Thank you World of Tanks for sponsoring this video! Play World of Tanks here: tanks.ly/3N1VvRQ During registration use the code TANKMANIA to get for free: -7 Days Premium Account -250k credits -Premium Tank Excelsior (Tier 5) -3 rental tanks for 10 battles each: Tiger 131 (Tier 6), Cromwell B (Tier 6), and T34-85M (Tier 6) The promo code is only for new players during the registration. Check out the WoT merch on Amazon: amzn.to/3HhfIkG
Please for the love of God don't play artillery if you decide to start playing WOT, also general advice for those starting the game the meta is hull down meaning that you unfortunately want to avoid tanks such as type 5 and maus. Best advice would be to get either the super conqueror, object 277, kranvagn, stb 1 or vz55 as your first tier 10, the 277 in particular is a great first tech tree as they are forgiving tanks to play with a fairly low skill floor
At some point the shield bash will kill basically everything and hurt your headhunting. But, it can be a newfound counter to kunai spies, other eyelander demos ecs
@@davitdavid7165 funnily enough in base game with max heads splendid screen shield bashes do 128 damage at max distance so they would already annihilate squishy classes
Fun fact about the Airstrike; It's even more functionally identical than you think, as it shares the same code with the Eyelander, including the head stealing mechanic. So an Eyelander Demo can steal 'heads' from an Airstrike Soldier & vice-versa.
Fun fact about the Dalokohs Bar, there was a glitch at the start of Jungle Inferno where you actually could stack the health buff infinitely by swapping to and from the GRU repeatedly and eating the chocolate off of cool-down. The result? About what you’d expect. You could still easily die to a random backstab though.
Went looking for specifically this comment, and I just want to add that the bonus was exponential Great Blue says that 1000 HP was pretty bad, but I remember how easy it was to still die with that against an enemy Heavy with (and I'm not exaggerating, the numbers really got this huge:) 10 million HP
Something to note about the blaster is that eventually, the scout's movement would become so fast that he would cause a heat wave by moving, lighting the entire server on fire, including himself, causing him to take damage, and resetting his boost to 0, starting the cycle over again.
The Bazaar Bargain works exactly as advertised. The original charge is 3 seconds and the 0.3 seconds is the time before the sniper rifle actually starts charging
Ok, but the graph shows the first kill reducing the charge time by 2s, which would be 33% not 25%. Now that I look at the graph again, almost none of the reductions are 25%. They also get smaller for every kill you get for some reason... 1st is 33.3% 2nd is 25% 3rd is 20% 4th is 16.6% 5th is 15% 6th is 11.7%
@@xcmledder3420 and others who have seen the comments further down, there's a much simpler way to understand this. A 100% cooldown reduction means having no cooldown. A 100% increased cooldown rate means the cooldown is cut in half. For example, if we have an 8s cooldown: A 25% cooldown reduction brings it to 6s. (8*0.75) A 25% cooldown rate increase brings it to 6.4s. (8/1.25) So for the chart: Remove the 0.3s outlier, then divide 3 (the base time) by 1.5 (for 4 charges). You get 2, then add 0.3 and now it's 2.3: exactly what it says on the chart. Since the cap is at 200% rate (which you only need 6 heads), it stops at 1.5+0.3 = 1.8
@@xcmledder3420that's because the boost is additive in the very weird way. It checks the stat and applies it later. If you are at 0 you get -50% wich means half speed charge. If you are at 4 you get +50% wich is about a third faster. It's a weird result caused from a division that uses a sum as it's divider. The more and more you add the less effective it becomes.
5:35 The progression is 50% of stock, 75% of stock, 100%, 125%, so on. Also you need to subtract 0.3s from the charge time that isn't affected. That's how. _Edit: Charging technically starts 0.3 seconds after scoping and goes from 0.0x damage to 3.0x damage over the course of 3 seconds, but if it's under 1.0x, the damage is unmodified, so the first second does nothing. Increased charge rate decreases this 1 second interval as well as the 2 seconds of actual charging that come after._ TF2 weapon stat numbers often don't say anything and you kind of need to test how they actually work.
To expand the function is just hyperbolic. 3/0.5 is 6, 3/0.75 is 4, /1 is 3 1.25 = 2.4 1.5 = 2 1.75 = 1.7 2 = 1.5 2.25 = 1.33 Which are all 0.3 off from the chart except 2.25 dunno what's up there. I forget if it's already capped but whatever. This also means you retain a nearly linear dps up. A charge rate of 1x is 3s, which is 0.33 shots per second, which with 150 damage is 50 dps. If we drop to 0.75x, thats 0.25 shots per sec, 37.5 dps (-12.5). If we go to 1.25, thats 0.42/s or 62.5 dps (+12.5). Just to confirm you have total: 0.5 = 0.17/s = 25dps 0.75 = 0.25/s = 37.5dps 1 = 0.33/s = 50dps 1.25 = 0.42/s = 62.5dps 1.5 = 0.5/s = 75dps 1.75 = 0.58/s = 87.5dps 2 = 0.66/s = 100dps Etc. The flat 0.3 changes things tho, so the effect slightly diminishes as the 0.3 stays static, so the actual change is +11.1 from 0.5 to 0.75, then +10.6, +10.1, +9.7, etc. The raw idea though is just the idea of a hyperbolic function, which is very commonly used in dps or RoF stuff. Like 2 shots/s is 1/2 is a delay of 0.5s between shots, and programming prefers to use delay even though shots per sec is more human readable. Anyways yea ted talk and etc, lots of numbers haha Takeaway is just that 1/x is really common in games, so if you see a slope like this it's likely a hyperbolic function. As the denominator approaches Infinity, the result approaches 0. This can be used for approaching 100% as well by just doing 1-(1/x). 1/4 is 0.25, 1-0.25 is 0.75. Beware the idea that these types of effects actually have diminishing returns. Like mentioned above, the raw formula has a linear dps increase despite the visible graph appearing to diminish greatly. This type of formula is also very often used for defense or damage reduction calculations. Heres an example. 50% damage reduction results in requiring 2x more damage to kill you (a 100 damage shot would deal 50). 66% damage reduction, despite only visibly increasing by 16% (compared to the 50% reduction which goes from 0 to 50 right away), results in a 100 damage shot dealing 33, meaning it now takes 3 shots to kill, meaning you have effectively 3x health. 0% to 50% added 1x more effective health. 50% to 66% added 1x more effective health. 66% to 75%, a visible increase of only 9%, also results in an effective 1x more health (75% reduced means 100 now deals 25, 4x needed to kill) As such, despite that % reduction appearing to diminish super fast, it still maintains a linear benefit and as such each step should not be considered worse or diminished in actual effect compared to the other steps.
