It would appear that the Shortstop FOV bug is true! It can be seen with min viewmodels and viewmodel FOV 90 or with viewmodel FOV set higher than the settings normally allow. Though given the wording of the bug on the wiki page it would kinda lead you to believe it was talking about the regular FOV.
5:30 I like to imagine that because Scout is being pushed around with airblast, he spills his Bonk! all over and that's why it's not consumed nor the effect takes place :P
For the mad milk bug where "it rolls on surfaces" it happens on terrain that "changes" like the platforms on nucleus as you showed and another example is on hightower at the cap
My guess would be that it's related to dynamic elements then, such as func_brushes or something similar. Stickybombs have the same thing where they don't stick to these elements.
Scout Dolphins Dolphins never shut up, are unabashedly pretty brutal at times, and are deceptively crafty. Dolphins fit Scout to a T. Especially due to their tendency to jump.
The thing where you are able to bypass one of bonks downsides (when you take damage you get slowed afterwards) is actually a bug with Source itself and is often used in speedrunning to move faster after landing or move faster down stairs, therefore will be very hard to patch and probably won't get patched as Source is a fragile beast it can and has taken a lot but trying to mess with the physics will cause it to crumble and become more and more unstable.
For the shortstop bug, It's kind of like the soldier's "The Original" floating left hand, If you go to the console and put the viewmodel fov over the recommended max amount it will be bugged
Another bug: If you shoot a rocket launcher at your feet as soldier, you go flying fully intact instead of instantly blowing your legs and bottom half of your body off and possibly killing yourself. And a similar bug happens with demoman when he lays explosive bombs at his feet. Volvo pls fix.
The 1 damage for shoving is most likely there to save a few lines of code. Imagine a scout shoving an enemy into an area with a bunch of teammates and they finish the enemy off, you get credit for the kill since you did some damage to the enemy (1) There is code for medic assists while healing teammates but i think they just wanted to save a few lines of code with this solution.
@@icewhallowcome6689 it's easier and there's not much reason to turn it into a mini Airblast. And airblast has a bigger radius and has a further kock back.
like i said in the medic video, spy has plenty of bugs, in fact he born from one. the disguise kit is basically broken and the animations that he makes are really weird sometimes
@@dudeguy1460 yeah, in the Quake mod Team Fortress there was a bug where players' uniform colours would sometimes mess up and they'd appear to be on the opposite team. when the devs noticed this and patched it, they thought it was a cool idea for a character, so they made the Spy.
Oh yes, I know what you're talking about. When spy disguises, sometimes his disguised model will be missing certain pieces of his body or he will be holding weapons he shouldn't be holding. For example: Sometimes a disguised spy will have missing legs, missing feet, a missing head, or missing body parts entirely and just be floating cosmetics. Sometimes disguised spies will have cosmetics they shouldn't be wearing like heavy cosmetics on a scout. Sometimes disguised spies will be holding weapons not meant for the class he is disguising as (like a crossbow on a sniper disguise.) And as a bonus (more related to the dead ringer and the best way to tell if a spy dead ringered:) sometimes if you kill a disguised spy with a dead ringer out, his model will not ragdoll properly and just seem to instantly a-pose into the ground. This is also related to a bug where if you kill a disguised spy, but no weapons force was applied, his model will a-pose before ragdolling.
19:22 I suspect that the person who reported the failure of deploying a triple jump, misjudged a feature for a bug. If you run off a edge with the atomizer you will only be able to jump in the air twice. (just like only being able to jump once otherwise) since falling technically counts as a jump.
7:15 I used to use bonk for the sole purpose of running into the entire enemy team and go for a taunt kill, when i was doing this (more than a year ago, likely more than 2) I was able to switch weapon exactly one time, so if i accidentally had my gun out i could swap to whichever bat I had, and conversely if I had a bat out and switch on accident I could get stuck with the gun out. It could have something to do with input method? I believe I still used scroll wheel to switch weapons back then.
You can switch weapons if you use the key that it's binded to select the previous weapon you had,it's usually "Q" You can use it while under Bonk! or at least I have been able to do that by that way
The guillotine sound bug probably happens whenever the momentum from the throw is gone and the weapon is only being affected by gravity. That's why it makes the sound at the peak of the throw and why it makes it after a few moments of flying downward -- that's when the programming makes gravity take over. Also, was the whole "fish isn't fooled by dead ringer" bug fixed? You didn't mention it... Finally, every thing the bauble shatters on will also make the bison fizzle. It's something to do with how the map is marked.
