The fourth factor, of course, being whether the knife's in range or not. A visualisation of that particular hitscan line would be muchos helpful.
@VTYSktu
Жыл бұрын
bRo baCKStABbEd mE fRoM OtHEr SIde oF tHe mAp
@Bogan360dude
8 жыл бұрын
I feel like the margin of error for gaining a true backstab is much too huge and forgiving. The fact that spies can backstab from almost a directly side angle is ridiculous.
@notsurejr4957
8 жыл бұрын
How so?
@Bogan360dude
8 жыл бұрын
I just explained why I think it's broken, did you not read my comment? I think the angle range for the spy to gain a successful backstab is too big, it makes it too easy to backstab people who notice you and come after you because even hitting their side, to a degree, can register as a backstab. At that point it doesn't really feel like a backstab anymore, but a side stab.
@suntzu3541
7 жыл бұрын
This is the only way spy will work, for balance reasons. If you make the angle any smaller the spy will failstab 10000x more because players are constantly turning, and their models do not represent which direction they are looking. Trickstabs take a shitload of skill, and can be easily avoided if you just play smarter.
@T_1111_T
7 жыл бұрын
Sun Tzu I've seen you comment similar things numerous times, and it just seems like you care too much about "trickstabs". They don't take any more skill than explosive jumping does; I'd argue they take even less. Jumping backwards down some stairs and abusing bad hitboxes does not constitute skill. Any f2p with half a brain and an internet connection can replicate any of the "trickstabs" you see on "mlglolXDspymain" compilation videos. The thing is, they're inconsistent, and generally just not as useful, as you can see by the infrequency of applicable situations and the risk associated with them. That's why you see high level spy players focus more on stealth picks and gunning than doing stupid "bait" moves. TL;DR: Abusing hitboxes is not skill and trickstabs are a flashy, inconsistant gimmick.
@pabloc8808
7 жыл бұрын
Perhaps making it so the Spy can only backstab from behind when players are, you know, unaware of his presence, instead of making the hitbox large so the Spy has a chance of pulling off a instakill attack on a player who's engaged in direct combat would be a nice idea. Spy is a class based on instakill attacks when UNDETECTED. Anything else is just abusing hitboxes. Get over it.
@jumsirbum
8 жыл бұрын
Nice video, thanks.
@malvobracka5824
7 жыл бұрын
This is the problem with backstabs.....there really dum but it makes for a unique mechanic, personally I would make it took the "class" hit box and reduce it down from 107.5 degrees to at a bare minimum of 50.5 degrees and a max of 70.6 that way it nukes trick stabs and not be frustrating to deal with
@EmilicoYamigos
7 жыл бұрын
Backstabs wich arent stabbed at the back, more like, side stab and face stabs.
@higps
8 жыл бұрын
Could you do a visualization on the bug regarding snipers where you headshot someone, they get blood on their face, but take 0 dmg? As well as headshots on high ping, I have a sneaking suspicion that having aimed at a head and then firing will trigger a headshot at higher pings, since i find it super easy to sniper with 100 to 120 ping compared to 30 and below.
@Tumbolisu
8 жыл бұрын
Lag compensation favors the Attacker.
@drkastenbrot
7 жыл бұрын
HiGPS When shooting scouts, it occurs often to me that they have a bullet mark on the face, but dont take any damage.
@matthewskullblood9778
7 жыл бұрын
i try to headshot a demo man from behind but its so hard because he doesn't have a neck or if i shoot him in the head from the front with the amby it misses and registers a body shot
@MrMalkraz
7 жыл бұрын
+Tumbolisu This is incorrect, lag compensation in source entirely favors what the server sees, which is not what either of the players see. The best way to counteract this is to have low ping and proper interp settings so you can see as close as possible to what the server sees. The reason the server isn't entirely concerned with what the client is seeing is that "man-in-the-middle" attacks become possible, allowing clients to inject "hit" confirmations into the packets they're sending to the server which can cause all sorts of nasty problems. developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation
@kratzy11
5 жыл бұрын
HiGPS thats called hitregistration
@cheesewizard3965
7 жыл бұрын
You forgot the fourth requirement: A blood sacrifice. Because apparently that's what it takes for my horrible luck with hit detection
@seriousOmajan
8 жыл бұрын
So it is better to look where the victim is looking at rather than looking directly at his back.
