TeutonicTea

WEAPONS

Aug 11th, 2016
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  1. [1] Weapon bugs/errors:
  2.  
  3. [1] Shortstop (primary weapon for Scout) bugs/errors:
  4.  
  5. [A] If the player has their game quality set to low, the Scout will not break open the Shortstop to place bullets inside during each reload.
  6.  
  7. [B] If the player shoves an enemy to their death (via fall damage, suicide or environmental hazard) whilst dealing no other damage, it will not count as a finish off.
  8.  
  9. [C] If a player is killed via shove damage, it will count as a suicide.
  10.  
  11. [2] Soda Popper (primary weapon for Scout) bugs/errors:
  12.  
  13. [A] The Hype meter can be charged and activated during end of round humiliation time.
  14.  
  15. [B] On 4:3 resolutions, the Hype meter will overlap the objective HUD.
  16.  
  17. [C] Equipping the Soda Popper along with the Atomizer will cause the multi-jump sound effect to play on triple jump, even though the Hype Mode is not activated.
  18.  
  19. [D] When viewed in the class selection screen, a shell can be seen behind the Crit-a-Cola portion of the Soda Popper.
  20.  
  21. [E] When the Hype meter is activated, and the player visits a Resupply Locker to switch weapons, the Soda Popper's effects will be present on the swapped weapons.
  22.  
  23. [3] Baby Face's Blaster (primary weapon for Scout) bugs/errors:
  24.  
  25. [A] Killing an enemy with the Home Run taunt will not fill the Boost.
  26.  
  27. [B] On 4:3 resolutions, the Boost meter will overlap the objective HUD.
  28.  
  29. [4] Lugermorph (secondary weapon for Scout and Engineer) bugs/errors:
  30.  
  31. [A] When "Details" is selected for a Lugermorph obtained from Poker Night at The Inventory, the Mann Co. Catalog will jump to the first item, the Kritzkrieg, likely due to its separate internal item ID from the original.
  32.  
  33. [B] When reloading the Lugermorph, no clip is removed or loaded into the weapon.
  34.  
  35. [5] C.A.P.P.E.R. (secondary weapon for Scout and Engineer) bugs/errors:
  36.  
  37. [A] The Killstreak sheens for the C.A.P.P.E.R travel upwards towards the top fin of the weapon instead of towards the front like standard weapons.
  38.  
  39. [B] The C.A.P.P.E.R. lacks the description "Team Colored Weapon", and their BLU team variants cannot be viewed in the backpack unless playing on BLU team.
  40.  
  41. [6] Winger (secondary weapon for Scout) bugs/errors:
  42.  
  43. [A] The clip of the Winger sticks out of the gun after completing the reload animation until the player switches weapons.
  44.  
  45. [B] Despite being a Pistol, using this weapon does not count towards the achievement Gun Down.
  46.  
  47. [7] The magazine of the Pretty Boy's Pocket Pistol (secondary weapon for Scout) sticks out of the gun after completing the reload animation, until the player switches weapons.
  48.  
  49. [8] Flying Guillotine (secondary weapon for Scout) bugs/errors:
  50.  
  51. [A] The cleaver can go through thin walls such as setup gates when thrown at the correct angle.
  52.  
  53. [B] Victims killed and turned into ragdolls are sent flying at a strange angle sideways.
  54.  
  55. [C] Critical hit kills with this weapon do not trigger critical hit death screams, unless they are the result of a crit boost.
  56.  
  57. [D] This weapon will crit if it connects on a target at the exact same moment as a Compression Blast or a bullet from the Natascha.
  58.  
  59. [E] Bleeding from this weapon inflicts critical hits on enemies stunned after Guillotine's hit for the duration of the stun.
  60.  
  61. [F] Reflected Flying Guillotines do not deal mini-crit damage to enemies.
  62.  
  63. [G] The recharge meter on the HUD may be labeled as "leaver" when using the minimal HUD setting.
  64.  
  65. [H] The Genuine versions of the cleaver have no taunt, this is due to the Genuine versions of the Triad Pack items being separate items in the schema.
  66.  
  67. [I] Holding down the Alt-Fire button while throwing the Flying Guillotine will stop the Scout's weapon from changing while the button is held. If the button is held down until the weapon has recharged, it will be thrown again, but no animation will be played for it. Additionally, other players will still see the Scout holding the Flying Guillotine while the button is held down.
  68.  
  69. [9] Bonk! Atomic Punch (secondary weapon for Scout) bugs/errors:
  70.  
  71. [A] The description "Drink to become invulnerable for 8 seconds. Cannot attack during this time" is missing on Festive variants.
  72.  
  73. [B] On-hit effects, such as the ones triggered by the Blutsauger and hitting a Scout covered in Mad Milk, will trigger as any normal attack would.
  74.  
  75. [C] The effects of Bonk! Atomic Punch will not protect the player from the damaging fires of torches on Egypt, or most other environmental hazards, as one would expect. This may or may not be intended.
  76.  
  77. [D] If the player commits suicide while under the effects of Bonk!, the kill is awarded to the last player on the enemy team who dealt damage (using a weapon) against the original player, even if their character was temporarily invincible at the time the damage was taken.
  78.  
  79. [E] Despite being unable to capture a control point while under the effects of Bonk! Atomic Punch, if a Scout is standing on the point when it's captured, the Scout will still receive points for the capture.
  80.  
  81. [F] If a Soldier performs the Kamikaze taunt near a Scout who is under the effects of Bonk! Atomic Punch, the game will register that the Soldier has killed the Scout, even though the Scout takes no damage.
  82.  
  83. [G] If a Scout is knocked into the air while the taunt is in play, it will consume the Bonk, but no effect will be applied.
  84.  
  85. [10] Taunting while holding the Mutated Milk (secondary weapon for Scout) will cause the bread monster inside the jar to stop moving. This can be fixed by switching to another weapon.
  86.  
  87. [11] If the player assists a fish kill with the Holy Mackerel (melee weapon for Scout), the kill icon will not be highlighted in the kill feed like other kills and assists
  88.  
  89. [12] Assisted arm kills with the Unarmed Combat (melee weapon for Scout) are not highlighted in the kill feed like other kills and assists.
  90.  
  91. [13] Batsaber (melee weapon for Scout) bugs/errors:
  92.  
  93. [A] The Batsaber lacks the description "Team Colored Weapon", and their BLU team variants cannot be viewed in the backpack unless playing on BLU team.
  94.  
  95. [B] If a Specialized Killstreak or Professional Killsteak Kit is applied to the Batsaber, the white glowing center of the weapon will turn transparent whenever the sheen appears. This may be a material error.
  96.  
  97. [14] Sandman (melee weapon for Scout) bugs/errors:
  98.  
  99. [A] Rarely, if a player throws the ball at a wall while the Scout is in close range and they pick it up off the ground, let it refill, or go to a Resupply locker, the recharge bar will be full but the baseball will be missing resulting in it not being usable until the player dies.
  100.  
