 October 2020 (UTC)
Reduced amount of air control while deployed by 50%.
Removed the ability to re-deploy the parachute once retracted until the player lands on the ground again.
I finished the video, here's the link: https://youtu.be/2mnB_IprPuo — Ashe (talk) 22:37, 11 November 2020 (UTC)
- Not sure what the clip with the fall damage jump is for; is this to demonstrate that you can't redeploy it? Or perhaps that you can still take fall damage after having deployed it but falling from a tall enough height? I guess the clip is good regardless of which of these two reasons it is, and I can't really think of a better way to demonstrate either of these, so ship it~ — Wind 05:33, 5 January 2021 (UTC)
Classic
This demonstration has been reserved: Ashe (talk) 02:21, 27 January 2021 (UTC)
Does not demonstrate reduced movement speed while charging up the rifle.
Does not demonstrate that jumping cancels the charged shot.
Does not demonstrate the shooting while in mid-air cancels the charged shot, while falling down and holding shot does not cancel the charged shot.
Does not correctly demonstrate an unscoped bodyshot; the video so far is entirely of just headshots.
I had made some observations a few days ago, and I have noticed a lot of missing elements for the Classic video. Particularly so is how the current video doesn't correctly show the no-charge bodyshot damage (46 instead of 50). Qwertyxp2000 (talk) 08:11, 17 March 2020 (UTC)
- Yep, all good things to re-do the video for. — Wind 04:11, 24 April 2020 (UTC)
- I have a plan on how the new video should be run, and I will show how the video would be run, and I will explain it on a new line, to make it easier for me to format the video plan:
- Part 1 – The Main Gang (Pyro, Soldier, Medic)
The standard kills for Pyro, Soldier, and Medic, as usual for any damaging weapon.
- Shoot the Pyro with a quickshot bodyshot at the middle of his body, where there is little chance of accidentally hitting the headshot hitbox. Specifically, aim at his middle flame grenade.
- Move the crosshair to Pyro's head.
- Shoot the Pyro's head with a quickshot "headshot".
- Shoot the Pyro's head again, but with a partially charged "headshot".
- Aim at Soldier's head, and kill him with a fully charged headshot.
- Aim at Medic's head, and attack him with a scoped partially charged "headshot"
- Move the crosshair to Medic's body, specifically slightly to the left of his lower visible button right above his glove.
- Kill the Medic with a fully charged scoped bodyshot.
- Aim for the wooden Soldier target with a non-scoped headshot.
- Aim for the wooden Soldier target with a scoped fully charged headshot.
- Taunt.
- Part 2 – Sniper Movement 1
Two split videos of Sniper, both with Classic. This will demonstrate that charging slows down the player.
- Begin charging the right-hand side.
- Move forward to the garage door, similar to the Powerjack video, except both are equipped with Classic, one charged and the other not.
- Part 3 – Sniper Movement 2
Two split videos of Sniper, both with Classic. This will demonstrate that releasing a charge returns the speed back to normal.
- Begin charging the right-hand side.
- For the right-hand camera, release the charged shot by shooting at anywhere in front.
- Move forward to the garage door, similar to the Powerjack video, except both are equipped with Classic, both of which without the charging.
- Part 4 – 2Fort Jump
As RED Sniper, stay at RED's upper battlements (or BLU's upper base if your Sniper is BLU). The aim is to capture that jumping cancels the charge.
- At the edge of the battlement, aim straight anywhere, preferably perpendicular to both the corrugated metal frame and the wall.
- Charge the Classic to full.
- Jump, and attempt to release the shot. Ideally, the Classic shouldn't actually shoot a bullet.
- Part 5 – 2Fort, Charging Shot Mid-Air
As RED Sniper, fall down RED's upper battlements (or BLU's upper base if your Sniper is BLU). Place the opposite team's Heavy on the other team on the ground. The aim here is to demonstrate that you can charge shots in mid-air.
- Charge the Classic.
- Fall while still charging.
- Shoot at the Heavy while you are on the ground, still with your charged shot ready. If done correctly, Heavy should be able to be dealt more than 50 damage.
- Part 6 – 2Fort, Attempting to Shoot Charged Shot Mid-Air
As RED Sniper, fall down RED's upper battlements (or BLU's upper base if your Sniper is BLU). Place the opposite team's Heavy on the other team on the ground. The aim here is to demonstrate that the shot is cancelled while in mid-air.
- Charge the Classic.
- Fall while still charging.
- Attempt to shoot at the Heavy while in mid-air. If done correctly, Heavy shouldn't be shot because the bullet was not actually shot.
This is personally how I think the video should be run, but if you have other plans to do the video, you can try a different approach to creating the whole complete video. Qwertyxp2000 (talk) 00:30, 2 May 2020 (UTC)
- In part 2, it might be worth having a third clip with the Sniper using the stock rifle, walking forward while zoomed in.
- Parts 4 and 5 should be done on the demonstration map; to get height you can noclip your way to the top of the crates lying around the room.
— Wind 05:44, 8 July 2020 (UTC)
Miniguns
Note: They all get changed from Jungle Inferno update.
The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing.
Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%.
Strange Part
This demonstration has been reserved: FanCyy (talk) 12:35, 11 June 2020 (UTC)
- I have the Strange Part already bought, going to make the video as soon as possible. Please refrain from making this demonstration as it would be a waste of money if it's made by someone else FanCyy (talk) 12:35, 11 June 2020 (UTC)