Wait... the fish thing is a bug? I always thought it was a feature (now that i think about it, it's strange to have a weapon that counter the dead ringer)
The sound happens when the guillotine stops being able to do damage. If you throw other projectiles like the mad milk, you will notice that the milk bottle shatters after a certain amount of time if it does not hit anything. This is true for the guillotine aswell, except of course that it just falls to the ground rather than shattering.
13:30 It’s the time that the clever stops working. Like how any throwable jars explode in the air if it took too long for them to hit the ground, except the guillotine exploding wouldn’t make much sense so it just stops. (I assume this is an intended feature)
14:07 I think they meant that if the player hits the wall with their sandman ball and if a scout on the enemy team or a scout from the player's team picks it up then the player's recharge bar will be full but the baseball will be missing. Notice how it says "while the scout is in close range" and not "while the player is in close range" maybe a stretch but give it a try
It is when ur right up on a wall. I assume what happens is that the players hitbox somehow registers picking the ball up yet doesnt triggsr kr register the ammo it provides. Aka the player now has "0" baseball ammo, aka a full baseball meter yet unusable. Ive had it happen but dont know what causes it
19:22 "The tripple jump will fail to deploy" This happens to me all the time. What you need to do is hold down the space bar a little when you double jump, then when you go to hit it again like a second later, it won't deploy.
12:07 If you pick up a dropped guillotine while holding primary fire after already throwing one, then you will go into a civilian pose You could also do this with scouts nut jar- I mean mad milk
that bonk bug with getting knocked into the air just reminds me of the old phlogistinator when getting knocked out of the mmph taunt would give you the crits instantly
4:43 this also applies to ubered players. as long as you're on the point, you'll always get the credit no matter what. 12:06 This applies to all throwables)even wrap assassin and sandman balls). It's only noticeable on the guillotine since it has a fast recharge.
The glitch at 12:50 also works with the jarate and mad milk, and can be used to t-pose 1: use the mad milk (not sure if it works with the guillotine) 2: suicide while holding it 3: after you respawned throw the milk but keep holding down the left mouse button 4: while holding the left mouse button pick up the other mad milk that you dropped when you suicided 5: enjoy being t-posed (Also work with jarate for sniper)
The ornament smashing also happens with the entire section of the last point of payload in bad water the reason why this happens is because certain structures are solid and the ornament doesn’t double check if it should break or not.
The bug where you hold alt attack after throwing the flying guillotine makes you still look like you have it also works with the mad milk and mutated milk
19:28 I believe this person tried to triple jump from high up, and only managed to double jump. I don't know how to explain it, but if you fall for too long, you can't double jump-- unless you have the atomizer equipped. They might have mistaken this for the triple jump not working, when, in fact, it technically _did_ work.
11:20 this bug was patched years ago for most walls and doors. I know this because I was disappointed when I couldn't do the bug on the maps I played on anymore. Here's an example from an NISLT video when I did the bug on Upward: th-cam.com/video/ZKsYhOTS7Ho/w-d-xo.html (timestamped at 1:05) That wall you showed made me happy, I gotta play that map soon.
fun fact about the bonk slowdown trick; this is actually tied to the game's slowdown effect as a COMPLETE whole if you're doing something or under the effects of quite literally anything which slows you, you can tap a + d while moving to go faster And when I say quite literally anything, I do actually mean this Crouching, walking backwards, Natacha slowdown, spooked by ghost, sandman ball, etc etc etc
4:33 i guess this is so if you are knockbacked out of a cliff when under the bonk effect, the kill will be properly awarded, otherwise if for example a pyro airblasted the scout, he wouldn't get the "finished off" thing
Shounic made a video about the last one. The bounding boxes that group together objects like stairs are marked as solid in specific examples, and only certain projectiles actually check for this - the bison and the wrap assassin being among them. Another place where this happens is the stairs leading to the second point on Gullywash.
17:11 fairly sure this one happens due to the change of the original sandman, which straight up stunned ubered players. I'm guessing this happens because instead of making it so that players cannot be stunned under uber, ya know, like how you'd expect, they made it so once uber activates they are completely unable to be stunned by the sandman, which DID change the most obnoxious part of the weapon, but in a half-hazardly effort. Also rip the sandman, slowdown doesn't help the scout one bit, they could've atleast made it so moonshots still stunned opponents, cause, ya know, moonshots are nuts, they should be a little more rewarding than just the same slowdown and damage.
Can confirm - Flying Guillotine does kill through spawn gates. I've been killed by one and hit by many while dicking around infront of enemy spawn before a match starts
I'm surprised this video didn't mention the alleged Baby Face's Blaster's speed boost making scouts able to outrun their own hitbox (which was disproven). But even then it seems like an extremely major 'bug' since the weapon was nerfed harshly for this very reason.