@gamer_x403
8 жыл бұрын
99% of time looking at enemy's back=looking where enemy is looking
@VollkinSea
8 жыл бұрын
Gamer_X but shoulder stabs are not the back
@WiigWiig
8 жыл бұрын
Melee tests against the player hull, not their hitbox, just like projectiles do. There's no such thing as landing a melee hit on the back half of their shoulder/head/body.
@shararyusuf480
7 жыл бұрын
Majan u
@RedRobot101
7 жыл бұрын
Hey Sig, I heard a rumour that the Family Business does more damage than the stock shotgun at range? Something to do with undocumented stats? I tried to test it out and something weird is going on, but it's hard for a noob like me to tell what. Do you think you might check it out? It'd make for a great video.
@encon7340
7 жыл бұрын
the accuracy bonus is so much more noticeable on crit servers , it prettymuch acts as a mid range rifle. maybe its because of the longer barrel , which makes sense because of source's physics engine and the fact that longer barrels in shotguns=longer range.
@pootisspencer9586
7 жыл бұрын
Encon 7 hitscan weapons don't rely on the physics engine. Only certain projectiles do.
@encon7340
7 жыл бұрын
well , thanks for sending me back into mindfuck mode.
@SirRJay
7 жыл бұрын
Encon 7 | Maybe it's because of the visualizations of the weapon. Sometimes, the weapon's visuals can affect how the person reacts, moves, and sometimes act. At least, that's what I think.
@SlyRocko
8 жыл бұрын
This is a seriously interesting video and this also explains facestabs a bit (kinda). They should make the third condition more strict in order to make backstabs more sensible.
@SlyRocko
8 жыл бұрын
Also is it possible to see a few images of the backstab visualisation?
@sigsegv-mvm
8 жыл бұрын
Facestabs are primarily a lag compensation related thing. The server favors the attacker's view of the situation when the attacker and victim have slightly differing opinions of where things are at a particular moment, essentially.
@kicksmix
8 жыл бұрын
Agree with sigsegv's reply - Spy backstabs are quite balanced right now, with funny looking facestabs being a side effect of lag compensation. In more detail on facestabs, what you see when you are killed by a backstab has a delay on it because lag compensation reconciles the two players' viewpoints, plus simply your ping to the server (even if low). So, it's normally the case you actually died a fraction of a second earlier, but you were briefly shown as alive until your computer caught up to the server's view. That's why the last thing you see if you were turning or moving at the time can look bizarre. You were already dead, but didn't know it yet. Spies know this, so they will try to guess where you will be a little bit in the future, giving you no time to react. Solution: you need to move as though the spy is already going for backstab before he gets within range. Medics usually get good at this and can often land those ubersaws without dying.
@suntzu3541
7 жыл бұрын
Sly you should try learning spy 'trickstabs'. They are very rewareding, and would completely change your opinion on 'facestabs' because you would: 1.) See how hard they are to execute. How unreliable but 'learnable' they are. 2.) Feel the reward of pulling it off.
@accursedcursive4935
7 жыл бұрын
+sigsegv But facestabs like that would still be rendered nigh impossible if the spy actually had to be behind his victim, instead of to the side of his victim. Like, you can't suddenly run behind someone nearly as easily as you can run next to someone. Even reducing the limit from 90 to 80 degrees would do wonders.
@schniemand
2 жыл бұрын
It turns out to be a truly awful implementation as soon as you introduce latency that's more than one digit and players who use mouselook. Backstabs basically become purely probabilistic at that point, both for the attacker and the target.
@kyo666oyk
8 жыл бұрын
Lag compensation is what makes spy too frustrating for me to play. Walk up to a guy looking around, stab him right in the back and do 0 dmg. Doesn't matter that my ping is decent (50ish in valve servers). Then get facestabbed by a guy with 160 ping 15 seconds later.
@TheTC
8 жыл бұрын
Yeeep, Spy is cheap. Interesting video nonetheless.
@aerial_noclip
3 жыл бұрын
5 minutes of spy abusing heavy
@ALMarkAZ1990
8 жыл бұрын
And this is why I'm personally saying that every class should have a unique hitboxes for the backstab kills..., this, is just not right at all.
@marcfyre
4 жыл бұрын
They actually tried this before. It was *way* more awful than you think, and was reverted quickly.
