Difference between revisions of "Talk:Force-A-Nature"

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== New kill-icon ==
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{{Talk archive
The FaN was given a new kill-icon in the engie update (as was Natascha, Lugermorph, Big Kill, and bleeding deaths). [[User:Steviestar3|Steviestar3]] 02:52, 9 July 2010 (UTC)
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| arc1name = Archive 1
:Yes, we're all working on it (but you can halp) — [[User:WindPower|WindPower]] 02:55, 9 July 2010 (UTC)
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| arc1link = Talk:Force-A-Nature/Archive 1
 
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== Is this really worth noting? ==
 
"*Many members of the community dislike the Force-A-Nature due to the fact that players tend to use it as part of their [[griefing]] tactics, its increased spread and knockback. As such, servers tend to remove it from the list of weapons a player can use on them." I didn't realize we documented butthurt whiners on the Steam Forums. -[[User:KazooieBanjo|KazooieBanjo]] 23:11, 2 August 2010 (UTC)
 
 
 
== Graphic Glitch ==
 
I don't know if it happens to other players, but I have been experiencing a really weird glitch where the two barrels of the FaN seem to lower down with the handle, while the two shells and that switch-like thing on the top (safety switch?) appear under the handle. http://wiki.teamfortress.com/wiki/File:Fan_glitch_1.png This only happens when I taunt or when I see it on the loadout. [[User:Mike Red|Space is not wheel chair accessible]] 00:55, 11 October 2010 (UTC)
 
 
 
== Ash's Boomstick ==
 
The FaN, now that I look at it with more detention, looks like Ash's Remington in Evil Dead 3. 12 gage double-barreled Remington, as Ash says. Is it worth it to point it out? (Not necessarily the Evil Dead thing, just the fact that is a Remington) [[User:Mike Red|Space is not wheel chair accessible]] 22:09, 22 October 2010 (UTC)
 
:No. Saying that it looks like something is irrelevant and, frankly, just not trivia. It's just an observation. If you knew for a fact it were a Remington it might be interesting, but for all we know it could just be based off some artist's generic idea of a sawed-off shotgun. Trivia should follow the [[Help:Style_guide/Trivia|Trivia Style Guide]] as much as possible. -- [[Image:User Alex2539 Sig.png|link=User:Alex2539]] -- 03:59, 23 October 2010 (UTC)
 
 
 
== Fact Errors ==
 
This article contains information that has been incorrectly fact checked, such as the parts that state that Bullfighters are Spanish only, several countries such as Spain, Portugal, southern France and several Latin American countries are entertained by this sport. [[User:Curio]] 5:56, 22 October 2010 (CST)
 
 
 
== All that physics education finally paid off ==
 
Players take knockback distance ''inversely'' proportionate to the distance between them and the scout, ithankyou [[User:Cueburn|Cueburn]] 03:41, 24 October 2010 (UTC)
 
:True, but many people will have no idea what this means. "based on" conveys this in a simple manner which most will understand. --[[User:Mechlord|Mechlord]] 03:49, 24 October 2010 (UTC)
 
::While your statement is more accurate, Cueburn, many people will not know what "Inversely proportional" means. We have to cater to the everyman here. --[[User:Firestorm|<span style="text-shadow:orange 0px 0px 3px;"><font color="#FF6600"><tt><big><u>'''Firestorm'''</u></big></tt></font>]] {{mod}}</span> 03:58, 24 October 2010 (UTC)
 
:::Basically, the closer the Scout is to the target, the farther the target will fly when hit with the FaN. --[[User:Digifreek|Digifreek]] 20:21, 28 July 2012 (PDT)
 
::::Please look at date of the last post before post your own post. This discussion ended nearly 2 years. [[File:Hinaomi-sig.png]] [[User:Hinaomi|Hinaomi]] <small>([[User talk:Hinaomi|talk]]) - ([[Special:Contributions/Hinaomi|contributions]])</small> 20:30, 28 July 2012 (PDT)
 
 
 
== Just some ideas to add ==
 
I would add them myself but they might just get removed so im checking on the talk pages of things first. you can also use the FAN first then proform the scouts double jump which can be counted as the 3rd jump(triple jump). also is it just me, but when you fire one shell and reload, the other (unfired) shell gets ejected and you loose that shell as it becomes discarded from use...--[[User:Awesome Weegee|Awesome Weegee]] 20:36, 1 December 2010 (UTC)
 
:Both are already mentioned in the article. "This can be used for an effective 'third jump' along with the inherent double jump ability" and "Reloading always ejects two shells, even after firing a single round." [[User:Natemckn|Natemckn]] 20:38, 1 December 2010 (UTC)
 
::should it imply that "ammo is lost" due to the unused shell being ejected with the used on?--[[User:Awesome Weegee|Awesome Weegee]] 01:13, 2 December 2010 (UTC)
 
 
 
== Shouldn't we EXPLAIN the taunt animation glitch? ==
 
 
 
One of the criterea for trivia to be considered "good"is for it to make the viewer think "Wow, I didn't know that!". I think that maybe we should explain why minor bugs happen, so I believe we should explain why the FaN looks so strange when taunting. For those of you who don't know, the scout has different animations for everything when using the FaN because of the gun's different model build in comparison to the Scattergun, what with the model practically being cut in halve in order for the reloading animation to work. Valve simply mixed up what animation the Scout uses while taunting with the FaN. Anybody with me on this? [[User:FYI I Am Some Guy|Hi.]] 20:28, 22 December 2010 (UTC)
 
:Clipping issues are not trivia. -- http://dl.dropbox.com/u/845393/mek.png [[User:Mechlord|Mechlord]] 20:33, 22 December 2010 (UTC)
 