@@puppieslovies I think a good way to think of it is this: Charging starts 0.3 seconds after scoping and goes from 0.0x damage to 3.0x damage over the course of 3 seconds, but if it's under 1.0x, the damage is unmodified, so the first second does nothing. Increased charge rate decreases this 1 second interval as well as the 2 seconds of actual charging that come after.
Literally Medi-scout. Pair it with the the other fast charging mediguns and you can go from upwards blu base back to spawn faster than a level 3 teleporter if you know what you're doing
What's even more impressive is that Demo with an uncapped Eyelander can run faster than Usein Bolt.... with a _peg leg._ Goddamn that man is terrifying.
It'd be hilarious to see a Scout running around at the speed limit of the Source engine just to get clipped by a single Medic syringe and be instantly back at 360 Hammer units/sec. (Yes, I know they reverted that nerf (and thank GabeN they did), but that would be hilarious.)
For anyone curious to have some examples with the accurate bazaar bargain data: The number displayed on the wiki and thus hopefully ingame depends on: 1) A fixed 0.3s wait before charging begins no matter what 2)The stock sniper taking 3s to charge once it starts So for a rate of X, the time taken is (3/X)+.3 You can see that by doubling X to 2(a full stacked bargain), you halve the 3 seconds down to 1.5 which makes sense and then adding .3 gets the listed result of 1.8 which is the current maximum. But with this knowledge we can go further. 10 heads brings the rate to 3, and thus the final time to 1.3 seconds(Don't forget that extra .3) 15 heads(4.25 rate) takes you to more or less exactly 1 second from right click to full 30 heads(8 rate) hits .675 final time precisely 58(15) hits .5 precisely and of course this sort of function will continue approaching the .3 limit If you want a single formula to plug a heads number into and get this result without converting heads to rate first: (3/(0.25*(HEADS+2)))+0.3
Banners could potentially store more charge than normal, giving an increasingly longer duration every time you deal damage. This is only before you activate it, obviously.
@@llamadrama1090 It would be interesting but it would have to be explicitly programmed in. Longer duration seems like it could occur just by removing a limit.
A simple mechanic would be an over charge. Basically you can activate any meter once it hits a full charge, but it's duration will continue to increase even after you've hit this point. Meaning you could have an ubër that lasts for a whole minute.
And Blue should have done the same for the banners! Alternatively, building uber up to 150% would just allow you uber for 12 seconds upon activation and 16 seconds at 200%, so on so forth. This would make the banners less of a hassle to use. Some other items that this change could affect is how many balls the scout can hold and how much "milk" he can sling. You start with one but the game doesn't have an upper limit for how many times the weapon can "recharge".
@@imaplaygames633 See the reply from Redstonewarrior0. TL;DR is "can only be used when full" becomes "can only be used when at least 100% (of vanilla TF2) charge, with duration/magnitude of effect increased to charge level when activated". Vaccinator Uber at 200% means you can make eight bubbles instead of four, etc. This also makes the Vita-Saw stack infinitely instead of stopping after seven organs.
If you took into account MvM, it might not be the best but the air strike would be super fun because you can mag dump your entire ammo stock with a crit canteen to kill almost anything
That spy segment sounds like an interesting type of game mode, like versus Saxton hale king of the hill. People can respawn and either try to kill the hale, which could be the first spy to reach like 1k hp, or people could try to steal all the health from the hale and become the hale
7:40 remember the glitch where heavy could switch between GRU and his minigun rapidly allowing him to stack the dalokos bar infinitely and exponentially?
@@potatoesandducks958 honestly don't know myself, my only guess is the regen effect from swapping from the GRU due to the reduces heath effect is somehow stacked due to the Dalokohs bar, other than that it's a source spaghetti mystery. also didn't receive a notification for this reply, literally just coincidentally came back to this video 19h after your reply.
Idea: maybe if meter activated weapons would have infinite charge, you could still have a meter, but if you fill up the meter you could still fill it up. But if you activate it while the weapon is more than full, you still have charge. So if you have 2 meters worth of charge, you can activate twice, if you have 3 meters worth of charge, you can activate 3 times, and so one. If this was true, the banners and the shields would be the best secondaries hands down.
Banners are already close to being best in slot. Tho I am a big fan of the reserve shooter. But me using that feels like a personal flaw rather than a real alternative to the conch.
Perhaps this was meant to be included in the "weapons you left out", but I'd like to point out that demoman shields deal more damage with heads collected.
Funnily enough there was a glitch back then that could break the health cap with the dalokos bar, so at least we have footage of that happening in a real casual match
The funny thing about the Dalokah's bar is there was an incident in pubs a few years back where heavy could eat it over and over without being health capped. The results were... well I think you get the idea lol
For the chocolate bar, you can bypass the 10 second cooldown by holding down right click and using the taunt button while eating. Holding down right click prevents weapon switching (and reloading) and taunting bypasses the left click cooldown restriction.
Imagine if the Mediguns had their overheal cap removed. Imagine hiding in the corner with your Heavy, spending like, five minutes of the match just overhealing him, and jump out and your like, 5,000HP Heavy just starts tearing apart the enemy.
The dragon's fury could technically be used here where if the Pyro is infinitely accurate he could theoretically do millions of damage per second if the enemy has enough health
8:03 The first time watching this I thought you said "eating poo" and my initial thought was "Oh, that's how the Heavy is able to recharge the Dalokohs Bar so quickly."
The Pompson and the Mangler would have been effected by this in quite a fun way, a whole lot of reloading, but a LOT of stored up attacks. Especially with the manglers charged shot, taking 4 shots from your reserve
Annoyingly enough, no. I've tested the Mangler with more shots via MvM upgrading. It takes your whole fucking clip for ONE CHARGE SHOT. I don't know about the Pompson though. I don't use it. It'd be pretty funny though.
honestly i think the biggest thing that would happen if this was done on a custom server is that bazaar bargain snipers would become demoknight target number one for that sweet sweet head cache
It took me 3 months to realize that instead of ignoring banners you could have let the banners charge multiple times and stack charges. Like making the battalions backup make you invincible after it charges 3 times.