@snoopdoge5247
7 жыл бұрын
"My favorite class is the spy." -Romans 1:16
@domestx9786
3 жыл бұрын
If TF2 was realistic: you can one hit someone by stabbing the top of their head (if your victim is tall then just jump)
@1un4cy
7 жыл бұрын
now show that its possible for two spies backpedalling to simultaneously backstab each other not like kill each other, but have both backstabs available
@cubicengineering4715
3 жыл бұрын
I think that's a matter of lag compensation, where even if at real time they started to move backwards at the same time, each computer is hearing about what the other does with some delay inevitably, so they both think they started to move first putting them behind eachother. From a stationary position though (unaffected by lag) two spies can be considered "behind" eachother just by looking slightly away, whilst still having their views aligned by less than 105°. The biggest issue though is that your view relative to the other spy would be >90, far beyond the 60 requirement so I think lag compensation is indeed required
@Haze33E
8 жыл бұрын
Really wish Valve would change this it's so dam broken when players know how to abuse the backstab angles. It's so BS that a spy can stab from these angles yet a backburner has to be shoved up someone's ass to even get the crits even then if they turn slightly the crits stop. They need to make a dedicated backstab hitbox that all "backstab" weapons use. Meaning the spy knives, the Back Scatter and the Backburner.
@DominatorLater
8 жыл бұрын
I'd much rather they fix how the spy hitbox works. I use trickstabs and like doing it, I admit. But I would much prefer that spy doesn't have a broken as hell Backstab registration.
@zzcratoszz
8 жыл бұрын
It would be nice if the spy's broken mechanics were fixed. If anything to make him more consistent. But also so he can be properly buffed in a way that is more fun to play as and against.
@suntzu3541
7 жыл бұрын
"consistent" If they werent consistent, you wouldnt see spy mains with the capability of hitting very high Kill to 1-Hit Kill Ratios (using strange parts :D). When you play spy enough, you know its not random, its still damn hard, and its possible to learn to make it more consistent.
@TruNJ
7 жыл бұрын
That's all about lag compensation and the difference of what you see and what the server sees. Not a problem with backstab mechanics but with the difference of client and server side
@micmich8059
7 жыл бұрын
Their are multiple occurrences where you'll be looking either directly at the spy or have your cross hair close enough to where it shouldn't be a backstab, but it still does. Trickstabs should be avoidable by having your crosshair on the spy, however they can still just directly facestab you.
@naryosh_
7 жыл бұрын
The Heavy is like "What the fuck is happening?"
@chdata
8 жыл бұрын
For the above-his-head view, it would've been nice to have a visualization for the range of spy's melee weapon. Since you actually have to crouch for a head stab.
@thomasj.8081
2 жыл бұрын
1:48 "backstab", hohoho, what a fucking meme
@DDSN
8 жыл бұрын
very detailed, ive always wondered and now i know!
@uioup7453
3 жыл бұрын
Hey sigsev, I wanted to know if we could talk about my lag issues, a when playing with bots i have 2 trails of the machina, and the huntsman hitting when nowhere near, or just awfull stuff in general, im confused by so much of hitboxes and everything and i just think the game is horribly broken.
@GewelReal
7 жыл бұрын
i hate that its 180° behind while BFB is only 135...
@realdragon
4 ай бұрын
Except the times where spy is looking directly at your face and still manages to backstab you somehow
@Anshhhhhhhhhk
2 ай бұрын
thats pings fault, not the spys
@blacklight683
3 жыл бұрын
Mmmm very nice (spy's voice)
@Blast_136
7 жыл бұрын
Still don't explain how I miss a backstab when I'm right in touching there backs right after decloaking
@frosteryoutube1551
7 жыл бұрын
Maybe it's because of you're ping
@iqoot8325
6 жыл бұрын
0.0152
@habl844
6 жыл бұрын
kzitem.info/news/bejne/jnyasYR7emNooGk
@arielcerecer142
7 жыл бұрын
"My favorite class is the spy"
@kicksmix
8 жыл бұрын
Great job! Nice to see the TF2 Spy backstab, one of gaming's greatest inventions, finally explained in its three parts after nine years. Added to the top of my big spy guides playlist! You're quite right to realise that many new players, who often ask me about how backstabs work, aren't aware of the third rule, that the direction they're looking in can get them killed. It's also the easiest way to teach landing backstabs: plan to look the same direction the enemy will be looking, slightly in the future. One example of what the TF team did right.