 
 
== See aslo ''Soda Popper'' ==
 
The Soda Popper is pretty much the same as the FaN, so there should be a link to it in the ''See also'' section. Anyone agree? --[[User:ScoutKast|ScoutKast]] 20:51, 29 July 2011 (PDT)
 
 
 
*No, because it's in the scoutnav box just below the "See Also" section. That's my take, am I incorrect? [[User:Atonement|Atonement]] 21:01, 29 July 2011 (PDT)
 
 
 
*Might be worth noting in the trivia that the Soda Popper is intended to be a rebuilt FaN but yeah, it doesn't need to be put into the see also section [[User:Evang7|Evang7]] 21:31, 29 July 2011 (PDT)
 
 
 
== Force | Triple Jump ==
 
 
 
Is the recoil force from the FaN that effects the Scout truly inherent as the wording states (scripted), or is it based on the number of pellets shot like the knockback is? I.E., if one was to mod the FaN to shoot less pellets per shell in order to reduce the knockback, would the Scout lose or lessen the extra jump it provides? [[User:Spy Master Kaze|Spy Master Kaze]] 16:40, 20 November 2011 (PST)
 
 
 
== Reload ==
 
 
 
Would the fact that if only one shot is fired and then the weapon is reloaded, you lose 2 ammo instead of just the 1 replacement shot be considered a bug? That wasn't very well explained... Ermmm...
 
 
 
Say you have 2 loaded shots and 30 ammo and you only fire 1 shot. When you reload, instead of having 29 ammo left, it acts as if you have fired both shots, bringing it down to 28 ammo.
 
 
 
[[User:Taser9001|Taser9001]] 06:05, 7 February 2012 (PST)
 
: I don't see how it could be a bug, it's not something inherit to weapons in TF2 that they forgot to turn off. They would have actually had to make it use 2 ammo every reload. [[User:Balladofwindfishes|Balladofwindfishes]] 06:16, 7 February 2012 (PST)
 
::It's been made that way on purpose to coincide with the reload animation, where both chambers are emptied regardless of how many shots have been fired. '''» [[User:Cooper Kid|<span style="color:red">Coo</span><span style ="color:gray">per</span><span style ="color:blue"> Kid</span>]]''' <small>([[User_talk:Cooper Kid|blether]]) • ([[Special:Contributions/Cooper Kid|contreebs]])</small> 07:04, 7 February 2012 (PST)
 
 
 
== Weapon Demonstration ==
 
 
 
Shouldn't the weapon demonstration have a comparison to damage and firing times between the Force-A-Nature and the Scattergun? The visual comparison would help to see the difference. --[[User:JAK0723|JAK0723]] 18:10, 11 February 2012 (PST)
 
:{{c|Nope.avi}} [[User:WindPower|Wind]] was tell me about firing speed doesn't need to compare. [[User:Hinaomi|Hinaomi]] [[File:Killicon_unarmed_combat.png]] 09:44, 12 February 2012 (PST)
 
 
 
== Slight Grammar Cleaning ==
 
 
 
"a second shot delivers none in the same jump."
 
 
 
It should read "a second shot does not deliver knockback in the same jump." The word "none" is referring back to "knockback". "None" is used with a plural verb, but "knockback" is singular.
 
 
 
[[User:General Veers|General Veers]] 10:06, 14 February 2012 (PST)
 
:No, it's actually alright. "''Knockback is only delivered by the first shot; a second shot delivers none'' (i.e. no knockback) ''in the same jump.''" I know it might not appear to make sense, but English really is a nonsensical language. I think I'll reword it anyway to make it a little easier to understand. '''» [[User:Cooper Kid|<span style="color:red">Coo</span><span style ="color:gray">per</span><span style ="color:blue"> Kid</span>]]''' <small>([[User_talk:Cooper Kid|blether]]) • ([[Special:Contributions/Cooper Kid|contreebs]])</small> 10:48, 14 February 2012 (PST)
 
 
 
== "When this weapon is reloaded during the Scout's taunt, the sound file for the reload will play twice." ==
 
 
 
I think it seems a bit redundant, considering that this can be done with literally '''any''' weapon... [[User:AbeX300|AbeX300]] 14:23, 4 April 2012 (PDT)
 
: Kill it, it's not a bug specific to this weapon. [[User:Balladofwindfishes|Balladofwindfishes]] 14:59, 4 April 2012 (PDT)
 
 
 
== Fixed Weapon Spread ==
 
 
 
When forced spread is activated, it says that the pellets are spread in a 3x3 grid. Since there are 10 bullets per shot, where does the 10'th one go? I think it might be good to note that. <small>— ''The preceding unsigned comment was added by'' '''[[User:Eligitine|Eligitine]]''' ([[User talk:Eligitine|talk]]) • ([[Special:Contributions/Eligitine|contribs]]) 17:56, 19 May 2012</small>
 
 
 
== Knock back reliability. ==
 
 
 
The Force-a-nature has a notoriously unreliable knock back. I, and many others, would be interested to know about the relationship between landed pellets and knock back activation.
 
 
 
If I were to guess, I would say that only the middle pellet activates knock back.
 
If I were to code it my self I would give each pellet knock back, the more pellets landed the further the knock back. This would also lessen the knock back at long range as the fired pellets spread.
 
It is also possible the knock back "switches on" after "x" pellets have hit.
 
 
 
Additionally the knock back could be tied to damage done or raw distance (it is irrelevant which because distance affects damage).
 
I very much doubt any pellet + distance induces knock back as I have seen many players "roll" a shot, ruining the knock back.
 
 
 
Clarification would be appreciated.
 

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