Small correction, the eyelander only increases speed and health up to 4 heads, but the shield bash damage goes to 5 I’ve seen so many make the same mistake I had to check the wiki myself as I was starting to doubt myself
Something i just discovered from the wiki: "If the player kills an enemy Demoman wielding the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron, a Soldier wielding the Air Strike, a Sniper wielding the Bazaar Bargain, or a Medic wielding the Vita-Saw, the player receives an additional amount of heads relative to the stored heads/kills/organs of the enemy player's weapon."
Great Blue you forgot about 1 weapon in this video, the Splendid screen. Ripped from the wiki "Heads gathered by the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron will increase the damage of the bash, at a maximum of 5 heads; however, the Splendid Screen gains 8.5 damage for every head gained (dealing 128 damage with 5 heads), instead of 5 damage per head like the Chargin' Targe (dealing 75 damage with 5 heads)." Doing the quick math the splendid screen gets an additional 10% base damage added to its bash, following the pattern of adding on past the cap: 10 Heads on the Eyelander makes the Shields damage at 170, with 11 heads being able to 1-shot a Demoman at 178.5 damage 12 heads is 204 which can kill a soldier on base health, and going up to 26 heads will deal enough damage to kill a heavy at 306. just for fun 50 heads will raise your bash damage to 510 making you a mobile wrecking ball, and 100 heads will be 935 per bash as well as solidifying yourself on the next Wanted poster on the side of saloons
fun fact: you can collect the heads from one snowball weapon to fuel your own. for instants, if a bazar kills a 4 headed eyelander it would gain those 4 haeds.
With the bazaar bargain, if the 25% increase in charge speed is factored onto the current charge speed instead of the base charge speed, that increase will get smaller as the charge time increases. Basically, with percentage increases, the increase will stack, but since the charge time is decreasing, so does the boost per headshot.
Ya know, it would actually be a legitimately fun MVM upgrade if you could raise the cap of certain weapons and have it so less or even nothing is lost on death.
I found out that the formula for the bazaar bargain is y = 1/(0.333((x - 2)/4 + 1)) + 0.3 y is charge duration and x is number of heads Using this formula, we can find that: At 16 heads, your charge drops below 1 second Your charge reaches half a second at 58 heads At 118 heads your charge reaches the final tenth barrier of 0.4 seconds
1:17 yes, "free" (the game is incredibly p2w don't bother trying you'll need to invest hundreds of dollars to be competitive forget about looking cool)
You could probably make it to where the banners have an infinite bar, but can be activated if you reach a certain damage threshold. So that means you can have them popped for however long you like.
@@jimmyrustler5801 Yeah, I mean I know already what it is, the hardest to get is the one with engineer and the golden wrench kill. But it would be cool if he did like with the rarest kill icon but with voice lines
Comparing this video with videos from only a few months ago is like night and day, the quality of your content has hugely increased and I'm here for it
Had me dead when you were talking about how the scout would run so fast the entire planet would explode and then you said “so for those reasons we’re gonna put it in the B tier”
something to note about the chocolate bar is that heavy has 2 miniguns that give a large amount of DR when below a certain percentage of your max health (including the bonus health), which makes heavy a lot scarier since that bonus health isnt just bonus health, its DR boosted bonus health
8:25 Here's my essay Mr Blue, about something petty on 1 specific part of your video It was once possible to actually fight 1000 health Heavies in the past, and having only 1000 health is way more underwhelming than what you're selling it like. Back when Jungle Inferno was released, Valve nerfed the Dalokohs Bar to decay its health buff after a certain amount of time, but it turned out that the decay could be inverted; the Gloves of Running Urgently went through a similar Nerf where it would decay your base health while active and slowly refresh it back when inactive. When the Dalokohs is used it gives you 50 HP of overheal, then rapidly swapping to & from the GRU reduced your health down to 100-120, the reduced max health meant that you could qualify for another 50 HP from eating the Dalokohs bar, but while you have the GRU unequipped to eat the Dalokohs bar, your base HP refreshes & for some reason *_multiplies_* your overheal! After 1 minute of spamming this next to a resupply closet, you'd get around 500 HP. After 2 minutes you would have 10 thousand. I remember what it was like during Jungle Inferno Mr Blue. A 1000 health Heavy could be killed in 5 seconds of being fired at by multiple sources, but a Heavy with 10 Million health? ... was so fun to play! You could legit sit in the middle of a 12 players Sentry nest and every level 3 would run out of ammo before even getting through 1% of your power! fr tho, there were 2 counters to the infinite overheal: 1. A backstab would still instakill you. 2. Was actually your own team's Medics, their healing would for some reason magnetize your overheal back down to 450, that feature is actually still around today & its a regular hinderance in MvM for Scout. tl;dr - Look up the Jungle Inferno Dalokoahs Bar exploit. Or maybe just play MvM or Vs Saxton Hale for an idea of how pitiful 1000 HP is.
Generally speaking, snowballing weapons tend to be more than a little busted in their "final forms", so getting rid of their finality is kind of a nightmare scenario.
While we're at it, how about we boost the Airstrike by removing the MAX AMMO CAPACITY LIMIT and then allowing people to just go to the resupply to give an amount of ammo that would usually be given if you still had the cap. You'd essentially be farming ammo boxes and the resupply cabinet for ALMOST INFINITE AMMO, which means the Air Strike could have the potential to be super broken if you had enough kills. Heck, throwing near-infinite Guillotines would be completely nuts. It would really become a replacement for the pistol at that point. Imagine infinite piss.
I think the things that can be activated when the charge is full could still be overfilled, like how the Binding of Isaac does it, it starts filling a new charge after the first is full.