  101. [B] Sometimes, if an enemy Pyro uses their compression blast to send the ball back and it hits a friendly player, the Scout may play a voice line implying the ball had hit an enemy.
  102.  
  103. [C] In instances where the ball recharge meter is full and the Scout holds the ball ready, it cannot be launched.
  104.  
  105. [D] Stunning opponents while they are taunting will make them able to move at the reduced stun speed before the taunt's completion, unless a moonshot is achieved.
  106.  
  107. [E] If the High Five! taunt is performed while holding the Sandman, the ball will disappear from the Scout's hand. It will only reappear if the secondary attack is used, and the ball recharges or is retrieved.
  108.  
  109. [F] If the player throws the baseball directly on the feet, the player will immediately retrieve the ball, leading to the Scout showing the animation, but not launching the ball.
  110.  
  111. [G] An enemy Heavy who is stunned with a melee weapon active will still be able to attack with that weapon.
  112.  
  113. [15] Candy Cane (melee weapon for Scout) bugs/errors:
  114.  
  115. [A] If a Sandvich-wielding Heavy at full health picks up a health pack dropped by the Candy Cane, it will not restore his Sandvich.
  116.  
  117. [B] The textures for this weapon lack a difference between low and medium texture quality settings.
  118.  
  119. [16] Wrap Assassin (melee weapon for Scout) bugs/errors:
  120.  
  121. [A] If a player is hit by a friendly Scout's ornament that was deflected by an enemy Pyro, that player will take no damage, even though the bleed icon appears on HUD.
  122.  
  123. [B] If a player changes teams with the weapon equipped while 'Waiting for Players' or in Setup time, the bauble will remain the previous team's color while the bat will change color to suit the current team.
  124.  
  125. [17] While reloading, the Rocket Launcher (primary weapon for Soldier) will occasionally appear to load an extra rocket.
  126.  
  127. [18] The reloading sound effect of the Original (primary weapon for Soldier) does not play, instead, it defaults to the Rocket Launcher's reload sound. However, other players are able to hear the reloading sound effect playing.
  128.  
  129. [19] Black Box (primary weapon for Soldier) bugs/errors:
  130.  
  131. [A] If a long range rocket is fired, and the Soldier switches to his Escape Plan and receives the health benefit, he will still stay at the same speed, even if he was injured beforehand.
  132.  
  133. [B] When starting to reload, the weapon seems to jut back.
  134.  
  135. [20] Pyros can cause damage with deflected Rocket Jumper (primary weapon for Soldier) rockets.
  136.  
  137. [21] Cow Mangler 5000 (primary weapon for Soldier) bugs/errors:
  138.  
  139. [A] The laser can go through thin walls such as setup gates when fired at a correct angle.
  140.  
  141. [B] The weapon will fire a charged shot even if the charging process is interrupted by getting stunned, or the Soldier's team losing.
  142.  
  143. [C] Deactivating an enemy Sentry Gun during humiliation will cause them to reactivate afterward and shoot the winning team.
  144.  
  145. [D] The fire damage self-inflicted on the Soldier by the weapon is treated as an environmental hazard. As such, the last enemy to injure the player will be credited in the kill feed should the Soldier die from the afterburn damage.
  146.  
  147. [E] If the player changes from the Cow Mangler 5000 to another Rocket Launcher using a Resupply locker while charging a shot, they will be stuck with the slower moving speed until they change classes or finish firing the charged shot.
  148.  
  149. [F] Rarely, after a moment of not firing, the Soldier will automatically reload the weapon's clip, regardless of the player's auto-reload setting.
  150.  
  151. [G] When minimizing the game with this weapon equipped, the ammo portion of the HUD may disappear. Looking at the scoreboard may fix this.
  152.  
  153. [H] When killing a player going to destroy the cart in Hightower, the Soldier will be awarded with a Kamikaze kill.
  154.  
  155. [I] This weapon does not glow when mini-crit boosted.
  156.  
  157. [J] Killing a player with a charged shot may not display the crit death icon if it was a direct hit.
  158.  
  159. [K] The idle particle effects appears when the player is killed when having the Cow Mangler 5000 as the active weapon (such as spectating someone else).
  160.  
  161. [22] Beggar's Bazooka (primary weapon for Soldier) bugs/errors:
  162.  
  163. [A] Rockets will occasionally hang stationary in the air until a player runs into it.
  164.  
  165. [B] Tapping the primary fire button will cause the shot to not play the firing sound.
  166.  
  167. [C] If a player on the losing team is loading rockets as a round ends, the sound will keep playing through Humiliation.
  168.  
  169. [D] If the player keeps holding the primary fire after losing, the Soldier will keep loading, then will misfire and fire 3 rockets during Humiliation, potentially killing the other team.
  170.  
  171. [E] Taunting after loading a rocket will not release the rockets from the player's weapon clip. Additionally, toggle taunts will store the rockets in the same way, they'll be released if the taunt ends or if the taunt button is pressed again.
  172.  
  173. [F] If the player dies while reloading the weapon, the reloading sound effect will continuously play until he respawns.
  174.  
  175. [G] In the PASS Time gamemode, if the teammate passes the jack to a player that currently reloading rockets, the player will continue reload rockets and cause the misfire.
  176.  
  177. [23] Concheror (secondary weapon for Soldier) bugs/errors:
  178.  
  179. [A] The health regen rate will reset if the player rocket jumps with the Rocket Jumper.
  180.  
  181. [B] If a player holds down the primary-fire button after the end of activation to keep a buff ready for deployment, the Soldier will lower the conch. The other backpack weapons have the Soldier keep his bugle held until the button is released.
  182.  
  183. [C] The strange variant of the item can rank up during battles against bots and when sv_cheats is set to 1.
  184.  
  185. [24] In some instances, the Mantreads (secondary weapon for Soldier) will only deliver 30 damage upon a successful landing.
  186.  
  187. [25] Righteous Bison (secondary weapon for Soldier) bugs/errors:
  188.  
  189. [A] The attribute -34% clip size is missing.
  190.  
  191. [B] This weapon's projectile can pass through doors and deal damage.
  192.  
  193. [C] If aimed at the correct angle while pressed up against the pre-round setup gates, the projectile can pass through these
  194. gates, but will not do damage to enemy players.
  195.  
  196. [D] Rarely, after a moment of not firing, the Soldier will automatically reload the weapon's clip, regardless of the player's auto-reload setting.
  197.  
  198. [E] In the client view, while crouching, the projectile will appear to fire much higher than the weapon model.
  199.  
  200. [F] When minimizing the game with this weapon equipped, the ammo portion of the HUD may disappear. Looking at the scoreboard may fix this.
  201.  
  202. [26] B.A.S.E. Jumper (secondary weapon for Soldier) bugs/errors:
  203.  
  204. [A] One can craft the B.A.S.E. Jumper with incorrect slot and class tokens. i.e. Demoman class token with Secondary slot token.
  205.  
  206. [B] If a player dies with a deployed parachute, the parachute will stay open while the player's ragdoll falls at standard speed.