The milk rolling is because of moving objects on maps. it does so on any platform that is marked as a "not part of the map interactable" object, like the walkways on the last point on Steel. Jarate also does this
Here's a bug that wasn't listed: When a scout is under the effect of bonk, medics with the ubersaw can still get uber when hitting the scout even if the scout takes no damage.
On Hit effects are still applied when you hit an invunerable player, so stuff like the Ubersaw or Vitasaw would still perform their functions. On hit effects don't work on disguised spies however.
I'm late, but 14:00 fire it at the wall at close range, not while close to a wall. Fire it at the wall you're close to, not fire it at a wall while close to a different one.
7:50 that applies to all moving objects within the game, these ramps are probably the most significant tho. other examples are that mad milk will bounce off the spawn gates, and other doors that open up after a point is captured (for example the gates on badwater)
the shortstop shove should be 15 damage and have a SHOVE KILL icon like the Fish, as well as be the Scout's mouse 3 attack on all slots. make it also be a kick when airborne(adds a 100% more damage so), no rnadom crits and minicrits are crits and you can shove and kick off walls for scouts version of pogo jumping.
Candy Cane Sandvich thing (17:40), my guess is that there's a property on "health packs dropped by the Candy Cane" that prevents them refilling Sandvich meters, and a property with higher priority on "health packs dropped by a Heavy with the Sandvich" that forces that health pack to refill the Sandvich meter (this is so the Heavy can't throw down the Sandvich for a quickheal, but I guess it applies to any health pack they drop?)
PreJungle Inferno I know the Soldier Equalizer Taunt did show in the kill feed that Scout died. I remember that due to how I used to play on servers where you could have weapons on other classes and after seeing that interaction I tested it with some friends in the normal game and it happened nearly every time, it seemed to depend on their level of ground and how close you were to the Soldier. (If you were on a 2Fort ramp or stairs it would something not even register knockback while other times it would show in the kill feed that the Scout died.
Regarding the sandman, there's 4 achievements in the game tied to how the weapon worked pre jungle inferno but as you said it doesn't stun anymore so theres just 4 unachievable achievements in tf2 currently
That "winger bug," isn't actually one at all - it can happen on all classes on all weapons, including sniper. You can peek corners apparently standing up but with your actual hitbox crouching.
2:05 Basically, you can actually increase your viewmodel FOV by typing a command into the developer console. By doing this, you can set your viewmodel FOV above 70. If you do this, then you will see the Shortstop’s bullets levitating behind the gun. A bunch of other weapon viewmodels are busted, but I’m not an expert on this. Aar made a video about the broken viewmodels. th-cam.com/video/4_P3Pu4PY4Q/w-d-xo.html
The shattering bauble happens with other projectiles! Cow mangler I think, and maybe jarate/milk if I remember correctly. It's because the bounding box for the prop is just massive
Yes. The extra distance comes from the difference in air physics. So, if the mutated milk happens to somehow become the mad milk (such as the switching bug), it will have the same physics as the mad milk once more, and will thus have different physics from if it were thrown normally. TL;DR: the mutated milk itself is why it goes further.
14:50 I have seen this bug in person, sometimes, if the ball rolls along a wall, it cannot be picked up, even when you walk right over it. After that the ball will remain there and count as "used" until the owner dies and it gets despawned. This happens very rarely tho.
Now that I've deleted an unfunny comment I left about 20 minutes ago, I can leave a slightly less unfunny comment: The atomizer is a discount neon annihilator.
okay, so i just watched the Team Fabulous 2 video and when I realized and saw your animation I really liked it, I loved the clean and crisp the art style was. I probably took awhile, but whether it was you or someone else you did a great job. I LOVED to see merch or something like that.
19:23 Ok I play with the atomizer a lot and yes this does sometimes happen, I think the reason behind it is because switching through your weapons fast makes it so that you only double jump instead of triple jump or something like that
The clanging sound plays whenever the Flying Guillotine starts to "ragdoll" and can't damage another player anymore. For example, it flew to far and Valve didn't want this weapon to be able to be used in longer ranges to make it more balanced for Scout as a short range class.
When the player is hit by a hitscan weapon and killbinds, the normal pain sound will play. However, if the player was last hit by a melee/non explosive crit, then the critical death sound will play.
It would appear that the Shortstop FOV bug is true! It can be seen with min viewmodels and viewmodel FOV 90 or with viewmodel FOV set higher than the settings normally allow. Though given the wording of the bug on the wiki page it would kinda lead you to believe it was talking about the regular FOV.