@AidenJukes-oh9lm
Жыл бұрын
This is informative and amazing, but the fact they did not Left click gave me PTSD. (yes |I get the point of the vid)
@Ro_Yoshi
3 жыл бұрын
Me Before: How tf does swipez Do this trickstab thing!?!? After: Oh
@LostElsen
7 жыл бұрын
Backstabs are easier than i imagined. Great video
@justarandomguy9028
3 жыл бұрын
HEH just wait till you stab someone in the back directly, and it counts as a front stab.
@brokendaboken348
3 жыл бұрын
@@justarandomguy9028 ye
@CombatTheorists
3 жыл бұрын
I had to watch this video because for some reason when I hit anyone in the back it does not count as a backstab I have to wait 1 sec so the game says that I am behind their back
@Sir_Crow
7 жыл бұрын
Something I have noticed recently is that when I plunge the blade into their back, animation and all, if they move away a tiny bit they manage to cheat death. I wish they fixed this, as it gets very annoying when sacrificing yourself to get their Medic or Heavy during a large push.
@vaporwaveskeleton9224
7 жыл бұрын
That little square he makes around 4:20 showing the directions you can backstab someone... IMO, it should stop at the corners of the square, its a little silly how lenient TF2 is with what qualifies as a backstab.
@6lbs._onion
7 жыл бұрын
"Back"-stab approved by Gaben
@conservative9951
6 жыл бұрын
You're like the pannenkoek of TF2.
@godofportal5905
Жыл бұрын
Does anyone else have the urge to click whenever the knife raises up?
@vincenzapesci3944
4 жыл бұрын
On the one hand i feel like playing spy would be far too hard if for a backstab to register you'd have to land an ACTUAL backstab.... On the other hand however the fact that the spy can backstab from what is pretty much a perfect side angle can produce some of the most bs kills ever,especially if coupled with lag compensation,there's nothing more frustrating than looking straight at a spy for him to STILL get the backstab. I think spy should be buffed but in a way that is not so damn frustrating.
@logjamstudios1963
3 жыл бұрын
How come you can backstab someone from the front sometimes?
@boopbottf2694
8 жыл бұрын
in the heavy update they have to change his backstab hitbox as it is waaaaaaayyyyy to big
@JonesCrimson
7 жыл бұрын
You know, oddly enough these rules don't make a huge difference for the majority of players but would make it easier for a bot to exploit. Backstabs are easy if you can track your targets center.
@valentinorubio703
6 ай бұрын
That behind the victim thing is just bullshit...
@bobsempires
7 жыл бұрын
Is there any way you can visualize huntsman arrow detection. It seems weird that for bodyshots it uses bounding box but for headshots it uses head hitbox. Or is there different use of hitboxes entirely. What makes it even more confusing is that some claim huntsman arrow uses rocket hitboxes others say that head hitbox is as wide as player, it makes no sense. Also great video as always, it's fun seeing how such seemingly complicated mechanics can be executed so simply by just comparing values.
@sigsegv-mvm
7 жыл бұрын
I've planned on doing a visualization of Huntsman headshot hit detection for a long time. Probably will try to get that one going soon if possible.
@Elit3dGaming
2 жыл бұрын
How would we improve on this to make it more accurate? I assume the best way is to be very close and precise to the 1.0 value? probably < 45degrees will give us better results here?
@douglasbeckman9849
8 жыл бұрын
Hey sigsegv i found a glitch i got stuck in the cart on badwater last point I was just infront of it and glitched right through steamcommunity.com/sharedfiles/filedetails/?id=784416511 this could end up being nothing or game breaking but currently I am unsure.
@drkastenbrot
7 жыл бұрын
Logan Smith sometimes the cart gets stuck in the ground too, but its extremely rare. about 1 in 5000 games have these weird bugs. One time there was another map glitch where a part of the towers staircase was bent up on hightower. It was the same for all players, and walking through it caused weird buggy movement.