  207.  
  208. [C] The B.A.S.E Jumper's bag disappears when the parachute is deployed, instead of using the intended opened version.
  209.  
  210. [27] Panic Attack (primary weapon for Engineer, secondary weapon for Soldier, Pyro, and Heavy) bugs/errors:
  211.  
  212. [A] Due to this weapon being a primary weapon for the Engineer, it can be crafted using a Pyro class token and a Primary slot token in place of Secondary slot.
  213.  
  214. [B] The quality of the backpack icon is affected depending on the Texture Quality of the game, which isn't a normal behavior, as other backpack icons for other items aren't affected depending on the Texture Quality that the player set.
  215.  
  216. [C] If the player dies while reloading the weapon, the reloading sound effect will continuously play until they respawn.
  217.  
  218. [D] If the weapon is viewed from the Pyro's loadout, it shows a bullet hovering underneath the gun.
  219.  
  220. [28] When using the Pain Train (melee weapon for Soldier and Demoman), fire and projectile damage from the Huntsman may inadvertently be increased against the user.
  221.  
  222. [29] Half-Zatoichi (melee weapon for Soldier and Demoman) bugs/errors:
  223.  
  224. [A] The loadout screen shows the Demoman wielding the Half-Zatoichi with one hand instead of with both hands. A Spy disguised as a Demoman wields the Half-Zatoichi one-handed as well.
  225.  
  226. [B] It is possible to get the Demoman achievement Scotch Tap twice with this weapon.
  227.  
  228. [C] In Pyrovision, blood will not appear on the weapon after killing an enemy.
  229.  
  230. [D] In Mannpower, using the grappling hook via the action key when the player is below 50 hitpoints will kill the player instead of not letting them use the grappling hook.
  231.  
  232. [E] Taunting with Shred Alert, Fresh Brewed Victory or Spent Well Spirits while using the bloody Half-Zatoichi will taunt with the RED equipment regardless of the team.
  233.  
  234. [30] Disciplinary Action (melee weapon for Soldier) bugs/errors:
  235.  
  236. [A] The extra range allows the user to hit enemies completely behind them from a point blank range.
  237.  
  238. [B] If the Spy disguised as enemy and get hit by enemy's Disciplinary Action, the Spy will get the speed boost along with the damage.
  239.  
  240. [31] Market Gardener (melee weapon for Soldier) bugs/errors:
  241.  
  242. [A] The state of "launched by explosion" can be prolonged by jumping at the exact moment the player lands, which allows the weapon to crit after technically landing, and can theoretically be extended indefinitely.
  243.  
  244. [B] There is sometimes a glitch when playing the game with DirectX8 that causes to flip the model backwards.
  245.  
  246. [32] Rarely, when the Flame Thrower (primary weapon for Pyro) is turned off during full crits, the flame effect can still be seen though the fix of the loophole, unlike a similar bug with the Minigun, the "flame" can only be seen by the player.
  247.  
  248. [33] Rainblower (primary weapon for Pyro) bugs/errors:
  249.  
  250. [A] This weapon does not glow when crit boosted. Furthermore, when crit boosted, the sound it makes is of the original flamethrower.
  251.  
  252. [B] When in spectator mode and spectating a player with the Rainblower, the Rainblower shoots out the default particles from the Flame Thrower.
  253.  
  254. [C] As with most other taunts, performing the Rainblower's taunt and being knocked into the air will cancel the taunt but not its animation. However, it will also leave the taunt's particle effects at the place the taunt was initially performed, though it will not damage enemies. This will also occur if the player is killed during the taunt animation.
  255.  
  256. [34] Backburner (primary weapon for Pyro) bugs/errors:
  257.  
  258. [A] The attribute "No random critical hits" is missing.
  259.  
  260. [B] Rarely, when the Backburner is turned off during full crits, the flame effect can still be seen though the fix of the loophole, unlike a similar bug with the Minigun, the "flame" can only be seen by the player.
  261.  
  262. [35] Rarely, when the Degreaser (primary weapon for Pyro) is turned off during full crits, the flame effect can still be seen though the fix of the loophole, unlike a similar bug with the Minigun, the "flame" can only be seen by the player.
  263.  
  264. [36] Phlogistinator (primary weapon for Pyro) bugs/errors:
  265.  
  266. [A] In some cases, when the player switches from Pyro to another class, they will have only 50 ammo.
  267.  
  268. [B] Occasionally after activating 'Mmmph', the charged particle effect may remain on the muzzle of the weapon. This can be easily fixed by switching to another weapon and then back again.
  269.  
  270. [C] After activating 'Mmmph' followed by switching class, the 'Mmmph' glowing particle effect will be present when taunting.
  271.  
  272. [D] 'Mmmph' gained is not reduced to reflect Damage Resistance. For example, hitting a Spy protected by the Dead Ringer will enable the Pyro to fill his 'Mmmph' gauge, despite the Spy not having enough health to do so normally.
  273.  
  274. [E] In some cases, fire particles still in the air while activating 'Mmmph' will also be crit-boosted.
  275.  
  276. [F] If 'Mmmph' is activated and the round changes, the effect will continue until the 'Mmmph' bar is depleted.
  277.  
  278. [G] If the player is switched to the enemy team when the rounds end with a full 'Mmmph', the charged particle effect in client view will still be the old team's color.
  279.  
  280. [H] Using an Action slot taunt with a full 'Mmmph' will cause the charge particle effect to disappear. This bug can be fixed by switching weapons.
  281.  
  282. [I] If the player activates 'Mmmph' with this weapon, and then quickly picks up a different Pyro primary weapon from the ground, the new weapon will retain the remaining crit-boost gained from 'Mmmph'.
  283.  
  284. [37] Detonator (secondary weapon for Pyro) bugs/errors:
  285.  
  286. [A] Being affected by the Detonation explosion (even by self damage) will remove the visual effects of Jarate and Bleeding from the user's screen.
  287.  
  288. [B] When an enemy is hit with a detonated flare, the blood particles will come from where the flare was detonated, instead of the player.
  289.  
  290. [C] Firing the Detonator underwater will not fire any flares or waste any ammo, but will immediately play the sound of a flare impacting a surface with no effect.
  291.  
  292. [38] Manmelter (secondary weapon for Pyro) bugs/errors:
  293.  
  294. [A] When this weapon's projectile is reflected, it is reflected as a flare.
  295.  
  296. [B] The critical hits counter does not show when the active weapon is not the Manmelter.
  297.  
  298. [C] Firing at least one time will cause the weapon to not fully go back to its resting position.
  299.  
  300. [D] Holding down the alt-fire button while taunting will cause the weapon's ash-sucking visual effect to be stuck even if the Pyro switches to a different weapon.
  301.  
  302. [E] While holding down alt-fire after having saved up charges, trying to fire while still holding alt-fire plays the animation of firing a critical shot. Saved critical shots are rapidly lost during this sequence.
  303.  