Pin this before you get lynched by the 3 people who use the shortstop
Pin your comment
The wrap assassin (and also the sandman i think) has a glitch that if you swing it two times and throw the ball,it will be a guaranteed crit
xD
To be fair, the devs obviously didnt intend for people to use a viewmodel higher than 70 for regular play.
*"Why does [the shove] deal damage?"*
I assume the reason is to make sure Scout gets an assist in the event someone else kills the shoved enemy.
I mean medic can only heal and pyro can airblast people and it can still count as a assist.
I assume that it it can be as such that it does one damage but the knock back is huge.
Have you seen the Red Robot vid with the shortstop shove and Crit-a-Cola?
I think airblast does 0 damage in the same way that the rocket jumper technically does damage. As for the medic, that's a medibeam check.
So that it can deal knockback as hitscan in the first place
5:30 I like to imagine that because Scout is being pushed around with airblast, he spills his Bonk! all over and that's why it's not consumed nor the effect takes place :P
@Mandy
That...makes a lot of sense, actually.
or with any knockback really
"you spilled my bonk! fucker!"
That's a good theory
@@SniperOnSunday A GAME THEORY
The Wrap Assassin's ornament will also be totally neutralized in the very end of Badwater. Shounic has a video on that.
*EDIT:* Now fixed!
That's because of messed up hit boxes the same happens with with then bison
Poor poor bison
Those weapons are nerfed with that mechanic.
This is why the guillotine is so good.
Technically not a glitch, it’s intended to do that, they just have a big box.
For the mad milk bug where "it rolls on surfaces" it happens on terrain that "changes" like the platforms on nucleus as you showed and another example is on hightower at the cap
My guess would be that it's related to dynamic elements then, such as func_brushes or something similar. Stickybombs have the same thing where they don't stick to these elements.
It happens with the Hightower payload lift
Formally, it's that it will roll on brush entities. Check the VDC for a listing of them.
This just isn't a bug lol
Those are probably prop_dynamic though.
“The most popular request was spy, so I’m doing scout!”
I can get behind that logic.
The Atomizer: Deals mini-crits in water
Me: *Scout Sharks*
Exactly what came to my mind.
@@anonymousaccordionist3326 Great minds think alike
Or perhaps something like Scout Piranas
@@bobbyferg9173 that would make more sense as pyro sharks would just erase the scouts too easily for them to both be called sharks
Scout Dolphins
Dolphins never shut up, are unabashedly pretty brutal at times, and are deceptively crafty. Dolphins fit Scout to a T. Especially due to their tendency to jump.
The Scout is from Boston, so the laws of physics don’t apply to him
Do you always have to comment about something ??
@@daddylonglegs9711 Do you always have to complain ?
yes
"Screw you Newton!" - Scout, probably
Gravity? Who gives a crap about g r a v i t y?
The thing where you are able to bypass one of bonks downsides (when you take damage you get slowed afterwards) is actually a bug with Source itself and is often used in speedrunning to move faster after landing or move faster down stairs, therefore will be very hard to patch and probably won't get patched as Source is a fragile beast it can and has taken a lot but trying to mess with the physics will cause it to crumble and become more and more unstable.
Strafe-stepping I think it's called but im not entirely sure
Oh, its the old Natascha counter bug.
I don't understand, how I can I do that?
You're exaggerating a bit there. Source is quite a big mess, but some edits to player physics code aren't going to hurt it *that* badly.
Source uses Havok as it physics engine, we'll be fine
For the shortstop bug, It's kind of like the soldier's "The Original" floating left hand, If you go to the console and put the viewmodel fov over the recommended max amount it will be bugged
Now this is a series I can get behind!
What about in front???
gentlemen
no no he's literally behind the video.
Zavouk let me eat u sandvich
Is this a joke about how scout usually in the back to kill
bug: if you press the space bar two times, the scout will do a double jump, which makes no sense because double jump is not a real thing.
desr god
@@MarkStillPlays But there's More...
@@snackermantm105 No...
Another bug, the more you reload with the engineers pistol, the more magazines he crams into a single pistol
Another bug: If you shoot a rocket launcher at your feet as soldier, you go flying fully intact instead of instantly blowing your legs and bottom half of your body off and possibly killing yourself. And a similar bug happens with demoman when he lays explosive bombs at his feet. Volvo pls fix.
The 1 damage for shoving is most likely there to save a few lines of code.
Imagine a scout shoving an enemy into an area with a bunch of teammates and they finish the enemy off, you get credit for the kill since you did some damage to the enemy (1)
There is code for medic assists while healing teammates but i think they just wanted to save a few lines of code with this solution.
@Walter
The Air Blast does no damage, so what gives?