I love this youtuber because he literally is one of the few people on youtube that answer random questions in the tf2 community. Its just so fun but more interesting to watch your videos and just learn cool questions and things about tf2. Congratulations you just gained a new subscriber. And HOLY CRAP 33 MILES PER HOUR WITH 20 HEADS THAT IS FAST! Now I fear any demoman with any variant of the eyelander. Edit: I noticed at 8:53 - 9:02 at the bottom left it shows that you are holding the rocket jumper and not the direct hit. Kind of cursed
Something to note is that it's not just the BFB that has a metter that works here, the Hitman's Heatmaker also has a meter but it can be activated at any charge, so it can be uncapped without breaking the weapon. Though it's a little bit boring, as all it does is give you longer focus. 3 kills is the default 10 seconds and every kill after that adds 3.3 seconds to the time you get to be focused, all this really does is prevent you from wasting the focus gain if you pop at full charge and immediately get a kill.
He does mention the speed and health cap. It's 5 heads, though, not 4. EDIT: Sorry, my bad, I did a double check and you are right. It's 4 heads. Nevermind!
Thank you World of Tanks for sponsoring this video!
Play World of Tanks here: tanks.ly/3N1VvRQ
During registration use the code TANKMANIA to get for free:
-7 Days Premium Account
-250k credits
-Premium Tank Excelsior (Tier 5)
-3 rental tanks for 10 battles each: Tiger 131 (Tier 6), Cromwell B (Tier 6), and T34-85M (Tier 6)
The promo code is only for new players during the registration.
Check out the WoT merch on Amazon: amzn.to/3HhfIkG
Is the Ratte a playable tank?
congrats on the sposorship dude! cool to see ur channel grow
Please for the love of God don't play artillery if you decide to start playing WOT, also general advice for those starting the game the meta is hull down meaning that you unfortunately want to avoid tanks such as type 5 and maus. Best advice would be to get either the super conqueror, object 277, kranvagn, stb 1 or vz55 as your first tier 10, the 277 in particular is a great first tech tree as they are forgiving tanks to play with a fairly low skill floor
@@PK-Radio no
@@andromenaught4487 rats
It's also worth mentioning that the Eyelander increases shield bash damage with heads collected. It'd be neat to see some thresholds for that as well.
Oh lord...
TF2 x10 moment
At some point the shield bash will kill basically everything and hurt your headhunting. But, it can be a newfound counter to kunai spies, other eyelander demos ecs
@@davitdavid7165 funnily enough in base game with max heads splendid screen shield bashes do 128 damage at max distance so they would already annihilate squishy classes
SolarLight:
i wish eating chocolate non-stop for 2 minutes would double my life expectancy and not halves it
Have you tried downing thousands of 5 hour energys
@@harrypootis9519 I SWEAR DO NOT FILL UP A "SUPER BIG GULP" CUP WITH 5 HOUR ENERGY
@@coolguyowl3341 but its the gateway towards immortality.... and heart attacks but we ignore that part.
@@harrypootis9519 it seems like you live for 1000 years but that’s just time dilation, you actually died on the spot
yo it's the guy from the ape server
Fun fact about the Airstrike; It's even more functionally identical than you think, as it shares the same code with the Eyelander, including the head stealing mechanic. So an Eyelander Demo can steal 'heads' from an Airstrike Soldier & vice-versa.
Holy shit. I never knew that. Time to file that away for random use in the future.
IIRC this also applies to the Bargain?
@@TwilightFlower9and the vita-saw weirdly enough. Organs are just coded as heads despite not being on kill only. So the vita-saw is even worse
@@Skullhawk13yeah but good luck finding a vita-saw medic.
@@seva7500 if you do find one it’s probably not a good player so free heads.
Fun fact about the Dalokohs Bar, there was a glitch at the start of Jungle Inferno where you actually could stack the health buff infinitely by swapping to and from the GRU repeatedly and eating the chocolate off of cool-down.
The result? About what you’d expect. You could still easily die to a random backstab though.
Went looking for specifically this comment, and I just want to add that the bonus was exponential
Great Blue says that 1000 HP was pretty bad, but I remember how easy it was to still die with that against an enemy Heavy with (and I'm not exaggerating, the numbers really got this huge:) 10 million HP
I dig the idea of scout running so fast that he completely vaporizes the fucking earth tho
And now there's a bug with infinite overheal heavy, Delfy has a vid on it
@@evandurham8908 still not enough to survive scouts speedpage
It’s literally why it doesn’t overheal anymore they were to lazy to fix it and just nerfed an already overlooked unlock
Something to note about the blaster is that eventually, the scout's movement would become so fast that he would cause a heat wave by moving, lighting the entire server on fire, including himself, causing him to take damage, and resetting his boost to 0, starting the cycle over again.
Then maybe you should play sentry-scout and say to the entire server, "You mess with me and I'll move and light this entire server on fire."
Wouldn't the heat wave deal enough damage to allow him to regain his lost boost?
@@helizteil2625 it would be a neverending conundrum
Use Bonk
@@thonking7193 Not really. All we need to know is who gets damaged last, likely some random heavy.
Imagine if how many rockets would the air strike shoot after 300 kills. It would recreate an actual air strike
Zumi f4E
you have 20 total ammo tho?
@@timkuznetsov8680 grab more ammo
Correction, a nuclear strike
still trying to find who asked
The Bazaar Bargain works exactly as advertised. The original charge is 3 seconds and the 0.3 seconds is the time before the sniper rifle actually starts charging
Ok, but the graph shows the first kill reducing the charge time by 2s, which would be 33% not 25%.
Now that I look at the graph again, almost none of the reductions are 25%. They also get smaller for every kill you get for some reason...
1st is 33.3%
2nd is 25%
3rd is 20%
4th is 16.6%
5th is 15%
6th is 11.7%
@@xcmledder3420 and others who have seen the comments further down, there's a much simpler way to understand this.
A 100% cooldown reduction means having no cooldown.
A 100% increased cooldown rate means the cooldown is cut in half.
For example, if we have an 8s cooldown:
A 25% cooldown reduction brings it to 6s. (8*0.75)
A 25% cooldown rate increase brings it to 6.4s. (8/1.25)
So for the chart:
Remove the 0.3s outlier, then divide 3 (the base time) by 1.5 (for 4 charges). You get 2, then add 0.3 and now it's 2.3: exactly what it says on the chart. Since the cap is at 200% rate (which you only need 6 heads), it stops at 1.5+0.3 = 1.8
@@xcmledder3420 The charge rate is the inverse of the time
Me no math good sorry
@@xcmledder3420that's because the boost is additive in the very weird way.