  304. [F] Occasionally the ash-suck particle effect may not appear.
  305.  
  306. [G] When the Manmelter is fired at a friendly building, it will appear to do 30 damage when no damage is done.
  307.  
  308. [39] Scorch Shot (secondary weapon for Pyro) bugs/errors:
  309.  
  310. [A] The flare can go through thin walls such as setup gates when fired at a correct angle.
  311.  
  312. [B] If the player taunts and is moved, the projectile will still fire from the original place.
  313.  
  314. [C] If the player fires the last flare and taunts, the player is still able to do the kill taunt.
  315.  
  316. [D] If the player taunts while crit-boosted, the projectile will instead do normal Flare Gun damage rather than instantly killing the target.
  317.  
  318. [E] Due to a model error, part of the barrel doesn't move when loading in new flares, which allows players to see through part of the barrel. Additionally, one side of the hammer does not move with the rest of it, which allows players to see through part of the hammer.
  319.  
  320. [40] The Lollichop (melee weapon for Pyro) does not glow when crit boosted.
  321.  
  322. [41] Axtinguisher (melee weapon for Pyro) bugs/errors:
  323.  
  324. [A] The Festive variant viewmodel is not affected by "Use minimized viewmodels" option.
  325.  
  326. [B] The Festive variant does not glow when crit-boosted.
  327.  
  328. [C] The ribbons on the Festive variant will occasionally deform.
  329.  
  330. [42] Neon Annihilator (melee weapon for Pyro) bugs/errors:
  331.  
  332. [A] The Genuine variant viewmodel does not affect by "Use minimized viewmodels" option.
  333.  
  334. [B] Due to a model error, the neon tubes inside the outer tubes don't pulse on the BLU team.
  335.  
  336. [43] Loch-n-Load (primary weapon for Demoman) bugs/errors:
  337.  
  338. [A] Grenades fired bounce off certain dynamic surfaces such as the moving walkways of Nucleus, as well as teammates.
  339.  
  340. [B] The achievement Glasg0wned cannot be earned with the Loch-n-Load.
  341.  
  342. [44] If a Spy changes their disguise from a different class to a Demoman wearing Ali Baba's Wee Booties (primary weapon for Demoman), their disguise weapon will be that of the previous disguise. For example, if they were a Pyro wielding the Degreaser before changing to a Demoman wearing the Booties/Bootlegger, their disguise will still be wielding the Degreaser, but be a Demoman to enemy players.
  343.  
  344. [45] If a Spy changes their disguise from a different class to a Demoman wearing the Bootlegger (primary weapon for Demoman), their disguise weapon will be that of the previous disguise. For example, if they were a Pyro wielding the Degreaser before changing to a Demoman wearing the Booties/Bootlegger, their disguise will still be wielding the Degreaser, but be a Demoman to enemy players.
  345.  
  346. [46] Loose Cannon (primary weapon for Demoman) bugs/errors:
  347.  
  348. [A] Cannonballs reflected with a compression blast do not deal mini-crit damage.
  349.  
  350. [B] If the player taps the attack button and switches weapons before the weapon starts priming, the priming sound will still play. This also happens when the players die as they are priming the weapon.
  351.  
  352. [C] Since the cannonball impact is considered to be explosive damage, it will gib players on kill should their health be low enough.
  353.  
  354. [D] The Loose Cannon uses the same reload animation as the Grenade Launcher, resulting in it reloading downwards instead of in the barrel.
  355.  
  356. [47] Iron Bomber (primary weapon for Demoman) bugs/errors:
  357.  
  358. [A] Switching to another Primary weapons in loadout menu will cause the Iron Bomber's projectiles change to Grenade Launcher's projectile.
  359.  
  360. [B] The Iron Bomber uses the same reload animation as the Grenade Launcher, and shows bombs being inserted into the bottom left of the chambers and not actually being inserted into the slots.
  361.  
  362. [C] Due to how the model is rigged, the barrels don't spin during the firing animation.
  363.  
  364. [48] Stickybomb Launcher (secondary weapon for Demoman) bugs/errors:
  365.  
  366. [A] The Scottish Resistance-specific Achievement Sticky Thump can sometimes be earned with this weapon.
  367.  
  368. [B] When changing the styles on the festive variant, the preview does not show the light bulbs.
  369.  
  370. [49] Scottish Resistance (secondary weapon for Demoman) bugs/errors:
  371.  
  372. [A] Stickybombs that automatically detonate after a fifteenth bomb is launched will not destroy enemy Stickybombs.
  373.  
  374. [B] If the player automatically reconnects to a server after they timeout, the stickies they have placed will lose their glows, but can still be detonated.
  375.  
  376. [C] Sometimes, under rare circumstances, the glow from placed Stickybombs cannot be seen through walls, though they are still there and can still be detonated. It is related to where the Demoman is standing and looking from, and moving to stand in a different spot will usually make them reappear. This is a separate bug from the bullet above, unrelated to connection issues. It may be related to visleaves, but that is just speculation.
  377.  
  378. [D] If the player disables Payload cart glow in Advanced multiplayer options running DX9, the Scottish Resistance's Stickybombs will also stop glowing.
  379.  
  380. [E] If the Stickybombs are detonated while moving (i.e. immediately after they are pushed by Compression blast, rockets, grenades, or while in mid-flight) the kill feed will show the Stickybomb Launcher kill icon.
  381.  
  382. [50] Chargin' Targe (secondary weapon for Demoman) bugs/errors:
  383.  
  384. [A] This weapon does not glow in the world view when crit-boosted.
  385.  
  386. [B] The Festive variant does not glow when crit-boosted.
  387.  
  388. [C] When active, after respawning after a death while wielding the Targe, a non-interactive model can be seen through textures and players.
  389.  
  390. [51] The Demoman achievement Second Eye sometimes can be earned with the Sticky Jumper (secondary weapon for Demoman).
  391.  
  392. [52] The Splendid Screen (secondary weapon for Demoman) does not glow in the world view when crit boosted.
  393.  
  394. [53] Quickiebomb Launcher (secondary weapon for Demoman) bugs/errors:
  395.  
  396. [A] Switching to another secondary weapon in the loadout menu will cause the Quickiebomb Launcher's projectiles to change to the Stickybomb Launcher's projectiles.
  397.  
  398. [B] In Mannpower mode, the Quickiebomb Launcher is unaffected by the Precision power up.
  399.  
  400. [54] When the player is killed while having the Scottish Handshake (melee weapon for Demoman) active, a broken version of the model will fall to the floor instead of the intact one.
  401.  
  402. [55] Eyelander, Horseless Headless Horsemann's Headtaker, Nessie's Nine Iron (melee weapons for Demoman) bugs/errors:
  403.  
  404. [A] Decapitating a Sniper using the Bazaar Bargain who has heads on his counter will collect those heads as if they were taken from another Demoman with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron. This bug is the result of the above weapons all counting Heads, which are counted as the same unit despite their different effects.
  405.  