@@nadroji6549 Airblast has different codes.
@@MrDuck-po3wy couldnt they just give the shortstop an airblast but small and with no deflecting projectiles?
@@icewhallowcome6689 it's easier and there's not much reason to turn it into a mini Airblast. And airblast has a bigger radius and has a further kock back.
@@MrDuck-po3wy
Well what's the big difference between the two that they have different lines of code?
like i said in the medic video, spy has plenty of bugs, in fact he born from one. the disguise kit is basically broken and the animations that he makes are really weird sometimes
Wait he was born from a bug? Like the creeper?
@@dudeguy1460 yeah, in the Quake mod Team Fortress there was a bug where players' uniform colours would sometimes mess up and they'd appear to be on the opposite team. when the devs noticed this and patched it, they thought it was a cool idea for a character, so they made the Spy.
Oh yes, I know what you're talking about. When spy disguises, sometimes his disguised model will be missing certain pieces of his body or he will be holding weapons he shouldn't be holding. For example:
Sometimes a disguised spy will have missing legs, missing feet, a missing head, or missing body parts entirely and just be floating cosmetics.
Sometimes disguised spies will have cosmetics they shouldn't be wearing like heavy cosmetics on a scout.
Sometimes disguised spies will be holding weapons not meant for the class he is disguising as (like a crossbow on a sniper disguise.)
And as a bonus (more related to the dead ringer and the best way to tell if a spy dead ringered:) sometimes if you kill a disguised spy with a dead ringer out, his model will not ragdoll properly and just seem to instantly a-pose into the ground. This is also related to a bug where if you kill a disguised spy, but no weapons force was applied, his model will a-pose before ragdolling.
I instantly thought of the legendary Spycrab disguise kit glitch
@@spartanretro that better not be patched, it is basically a feature in the game at this point
19:22 I suspect that the person who reported the failure of deploying a triple jump, misjudged a feature for a bug.
If you run off a edge with the atomizer you will only be able to jump in the air twice.
(just like only being able to jump once otherwise) since falling technically counts as a jump.
8:00 - It rolls on the same surfaces sticky bombs roll. Those are usually dynamic objects / just specially clipped surfaces
7:15 I used to use bonk for the sole purpose of running into the entire enemy team and go for a taunt kill, when i was doing this (more than a year ago, likely more than 2)
I was able to switch weapon exactly one time, so if i accidentally had my gun out i could swap to whichever bat I had, and conversely if I had a bat out and switch on accident I could get stuck with the gun out. It could have something to do with input method? I believe I still used scroll wheel to switch weapons back then.
Same, I thought of doing that as soon as he read the bug
You can switch weapons if you use the key that it's binded to select the previous weapon you had,it's usually "Q"
You can use it while under Bonk! or at least I have been able to do that by that way
The guillotine sound bug probably happens whenever the momentum from the throw is gone and the weapon is only being affected by gravity. That's why it makes the sound at the peak of the throw and why it makes it after a few moments of flying downward -- that's when the programming makes gravity take over.
Also, was the whole "fish isn't fooled by dead ringer" bug fixed? You didn't mention it...
Finally, every thing the bauble shatters on will also make the bison fizzle. It's something to do with how the map is marked.
Wait... the fish thing is a bug? I always thought it was a feature (now that i think about it, it's strange to have a weapon that counter the dead ringer)
yea
@isilverskeleton that's the video I was thinking of but didn't want to dig up. Thanks for linking it.
The guillotine isn't a special case, either.
The sound happens when the guillotine stops being able to do damage. If you throw other projectiles like the mad milk, you will notice that the milk bottle shatters after a certain amount of time if it does not hit anything. This is true for the guillotine aswell, except of course that it just falls to the ground rather than shattering.
Ok I never knew that the shortstop opened up. I have a 2008 MacBook so I use medium
Yeah I just assumed they reused some other pistol animation for the shortstop
I use a Mac computer but I use all textures on low
Damn i feel bad for you guys
2012 imac Same lmao
that's like being christian and thinking that holding hands causes child birth
13:30 It’s the time that the clever stops working. Like how any throwable jars explode in the air if it took too long for them to hit the ground, except the guillotine exploding wouldn’t make much sense so it just stops. (I assume this is an intended feature)
14:07 I think they meant that if the player hits the wall with their sandman ball and if a scout on the enemy team or a scout from the player's team picks it up then the player's recharge bar will be full but the baseball will be missing. Notice how it says "while the scout is in close range" and not "while the player is in close range" maybe a stretch but give it a try
e
i read more like you are directly up against the wall and then throw the ball that somehow breaks it.