It checks the stat and applies it later. If you are at 0 you get -50% wich means half speed charge. If you are at 4 you get +50% wich is about a third faster.
It's a weird result caused from a division that uses a sum as it's divider. The more and more you add the less effective it becomes.
5:35 The progression is 50% of stock, 75% of stock, 100%, 125%, so on. Also you need to subtract 0.3s from the charge time that isn't affected. That's how.
_Edit: Charging technically starts 0.3 seconds after scoping and goes from 0.0x damage to 3.0x damage over the course of 3 seconds, but if it's under 1.0x, the damage is unmodified, so the first second does nothing. Increased charge rate decreases this 1 second interval as well as the 2 seconds of actual charging that come after._
TF2 weapon stat numbers often don't say anything and you kind of need to test how they actually work.
To expand the function is just hyperbolic. 3/0.5 is 6, 3/0.75 is 4, /1 is 3
1.25 = 2.4
1.5 = 2
1.75 = 1.7
2 = 1.5
2.25 = 1.33
Which are all 0.3 off from the chart except 2.25 dunno what's up there. I forget if it's already capped but whatever.
This also means you retain a nearly linear dps up.
A charge rate of 1x is 3s, which is 0.33 shots per second, which with 150 damage is 50 dps. If we drop to 0.75x, thats 0.25 shots per sec, 37.5 dps (-12.5). If we go to 1.25, thats 0.42/s or 62.5 dps (+12.5). Just to confirm you have total:
0.5 = 0.17/s = 25dps
0.75 = 0.25/s = 37.5dps
1 = 0.33/s = 50dps
1.25 = 0.42/s = 62.5dps
1.5 = 0.5/s = 75dps
1.75 = 0.58/s = 87.5dps
2 = 0.66/s = 100dps
Etc.
The flat 0.3 changes things tho, so the effect slightly diminishes as the 0.3 stays static, so the actual change is +11.1 from 0.5 to 0.75, then +10.6, +10.1, +9.7, etc.
The raw idea though is just the idea of a hyperbolic function, which is very commonly used in dps or RoF stuff. Like 2 shots/s is 1/2 is a delay of 0.5s between shots, and programming prefers to use delay even though shots per sec is more human readable.
Anyways yea ted talk and etc, lots of numbers haha
Takeaway is just that 1/x is really common in games, so if you see a slope like this it's likely a hyperbolic function. As the denominator approaches Infinity, the result approaches 0.
This can be used for approaching 100% as well by just doing 1-(1/x). 1/4 is 0.25, 1-0.25 is 0.75.
Beware the idea that these types of effects actually have diminishing returns. Like mentioned above, the raw formula has a linear dps increase despite the visible graph appearing to diminish greatly. This type of formula is also very often used for defense or damage reduction calculations. Heres an example.
50% damage reduction results in requiring 2x more damage to kill you (a 100 damage shot would deal 50). 66% damage reduction, despite only visibly increasing by 16% (compared to the 50% reduction which goes from 0 to 50 right away), results in a 100 damage shot dealing 33, meaning it now takes 3 shots to kill, meaning you have effectively 3x health.
0% to 50% added 1x more effective health.
50% to 66% added 1x more effective health.
66% to 75%, a visible increase of only 9%, also results in an effective 1x more health (75% reduced means 100 now deals 25, 4x needed to kill)
As such, despite that % reduction appearing to diminish super fast, it still maintains a linear benefit and as such each step should not be considered worse or diminished in actual effect compared to the other steps.
The charge delay on the sniper rifles is 1.3 seconds, or at least it should be. The chart still doesn't make sense even if you know this
@@puppieslovies I think a good way to think of it is this:
Charging starts 0.3 seconds after scoping and goes from 0.0x damage to 3.0x damage over the course of 3 seconds, but if it's under 1.0x, the damage is unmodified, so the first second does nothing. Increased charge rate decreases this 1 second interval as well as the 2 seconds of actual charging that come after.
oooh, so it actually goes up by 50% of the initial charge?
@@schniemand I find it really unintuitive that the first half of the charge meter signifies essentially no difference in damage
The image of scout flying past a jet with the baby face’s blaster is really funny to me for some reason
*Turbulence: Part 2*
The sequel everyone wanted but never asked for
THINK FAST CHUCKLENUTS
@@ThisSilverSpoon2393 I'M RUNNING CIRCLES AROUND YA!
@@Beanboolin Then a demo just randomly suicides on the wing
No wonder why the skinny Bostonian is so feared by everyone…
I will tell you what
Demoknight would be approximately 5% more powerful in x10 mode.
@Rapunzel ♪ whoever set up these bots really needs to lose their computer priviledges
@@arrogantbastard1438 yoo the tf2 bots are so popular they added it to the comment section
king lmaoooo
it lets you counter pyros consistently
@@burgerking5225 genuise
You forgot the overdose! You could speed around the map if you had uncapped Ubercharge
Literally Medi-scout. Pair it with the the other fast charging mediguns and you can go from upwards blu base back to spawn faster than a level 3 teleporter if you know what you're doing
@@silverdededestruction2197 You'd have to have some kind of TAS bot to do it, but technically, that is possible.
I forgot what the overdose does honestly
Yeah, but you cannot actually activate the ubercharge. He didn't count weapons with meters that cannot be activated unless the bar is full.
@@Anarqism you get faster the more uber you have
What's even more impressive is that Demo with an uncapped Eyelander can run faster than Usein Bolt.... with a _peg leg._ Goddamn that man is terrifying.
Heavy should be scared of Demo, not Pyro, lol
Imagine dying over and over in an explosion just because some Scout is moving back and fort and creating sonic booms near your spawn.
Scout: I am as fast as the speed of light, You can't defeat me!
*loses his speed after taking 1 damage or double jumping*
It'd be hilarious to see a Scout running around at the speed limit of the Source engine just to get clipped by a single Medic syringe and be instantly back at 360 Hammer units/sec. (Yes, I know they reverted that nerf (and thank GabeN they did), but that would be hilarious.)