  406. [B] Killing someone and then switching to another melee weapon with Resupply Locker will retain the eye effect on the Demoman.
  407.  
  408. [56] Ullapool Caber (melee weapon for Demoman) bugs/errors:
  409.  
  410. [A] The Ullapool Caber may sometimes appear detonated when it is not. This can occur after hitting a friendly building, a Pumpkin bomb, an enemy or the Resupply doors as they open. It will sometimes not deliver the explosive damage to the enemy but still deal full explosion damage to the user. Additionally, switching to another weapon after detonating the Ullapool Caber may result in it appearing undetonated.
  411.  
  412. [B] The weapon does not mini-crit when used with the Chargin' Targe, Splendid Screen, or Tide Turner.
  413.  
  414. [C] While explosive jumping with the Ullapool Caber as the active weapon, the Demoman will say voice lines which should normally be played when scoring an explosive hit.
  415.  
  416. [D] Taunting with Shred Alert, Spent Well Spirits, Oblooterated, Zoomin' Broom or Bad Pipes while using the Ullapool Caber will taunt with the Ullapool Caber instead.
  417.  
  418. [57] Minigun (primary weapon for Heavy) bugs/errors:
  419.  
  420. [A] Occasionally, when the Minigun is being fired as the player dies, the weapon firing effects and sound will still be shown/heard while the player is waiting to respawn. Once the player respawns, the Minigun will appear to be firing upwards, it will then stop "shooting", and move up and down several times, then continue in its normal state.
  421.  
  422. [B] If the Minigun is spun up with one bullet left, lightly tapping the firing button will cause the Minigun to appear to be firing without ammunition.
  423.  
  424. [58] Iron Curtain (primary weapon for Heavy) bugs/errors:
  425.  
  426. [A] The muzzle flash coming from the end of the Iron Curtain is further out than the actual barrel.
  427.  
  428. [B] If a player's internet connection is lost then regained while the Iron Curtain is being wound up, the sound of the Iron Curtain being wound up is heard, but the barrel doesn't spin up. This can easily be corrected by winding up the Iron Curtain again.
  429.  
  430. [59] Natascha (primary weapon for Heavy) bugs/errors:
  431.  
  432. [A] Critical hits are not affected by the weapon's damage resistance, causing the Heavy to receive full damage instead.
  433.  
  434. [B] When empty, the weapon's dry fire sound does not loop properly and cuts out after a few seconds.
  435.  
  436. [60] Brass Beast (primary weapon for Heavy) bugs/errors:
  437.  
  438. [A] The damage resistance while spun up is not affected by critical hits, causing the Heavy to receive full damage instead.
  439.  
  440. [B] During deployment, the sound of the weapon will pause for a brief second before resuming at a louder volume.
  441.  
  442. [C] Whilst firing, the bullets will seem to originate from the right of the weapon in client view.
  443.  
  444. [D] In some instances, it can appear as if the gun is shooting in a different direction to where it actually is. This can be encountered when a Heavy is shooting below him whilst on a ledge.
  445.  
  446. [61] Tomislav (primary weapon for Heavy) bugs/errors:
  447.  
  448. [A] When firing, the muzzle flash may not be correctly displayed.
  449.  
  450. [B] The Tomislav's ambient occlusion bake is inconsistent with the model; the portion where the gun attaches to the barrel is inconsistent from where the AO bake shows the attachment's shadow should be.
  451.  
  452. [62] Huo-Long Heater (primary weapon for Heavy) bugs/errors:
  453.  
  454. [A] The attribute 25% damage vs burning targets is missing a "+", which may be misread as the weapon only dealing 25% damage to burning targets.
  455.  
  456. [B] The Genuine variant viewmodel does not affect by "Use minimized viewmodels" option.
  457.  
  458. [C] The fire ring can damage enemies while underwater.
  459.  
  460. [D] The ring still can have an Afterburn effect on a Pyro, if the Pyro has been injured by another Huo-Long Heater.
  461.  
  462. [63] Sandvich (secondary weapon for Heavy) bugs/errors:
  463.  
  464. [A] Consuming a Sandvich while at full health will play the recharge bell sound upon initiation.
  465.  
  466. [B] If the Sandvich is the active weapon during Humiliation, it can still be thrown by using alternate fire, and taunting will still restore the player to full health.
  467.  
  468. [C] When a player consumes the Sandvich, no bite marks will visibly appear in first person view; other players will still see an eaten Sandvich.
  469.  
  470. [D] When a player consumes the Sandvich with The FrankenHeavy set equipped, the Sandvich's eating time is reduced to three seconds. However, the healing rate does not change so the Heavy only heals up to 225 health.
  471.  
  472. [E] The Festive variant does not count towards the Konspicuous Konsumption achievement.
  473.  
  474. [F] The Festive variant does not glow when crit boosted.
  475.  
  476. [G] If the player is damaged while doing an action taunt at either full health or overheal, and the Sandvich is the active weapon, then the Sandvich will disappear as if used, although with no effect on the player.
  477.  
  478. [64] Robo-Sandvich (secondary weapon for Heavy) bugs/errors:
  479.  
  480. [A] The attributes Eat to regain up to 300 health. and Alt-fire: Share a Sandvich with a friend (Medium Health Kit) are missing.
  481.  
  482. [B] If the Robo-Sandvich is the active weapon during Humiliation, it can still be thrown by using alternate fire.
  483.  
  484. [C] When a player consumes the Robo-Sandvich with The FrankenHeavy set equipped, the Robo-Sandvich's eating time is reduced to three seconds. However, the healing rate does not change so the Heavy only heals up to 225 health.
  485.  
  486. [D] The "bite" bodygroup does not remove the original model, causing the bite model to clip into the regular model and rendering it twice.
  487.  
  488. [65] Dalokohs Bar (secondary weapon for Heavy) bugs/errors:
  489.  
  490. [A] The Heavy's base HP may remain at 350 after consuming, allowing a self-overheal to 400 HP if eaten thereafter.
  491.  
  492. [B] When a player consumes the Dalokohs Bar, it is possible that no bite marks will visibly appear in the first person view; other players will still see an eaten Chocolate.
  493.  
  494. [C] If the Heavy switches class while eating the Dalokohs Bar in the spawn room, the Dalokohs Bar's health increase will apply to the other classes.
  495.  
  496. [D] On the first consumption, the 350 base health will stay for 30 seconds, but after multiple consumptions, it can wither out in 5-20 seconds.
  497.  
  498. [66] Fishcake (secondary weapon for Heavy) bugs/errors:
  499.  
  500. [A] The Heavy's base HP may remain at 350 after consuming, allowing a self-overheal to 400 HP if eaten thereafter.
  501.  
  502. [B] The Fishcake viewmodel does not affect by "Use minimized viewmodels" option.
  503.  
  504. [C] The player can use restore option on the Fishcake to make it tradable.
  505.  
  506. [D] The BLU texture is missing the normal map.
  507.  
  508. [67] Buffalo Steak Sandvich (secondary weapon for Heavy) bugs/errors:
  509.  