@@dogebrownstonks do you play apex :)
It is when ur right up on a wall. I assume what happens is that the players hitbox somehow registers picking the ball up yet doesnt triggsr kr register the ammo it provides. Aka the player now has "0" baseball ammo, aka a full baseball meter yet unusable. Ive had it happen but dont know what causes it
If I have a sandman, I always tend to go to a wall and hold right click and sit there for a while until I get bored
19:22 "The tripple jump will fail to deploy" This happens to me all the time. What you need to do is hold down the space bar a little when you double jump, then when you go to hit it again like a second later, it won't deploy.
That’s not a bug it has to be fully deployed
Most of scout’s bugs are so harmless. Unlike most of the other classes, there isn’t a single one that’s either broken good or broken bad.
Another one
Who are you and why do you keep commenting on all the things I like
@@stickmaster400 an SCP foundation researcher and it's probably because he isn't allowed to test SCPs anymore because he does stupid shit
And then there’s a the BONK one that lets you negate its main downside
12:07
If you pick up a dropped guillotine while holding primary fire after already throwing one, then you will go into a civilian pose
You could also do this with scouts nut jar- I mean mad milk
that bonk bug with getting knocked into the air just reminds me of the old phlogistinator when getting knocked out of the mmph taunt would give you the crits instantly
It still does lol
that’s actually still a thing, unfortunately
My dude you can still do it in MVM
4:43 this also applies to ubered players. as long as you're on the point, you'll always get the credit no matter what.
12:06 This applies to all throwables)even wrap assassin and sandman balls). It's only noticeable on the guillotine since it has a fast recharge.
I definitely remember being able to switch weapons while under the effect of bonk.
The glitch at 12:50 also works with the jarate and mad milk, and can be used to t-pose
1: use the mad milk (not sure if it works with the guillotine)
2: suicide while holding it
3: after you respawned throw the milk but keep holding down the left mouse button
4: while holding the left mouse button pick up the other mad milk that you dropped when you suicided
5: enjoy being t-posed
(Also work with jarate for sniper)
The sandman ball glitch thing occurs way more often in mvm, oddly enoigh
Dude there’s like more than 4 sandman bugs which one are you talking about
@@anarctickiwi dude, I made this post last year, I don't remember! lol
Lol
@@anarctickiwi It's probably the scouts uh... Trading balls. It happens in MVM a whole lot. Either that or the uber one. I've seen it a few times.
The ornament smashing also happens with the entire section of the last point of payload in bad water the reason why this happens is because certain structures are solid and the ornament doesn’t double check if it should break or not.
The bug where you hold alt attack after throwing the flying guillotine makes you still look like you have it also works with the mad milk and mutated milk
Any throwable really.
@@KimFareseed yea true
19:28 I believe this person tried to triple jump from high up, and only managed to double jump. I don't know how to explain it, but if you fall for too long, you can't double jump-- unless you have the atomizer equipped. They might have mistaken this for the triple jump not working, when, in fact, it technically _did_ work.
18:25
Does this mean that if a Scout wins Rock-Paper-Scissors with the Candy Cane out, the enemy will drop Health too?
yes
11:20 this bug was patched years ago for most walls and doors. I know this because I was disappointed when I couldn't do the bug on the maps I played on anymore.
Here's an example from an NISLT video when I did the bug on Upward: th-cam.com/video/ZKsYhOTS7Ho/w-d-xo.html (timestamped at 1:05)
That wall you showed made me happy, I gotta play that map soon.
key word here being *most*
Also, that is a bug of the map itself. Explosions can also damage enemies that come too close to that wall.
20:40 probably because the bauble is hitting the bounding box of a prop, some projectiles in tf2 are broken/ended by them.
They fixed this bug
The HealthKit bug also affects all small health kits dropped by enemies in medieval mode.
fun fact about the bonk slowdown trick; this is actually tied to the game's slowdown effect as a COMPLETE whole
if you're doing something or under the effects of quite literally anything which slows you, you can tap a + d while moving to go faster
And when I say quite literally anything, I do actually mean this
Crouching, walking backwards, Natacha slowdown, spooked by ghost, sandman ball, etc etc etc
4:33 i guess this is so if you are knockbacked out of a cliff when under the bonk effect, the kill will be properly awarded, otherwise if for example a pyro airblasted the scout, he wouldn't get the "finished off" thing
Shounic made a video about the last one. The bounding boxes that group together objects like stairs are marked as solid in specific examples, and only certain projectiles actually check for this - the bison and the wrap assassin being among them. Another place where this happens is the stairs leading to the second point on Gullywash.