@@benjaminoechsli1941
Or headshot by Jose Gonzalez 2004, who, as always, has his monitor off but is still somehow on a 20-killstreak
For anyone curious to have some examples with the accurate bazaar bargain data:
The number displayed on the wiki and thus hopefully ingame depends on:
1) A fixed 0.3s wait before charging begins no matter what
2)The stock sniper taking 3s to charge once it starts
So for a rate of X, the time taken is (3/X)+.3
You can see that by doubling X to 2(a full stacked bargain), you halve the 3 seconds down to 1.5 which makes sense and then adding .3 gets the listed result of 1.8 which is the current maximum.
But with this knowledge we can go further.
10 heads brings the rate to 3, and thus the final time to 1.3 seconds(Don't forget that extra .3)
15 heads(4.25 rate) takes you to more or less exactly 1 second from right click to full
30 heads(8 rate) hits .675 final time precisely
58(15) hits .5 precisely
and of course this sort of function will continue approaching the .3 limit
If you want a single formula to plug a heads number into and get this result without converting heads to rate first:
(3/(0.25*(HEADS+2)))+0.3
3 ÷ [0.5 + HEADS × 0.25] + 0.3
Banners could potentially store more charge than normal, giving an increasingly longer duration every time you deal damage. This is only before you activate it, obviously.
what if it was like the vaccinator, having it have 4 charges each being separate full length charge
@@llamadrama1090 It would be interesting but it would have to be explicitly programmed in. Longer duration seems like it could occur just by removing a limit.
@@zappodude7591 yes but it would be a cool modded weapon
@@llamadrama1090 indeed
A simple mechanic would be an over charge. Basically you can activate any meter once it hits a full charge, but it's duration will continue to increase even after you've hit this point. Meaning you could have an ubër that lasts for a whole minute.
gotta love how this does either nothing to a weapon at all, or makes the user practically un-killable
How about looking at charging mediguns beyond 100%. Perhaps sort of like a vaccinator effect for all mediguns
And Blue should have done the same for the banners!
Alternatively, building uber up to 150% would just allow you uber for 12 seconds upon activation and 16 seconds at 200%, so on so forth. This would make the banners less of a hassle to use.
Some other items that this change could affect is how many balls the scout can hold and how much "milk" he can sling. You start with one but the game doesn't have an upper limit for how many times the weapon can "recharge".
Uber falls under the "Can only be used if fill" category so they weren't included.
@@imaplaygames633 See the reply from Redstonewarrior0. TL;DR is "can only be used when full" becomes "can only be used when at least 100% (of vanilla TF2) charge, with duration/magnitude of effect increased to charge level when activated". Vaccinator Uber at 200% means you can make eight bubbles instead of four, etc. This also makes the Vita-Saw stack infinitely instead of stopping after seven organs.
store multiple ubers? interesting
@@sethbingo Only for the Vaccinator. The other Mediguns have one, longer Uber instead.
If you took into account MvM, it might not be the best but the air strike would be super fun because you can mag dump your entire ammo stock with a crit canteen to kill almost anything
One rocket jump to end Wave 666
That spy segment sounds like an interesting type of game mode, like versus Saxton hale king of the hill. People can respawn and either try to kill the hale, which could be the first spy to reach like 1k hp, or people could try to steal all the health from the hale and become the hale
Literally just x10 or x100 servers
@@M50A1 yeah but unlike there that scorch shot pyro covering the entire map In aoe fire damage doesn’t kill you on spawn
7:40 remember the glitch where heavy could switch between GRU and his minigun rapidly allowing him to stack the dalokos bar infinitely and exponentially?
that shit was insane
Yeah, I'm kinda surprised he didn't mention that, it's essentially an example of the proposed effect happening in the actual game.
I'm gonna need an explanation as to why that bug allows you to stack it _exponentially_
@@potatoesandducks958 honestly don't know myself, my only guess is the regen effect from swapping from the GRU due to the reduces heath effect is somehow stacked due to the Dalokohs bar, other than that it's a source spaghetti mystery. also didn't receive a notification for this reply, literally just coincidentally came back to this video 19h after your reply.
The weirdest part is that it somehow happened twice
3:57 “The only thing that isn’t a backstab”, yea how will the spy stab the demo in the first place if he is faster then a baby face scout?
Idea: maybe if meter activated weapons would have infinite charge, you could still have a meter, but if you fill up the meter you could still fill it up. But if you activate it while the weapon is more than full, you still have charge. So if you have 2 meters worth of charge, you can activate twice, if you have 3 meters worth of charge, you can activate 3 times, and so one. If this was true, the banners and the shields would be the best secondaries hands down.
infinite minicrits and healing in mvm
@@orbit_vn and resistances
Infinite ubercharge...
Banners are already close to being best in slot. Tho I am a big fan of the reserve shooter. But me using that feels like a personal flaw rather than a real alternative to the conch.
So like a cross between the vacinnator chargers and the hitman heatmaker focus meter?
Perhaps this was meant to be included in the "weapons you left out", but I'd like to point out that demoman shields deal more damage with heads collected.
Funnily enough there was a glitch back then that could break the health cap with the dalokos bar, so at least we have footage of that happening in a real casual match
Having 20+ rockets in the Air Strike at once would ironically make it more like the Quake rocket launcher than the Original is.
Pretty much lol
0:50 He forgot the hitman’s heat maker, its focus can be activated at any time, not just when it’s full.
The funny thing about the Dalokah's bar is there was an incident in pubs a few years back where heavy could eat it over and over without being health capped. The results were... well I think you get the idea lol
@Hardhead456 Heavy and spy haven
For the chocolate bar, you can bypass the 10 second cooldown by holding down right click and using the taunt button while eating.
Holding down right click prevents weapon switching (and reloading) and taunting bypasses the left click cooldown restriction.
Imagine if the baby face's blaster could stack negatively, you take too much damage and your speed is now 0
th-cam.com/video/4YCZfVKrZro/w-d-xo.html
Times 100 moment.
I've always wondered why the Airstrike was Kills instead of Heads. Soldier literally collected all of the merc heads in Meet The Soldier.
It's just a hobby
You would start with more than a million heads so it would be too op
Yeah, he has 130 million heads in his pockets at all times
Imagine if the Mediguns had their overheal cap removed. Imagine hiding in the corner with your Heavy, spending like, five minutes of the match just overhealing him, and jump out and your like, 5,000HP Heavy just starts tearing apart the enemy.