@Henrix1998
8 жыл бұрын
and that's why they should have kept smaller angles
@Queyh2
8 жыл бұрын
spy is not the "most difficult class in the game" lmao
@roboolet
8 жыл бұрын
+Call Me Contra probably engie/medic
@koalateacontent5094
7 жыл бұрын
I don't want to interrupt, but engi is absolutely not the hardest. If I were to pick hardest class, I would go with pyro/medic (pyro as in the reflect gods that get reflect airships on jumping soldiers, and not even getting touched by any projectiles pretty much). I would say sniper/engi are easiest (sniper is difficult aim-wise but requires very little positioning. scout is basically sniper+positioning. soldier and demo need tons of aim, positioning, and tracking for their projectiles, so harder than scout sniper or engi (also have the fun of explosive jumps). heavy is sniper+positioning+slowly waddling to where he needs to be, so slightly easier than scout but also easier to kill. Spy needs tons of positioning, aim, and quite a bit of mind games/prediction, so he goes up with pyro and medic. while on a pub spy and pyro are easy AF against incopmetent players (5 person chainstabs for decloaking and smashing m1 through 5 people, or taping w and m1 down to run people over with the phlog, but this crap doesn't fly against half decent players). at highest skill ceilings (Aka invite and platinum comp), a medic has to track himself, enemy medic's uber, and basically the health of another 10-16 people to know whether it is smart, time-wasting, or suicidal to hold ground, push, or retreat. Pyro can shut down soldiers unless they go in with a shotgun, in which case they will get focused down by the rest of the pocket, pyro needs to be on the look out for spies, be ready to flank to cause chaos, or fill one of many, many potential roles with an instant to decide. I think if pyro was just a bit stronger the current comp meta would change (thank god, no more 2 scouts, 2 soldiers, demo medic for most). demo and soldier will finally have their counter that they need, so maybe sniper or heavy get picked more (screw sniper though, headshots still a bit too strong), and this could add yet another level of complexity to competitive. I went way off topic. basically: spy, pyro, and medic are the hardest because of how much they have to think about, be ready to do, and how they can control their opponents/kill them if they outthink them. other classes have aim, positioning, and tracking (or something along those lines), but these three need to consider nearly everything.
@suntzu3541
7 жыл бұрын
Sniper is arguably higher skill gap, but the niche skill gap required to improve backstabs is actually quite deep, and has a epic load of skill gap involved. Its also kind of unintuitive to learn from a brand new players perspective, because what you see is not what you get.
@trabajodeinformatica2460
7 жыл бұрын
i dont understand shit but good video
@minimixe
3 жыл бұрын
TF2 Spy is truly a disgrace
@notoverwatch6991
7 жыл бұрын
Damn, it looks like it's almost exactly 50/50.
@thatonedude4309
7 жыл бұрын
Why am I here? I dont even have a computer to play tf2 with
@skhighglitch4217
7 жыл бұрын
ThatOneDude The 60's-70's were a strange time. This is their science.
@dirtyblasion15
5 жыл бұрын
Valve is lazy and smart. If I would implement something like this in any of my games, I would just add a critical hitbox only for spy, and then check raycast for it. But math always win?
@adolfgaming1761
7 жыл бұрын
We all know this is not true
@tristanlar1933
8 жыл бұрын
Reading your post, I see that stab condition is based on where the player "looking", can you confirm this is not where player is aiming ? (Almost 100% of time this is the same thing, except with some VR experience. Look at the video kzitem.info/news/bejne/uXpty6mArYaCnKQ and you see that looking and aiming can be disociate)
@sigsegv-mvm
8 жыл бұрын
Oh, I hadn't even considered VR mode. I did some reading on how Source does VR just now and I still don't 100% comprehend it; but in any case, what I can say is that the relevant vector here is the *aim* vector, i.e. the direction that shots get fired from your weapon. I think VR mode essentially sort of allows the game client to modify where your camera position is, relative to the direction your actual player entity on the server is looking/aiming. So as far as I know, the server (where this kind of gameplay stuff is actually calculated/simulated) still has a notion that where you're looking and aiming are the same and that your shots come from the middle of your face between your eyes. I hope that sort of made sense...
@tristanlar1933
8 жыл бұрын
Yep seems logical, but you know "valve" source code is not always the most logical think I see :)
@stonerkirby
7 жыл бұрын
Isn't the white box around the players the hitbox melee weapons use?
@sigsegv-mvm
7 жыл бұрын
Yes.