Also Badwater last
the guillotine noise thing happens because the guillotine checks for if it has reached 0 velocity when it makes the throw
3:10 I thought the shells were a part of the model, like a piece of dynamite (?) or a fuse
Same with me, I thought it was just one of those inconsistencies with loadout models compared to ingame.
I also thought it was like a stick of dynamite to maybe start the hype effect
I always though it was a can of Bonk...
13:08 Correct. It hit the skybox, the sky fully has collisions and just has the sky texture.
17:11 fairly sure this one happens due to the change of the original sandman, which straight up stunned ubered players. I'm guessing this happens because instead of making it so that players cannot be stunned under uber, ya know, like how you'd expect, they made it so once uber activates they are completely unable to be stunned by the sandman, which DID change the most obnoxious part of the weapon, but in a half-hazardly effort. Also rip the sandman, slowdown doesn't help the scout one bit, they could've atleast made it so moonshots still stunned opponents, cause, ya know, moonshots are nuts, they should be a little more rewarding than just the same slowdown and damage.
Can confirm - Flying Guillotine does kill through spawn gates. I've been killed by one and hit by many while dicking around infront of enemy spawn before a match starts
19:59 Pyro”Sharks” and “Piranha”Scouts?
I'm surprised this video didn't mention the alleged Baby Face's Blaster's speed boost making scouts able to outrun their own hitbox (which was disproven). But even then it seems like an extremely major 'bug' since the weapon was nerfed harshly for this very reason.
i actually use both the fov and the viewmodel fov at 120, and i am pretty sure you can see the bullets clipping through the weapon
The milk rolling is because of moving objects on maps. it does so on any platform that is marked as a "not part of the map interactable" object, like the walkways on the last point on Steel. Jarate also does this
I saw this comment 19hours after it was posted
for the soda popper one i always thought that was intended for some reason
I’m pretty sure the shortstop deals 1 damage just to make sure you get credit for environmental kills.
16:48 it looks like the scout is slapping his own face.
10:28 Imagine a Sniper has to headshot you but the hitbox is not there XD
Here's a bug that wasn't listed:
When a scout is under the effect of bonk, medics with the ubersaw can still get uber when hitting the scout even if the scout takes no damage.
On Hit effects are still applied when you hit an invunerable player, so stuff like the Ubersaw or Vitasaw would still perform their functions. On hit effects don't work on disguised spies however.
Not a bug, a loading tip says to hit bonked scouts.
17:18 there's an achievement (Beanballl) for stunning enemy Scout with his own ball.
I'm late, but
14:00 fire it at the wall at close range, not while close to a wall. Fire it at the wall you're close to, not fire it at a wall while close to a different one.
7:57 on movable entities (or brushes I forgot) it rolls. It’s the bug of engine.
20:35 funny, they actually just recently fixed that bug.
I once spammed the shove on a heavy standing in a corner because I forgot it dealt damage and accidentally killed the heavy. It was funny.
20:54 I think that's a bug shonic talked about. It happens with the bison too quite a few areas.
The mad milk rolling is probably a side-effect of some projectile weapons not being able to "trigger" on some moving objects (such as stickies)
2-minute upload crew where you at?
Im so sorry
Truant.
5month upload gang
That noise bug with the guillotine is just the projectile 'self-destructing', similiar to how jarate and milk explode when air borne for too long.
That makes a lot of sense.
20:05 scout sharks
7:50 that applies to all moving objects within the game, these ramps are probably the most significant tho.
other examples are that mad milk will bounce off the spawn gates, and other doors that open up after a point is captured (for example the gates on badwater)
the shortstop shove should be 15 damage and have a SHOVE KILL icon like the Fish, as well as be the Scout's mouse 3 attack on all slots. make it also be a kick when airborne(adds a 100% more damage so), no rnadom crits and minicrits are crits and you can shove and kick off walls for scouts version of pogo jumping.
Candy Cane Sandvich thing (17:40), my guess is that there's a property on "health packs dropped by the Candy Cane" that prevents them refilling Sandvich meters, and a property with higher priority on "health packs dropped by a Heavy with the Sandvich" that forces that health pack to refill the Sandvich meter (this is so the Heavy can't throw down the Sandvich for a quickheal, but I guess it applies to any health pack they drop?)
Oh I wonder if the one I submitted years ago for Sniper still works.
In MvM, enemy spies can pierce the Razorback at all times.
a spy disguised as a demoknight from any other class will hold that classes weapon
PreJungle Inferno I know the Soldier Equalizer Taunt did show in the kill feed that Scout died. I remember that due to how I used to play on servers where you could have weapons on other classes and after seeing that interaction I tested it with some friends in the normal game and it happened nearly every time, it seemed to depend on their level of ground and how close you were to the Soldier. (If you were on a 2Fort ramp or stairs it would something not even register knockback while other times it would show in the kill feed that the Scout died.