The dragon's fury could technically be used here where if the Pyro is infinitely accurate he could theoretically do millions of damage per second if the enemy has enough health
8:03 The first time watching this I thought you said "eating poo" and my initial thought was "Oh, that's how the Heavy is able to recharge the Dalokohs Bar so quickly."
The Pompson and the Mangler would have been effected by this in quite a fun way, a whole lot of reloading, but a LOT of stored up attacks. Especially with the manglers charged shot, taking 4 shots from your reserve
The pompson might be usable
Annoyingly enough, no. I've tested the Mangler with more shots via MvM upgrading. It takes your whole fucking clip for ONE CHARGE SHOT.
I don't know about the Pompson though. I don't use it. It'd be pretty funny though.
honestly i think the biggest thing that would happen if this was done on a custom server is that bazaar bargain snipers would become demoknight target number one for that sweet sweet head cache
"Me bloodeh head hurts"
-that one f2p demoknight after ramming into a wall for the 32nd time
It took me 3 months to realize that instead of ignoring banners you could have let the banners charge multiple times and stack charges. Like making the battalions backup make you invincible after it charges 3 times.
Small correction, the eyelander only increases speed and health up to 4 heads, but the shield bash damage goes to 5
I’ve seen so many make the same mistake I had to check the wiki myself as I was starting to doubt myself
Something i just discovered from the wiki: "If the player kills an enemy Demoman wielding the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron, a Soldier wielding the Air Strike, a Sniper wielding the Bazaar Bargain, or a Medic wielding the Vita-Saw, the player receives an additional amount of heads relative to the stored heads/kills/organs of the enemy player's weapon."
Great Blue you forgot about 1 weapon in this video, the Splendid screen.
Ripped from the wiki "Heads gathered by the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron will increase the damage of the bash, at a maximum of 5 heads; however, the Splendid Screen gains 8.5 damage for every head gained (dealing 128 damage with 5 heads), instead of 5 damage per head like the Chargin' Targe (dealing 75 damage with 5 heads)."
Doing the quick math the splendid screen gets an additional 10% base damage added to its bash, following the pattern of adding on past the cap:
10 Heads on the Eyelander makes the Shields damage at 170, with 11 heads being able to 1-shot a Demoman at 178.5 damage
12 heads is 204 which can kill a soldier on base health, and going up to 26 heads will deal enough damage to kill a heavy at 306.
just for fun 50 heads will raise your bash damage to 510 making you a mobile wrecking ball, and 100 heads will be 935 per bash as well as solidifying yourself on the next Wanted poster on the side of saloons
wait, he said he would do follow up so uhhh....I did his homework for him on that one
*Sees a beam of light descending from the clouds*
“I’m RuNnInG cIrClEs ArOuNd Ya!”
fun fact: you can collect the heads from one snowball weapon to fuel your own. for instants, if a bazar kills a 4 headed eyelander it would gain those 4 haeds.
Yup. Doesn't the Vita-Saw steal heads on kill as well?
but these snowball weapons would also add 1 head to the count to reward you more for the kill
With the bazaar bargain, if the 25% increase in charge speed is factored onto the current charge speed instead of the base charge speed, that increase will get smaller as the charge time increases. Basically, with percentage increases, the increase will stack, but since the charge time is decreasing, so does the boost per headshot.
Ya know, it would actually be a legitimately fun MVM upgrade if you could raise the cap of certain weapons and have it so less or even nothing is lost on death.
I found out that the formula for the bazaar bargain is
y = 1/(0.333((x - 2)/4 + 1)) + 0.3
y is charge duration and x is number of heads
Using this formula, we can find that:
At 16 heads, your charge drops below 1 second
Your charge reaches half a second at 58 heads
At 118 heads your charge reaches the final tenth barrier of 0.4 seconds
8:42 You forgot that the health bonus only lasts 8 seconds, meaning you wouldn't really be able to stack health very effectively anyway.
Uncap the health time bonus
Eating refreshes the timer
@@ThatNoobKing congrats on the 1000 health for the next 8 seconds
@@Muffinmurdurer it lasts 30 seconds
@@404found00 as well as the stats for the dalohkos in game
The Dalokos Bar also loses ALL of the overheal in 30 seconds so Heavy’s would have to make good use of that bonus health quickly
1:17 yes, "free" (the game is incredibly p2w don't bother trying you'll need to invest hundreds of dollars to be competitive forget about looking cool)
Scout: moving at the speed of sound.
Scout: gets hit by stray bullet.
Scout: comes to an instant halt as he lost all his meter.
3:44 Demoman can run so fast thanks to SCRUMPY
8:47 USOPP THE GREAT MEDIC OF TF2 (look who is healing)
You could probably make it to where the banners have an infinite bar, but can be activated if you reach a certain damage threshold. So that means you can have them popped for however long you like.
all of that speed from the baby face blaster, lost in just 2 pistol shots
I don't usually request video, but I always thought, what is the rarest/hardest voice line you can get in tf2
Seconding this, would make a nice short video
@@jimmyrustler5801 Yeah, I mean I know already what it is, the hardest to get is the one with engineer and the golden wrench kill. But it would be cool if he did like with the rarest kill icon but with voice lines
........new ones.....especially for a specific class
@@samwai3762 "new one" oh so none
@@DelabLeFou competitive mode sound start responses. Specify the rare ones protaining to previous match results
11:30 well yes, but in MvM this would be very good
Comparing this video with videos from only a few months ago is like night and day, the quality of your content has hugely increased and I'm here for it
It's worth mentioning that the hitmans heatmaker does not need to be fully charged to be used. So this would also work.
The Kunai would definitely not be an S tier weapon because getting that many backstabs is a whole lot easier said than done.
i think being able to go above 200 metal with the widow maker would be pretty insane
Eyelander's head cap is removed.
SolarLight: Unlimited Power!!!!!!
Just imagine how crazy things would get if killing gloves of boxing timers could stack
Had me dead when you were talking about how the scout would run so fast the entire planet would explode and then you said “so for those reasons we’re gonna put it in the B tier”
something to note about the chocolate bar is that heavy has 2 miniguns that give a large amount of DR when below a certain percentage of your max health (including the bonus health), which makes heavy a lot scarier since that bonus health isnt just bonus health, its DR boosted bonus health
i was kinda hoping this'd be one of those experiments ran on a custom server type of videos, shame it's entirely theoretical
Same here. Just stats for nerds
Who else remembers when the Doloko-bar was bugged and actually *could* stack endlessly. Ahhhh, such a fun week of Heavies w/ tens of thousands of HP.
