Difference between revisions of "Talk:Bazaar Bargain"

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(provided accurate numbers for the charge time discussion)
(Discuss item description.)
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I don't know if the item's official description should be better explained on the main page, so I'm going to leave that to more experienced editors (especially because I haven't been able to understand the "25%" claim). I'm going to correct the incorrect numbers and add a graph, however; so please let me know if I've messed up in following any etiquette. Thanks [[User:Digresser|Digresser]] ([[User talk:Digresser|talk]]) 23:54, 24 September 2015 (PDT)
 
I don't know if the item's official description should be better explained on the main page, so I'm going to leave that to more experienced editors (especially because I haven't been able to understand the "25%" claim). I'm going to correct the incorrect numbers and add a graph, however; so please let me know if I've messed up in following any etiquette. Thanks [[User:Digresser|Digresser]] ([[User talk:Digresser|talk]]) 23:54, 24 September 2015 (PDT)
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:The in-game item description is probably correct and plain enough. The penalty and heads affect charge ''rate'', consistent with charging mediguns, instead of directly reducing maximum charge time. Subtract the ~0.3s charge delay (ie. delay on charging, not the delay on applying charge), then the stock / Bazaar Bargain quotients match up; 3s / 6s = 0.5, and so on until 3s / 1.5s = 2. [[User:Straitjacket|Straitjacket]] ([[User talk:Straitjacket|talk]]) 19:18, 17 October 2015 (PDT)

Revision as of 02:18, 18 October 2015

Model

This seems to use the same model as the Walkabout from the advanced weaponizer. as seen here; http://wiki.teamfortress.com/wiki/Advanced_weaponizer Ruingliff 01:35, 22 June 2011 (UTC)

Yes Advanced Weaponizer uses the model contributed by the creator of the item, but this is not notable trivia. User Moussekateer signature sprite.pngMoussekateer·talk 01:41, 22 June 2011 (UTC)
True, yet the effect is extremely similar to the Weaponiser's effect. While not exactly valid trivia, it shouldn't be simply ignored. Triscuitable 04:28, 22 June 2011 (UTC)

Quote

Is the Sniper really saying "Panzer"? I'm not sure, sounds more like Punta. What do you think?MEDUNN 05:44, 22 June 2011 (UTC)

Kill icon

Where'd it come from? SilverHammer 07:05, 22 June 2011 (UTC)

Advanced Weaponiser. Has me scratching my head. maggosh 07:07, 22 June 2011 (UTC)

Charge bonus

How does it exactly work? Has anyone tested? --SandeProElite 08:43, 30 June 2011 (PDT)

I tested it while filming a demo. All the details are already in the article, and the demo will be there soon too. :3 — Zhnigo 10:19, 8 July 2011 (PDT)
The details in this wiki look wrong. 20% slower rate of charge on weapon's tooltip and in the wiki text; but the stat-box says 0-head charge time is 3.3s - the same as the stock Sniper Rifle's charge time. How can the weapon - with no heads acquired, be charging 20% slower but take the same time to charge as stock? The graph of comparable charge times repeats this error - stating that the 0-head charge rate of the Bargain is the same as stock. By my maths 20% slower charge means it should take 3.96s to charge at 0 heads. Ace42 (talk) 07:58, 7 May 2014 (PDT)

Shooting buildings while scoped in wipes your head counter

I know that I "missed" the head, but that doesn't mean I should lose all my hard work because I wanted to do something besides frag. If Valve hasn't given any word on this, I feel that it should be put under the "Bug" section of the article unless Valve says it isn't. It's a negative that isn't listed in the weapon description and doesn't seem like something that would be done intentionally. BraveTriforcer 19:36, 3 July 2011 (PDT)

Yeah, at the very least hitting buildings should have no effect on your current charge time. » Cooper Kid (Blether · Contreebs) 20:09, 3 July 2011 (PDT)
I figure it lowers your headshot count because you didn't shoot someone in the head. While the description specifically mentions bodyshots, it also specifically mentions headshots. I feel the bit should be removed. SilverHammer 16:17, 9 July 2011 (PDT)
There needs to be somewhere were we note what happens when you hit buildings. A question like, "What does the weapon do when it hits buildings?" is just the sort of question people would look towards the Wiki for the answer. On top of that, the fact that hitting a building behaves like a bodyshot, and not a miss, is kind of different, I think, than what many people expected. Balladofwindfishes 16:19, 9 July 2011 (PDT)
It isn't a bug, as you didn't deal a headshot.  – User Ohyeahcrucz Sig.png Ohyeahcrucz [T][C] 16:21, 9 July 2011 (PDT)
It isn't different, because the game registers headshots. Any shot that doesn't hit a head isn't a headshot. SilverHammer 16:23, 9 July 2011 (PDT)
The item specifically says "loses charge on bodyshot, counter goes to 0 on miss" You can't bodyshot a building, but you aren't missing either. The game is not clear what the weapon does when it hits buildings, and we need to step in and mention it somewhere, whether in bugs, or in the opening paragraphs of the weapon. Balladofwindfishes 16:24, 9 July 2011 (PDT)
I added it into the first paragraph with the game play elements. It's not trivia and not really a bug, so it will be more informative in the gameplay element section. Balladofwindfishes 19:15, 9 July 2011 (PDT)

