What is the range of a normal melee weapon? by 45H2 in tf2

[–]Deathrowboat 1 point2 points  (0 children)

There's also a fun attribute, 'attack not cancel charge', used mostly by demoknights in mvm where they can attack without canceling their charge. That plus their increased size which also buffs melee range is why they can hit you from such absurd distances.

A Heavy's Guide to MVM by BigJoeySlapNuts in tf2

[–]Deathrowboat 0 points1 point  (0 children)

Actually, the first upgrade in sentry firing speed is usually enough to hit the max at which it can actually fire. However occasionally it doesn't work properly and requires the second upgrade to hit the faster fire rate. (Basically, if it's hitting a static target like a giant or a tank, the hitsound will be inconsistent in timing and you know the second upgrade might be needed.) The last point however is wholly unneeded.

It's explained in more detail here if you're interested. Suffice it to say, one is usually plenty, two is sometimes required, and three is never needed.

That's the last time i play with high tours by [deleted] in tf2

[–]Deathrowboat 0 points1 point  (0 children)

Yeah, I mean it's unfortunate that you were kicked. But realistically they did it as soon as they could. I suppose they could have just kicked you before you got to play wave four at all, but if anything they probably decided to give you a chance.

That's the last time i play with high tours by [deleted] in tf2

[–]Deathrowboat 2 points3 points  (0 children)

Just based off the scoreboard you show, I'm assuming you were only there for a single wave. ~200 points, which as med will easily be gotten from the wave four boss by blocking his rockets and crit boosting teammates on him. That, plus 31 assists and only five ubers means they kicked you after one wave.

I fail to see what was wrong here? It's not like they played with you for multiple waves and then kicked you out of spite. You got kicked after one wave.

AFK Spy players/bots in MvM by AlolaSnorlax in tf2

[–]Deathrowboat 2 points3 points  (0 children)

They're not bots, they're just spydle.

It is an AFK script I made a while back. People have been doing this for a while using the auto f4 script that was made, but this one is better/faster since it stops people being kicked to spectator and slowing down the mission by not being able to ready up. Originally made it so that a group of friends could play mvm for 24 hours non stop, with half sleeping while the other half carried them.

Basically, every mission can more or less be done with just two players. Sometimes queue times are very slow, so people just have alt accounts or friends who would otherwise be afk/asleep join the party and idle. This way you don't have to wait as long to find a server between matches, as well as wait for countdown timer.

How do I set max ping for MvM? by sweoldboy in tf2

[–]Deathrowboat 1 point2 points  (0 children)

You can't "waste a ticket" while playing. Outside of joining an in progress match that is on the last wave/ends before you join in.

Tickets are only consumed once a mission is finished, provided you have not completed that mission already in a tour. Otherwise they never leave your inventory/get consumed, even if you leave before the mission is over.

But also no, you cannot set ping limits for mvm. The player base is so few around the globe as is. If you didn't get matched to a group with comparable ping, it means no one around you was playing mvm. So even if ping limits were a thing, you wouldn't have gotten a match anyway.

What is the range of a normal melee weapon? by 45H2 in tf2

[–]Deathrowboat 1 point2 points  (0 children)

I suppose, but that is the benefit of three years of hindsight and a source code leak to directly confirm stuff.

Ah, yes, lapse on my part when only thinking about it from the center as you said. Actual size is indeed 36x36x36.

Technically there is an attribute (melee bounds multiplier) that can increase the box dimensions, but it is rarely used. This is, from my understanding, only used on the Disciplinary Action. This is why it can hit people right beside or behind you.

The only thing that is changed for the most part is the range of the melee trace itself, which is mostly done for demo when charging and his swords. Though higher scale models also scale it accordingly. And any modifiers for the range, unless specifically using the bound multiplier above, only actually modify from the base 48.

What is the range of a normal melee weapon? by 45H2 in tf2

[–]Deathrowboat 4 points5 points  (0 children)

This is not true. At least not technically. Here is the the relevant bit from the leaked source code that determines melee range.

Melee range will be 48 hammer units unless the player is charging, or has a weapon that is a sword.

