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http://steamcommunity.com/sharedfiles/filedetails/?id=269161262
Take, for example, the nerf that made giants detect spies and shoot them if they block for 5 seconds. That definitely makes it harder to block continuously; but as long as you don't die and you keep them stuck for long enough, you'll still eventually trigger the "kill because stuck" code in the game.
Uber demoknight with max resists, minimal push force, uber canteens, etc. is basically the best possible scenario for blocking the giant for so long that he can't make you die or push you out of the way at all. (I believe there's basically a timer that counts how long the robot has been stuck, and if it gets to some value, it kills the robot; if he can push you out of the way for even a moment, then that counter resets.)
A possible fix for this exploit would be to just get rid of the "kill because stuck" logic entirely, at least for giants/bosses. Presumably that logic is in there in the first place because bots will get stuck in rare cases and they want to avoid stuff like the mission being unbeatable because a bot is stuck in the spawn zone where it can't be killed, or something. And they added the stupid engie airblast thing which is an apparent attempt to prevent players from getting stuck in engie buildings, which is sort of related.
If Valve were to ever fix this, I can just imagine them releasing an update with patch notes that say
where they just take bodyblocking out of the game entirely because they're too dumb to figure out how to actually fix the problem properly.
All in about 6 seconds. Fastest Wave 7 I've seen.
Also, doesn't work on bots still in spawn.
Basically, nice failsafe, Valve.
Seems to be handled differently from when a bot gets stuck in a player. Here's what the console says when I warp a robot so that it's stuck on an object:
You have to get them completely stuck for them to suicide. Doesn't matter if they are airborne or on the ground.
Merging with the mecha bosses was piss easy back when mecha first came out but they made it harder to do later on.
That happens with all soldier bots. They are programmed to not shoot targets that are right in their face, because they will take self damage. I am pretty sure they are suppose to whip out another weapon and do damage with that instead but since they are forced to use their primary they just stare at you.
They have to make a very tiny gap between the target and them before they will shoot, either by walking around but usually by jumping.
At least the poor bots are trying their best to avoid it.
Most people already know that bots can take fall damage
When robots drop in from spawn (on maps where they have to drop down to enter the main area), tf_debug_damgae 1 reveals that they take fall damage:
But because the spawn-protection uber effect wears off after they finally touch the ground of the main area, they don't actually take damage.
it took me a while to learn how to kill captain punch legit
there's a second failsafe where if a bot is airborne for too long, it will automatically teleport back to the last known grounded position. but that's pretty much impossible to replicate in valve's maps
It's 1 by default; set it to 0 and stuck robots won't self-destruct, no matter how long they are stuck for.
https://www.youtube.com/watch?v=pF4p3dOB1vs
If a robot is stuck for a while with the cvar set to 0, and then you set it to 1, they will immediately self-destruct right after you enter the command.