Demoknight TF2 is a 𝘣𝘶𝘨𝘨𝘺 𝘥𝘪𝘴𝘢𝘴𝘵𝘦𝘳

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Demoknight is no stranger to bugs. In fact,  a few months ago, I made a video about it.   Well it's been a few months since then, so a lot  of the info in that video has gotten outdated. If you haven't watched that video already,  don't worry, I will recap a few of the bugs I've discovered before.   Firstly let's talk about melee range. Or more specifically, how to increase it. Most melee weapons have a reach of 48 hammer units. Demoknight swords in particular have a   reach of 72 hammer units. But if you swing  the weapon while charging, that swing is   supposed to gain an additional range buff, increasing the distance to 128 hammer units . What's particularly interesting about this  is that regardless of which weapon you use,   the extended range will always be the same at 128.  Since this feature needed a name I decided to call   it the extender. Since, well it's a Melee reference.  Get it? Melee? Melee weapon? Extended reach?  Not funny? Okay, fine. Anyway this melee range buff  doesn't work properly due to a coding oversight. The extra range is supposed to apply if the  swing connects while charging. But the problem with that, is that when you start the swing  animation, the charge immediately ends. So since you're technically not charging during the swing  animation, the extra melee range never takes effect. In my last video I said the following: If there's  any way to swing the weapon while charging we'd gain the extender's extra reach. Well, after I made that video, some people realized pretty quickly that you could just start the swing before charging. That way, you'd be charging during the   swing animation meaning that when the hit connects, it would gain extra melee range. So now yes, you can   finally live out the dream of outsniping an Eyelander using a bottle. As for I never made a video about it after eight months? I don't know, I got lazy? (purple) But the information's already public anyway. This glitch is already covered in a pretty  detailed melee weapon analysis made by Jane. If you're curious, I'll link it in the  description, it's pretty interesting. Now, you might think that having extra  melee range would be extremely useful, But you'd be surprised how situational  it is, since using it has a few drawbacks.   For example you're not getting any  extra melee damage from the swing. That alone makes this technique questionable to  use sometimes because it's often better to try   and go for a more damaging swing. However if  you do use an extender hit to kill an enemy,   your charge won't be cancelled. This is useful  in one specific situation. If you ever find   yourself fighting a hurt enemy and there's  another enemy behind them, try doing this! In this situation, you not only boosted the range  of your first swing but you've also boosted the   damage of your second swing. Which means in effect  you've used your charge to boost two swings   instead of just one. Half zatoichi duels are  also a very surprising way to use extender hits.  For those who don't know, the Half Zatoichi can instantly  kill other players who are using the same weapon   Since only the first hit matters in this instance, it doesn't matter if you go for a mini crit or crit.   Any hit will do the same damage, so you might as well use the extender's   extra reach. Because that way you can cheese a bunch of extra kills. In the other video, I also talked about a  weird property with the Persian Persuader   This weapon allows you to convert ammo packs  into charge meter, which is normally used to   reduce the cooldown between charges. This refill  mechanic isn't intended to work during the charge.   You can see here that if I charge into an ammo  pack, the charge ends despite what my meter says.   Therefore it's just meant to be used in between  charges. But it was discovered that if you hold   down right click while collecting the ammo pack,  your charge can extend. This was something i did   explain back in my previous video but  I never really explained why it happens.   In order to understand what's going on we need  to understand how the charge knows when to stop.   Firstly the charge is supposed  to stop when the meter runs out. That's pretty obvious. But that's only one  potential reason why a charge would stop .  If you watch the other video you'll also know that  charges can also stop if the player stops moving,   or if they slow down beyond a certain speed. So far  there's only two ways the charge can end. There is   a third way, can you guess what it is? It's pretty  obvious. The invisible timer has to reach zero! Obviously, very intuitive yes. An invisible timer  I don't think this invisible timer has ever been   mentioned in a video before, but yes, whenever you  charge there's an invisible timer ticking in the   background. This timer starts at one and a half  seconds, or it starts at two seconds if you're   using the Claidheamh Mor in particular. The timer is  normally synced up to the charge meter in a way   so that when the timer hits zero, the charge meter  is emptying at the exact same time. So most of the   time, the timer doesn't really have any noticeable  impact, since both of these things are happening   at once. But if the charge meter increases for any  reason, let's say by picking up an ammo pack with   the Persian Persuader equipped, then the timer  is going to run out before the meter empties.  