@manmonster3932
7 жыл бұрын
i died hundereds and hundereds of time from a facestab cuz the hitbox take so long to turn arund, or he doesn't? idk but i don't have bad conexion (23 ping) man valve have to change already the hitboxes
@CombatTheorists
3 жыл бұрын
people say the back hitbox is to big and Im here dying because "you were not behind the back"
@NicknineTheEagle
8 жыл бұрын
Huh. It originally only checked the fist dot product and it must have been > -0.1 which means backstab angle range used to be around 215 degrees. I've noticed the second one when looking at decompiled code but when was the third one added, though?
@sigsegv-mvm
8 жыл бұрын
Dunno. This analysis was based on the 20151007a version of TF2. It'd be a fairly major pain to bisect through the versions to figure out exactly when they added it.
@JustinRuta
4 жыл бұрын
bullshit (not bullshit)
@puzzlepuddles6097
6 жыл бұрын
i constantly fail the angle, so then people start bullying as i ask a simple question in chat: Why do i always get the back stab angle wrong however people like nate fox dont?
@nerochromatic
3 жыл бұрын
This hurts my brain, mainly due to my experience with spies trying for Kunai frag movies
@Blackhelmetdude
7 жыл бұрын
What kills me is how long I did not know or see this all the 7 years I've been playing tf2 about a year or so ago I stopped playing tf2. Spy really dropped out and became near unplayable or not fun.
@ariezon
7 жыл бұрын
so it's half yes and half no
@helix5729
6 жыл бұрын
I love how spy is already essentially completely useless and the idiots in the comment section want to nerf him into the ground by destroying his main mechanics? you guys realize it was much smaller in the beta and on release but valve realized it was way too small and upped it. A lot of spies mechanics rely on these hitboxes and reducing the sizes will only hurt an already useless class. What they really need to figure out is the deal with failstabs because there is not a single day when i play as spy that i dont get at least 4 or 5 failstabs its absurd. i noticed that these occur mainly when you and your target are moving in the same direction. The main issue is that it shows them that they take damage and it even plays the crit hitsound for them so they almost always turn around right away not allowing you to stab again. And when it comes to facestabs? i have in my 170 hours playing spy, only recall getting 2 facestabs. 2, compared to my dozens upon dozens of failstabs.
@sergiogutierres7348
5 жыл бұрын
Him being underpowered doesnt excuse bullshit. The sandman was hardly a viable pick due to the health loss and they removed the stun due to it being cheap as hell. The core design of the class rests on an unreliable system, that gets worse with each point of ping. It's amazing it got past production.
@tomasmax5616
3 жыл бұрын
Me: cool now i can backstab Tf2: nope. Normal melee the heavy back and die
@-Grovesy-
5 жыл бұрын
So basically, if you want to trickstab, go for the right side of their bodies. Gotcha.
@NoxIsLight
4 жыл бұрын
Just started playing again after many many years of not playing and goddamn I suck now. I cant backstab properly anymore and I used to be really good at spy lol
@그냥사람-e9f
7 жыл бұрын
*This still cant explain why face stabs happen.*
@Trtko-y2p
6 жыл бұрын
What's map name ? If It's selfmade please upload :)
@artyom1792
4 жыл бұрын
what map? it’s just a dev texture platform.. why would you want this map
@FloroSapiens
8 жыл бұрын
sigsegv, Do you know if a flame particle (from a flamethrower) can hit twice the same target?
@spygaming7228
3 жыл бұрын
wait couldnt you use this to creat an autobackstab script?
@someone4229
Ай бұрын
They exist
@brianery
5 ай бұрын
does the backburner use the same hitboxes?
@someone4229
Ай бұрын
Im fairly certain it does but instead of the spy view its the particle's view
@Aelfraed26
3 жыл бұрын
I want Valve to add a fourth requirement: a spy can't backstab a player if the player has damaged the spy in the last 2 seconds. Being backstabbed by a spy you're totally aware of makes no sense. They should apply this condition and at the same time buff Spy watches so that their cloak lasts longer.
@c0smo709
3 жыл бұрын
Someone's been dying to spies a lot recently eh?
@Aelfraed26
3 жыл бұрын
@@c0smo709 Not recently, just ever since I've been playing TF2. Another option is to make backstabs have a "charge" time. Something like half of a second.
@c0smo709
3 жыл бұрын
@@Aelfraed26 I assume that by this you mean that you can't backstab unless youve been able to backstab your enemy for the past 0.5s.