At 19:50 Scout shark Confirmed.
1:55 you need to set your viewmodel fov above 70 with console commands to see the floating shortstop bullets
17:13 maybe it's because the sandman used to stun ubered players but now that it slows its just broken idk
17:32 It doesn´t work with wrap assasin bc the balls breaks after hitting
20:27 I wonder if the ornament somehow deals all it’s bleed damage at once?
Regarding the sandman, there's 4 achievements in the game tied to how the weapon worked pre jungle inferno but as you said it doesn't stun anymore so theres just 4 unachievable achievements in tf2 currently
MonsterSponge i got a sandman acheivment back in april
@@tristanking3592 Really? Do you remember which one specifically?
That "winger bug," isn't actually one at all - it can happen on all classes on all weapons, including sniper. You can peek corners apparently standing up but with your actual hitbox crouching.
I guess they can happen more easily using the winger.
2:05 Basically, you can actually increase your viewmodel FOV by typing a command into the developer console. By doing this, you can set your viewmodel FOV above 70. If you do this, then you will see the Shortstop’s bullets levitating behind the gun. A bunch of other weapon viewmodels are busted, but I’m not an expert on this. Aar made a video about the broken viewmodels. th-cam.com/video/4_P3Pu4PY4Q/w-d-xo.html
17:51 That hat drop tho..
The shattering bauble happens with other projectiles! Cow mangler I think, and maybe jarate/milk if I remember correctly. It's because the bounding box for the prop is just massive
0:30 anyone else see the well timed voiceline after Jim said Spy and Scout booed.
Shows that even the universe knows Scout hates Spy
WAIT! Does the bug about mutated milk turning into regular mad milk affect the physics?
Yes. The extra distance comes from the difference in air physics. So, if the mutated milk happens to somehow become the mad milk (such as the switching bug), it will have the same physics as the mad milk once more, and will thus have different physics from if it were thrown normally.
TL;DR: the mutated milk itself is why it goes further.
14:50 I have seen this bug in person, sometimes, if the ball rolls along a wall, it cannot be picked up, even when you walk right over it. After that the ball will remain there and count as "used" until the owner dies and it gets despawned. This happens very rarely tho.
Now that I've deleted an unfunny comment I left about 20 minutes ago, I can leave a slightly less unfunny comment:
The atomizer is a discount neon annihilator.
And i liked your comment for being less unfunnier than before
what was the original one?
@Sophie Grey
I see what you mean, cleaver.
It's hard to argue with his assessment
@@quagnam438 what was the first comment?
15:03 I actually wrote this bug on the TF2 Wiki when I was like 13! Funny to see it pop up in a random video in my recommended lol.
I never realized the sandman didn’t stun anymore
Mad milk and jarate (maybe gas passer) and stickies all roll on dynamic objects, notably on the last point in payload where the bomb drops.
Early gang
yup
yes.
The ubercharge is probably just a perimeter that isn't reverted after the charge
19:57 This means that scoutshark is 100% viable!
The view model thing with the shortstop, you have to go past 90 FOV, I think 110 and beyond you can see the bullets at the bottom
14:22 I've had this sandman bug so many times before. It's annoying. Baseballs that can't be picked up
15:59, I know that one is if you stand too close to a wall
okay, so i just watched the Team Fabulous 2 video and when I realized and saw your animation I really liked it, I loved the clean and crisp the art style was. I probably took awhile, but whether it was you or someone else you did a great job. I LOVED to see merch or something like that.
19:23 Ok I play with the atomizer a lot and yes this does sometimes happen, I think the reason behind it is because switching through your weapons fast makes it so that you only double jump instead of triple jump or something like that
shounic did a great explanatory video on the last bug, it also affects the manmelter, and some more areas where this occurs
7:58 The final point on Thundermountain is another such place. I've noticed it when trying to lay sticky traps.
The clanging sound plays whenever the Flying Guillotine starts to "ragdoll" and can't damage another player anymore. For example, it flew to far and Valve didn't want this weapon to be able to be used in longer ranges to make it more balanced for Scout as a short range class.
When the player is hit by a hitscan weapon and killbinds, the normal pain sound will play. However, if the player was last hit by a melee/non explosive crit, then the critical death sound will play.
"shoot it close to a wall"
*shoots it from the other side of the room*
"i couldn't get it to work"
lol
7:39 I'm pretty sure mad milk will roll on most surfaces where sticky bombs roll