When this happens, the charge ends. So the timer  acts as a failsafe to prevent weapons like the   Persian Persuader from creating situations where  you'd keep extending the charge over and over.   But, as we've learned, holding right-click  seems to bypass this. So what's going on?   It seems that Valve made one mistake that does  allow this to work. See, whenever the charge meter   is refilled to the maximum amount and you  hold right click when this happens, the game   incorrectly thinks you're trying to start a new  charge. Even though you're already charging. So even   though the Demoman doesn't suddenly do his charge  scream for a second time, the timer is still reset. Since both the meter and the timer were  increased to the maximum amount, you've   now just extended the charge. And the best part  about this is you can do it again and again and   again, as long as you keep refilling the meter  to maximum over and over and you keep holding   right click, your charge won't end. This also finally  explains why if you charge into a medium or small   ammo pack, this trick won't always work. Since the  hidden timer only resets when the meter is full. Now, if you thought of this was interesting  and confusing then it's only going to get   even more confusing. You know how some weapons  refill your charge meter after a melee kill? As in, it's only supposed to happen after a melee  kill. And how it very clearly doesn't happen when   you get a shield bash kill? I was browsing on r/tf2 one day and someone made this post here. Okay, it's the exact same bug as before. Just  hold right click when you're killing the enemy   with the shield bash and make sure the amount  of refill you get after the kill is enough   to completely max out the meter. As long as this  happens, your charge will continue. For example   if you're using the TideTurner and Boots  which give 75% and 25% respectively,   you'll get a total of 100% refill after killing  an enemy, which will always max out the meter . Meaning this trick will always work for any  shield bash that you get using this loadout. However if you're using just the boots in  particular, you'll only get 25 percent after   getting a kill. So your charge meter needs  to be at least 75% when the kill happens,   because your meter needs to max out after the kill.  If you don't reach 100%, your charge will just end  . The most confusing part about all of this is that  whenever you get a shield bash normally, you don't   get any refill. Yet when I shield bash while  holding right click and it maxes out the meter, that's the only situation where it works?! I don't understand! This is the Eyelander. It's a sword that grants  buffs every time you get a head, or in other words, a kill. Each head gives you movement speed, maximum  health, and bonus damage for your shield bashes.   The movement speed and health buffs cap at four  heads while the damage buffs cap out at five.   Now that's all well and good, until you consider what  happens when you switch from one sword to another.  When you swatch melee weapons you're supposed  to lose all the benefits from the Eyelander.   Let's say I get five heads. I switch my loadout  to the Half Zatoichi outside of spawn, and then   I run to the resupply locker to get my new  weapon. My health used to be at the buffed   number of 235, but now it's 200. My movement speed  has returned to the usual amount. But if I taunt,   you'll notice that the eye effect is still there,  indicating that we still have our five heads.  You might think this is just a cosmetic glitch,  but no, we haven't checked one crucial thing.   As it turns out, the bonus shield bash damage is  still active even though we're using a completely different weapon. *oh no no laugh* I hope she made lots of source spaghetti! Weirder still, this glitch seems to only work with certain weapons. it works on the Half Zatoichi, the regular bottle, the Pain Train and the Caber. But it won't work with the Persian Persuader, the Claidheamh Mor, nor the skull cutter I wish I could explain why this one happens, but I genuinely have no idea. It doesn't seem very practical though. If you're  gonna have five heads with the Eyelander, I don't see why you'd want to switch to a different weapon, because you're still losing the health and speed buffs. So unfortunately, I don't think this glitch is going to be particularly useful, unless want to confuse people with a buffed Half Zatoichi. I don't really know the best way to end this video so...
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Channel: SolarLight
Views: 965,378
Rating: 4.9643049 out of 5
Keywords: buggy disaster, tf2 solar light, tf2, solarlight, tf2solarlight, tf2 solarlight, tf2 tide turner, tide turner, tf2 demoknight, demoknight, trimping, tf2 trimping, bug, glitch, obscure, obscure facts and bugs
Id: y_JOTX34ujg
Channel Id: undefined
Length: 11min 32sec (692 seconds)
Published: Sun Jan 10 2021
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