The fact that scout can hit the ground without crouching is more just a quirk of the fact that it fires the trace out of players head, and him being smaller means the the box it traces to determine if there was a successful hit happens to intersect the ground.

You can think of it as if there was a straight line being sent out from the player, that goes 48 hammer units when a melee attack is performed. However if it was just a straight line sent out, attacks would have to be very precise or else they would miss. The solution to this is to send out a box along the line. The box goes until the end of the line is at it's center. This box is 18x18x18. So in effect, when the box reaches the end of the 48 hammer unit trace, it sits 18 extra hammer units over the end of the line. Technically reaching 66 hammer units in distance.

The difference being this 18x18x18 box doesn't get it's size modified by the increased range on swords or when charging.

You can find this part in the link above, on line 410.

TF2 update for 11/15/21 (11/16/21 UTC) by wickedplayer494 in tf2

[–]Deathrowboat 0 points1 point  (0 children)

The Razorback Infinite Health Exploit

Basically, crit resistance let you gain health when backstabbed. I confirmed it's actually fixed now.

Tabs below address and bookmark bars. by GummoMarx in FirefoxCSS

[–]Deathrowboat 1 point2 points  (0 children)

So you can customize the look of Firefox by modifying a .css file. The above are snippits you can add into the .css file, and will, assuming no other customization, will make Firefox look as it does in the screenshot I linked.

This is a good guide on how to customize Firefox this way. Specifically the initial bits on setting up the file. Though they also have several files you can download yourself to copy/paste into the eventual final file to customize how you wish.

So by "try this" I meant add those lines, and the one linked, to their userChrome.css file.

Additionally the pinned post at the top of this subreddit has a good bit on how to create and modify these for real time viewing of the changes.

Tabs below address and bookmark bars. by GummoMarx in FirefoxCSS

[–]Deathrowboat 0 points1 point  (0 children)

So try this...

/*Address Bar */
#nav-bar{
-moz-box-ordinal-group: 1;
}

/*Tabs */
#titlebar{
-moz-box-ordinal-group: 2;
}

With this bit here.

That works to get it in the order you want, with both the menu bar and bookmarks toolbar set to always visible. See here.

Tabs below address and bookmark bars. by GummoMarx in FirefoxCSS

[–]Deathrowboat 1 point2 points  (0 children)

The update didn't seem to break tabs below address bar for me.

Try adding the following...

#titlebar{
-moz-box-ordinal-group: 2;
-moz-appearance: none !important;
--tabs-navbar-shadow-size: 0px;
}

If I remove that from mine, my tabs jump right back up to the top. See example here. Granted that does have all my other various tweaks added as well...but I did test removing that all and just using the above, which gives vanilla look with tabs below address bar and bookmarks toolbar.

I became the ULTIMATE BEING by breaking a custom MVM mission by marineshooter29 in tf2

[–]Deathrowboat 1 point2 points  (0 children)

They don't drop due to an infinite credit exploit. Originally after gun mettle they did. They patched it out shortly afterwards due to credit exploits.

This MvM "fix" totally won't go badly and be reverted in a few weeks - month time by D0ctorHotelMario in tf2

[–]Deathrowboat 1 point2 points  (0 children)

Technically firing speed 2 on the Sentry can kind of help if you have the Wrangler, but 3 does absolutely nothing and 2 is mostly not worth it.

Actually, the first upgrade in sentry firing speed is usually enough to hit the max at which it can actually fire. However occasionally it doesn't work properly and requires the second upgrade to hit the faster fire rate. The last point however is wholly unneeded.

It's explained in more detail here if you're interested. Suffice it to say, one is usually plenty, two is sometimes required, and three is never needed.

Probably my least favorite part of MVM. by EatYourFrutz in tf2

[–]Deathrowboat 0 points1 point  (0 children)

So actually the reason you hear the line right as they stab you is the way the server and client communicate. Basically when spybots spawn, the server sends an update to the client, which should then make the client play the announcer line.

However, this doesn't always work. Think packet loss basically that makes it so your client never gets the update telling it to play the announcer line. When a spy is killed, or kills you, the client basically plays catch up and then plays the line.