  510. [A] Damage from critical hits is not affected by the +25% effect applied by the Buffalo Steak Sandvich.
  511.  
  512. [B] The speed increase from the Buffalo Steak Sandvich overrides the speed increase from the Disciplinary Action and Concheror, so a Heavy hit with the Disciplinary Action or buffed with the Concheror will move faster than a Heavy who has eaten a Buffalo Steak Sandvich and also been hit with the Disciplinary Action or buffed with the Concheror.
  513.  
  514. [C] If the Buffalo Steak Sandvich is the active weapon during Humiliation, it can still be thrown by using alternate fire.
  515.  
  516. [D] When a player consumes the Buffalo Steak Sandvich, it is possible that no bite marks will visibly appear in the first person view; other players will still see an eaten Steak.
  517.  
  518. [E] If the player is damaged while doing an action taunt at either full health or overheal, and the Buffalo Steak Sandvich is the active weapon, then the Buffalo Steak Sandvich will consumed, although with no effect on the player.
  519.  
  520. [68] Damage from most taunt attacks are reduced by the Fists of Steel (melee weapon for Heavy) as if they were ranged attacks. In fact, only the Decapitation, Dischord, and Fencing taunt attacks are not treated this way.
  521.  
  522. [69] Holiday Punch (melee weapon for Heavy) bugs/errors:
  523.  
  524. [A] If a player has initiated the High Five taunt, landing a critical hit on that player from the front with the Holiday Punch will cause the Heavy and his victim to High Five. The same will happen for two enemies if the players crits the enemy facing the one who initiated the High Five.
  525.  
  526. [B] This item does not glow when crit-boosted.
  527.  
  528. [C] The Strange Variant counts tickles as times the player has hit an enemy with a crit, therefore even if the enemy is already laughing or taunting, the counter will still rise. This also means that other Heavies wearing this item that are forced to laugh will not increase the counter.
  529.  
  530. [70] Frontier Justice (primary weapon for Engineer) bugs/errors:
  531.  
  532. [A] When dying while having revenge crits, occasionally the crit sound will continuously loop until the map changes or the player reconnects to the server.
  533.  
  534. [B] While performing the Thriller taunt, the guitar gibs still spawn in front of the Engineer.
  535.  
  536. [C] The attribute Revenge crits are lost on death is being listed as a positive stat, despite clearly being a negative stat.
  537.  
  538. [D] Revenge crits are able to be carried over from the warm up stage to the beginning of the round in Competitive Mode.
  539.  
  540. [71] Due to rounding, sometimes the amount of metal gained by a shot of the Widowmaker (primary weapon for Engineer) will be slightly less than the damage value displayed.
  541.  
  542. [72] Pomson 6000 (primary weapon for Engineer) bugs/errors:
  543.  
  544. [A] The attribute -34% clip size is missing.
  545.  
  546. [B] The shots fired by the weapon are fired slightly below the reticule.
  547.  
  548. [C] Rarely, after a moment of not firing, the Engineer will automatically reload the weapon's clip, regardless of the player's auto-reload setting.
  549.  
  550. [D] The world view reload animation will not appear to other players.
  551.  
  552. [E] All sound effects accompanying this weapon play alongside their corresponding Shotgun sound effect.
  553.  
  554. [F] While holding down the primary fire button, if you hold down the secondary fire button simultaneously the Pomson will be
  555.  
  556. [G] placed into a loop of the reloading animation until both buttons have been released.
  557.  
  558. [73] Rescue Ranger (primary weapon for Engineer) bugs/errors:
  559.  
  560. [A] The Engineer achievements Texas Two-Step and Circle the Wagons cannot be earned with the Rescue Ranger, despite it being a shotgun and able to repair friendly buildings.
  561.  
  562. [B] Reflected bolts from Pyros do not heal buildings.
  563.  
  564. [C] When picking up a level 3 sentry from a distance, the player may be unable to deploy it.
  565.  
  566. [D] Bolts appear to repair redeployed buildings even when they cannot yet be repaired due to not having finished reconstruction.
  567.  
  568. [E] If the Engineer picks up a building when a Spy just sapped that building, the Engineer will successfully pack up, however, before placing the building, the Sapper model will appear on the blueprint and will constantly damage the building, but since it's
  569.  
  570. [F] impossible to damage the building while hauled, the building health will keep regenerating as well. If the player deploys the building, the Sapper won't be able to be destroyed, but the building still works normally.
  571.  
  572. [G] Rescue Ranger kills count as sentry kills in Engineer contracts.
  573.  
  574. [H] When crouching, the bolts are fired from above the actual location.
  575.  
  576. [74] Wrangler (secondary weapon for Engineer) bugs/errors:
  577.  
  578. [A] The laser emitted from the Sentry Gun while using the Wrangler may travel through some walls and occasionally move back and forth very quickly.
  579.  
  580. [B] Picking up a Wrangled Sentry will leave the Wrangler shield visual effect in place for a short time. Also, upon deploying the sentry and Wrangling it, the laser will emit from strange points, such as enemy Sentry Guns. This can be fixed by switching to another weapon then back to the Wrangler.
  581.  
  582. [C] Using a Wrangled Sentry while the Sentry is built on a moving platform will result in the shield being left behind when the platform and the Sentry move.
  583.  
  584. [D] There is currently a glitch which causes the targeting laser of the Sentry to be emitted from the eyes of allies when the player aims at them. This can make it somewhat harder to aim at enemies. The glitch is only present on the user's screen; no other players will see the effect.
  585.  
  586. [E] The Sentry Gun can retain the shield and laser effects even when the Wrangler is not the currently held weapon. It may still operate normally, without taking reduced damage, but may also retain the Wrangled behavior, including a functional shield, if the player builds the Sentry Gun and then changes his loadout to equip the Wrangler. The glitch persists upon the death of the Sentry Gun's owner, and can be fixed by switching to the Wrangler then switching away to another weapon.
  587.  
  588. [F] Using the Wrangler to kill enemies with Sentry Gun rockets will produce the level 3 Sentry Gun kill icon instead of that of the Wrangler.
  589.  
  590. [G] Once a Level 3 Sentry Gun is directed to fire rockets, it will not play the normal rocket reloading animation.
  591.  
  592. [H] If pointing the Sentry Gun at a far distance, the laser will appear to move rapidly away from the player's crosshair, but the Sentry Gun will still fire at the player's crosshair.
  593.  
  594. [I] If the Engineer builds a Sentry Gun, hits it once or twice, builds a level 1 Dispenser, fires the wrangled sentry for a moment, selects their Shotgun, waits for the sentry to return to normal, demolishes it, picks up the Dispenser and places it in water, the Dispenser will act as a wrangled Sentry Gun. It will not heal or give metal.
  595.  
  596. [J] The Engineer Achievement Pownd on the Range can be earned if the Engineer kills himself with his wrangled Sentry Gun outside of the normal range.
  597.  
