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| Team Fortress 2 - General Discussion General discussion for Team Fortress 2 |
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#1 (permalink) |
![]() Join Date: May 2007
Posts: 1,957
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The Random Weapon Info Thread
I was playing around and figured I'd share my notes.
Universal All weapons have a base damage value. This is NOT a limit. Close-up, weapons will do up to +50% base, though that requires being inside the enemy. (e.g., inside a foe, rocksalt does 88 or 89.) All crits unless proven otherwise are +200%. Shotgun is 6 × 10-pellets. Scout Scattergun, like the other shotguns, is base 6 × 10-pellets. Pistol is base 15 and Bat is base 35. Soldier Rocket Launcher has a variable base from 45 at the fringe to 90 for a body strike. Pyro Applied directly, Flamethrower base is 6.80, at range it varies downward slightly. Burn is base 3 and triggers 20 times. Flaregun is base 20. Axetinguisher is base 65 like normal axe, but normal crits are ignored and damage is halved during calculation. Demoman Remote base is controlled by range, from 60 to 120. Pipe base seems to be about 100 for direct hits, though slightly higher may be possible. Low limit seems to be around 30ish. Heavy Sasha has a base of 9 × 4-pellets. (It functions like an automatic shotgun.) This is why sometimes you'll catch a crit off of it and only feel a tingle, while other times you get hit "once" while running by and suffer massive damage. Fists are the same as the common melee stats, 65-base. Engineer Engineer's pistol has a base of 15. Sentries have a base of 16 and sentry rockets a base of 100. Medic Both needleguns do the same damage, base 10. Sniper Sniper Rifle base is 50. Charging adds up to +100 base. However, the guage is not intuitive. Base stays at 50 until the first lighting bolt vanishes. It then increases linearly to +100. Thus, a short charge is meaningless. SMG base damage is 8. Spy Revolver and Balisong normal slash is base 40. Any balisong attack that counts as a backstab or backslash re-calculates base equal to twice the target's HP. An animated backstab will then receive the crit amplification. Hence, a fresh heavy will recieve 1800 damage from an animated backstab. A backslash does not get any multiplier, but since the base is double-target's-HP, is it still lethal, though the actual damage is subject to the randomizer. An example backslash on a 5HP Scout could be 7.27 damage.
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#2 (permalink) |
![]() Join Date: Jan 2008
Posts: 100
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Re: The Random Weapon Info Thread
That's some awesome data, Magna. I'd be interested to see how much the splash damage of the rocket launcher varies per 1ft of in-game space. How you'd measure such space however, I don't know.
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Young Man approached the black monolith that emitted a faint glow and humming noise, and it became clear to him that he should fire not where the alien ship is, but where it is going to be. -Magna Centipede
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#6 (permalink) |
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Join Date: Nov 2004
Location: MN (Middle of Nowhere, MN)
Age: 25
Posts: 1,065
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Re: The Random Weapon Info Thread
I know a demo can kill a soldier in a single crit pipe, becuase it's happened to me coming out of a spawn on more than one occasion (stickies were not involved)
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a.k.a. NinjaPirateAssassin Celibacy is not Hereditary. Everybody should believe in something - I believe I'll have another drink. Happiness is like wetting your pants, everyone can see it but only you can feel the warmth. Flying is easy, Just throw yourself at the ground and miss!
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#7 (permalink) |
![]() Join Date: Apr 2007
Location: NY
Posts: 3,225
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Re: The Random Weapon Info Thread
Snipers don't do enough damage.
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|TG-6th|Skud BMT Graduate - 320th Training Squadron, Flight 024 - MSgt Romero - "Kids no more!" 30 weeks Keesler AFB, 1W031 - Weather |
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#14 (permalink) |
![]() Join Date: Jan 2008
Posts: 100
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Re: The Random Weapon Info Thread
Hey Magna, I was wondering if you could grab some data for me? I'm at my mothers and I doubt I'll have access to TF2 till Monday. I need some information on the knockback effects of the soldiers rocket. Possibly how close the rocket needs to hit for them to actually fly into the air, that type of thing. It seems very random to me. I'll hit people right at their feet and they won't fly, while other times they'll go soaring into the air, and it makes the job of getting airshots extremely hard, because you don't know when to expect them. Thanks for your help.
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Young Man approached the black monolith that emitted a faint glow and humming noise, and it became clear to him that he should fire not where the alien ship is, but where it is going to be. -Magna Centipede
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#15 (permalink) |
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Join Date: Dec 2004
Location: Minnesota
Age: 25
Posts: 247
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Re: The Random Weapon Info Thread
When people go really flying its becuase they were in the air already when you hit them with knockback. The higher they were in the air when hit the further they fly. Also I think the more damage you do the further people fly but I could be wrong on that one.
Jumping all around can be a bad thing if a medic is healing you becuase you will fly away when hit by a rocket/nade/sticky/airblast. |
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