@rhylie124
4 жыл бұрын
how to backstab mercs easily: stop the time go to enemy's back backstab *ok_hand*
@StilvurBee
7 жыл бұрын
"As much as 107.5 degress off" that bundled with lag explains facestabs i spose...
@pallyexe
8 жыл бұрын
please reply senpai
@theucheao
7 жыл бұрын
the knife in its back stab position makes me want to left click so badly...
@shadowzone2588
5 жыл бұрын
Its even worse against medics since you can practically face stab them and it countes at a back stab.
@Asupreme
7 жыл бұрын
FUCKING *_BROKEN_*
@JimBimBum
2 жыл бұрын
facestabs.
@brodieclamp5090
7 жыл бұрын
Tf2 asmr
@Ahmadabdal_
8 жыл бұрын
sig sev you are the man like seriously bruh thankyou for helping the community fixing bugs i tip my hat to you thankyou good sir
@asj3419
7 жыл бұрын
Looking at the source code of something. How did they do that? [Opens file and sees a buch of grabled text] Oh, yeah. A binary, should have expected that [Opens dissassembly and stares at 20 pages of assembly that looks like it was written by a 5-year old] Maybe i will just do it tomorrow. And you never do. (how do you cope?)
@computo2000
7 жыл бұрын
"The spy must be standing behind the victim (based on the middle of the players' hulls). What is a hull? I looked it up but the internet thinks it is a ship part.
@kiefac
7 жыл бұрын
bfy.tw/DH3x the hull is the box that's shown around the heavy in this video. it's a collision/projectile/explosion hitbox that's aligned to the world (aka it doesn't rotate with the player).
@KageRyuu6
7 жыл бұрын
Makes me wonder what the Backscatter and Backburner would look like.
@Karblack
8 жыл бұрын
yo sigsegv,Mind doing a video about splash damage? i kinda find splash damage some bullshit
@Karblack
8 жыл бұрын
Never mind i found your video about splash damage radius,Thanks for the video.
@EverErebus
7 жыл бұрын
Face stab?
@SurrogateActivities
8 жыл бұрын
While the enemy is backed into a corner, stabbing it from above was a 50/50.
@suntzu3541
7 жыл бұрын
Hey sigsegv can you tell me what the melee range is? And also, does it come from the center of your collision hull?
@hughy897
7 жыл бұрын
Can you Explain facestab sig ?
@QuestionableLogic_
7 жыл бұрын
So why does Delfy have so many subscribers?
@sigsegv-mvm
7 жыл бұрын
Because he's been around for a long time and makes content that many people find entertaining and like to watch. I personally don't see anything about that that's terribly difficult to understand.
@QuestionableLogic_
7 жыл бұрын
I can understand that but you deserve better man.
@JE9SE
5 жыл бұрын
Explain the face stabbing?
@McDanny420
8 жыл бұрын
How do you get access to the tf2 source code? I've been wanting to create server mods. I know c++ but don't know how to access the source code.
@sigsegv-mvm
8 жыл бұрын
Well, Valve makes the 2013 Source SDK publicly available. But that doesn't include any of the core engine code or any of the specific game code (e.g. TF2's code itself), just the code you'd need to make a basic Source game. What you'll want to look into is a system like MetaMod:Source or SourceMod, which allow you to write C++ mods without necessarily needing the entire source code of the game.
@davidgabriel973
7 жыл бұрын
this video helps for trickstabs and facestabs
@MARKHENSTROM
2 жыл бұрын
Interesting! Without question the hardest class to play - but absolutely the most rewarding one when you do succeed!
@andyunderlife8015
4 жыл бұрын
See the white box on the heavy? For some reason my game thinks its the character itself so I can't reach the player's back most of the time because that box is like a barrier
@artyom1792
4 жыл бұрын
yeah, almost like that’s why it was made
@andyunderlife8015
4 жыл бұрын
@@artyom1792 I fixed it, turns out it was delay and I was bumping into invisible bodies and couldn't see rockets and pyro would be a pain to play, but thanks for reminding me about this comment I should delete it now
@mattyusko7322
4 жыл бұрын
how does aiming at the side of his back work, but when i directly behind someone its just a regular shank lol
@luigifan4585
4 жыл бұрын
A player's hull is constantly shifting around during gameplay, so combined with some bad ping and what looks to be a backstab a few moments ago was the enemy having already turned around to make it invalid in the server's eyes.
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