  598. [K] When attaching the Buildings Destroyed strange part to a Strange Wrangler, It will not track buildings destroyed.
  599.  
  600. [75] The Giger Counter (secondary weapon for Engineer) lacks the description "Team Colored Weapon", and their BLU team variants cannot be viewed in the backpack unless playing on BLU team.
  601.  
  602. [76] Short Circuit (secondary weapon for Engineer) bugs/errors:
  603.  
  604. [A] The alt-fire will Haul for approximately 2/3 of a second after weapon switch, instead of destroying projectiles.
  605.  
  606. [B] If the player picks up another dropped secondary weapon with the Short Circuit equipped, the Engineer's right hand will always remain invisible regardless of what weapon that player is using until the player re-equips the Short Circuit.
  607.  
  608. [77] Some times, the lights on the Festive Wrench (melee weapon for Engineer) of the weapon will vanish making it appear like a normal Wrench.
  609.  
  610. [78] Golden Wrench (melee weapon for Engineer) bugs/errors:
  611.  
  612. [A] If a Spy's Dead Ringer is triggered by the Golden Wrench, the Spy will see his own death message in the kill feed even though he would normally not be able to see it.
  613.  
  614. [B] The Golden Wrench does not glow when crit boosted in world view.
  615.  
  616. [79] Gunslinger (melee weapon for Engineer) bugs/errors:
  617.  
  618. [A] There is currently an exploit that allows players to use a Mini-Sentry by changing from the Gunslinger, while holding a Mini-Sentry toolbox, to any other Wrench outside of spawn.
  619.  
  620. [B] Weapon switching glitches can occur with the Gunslinger and any Wrench, which creates a glitched client view model of the Gunslinger holding the selected Wrench at the same time (which should be impossible as they are both melee weapons, and thus could not be used together). It is also possible for the Gunslinger to appear as the Engineer's default glove.
  621.  
  622. [C] The right hand gib of the gibbed Gunslinger-wearing Engineer will still show his regular glove.
  623.  
  624. [D] If an ÜberCharge is deployed on the Engineer using the Gunslinger, it will show a wrong skin position of the invulnerable Engineer.
  625.  
  626. [E] The weapon does not glow when crit boosted.
  627.  
  628. [F] If connection to the item server is lost while equipped with the Gunslinger, the Engineer's right arm will be invisible on all weapons.
  629.  
  630. [G] Occasionally, the Gunslinger will not load in-game and the melee weapon slot goes missing. This glitch can be fixed by switching to a wrench of any kind.
  631.  
  632. [H] If the player has the Short Circuit and the Gunslinger it will tend to glitch and show a distorted Engineer hand when first deployed, also the Gunslinger uses the Pistol animation instead of the Short Circuit's so the Engineer's hand is delayed than the Short Circuit's speed.
  633.  
  634. [80] In certain instances, the Jag (melee weapon for Engineer) will not remove the Sapper at the other end of a Teleporter.
  635.  
  636. [81] Eureka Effect (melee weapon for Engineer) bugs/errors:
  637.  
  638. [A] If the player builds a teleporter with the Eureka Effect and then changes to another Wrench, the teleporter will still have the reduced upgrade cost and vice versa.
  639.  
  640. [B] If the player suffers knockback during the taunt, they will teleport before the animation completes, since taunts are considered complete once interrupted.
  641.  
  642. [82] Construction PDA and Destruction PDA (PDA1 and PDA2 for Engineer) bugs/errors:
  643.  
  644. [A] The unique and strange variants Construction PDA viewmodel are not affected by the "Use minimized viewmodels" option.
  645.  
  646. [B] If a Strange Construction PDA is equipped in Mann vs. Machine, the Engineer can lose upgrades and the money spent on them if they are using the Upgrade Station at the same time as another player using the Engineer's Dispenser or Teleporter.
  647.  
  648. [C] If a Construction PDA is in use when hit by a object or projectile, the options to build will disappear.
  649.  
  650. [D] The Destruction PDA does not always play the draw animation.
  651.  
  652. [83] When crouching, the Crusader's Crossbow's (primary weapon for Medic) bolts are fired from above the crossbow's actual location.
  653.  
  654. [84] If ÜberCharge is activated, then the Medic switches to the Overdose (primary weapon for Medic), the speed buff will stay at whatever percentage the ÜberCharge was at at the time of switch, instead of reducing while the charge drains.
  655.  
  656. [85] Medi Gun (secondary weapon for Medic) bugs/errors:
  657.  
  658. [A] Sometimes, taking environmental damage can cause the player to lose the team-colored overlay when under the effects of the ÜberCharge.
  659.  
  660. [B] Sometimes, healing a player with any Medi Gun may result in the heal target getting 1 to 2 HP over the max overheal for that target.
  661.  
  662. [86] Kritzkrieg (secondary weapon for Medic) bugs/errors:
  663.  
  664. [A] On the loadout screen, the Medic's model may sometimes still appear to be holding the Medi Gun even when the Kritzkrieg is equipped.
  665.  
  666. [B] Taunting with the Kritzkrieg sometimes may not render the healing effects that the Medic inhales.
  667.  
  668. [87] Quick-Fix (secondary weapon for Medic) bugs/errors:
  669.  
  670. [A] Being set on fire will cause the player to lose the team-colored overlay when under the effects of the ÜberCharge.
  671.  
  672. [B] Dying during an ÜberCharge may cause the ÜberCharge sound effect to play until the player disconnects, the map changes, or snd_restart is entered into the console, much like a previously patched bug with the Kritzkrieg.
  673.  
  674. [C] Activating the ÜberCharge on a disguised Spy provides them with a healing aura of their team color instead of the disguised team's color.
  675.  
  676. [D] A Spy disguised as a Medic with the Quick-Fix equipped will have the regular Medic backpack.
  677.  
  678. [E] Despite stating otherwise, the ÜberCharge increases healing by 200% to 300% of normal, rather than raising it 300%.
  679.  
  680. [F] After the December 17, 2015 Patch (Tough Break Update), players under the effects of a Quick-Fix ÜberCharge can no longer block points from being captured by enemies even while standing on the point, nor can they physically block the bomb cart's progress.
  681.  
  682. [88] Vaccinator (secondary weapon for Medic) bugs/errors:
  683.  
  684. [A] The Vaccinator's monitor appears as RED regardless of which team the player is on.
  685.  
  686. [B] When balanced to the other team while possessing a ready charge, it will continue to glow in the original team's color.
  687.  
  688. [89] On rare occasions the Übersaw (melee weapon for Medic) will kill someone, but not charge up the Übercharge meter.
  689.  
  690. [90] If a Medic with the Vita-Saw (melee weapon for Medic) dies during an ÜberCharge, it is possible for the ÜberCharge meter to read 19% upon spawning. This is likely a rounding error, or the result of the charge being depleted slightly after it gets reduced to 20%.
  691.  
  692. [91] The Solemn Vow (melee weapon for Medic) appears to have a glossy texture while playing in DirectX 8 mode due to DirectX 8 not rendering normal maps.
