Talk:Detonator

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Revision as of 00:50, 17 February 2012 by TheChrisD (talk | contribs) (Detonator deals bullet damage: cmt)
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Weapon Demonstration

Do you think we should do a weapon demonstration of this beta weapon (and the flare jump)? Guybrush20X6 16:28, 12 February 2011 (UTC)

I don't think so, this weapon might not get introduced in the game with the same stats and so have different attributes.Vulturas 16:29, 12 February 2011 (UTC)

I think it is a noteable feature and even when it doesn't get into the gun. You know the ability so show it. In the future you can put the vids into transcript or stuff to hide old ones maybe. NoWhereMan(DSvY) "Ich machen liebe Lannnnng" 16:34, 12 February 2011 (UTC)

Good idea. We should also demonstrade other beta stuff like the Quick Fix. However, Q F can't heal enemies so it could be hard to demonstrate. Mr. Wii 18:49, 12 February 2011 (UTC)

I think it is not necessary. Constant changes in beta will lead to mess . Rins 20:30, 12 February 2011 (UTC)

As inspiration for the demonstration of whatever the final version is going to be, I found a couple of videos. Video 1 (a 20-sec quickie that's more of a humor video) and Video 2 (a more serious demonstration of flare jumping across 2fort). Obviously the damage demonstration part should be on the regular training map for consistency, but flare jumping could use a context. WackoMcGoose 15:53, 14 February 2011 (UTC)

Pictogram minus.png Oppose There is no point in making weapon demonstration videos because A) They're not in TF2 B) The stats are subject to change at any time, as that's the nature of beta testing C) The weapons may never make it into TF2. User Moussekateer signature sprite.pngMoussekateer·talk 15:57, 14 February 2011 (UTC)

Nope.avi This is the same like adding information about all self-created mods. Rins :O (talk | contribs) 17:01, 14 February 2011 (UTC)

The way I read this talk page when I posted earlier, I was thinking that this was preplanning for if/when the weapon goes official, and then we make a demonstration once it's in the regular TF2. WackoMcGoose 02:17, 15 February 2011 (UTC)

Alt-fire?

I was testing out the weapons detonation in itemtest to see how big the radius is, and while the flare would detonate on contact with any solid surfaces and/or enemies, it could not be detonated remotely. Also, I couldn't flare jump, but that's just part of itemtest. Could they be related? Edit: This only seemed to happen once I added the itemtest bots. Ericson666 15:51, 18 June 2011 (UTC)

Outside of itemtest I was able to detonate flares just fine. In itemtest you can also throw chocolate bars, and you can't even equip the crossbow, so there's some odd glitches here and there. Balladofwindfishes 16:17, 18 June 2011 (UTC)

Detonator Crits

I appear to be getting Crit damage bonuses when hitting burning players with the detonation near point blank range (from the top of the first stairs in the sewers at 2fort to the bottom of said stairs), and this has happened more than once without any boosting mechanism (i.e. buff banner or kritzkrieg). I keep hitting 90's; can anyone else confirm?Sammyboy0120 23:08, 15 February 2011 (UTC)

Moved this since it had nothing to do with demonstration, please make a new section next time. Anyways, I had something like that going on too. I was firing at a soldier (who was being healed by a medic) and ignited him for around 30 damage. I kept firing since I couldn't reach him with my flamethrower and I seemed to be getting higher damage with every hit, going up by one each time. I think I shot about 8 maybe, going from 30 to 36 and going up by one to 43. Ericson666 15:55, 18 June 2011 (UTC)

This is so wrong...

Why is it submitted Flare Gun gallery pictures to this article? Stunned.png The Noble Scout (T/C) 08:12, 23 June 2011 (UTC)

Because it used the Flare Gun model. Geez... maggosh 00:13, 23 June 2011 (PDT)
Yeah, in the Beta it did but i dont see the point of using it :/ Stunned.png The Noble Scout (T/C) 08:21, 23 June 2011 (UTC)
This is the same article the beta article links to. They're accurate for now; someone will replace them once the update is released. Dragonsbrethren 04:26, 23 June 2011 (PDT)

where did you find the pic?

I cant seem to find the place on the TF2 Blog where they mention this, can anyone give me a link to it? Not the blog, the promo for the flare gun. --Karonen 16:37, 23 June 2011 (PDT)

Differences between this and the normal flare gun

To most normal players, just reading this article makes the weapon look like an upgraded version of the flaregun. I think more clarification needs to be made between the detonators mini-crit vs burning enemies vs the flareguns full crit, so that unobservant people know the difference --PlausibleSarge 09:33, 26 June 2011 (PDT)

Dont mind me, it seems it is clarified in some hidden fine print near the damage table. I still think it should be added to the main item description in the first paragraph though --PlausibleSarge 09:33, 26 June 2011 (PDT)
I don't think that it is stating the difference between crits v. mini-crits, but rather the inability for detonated flares to cause crit damage. As such, I second that the distinction between the on-burning-target-hit effects. EDIT: I am going to added it after the mini-crit line in the article. If anyone disapproves, feel free to undo it Anzallos 22:03, 26 June 2011 (PDT)

Flare Jump Bug

The article's bug section says that, due to a lack of self knockback damage, flare jumping is impossible. Are we sure that the inability to flare jump is actually a bug and not intended? Anzallos 22:00, 26 June 2011 (PDT)