0:02 really understood me
Spy: *becomes immortal*
Scout: *Becomes a God with everyone pleading for him to not move to spare the Earth*
8:25 Here's my essay Mr Blue, about something petty on 1 specific part of your video
It was once possible to actually fight 1000 health Heavies in the past, and having only 1000 health is way more underwhelming than what you're selling it like. Back when Jungle Inferno was released, Valve nerfed the Dalokohs Bar to decay its health buff after a certain amount of time, but it turned out that the decay could be inverted; the Gloves of Running Urgently went through a similar Nerf where it would decay your base health while active and slowly refresh it back when inactive. When the Dalokohs is used it gives you 50 HP of overheal, then rapidly swapping to & from the GRU reduced your health down to 100-120, the reduced max health meant that you could qualify for another 50 HP from eating the Dalokohs bar, but while you have the GRU unequipped to eat the Dalokohs bar, your base HP refreshes & for some reason *_multiplies_* your overheal! After 1 minute of spamming this next to a resupply closet, you'd get around 500 HP. After 2 minutes you would have 10 thousand. I remember what it was like during Jungle Inferno Mr Blue. A 1000 health Heavy could be killed in 5 seconds of being fired at by multiple sources, but a Heavy with 10 Million health? ... was so fun to play! You could legit sit in the middle of a 12 players Sentry nest and every level 3 would run out of ammo before even getting through 1% of your power!
fr tho, there were 2 counters to the infinite overheal: 1. A backstab would still instakill you. 2. Was actually your own team's Medics, their healing would for some reason magnetize your overheal back down to 450, that feature is actually still around today & its a regular hinderance in MvM for Scout.
tl;dr - Look up the Jungle Inferno Dalokoahs Bar exploit. Or maybe just play MvM or Vs Saxton Hale for an idea of how pitiful 1000 HP is.
Genius
The graph is very much correct and definitely tells the story perfectly. The reader may need some help I suppose.
0:50 why not let the banner items be used more than once (consumes 100% of the infinite bar
the frontier justice would actually be good in mvm, given sentries get so many kills having no crit cap would be beneficial
Heavy already had 30k HP at one point. That time period was fun and i miss it
If the eyelander stacked, SolarLight would he invincible
I love the transition from the game to the ad is just soldier in his own tank
Now imagine making the stock Uber like vaccinator
You reach 200% and you can get in 2 ubers, or even just have a longer uber
If the airstrike improved reload speeds with kills it'd be a great weapon. It's reload speed (And the weird self damage nerf) really hurts potential.
Yeah, that's probably the best thing to fix about the Air Strike.
I love the idea of scout creating a sonic boom every time he moves
Generally speaking, snowballing weapons tend to be more than a little busted in their "final forms", so getting rid of their finality is kind of a nightmare scenario.
The Eldritch Baby Face's Blaster.
Can confirm 5 head eyelander gives enough speed to catch scouts
@@Sneakyrat_Gaming 4 head, 5 heads only increases charge damage
While we're at it, how about we boost the Airstrike by removing the MAX AMMO CAPACITY LIMIT and then allowing people to just go to the resupply to give an amount of ammo that would usually be given if you still had the cap. You'd essentially be farming ammo boxes and the resupply cabinet for ALMOST INFINITE AMMO, which means the Air Strike could have the potential to be super broken if you had enough kills. Heck, throwing near-infinite Guillotines would be completely nuts. It would really become a replacement for the pistol at that point. Imagine infinite piss.
1:09 HE KILLED [Jabibi among us]
You could increase the clip of the pompson and bison to infinite since they do noting when filled
8:46 shanking = backstabbing
8:18 thats... factually not true because touching the resupply resets ALL of your stats
i was looking for that usless inforamion for a week thank you
stacking the kunai would be just like playing in a times 1000 server
Do not take this the wrong way!! you sound like the how to train your dragon main character explaining tf2 it’s awesome :)))
Okay to be honest yeah he does sound like Hiccup.
@Rapunzel ♪ two words for you
Nobody
Asked
"I don't know if a cursed soul would count as performance endhancing drugs or not" is an amazing line
I think the things that can be activated when the charge is full could still be overfilled, like how the Binding of Isaac does it, it starts filling a new charge after the first is full.
I love this youtuber because he literally is one of the few people on youtube that answer random questions in the tf2 community. Its just so fun but more interesting to watch your videos and just learn cool questions and things about tf2. Congratulations you just gained a new subscriber. And HOLY CRAP 33 MILES PER HOUR WITH 20 HEADS THAT IS FAST! Now I fear any demoman with any variant of the eyelander. Edit: I noticed at 8:53 - 9:02 at the bottom left it shows that you are holding the rocket jumper and not the direct hit. Kind of cursed
Yeah I saw that hud bug too, nothing the pickaxe could not cure
4:14
"Erm. ACHSCHUALLY, the terms are 'Linear, not exponential.'!!!"🤓🤓
Boy am I glad that this is the real world and that that Dalokohs bar thing could never happen in tf2, right?
...right?
Yes new video! Thanks great blue your videos are such a joy to watch!
Something to note is that it's not just the BFB that has a metter that works here, the Hitman's Heatmaker also has a meter but it can be activated at any charge, so it can be uncapped without breaking the weapon.
Though it's a little bit boring, as all it does is give you longer focus.
3 kills is the default 10 seconds and every kill after that adds 3.3 seconds to the time you get to be focused, all this really does is prevent you from wasting the focus gain if you pop at full charge and immediately get a kill.
So spy becomes the only viable class good to know
Surprised you didnt talk about the hitmans heatmaker. It doesnt need max charge to activate the focus
6:36 Nightmare fuel, lol
The entire dahkolas bar segment gave me jungle inferno flashbacks....
The infinite health heavy exploit....
*shivers*
you didn't mention the shield bash dmg on the eye lander, and that the speed and health cap is 4 heads
He does mention the speed and health cap. It's 5 heads, though, not 4.
EDIT: Sorry, my bad, I did a double check and you are right. It's 4 heads. Nevermind!