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of the info in that video has gotten outdated.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...