Weapon Demonstration

Should this be redone? I noticed that the medic was killed before the soldier. Also, when demonstrating how the head counter works, the filmer seemed to be chaotic about shooting. Like shooting the heavy then moving on, then killing the heavy. Dr. Blutengott 07:17, 28 July 2011 (PDT)

Not exactly the easiest weapon to make a demo for, is it? Different charging speeds at different head levels, how the head counter works when you hit or miss, scoped and unscoped... I agree the current video is a little chaotic, but with a bit of effort from those working on the weapon demonstration project, I'm sure they can figure out something that works a bit better in time. » Cooper Kid (Blether · Contreebs) 17:51, 28 July 2011 (PDT)
I dont think its necessary to do each individual charge level, just one with seven heads compared to a default rifle, with zero heads and two. And then have the head count in a different section. Dr. Blutengott 18:43, 28 July 2011 (PDT)
If you want the logic behind the video, I killed the medic before the soldier because I wanted to showcase the half-charge damage before the full-charge damage. The medic can't take a 150 hp fully charged bodyshot. :3 In the second part, the heavy is used to demonstrate that unscoped shots do not affect the head count. And again, he is killed last because he can endure two unscoped shots AND a fully charged bodyshot. That, and because 7 is the limit of headshot and people could get the wrong idea that the counter freezes at 7. I agree, maybe the part about shooting without the scope should be moved to after having killed all other bots except the heavy. However, the TF2 WEAPON DEMONSTRATION TEAM has its hands a little full at the moment. I'm sure we'll get to it, eventually. :3 — Zhnigo 11:16, 19 October 2011 (PDT)
The article now says "Should the player deliver a scoped body shot or miss while scoped in, the headshot counter will decrease by one and the charge rate will decrease by 10%. " Since the article and weapon demo conflict each other, shouldn't the demo be changed? Haosys 04:52, 23 October 2011 (PDT)

Only one head required for same charge speed as Sniper Rifle?

The demonstration video got updated very recently and after watching it I noticed something particularly different: at the 1:46 minute mark of the video, the Bargain only need one head to match the charge speed of the Sniper Rifle. The wiki implies you need two heads. Is the wiki wrong? And if so would other info like charge time decrease per head or base charge speed be wrong as well? DAn 07:26, 14 April 2012 (PDT)

Bazaar Bargain Balance Update

After the July 10, 2013 Patch that balance every weapons, here's the following thing I've noticed for this weapon:

1. If random critical hit is disable (tf_weapon_criticals 0), when you first fire a scoped headshot, every scoped bodyshot afterward will still increase the head counter like it was a headshot.
2. The bonus maxed out at 6 consecutive headshots, instead of 7 like before (I don't know who wrote 14 consecutive headshots there).
3. The -20% base charge rate penalty does not apply at all. The weapon still charge as fast as Sniper Rifle at 0 Head.
4. The charge rate for Bazaar at 6 heads is now 1,8s

If you guys find anything else, let me know so I can properly update this page --ThePsycho (talk) 05:29, 26 August 2013 (PDT)


While I have no idea about the current status of the weapon, even what is written currently in the page makes no sense.
"...the zoomed charge rate of the weapon is 20% less than that of the Sniper Rifle. Upon the player successfully scoring a headshot, the charge rate of the next shot taken will be 7.5% faster.
Subsequent headshots will increase the charge rate by 7.5% increments, until the bonus caps out at 6 consecutive headshots, at which the weapon will have a 45% faster charge rate than the default Sniper Rifle."
Either the math is off (6*7.5=45, so the rate *would* be -20% original + 45% = 25%), or the writing of the sentence after that. Apparently changes have been made, but even before the changes, the content of this :page was inaccurate. Daxter101 (talk) 07:42, 10 July 2014 (PDT)


I've tested the charge rate times and I can't for the life of me figure out where Valve is getting their "by 25%" from, but I think I've figured out where the "up to 200%" originates. The times until fully charged per head are listed below:

Heads Seconds
0 6.3
1 4.3
2 3.3
3 2.7
4 2.3
5 2
6 1.8

In order to get 200%, Valve have measured the longest charge time (6.3 seconds), subtracted from it the base charge time of the stock Sniper Rifle aka 2 heads (3.3) for a difference of 3 seconds. They then did the same thing with the shortest charge time (1.8 seconds) and subtracted it from the base time (3.3) for an answer of 1.5 seconds. Longest time difference = 3 seconds, shortest time difference = 1.5 seconds, 3 = 200% of 1.5. At least, that's my best guess as to what they mean.

I don't know if the item's official description should be better explained on the main page, so I'm going to leave that to more experienced editors (especially because I haven't been able to understand the "25%" claim). I'm going to correct the incorrect numbers and add a graph, however; so please let me know if I've messed up in following any etiquette. Thanks Digresser (talk) 23:54, 24 September 2015 (PDT)

The in-game item description is probably correct and plain enough. The penalty and heads affect charge rate, consistent with charging mediguns, instead of directly reducing maximum charge time. Subtract the ~0.3s charge delay (ie. delay on charging, not the delay on applying charge), then the stock / Bazaar Bargain quotients match up; 3s / 6s = 0.5, and so on until 3s / 1.5s = 2. Straitjacket (talk) 19:18, 17 October 2015 (PDT)