Well, while it is unknown whether or not it was intended, it should be noted that it is not "impossible", as it is possible to do a much smaller jump. Ericson666 09:57, 27 June 2011 (PDT)
I have been flare jumping just fine. More than enough to get to places you couldn't before. I removed the bug note. -C2Talon 10:28, 27 June 2011 (PDT)
The self damage is not applied right. It does less self damage than it did in the beta, with absolutely no change in the stats of the weapon. It should be slicing the HP of Pyro in almost half, but it only does a trivial amount of damage. Balladofwindfishes 10:47, 27 June 2011 (PDT)
I can vertically flare jump somewhere between a Scout's double jump and triple jump, and horizontally from the battlements of 2fort to the roof of the bridge. What more do you want? -C2Talon 11:00, 27 June 2011 (PDT)
The Rocket-Jump esque heights from the Beta, which the item is intended to be able to do, given it's attributes, but those attributes are currently not working at all. Balladofwindfishes 11:43, 27 June 2011 (PDT)
Beta is beta. Welcome to what they decided to put in the main game. Stats and attributes are subject to change from beta. It's less likely a bug than a fix. I'm honestly glad they didn't put in something so over-broken as giving Pyros a full rocket jump. I put people off-guard and surprise them enough with just the current flare jump. -C2Talon 11:58, 27 June 2011 (PDT)
But the downside of the weapon doesn't even work... It's a bug. The +25% self damage taken isn't applied to Detonator flares, which is why you can't jump. Balladofwindfishes 12:42, 27 June 2011 (PDT)
But you do jump with it. I'm sorry that it can't be the height of a rocket jump as in beta as you seem to expect, but it's substantially much higher and further than a normal jump. Why would you assume that just because something was the way it was in beta that it must be the same way in main game? All beta weapon pages even say that all details of items are subject to change. Why would this be different? Just because the functionality and name is similar to something that was play-tested in beta? But then, again, beta. -C2Talon 13:33, 27 June 2011 (PDT)
But the height gained is not from +25% self inflicted damage, which the Detonator is suppose to have. The self inflicted damage does not work currently, which is a bug. It doesn't matter if you get a short hop, that's merely from the regular self-damage. Proper flarejumping was from the added self damage nerf of the weapon, and quite clearly, it's not applied properly. Balladofwindfishes 14:47, 27 June 2011 (PDT)
Pretty sure you guys already know this, but just in case you don't, it isn't a bug, it's... on purpose... Ericson666 10:36, 20 July 2011 (PDT)

How is one valid and another invalid?

Regarding trivia, how is it that the information that the RMF ability mod is able to stay on the page, yet the information about the Advanced Weaponiser mod's weapon has been removed? They're both community created mods that had those traits existing prior to the Detonator's conception, so either both should stay or both should be removed unless someone can provide sufficient evidence that proves that only the RMF ability mod should stay. -- Psychopath User Psychopath avatar.png 20:57, 30 June 2011 (PDT)

Just so everyone who sees this knows, we don't add trivia regarding mods/plugins on articles, other than the actual plugin article. All trivia pertaining to weapons that were in AW are on the AW page. I don't speak for the admins here, obviously, but from my experience, we don't put SM plugin trivia on actual articles. 404 User Not Found 01:21, 24 July 2011 (PDT)

Detonator Explosion destroys stickies

First time using a wiki so bringing this up here since I don't know where it should go in the article. Stickybomb launcher stickies(haven't tested this on Scottish Resistance stickies) within range of the Detonator's explosion(right click) are all destroyed. Similar to the way the scottish resistance is able to destroy stickies. I'm guessing this is a bug, since it isn't mentioned in the weapon's description. CrowKnow 22:01, 9 July 2011 (PDT)

Not necessarily, it doesn't say shotguns can destroy Stickies in their descriptions either. Blk Mage Ctype 11:05, 14 August 2011 (PDT)

A bit of an old discussion here, but I certainly think this is noteworthy and should be mentioned in the main body of the article if it's still true. I've never noticed this in-game and plan on checking it out shortly. Whether or not it's a bug isn't up to us to decide, although it is strange that it isn't mentioned in the description if it was an intended ability. Dragonsbrethren 20:52, 4 December 2011 (PST)

Mini crit on hit?

I just tried the detonator on tr_walkway against bot and hitting burning targets did not grant any additional damage. Can somebody confirm/deny that? --CruelCow (talk) 17:37, 15 July 2011 (PDT)

Possible bug

I think I have found a bug with the Detonator flare. It only detonates when the alt-fire button is released, not pressed. Most of the other weapons with alt-fire functions, like the Flamethrower, the said function goes off as soon as alt-fire is pressed. In fact, the Detonator is the only weapon that I know of that isn't this way. Does anyone know if that is on purpose or a bug? Or even if this can be counted as a bug. DJNerd 21:07, 23 July 2011 (PDT)

Hmmm... I'm not experiencing this problem myself, so either the issue lays on your end, or it has since been patched. Blk Mage Ctype 12:39, 14 August 2011 (PDT)

Range

I'm so interested how many hammer units the splash is...to me it feels barely more than a Direct Hit's splash... --phoenixfire2001 16:34, 11 January 2012 (PST)

Detonator deals bullet damage

I'm not sure where this would belong, but the detonator deals bullet damage when detonated. This is why stickies are destroyed, and why you go higher with the gas jockey set.

--Nukeydog 15:37, 15 February 2012 (PST)

Can this be confirmed with other options? Such as against a Soldier or Demo carrying the Pain Train? TheChrisD RantsEdits 16:50, 16 February 2012 (PST)