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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.
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.
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
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.
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.
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.
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
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.)
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.
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.
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
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
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.
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.
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
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.
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.
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.
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
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
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.
@@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
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
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
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.
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
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.
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."
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”
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.
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.
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.
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
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
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!
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
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
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.
The BB's charge time makes sense when you consider it's increasing the *Charging Speed* and not *Charging Time*. Charging Speed would be how much or how quickly you gain charge. Charging Time would be how much time it takes to get a charge, or how much charge you need to accumulate in the first place. So let's say Medic's Uber gains charge at a rate of 1% every second, equating to 100 seconds to gain 100% Uber. 100/1=100 Speed is 1, Time is 100 If we were to triple the Charge Speed, you'll gain 3% Uber every second, equating to 33.3 seconds to gain 100% Uber. 100/(1*3)=33.3 Speed is 3, Time is 100 If we were to half the Charge Time, you'll still gain 1% Uber every second, BUT, you'll need 50 seconds to gain 100% Uber (100*0.5)/1=50 Speed is 1, Time is 50 So, with that in mind, we can define Snipers default Charge Meter as x/(1*y)+0.3, with X as Time, Y as Speed, 1 being the base charge rate, and 0.3 as the delay Now, if we change the Charge Speed to 50%, 150%, and 200%, we'll get 3/(1*0.5)+0.3=6.3 seconds for full charge 3/(1*1.5)+0.3=2.3 seconds 3/(1*2)+0.3=1.8 seconds And if we were to add 250% and 300%, we'll get 3/(1*2.5)+0.3=1.5 seconds 3/(1*3)+0.3=1.3 seconds Perhaps it'll make more sense if I replace Charge Time with HP and Charge Speed with Damage Vulnerability So, let's say Scout has an item that gives him 20% Damage Vulnerablility. One might assume 20% DV equals 20% less HP, or has 80% HP instead of 100% through this equation. 125*0.8=100 HP Makes sense right? Wrong. Because if that were to be the case, a Demo Pill could deal 125 damage to a Scout. And at 100% DV would give Scout basically 0 HP and get's killed by stepping on a pebble. Instead, the actual equation is 125/1.2~104 effective HP. After all, it's *20% increase in damage taken*. And at 100% DV, it's 125/2=62.5 effective HP Similarly, it's how the Sentry's Wrangler Shield is OP and gives Triples the HP, 150/0.33~450 effective HP. And if you still don't get it, let's use a car. A car is driving 50mph, and needs to travel 100 miles 100/50=2 hours spent driving A car is driving 75mph, and needs to travel 100 miles. 100/75~1.33 hours spent driving A car is driving 50mph, and needs to travel 150 miles. 150/50=3 hours spent driving Separate how fast something is with how much something needs to go. And sorry if this is too much information, I don't know how to condense/simplify it any other way.
1:13 Tank Taunt Halloween Scream Fortress X Rick May Last Taunt Voiced... Rest İn The Peace Rick May. You Real Soldier And Teacher and Voice Actor All Charaters. Mostly Soldier Too. '' Son! All Ways Remember! Dying is Gay! '' -Soldier.
The BFB's real bonus, assuming the movement speed still caps, would be that that accruing extra boost over 100% would effectively place a buffer on losing the speed to taking damage, which, in my opinion, would actually be a genuinely well-balanced change since, right now, a single pistol shot from across the map rips off literally half of your boost meter. Imagine if BFB scout was rewarded by playing well by having their speed boost be more resilient to being removed from damage taken. I like that idea. I like it a lot. Might make me crack out my Hale's Own BFB some more.
A server I used to play on had custom balance for certain weapons. Bfb was one of them, and it removed the ability to double jump while equipped, and you lose boost equivalent to half the damage you took. Ex: 8 damage pistol shot removes 4% boost
Increasing the cap to infinite charges for Wrap Assasin or Sandman balls would be quite OP. Same for the Flying Guillotine. Increasing the charges for weapons with the cow mangler, bison, pomson etc. Would allow you to fire them forever (except the alt attack on the cow mangler would completely ruin it)
The health gain on the chocolate bar is reset 30 seconds after consumption, meaning that you could eat 6 when standing next to a resupply locker, or 3 when waiting on the recharge time, before the first chocolate bar health buff wears off. The only way this would work as explained in the video is if consuming another chocolate bar extended the duration of all previous chocolate bar buffs by an extra 30 seconds, not just the one currently in consumption.