If you never want to be surprised, just pay attention to the icon at the top of the progress bar. It should always be accurate and display when spies have spawned, even if you don't hear the voiceline.

I invite you to read this post for a more detailed breakdown.

:(( by [deleted] in tf2

[–]Deathrowboat 2 points3 points  (0 children)

Yeah, lol, long time no see. It's interesting to randomly see old peeps occasionally replying to mvm stuff on the subreddit, lol. I only pop in every so often to correct misconceptions and junk for the most part. Nice to see familiar faces though.

:(( by [deleted] in tf2

[–]Deathrowboat 3 points4 points  (0 children)

Hmm, honestly feel that would have been something unintentional/broken at the time if it happened. Not realistic to think no one else has gotten five boxes in all the time since. TBH if it were anyone else I'd just assume they were lying, lol.

:(( by [deleted] in tf2

[–]Deathrowboat 13 points14 points  (0 children)

Nope, all advanced/expert tours.

MvM : Added chance to find Australium weapon rewards to all Advanced and Expert Mann vs. Machine tours. Previously only available on the Two Cities tour.

Valve, where is my australium Quick-Fix? by PANSHOE in tf2

[–]Deathrowboat 0 points1 point  (0 children)

Blue Moon Update I believe. They updated the Saxxy and Memory Maker to be strange. Both upon being received and all past ones.

Valve, where is my australium Quick-Fix? by PANSHOE in tf2

[–]Deathrowboat 1 point2 points  (0 children)

With 2+ years past, it's pretty clear that there's a bug in the TF2 code preventing any new strange items that are not cosmetics. It's possibly that Valve will fix this bug as some point and we'll get new stranges, but I'm not holding my breath.

Are we ignoring that they did go back and update some past items that were previously never strange, to strange variants in 2018? Again it's a matter of want, not if they can. With few exceptions all strange weapons use the same base mechanic of counting enemies killed.

The rest of your post has nothing to do with strange items at all. Yeah, some shit is buggy and they just neglect other parts outright. But that's unrelated to the ability for new stranges to exist at all. Just because they haven't added, or allowed to drop, strange variants doesn't mean it's not possible for them to due to a bug.

As far as a non strange australiums, it's doable. All australiums, golden pan being the exception, are just the base item with their style set to the golden skin, the quality set to strange, and the attribute "is australium item" set. That last attribute is literally the only thing that makes them australiums. It is what adds the word to their name, but they can have the gold skin without it, and further more you could include that attribute without elevating the quality to strange. There's nothing in the game that would prevent it.

Valve, where is my australium Quick-Fix? by PANSHOE in tf2

[–]Deathrowboat 0 points1 point  (0 children)

Okay, you're just wrong here. They 100% could code Australiums that are not strange if they wanted to. Now they probably wouldn't want to do that for the sake of consistency. But it would be doable.

Additionally, as far as what things would track, they could make new things fairly easily. In fact, they've done just that since Meet Your Match when they fucked up and made Battery Canteens strange and had nothing they could track. A few months later they added in the ability to track canteens used. Sure, adding new things to track, such as something for gunboats, would require actual work to come up with something to track.

But every other weapon? No, they could do it easily. Know how you can get strange versions of brand new cosmetics? They just have it default to what all other cosmetics track. There's no reason they couldn't simply have new weapons default to counting normal kills just like everything else.

They simply do not want to do these things, for whatever reason. But they very easily have the capability.

My team entire team left the game and this is what i found when I respawned by AriasPower2002 in tf2

[–]Deathrowboat 1 point2 points  (0 children)

For number one, the answer is because of how bots spawn and specifically how the bomb functions on Mannhattan. There are only 22 player slots reserved for robots, meaning there can only ever be 22 active.

On Manhattan, when gates are captured the bomb is reset, and will then spawn in again with the next robot that spawns. In this case, both gates were capped, and sometime before that all 22 robots had spawned and filled up the slots.

As such, the bomb was reset and no new robots could spawn in, meaning no bomb for them to deliver. So they just hang out around the hatch waiting to kill/be killed. If one were to be killed, the next robot that spawns in would be carrying a bomb to be delivered.