  693.  
  694. [92] Huntsman and Fortified Compound (primary weapons for Sniper) bugs/errors:
  695.  
  696. [A] Although going underwater with a lit arrow will visibly extinguish it, it is still considered lit and capable of setting enemies on fire.
  697.  
  698. [B] Switching the Huntsman to another fallen weapon with a charged bow causes the Sniper still having the speed penalty, independent of having the Sniper Rifle zoom-in or not. It's possible to fix by zoom in and out or simply by switching the equipped weapons. This also applies to getting a new Huntsman or a Fortified Compound from the ground. Players with this bug active causes the third-person animation to be in his zoom-pose, and the charging time function on the Sniper Rifles works even if the Sniper does not zoom-in with the Weapon. On the first time, the charging beep plays, but after one shot, it doesn't play it anymore when fully charged, though, it's still possible to deliver more damage, as the charging is technically working in background. When using with the Sydney Sleeper, the Jarate effect is not applied, but the damage bonus of the charge is still delivered, when used with the Classic, nothing happens, since the weapon has a different scoping mechanic than the other Sniper primaries. Jumping while having the bug active does also work, but it causes the charge to reset in background. Finally, when doing this with a Huntsman or a Fortified Compound which was found on the ground, the charging bow third-person animation will be used, along with the speed-penalty.
  699.  
  700. [93] The player can use Sydney Sleeper (primary weapon for Sniper) no scope shots to extinguish teammates.
  701.  
  702. [94] Bazaar Bargain (primary weapon for Sniper) bugs/errors:
  703.  
  704. [A] The headshot counter won't show up in minimal HUD mode unless the Jarate is equipped.
  705.  
  706. [B] If random critical hits are disabled, landing a headshot will cause any subsequent scoped body shots to increase the head counter.
  707.  
  708. [C] If an Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron wielding Demoman kills a Sniper with headshots on the counter, the number of headshots will be transferred over to the Demoman's head count, as well as the Sniper's own head.
  709.  
  710. [95] Machina (primary weapon for Sniper) bugs/errors:
  711.  
  712. [1] Occasionally, the tracer round will stop around an enemy target despite the shot not registering as a hit.
  713.  
  714. [2] When firing under the effects of damage recoil, the Machina may appear to fire two bullets: one bullet firing towards the intended target, and the other firing a few degrees higher at a diagonal angle out of the barrel. This may be caused by the Machina's particle effect. The second shot deals no damage and costs no ammo. This also applies if the players are standing on a moving object such as the Payload Cart or a Train.
  715.  
  716. [3] The unique sound effect for reloading the Machina currently does not work.
  717.  
  718. [4] In the event of a penetration-kill killing more than 2 players at once, the fanfare sound effect will stack for each additional kill.
  719.  
  720. [5] Occasionally, the Machina will incorrectly register a penetration-kill when killing only one player. The unique penetration killicon is shown and the sound effect is played for everyone on the server.
  721.  
  722. [96] Shooting Star (primary weapon for Sniper) bugs/errors:
  723.  
  724. [1] The Killstreak sheens for the Shooting Star travel upwards towards the scope of the weapon instead of towards the front like standard weapons.
  725.  
  726. [2] The Shooting Star lacks the description "Team Colored Weapon", and their BLU team variants cannot be viewed in the backpack unless playing on BLU team.
  727.  
  728. [97] Classic (primary weapon for Sniper) bugs/errors:
  729.  
  730. [1] The laser sight visual that is triggered upon charging a shot is an independent entity that is not fully linked to the rifle itself, and as a result has delayed reaction time to the player's actions. As a result, if the player starts charging a shot while moving, the laser will be misplaced as if lagging behind the player's motion at the time.
  731.  
  732. [2] With the option "Play a sound when rifle is fully charged" enabled, it makes a bleep when fully charged, and a second bleep when you fire the fully charged shot.
  733.  
  734. [98] Cleaner's Carbine (secondary weapon for Sniper) bugs/errors:
  735.  
  736. [A] Sometimes the CRIKEY meter does not fill correctly when damaging enemies, even if the player deals enough damage to do so. It also cannot be filled by hitting disguised enemy Spies.
  737.  
  738. [B] When viewed in the world view, the muzzle flash appears to be misaligned with the barrel.
  739.  
  740. [C] It is impossible to taunt with the Cleaner's Carbine after the Tough Break Update.
  741.  
  742. [99] While the cvar mp_usehwmmodels is set to 1, player model heads will not be tinted yellow when coated with Jarate (secondary weapon for Sniper). Similarly, when thrown at a Sentry Buster, the "bomb" part of the model will not be tinted yellow; only the legs will be tinted.
  743.  
  744. [100] Self-Aware Beauty Mark (secondary weapon for Sniper) bugs/errors:
  745.  
  746. [A] Using an equippable taunt while holding Self-Aware Beauty Mark will cause the bread monster inside the jar to stop moving. This can be fixed by switching to another weapon.
  747.  
  748. [B] Rarely, the bread monster will appear on the target's head while not actually being coated to the Jarate status effect.
  749.  
  750. [101] Dead players can be pinned to broken Razorback (secondary weapon for Sniper) gibs by arrows. For example, if a Sniper is killed by the Huntsman quickly after having his Razorback broken, he will be pinned to where the gibs are at the time and end up dangling in midair.
  751.  
  752. [102] In some cases, when in the loadout screen, the Jarate attached to the Cozy Camper (secondary weapon for Sniper) may become invisible when seen from an angle when rotated behind.
  753.  
  754. [103] The Spy does not put any bullets into the cylinders of his revolvers, save for the Revolver and Enforcer.
  755.  
  756. [104] Enforcer (primary weapon for Spy) bugs/errors:
  757.  
  758. [A] The Enforcer's piercing effect does not work against the following weapons:
  759. The Fists of Steel
  760. The Battallion's Backup
  761. The Invis Watch and reskin variants, Cloak and Dagger, and Dead Ringer
  762. The Wrangler's shield on a Sentry Gun
  763.  
  764. [B] The Enforcer does not deal additional damage to enemies equipped with the Pain Train.
  765.  
  766. [C] The speedloader for this weapon uses the wrong texture, causing it to have an incorrect appearance. It uses the Enforcer's texture, instead of the Revolver's view model texture.
  767.  
  768. [105] Diamondback (primary weapon for Spy) bugs/errors:
  769.  
  770. [A] Players will not earn any critical hits for sapped buildings destroyed with regular Diamondback shots.
  771.  
  772. [B] If a Spy performs backstabs with a different Revolver equipped, the crits will be retroactively awarded as soon as the Spy switches to the Diamondback.
  773.  
  774. [C] Destroying a building with the guaranteed crits from the Diamondback will earn another guaranteed crit; however, the counter will not increment to display this. Firing once will set the counter to the correct value.
  775.  
  776. [D] The crits counter overlaps with the Cloak meter when using the Minimal HUD advanced option.
  777.  
  778. [106] When the Knife (melee weapon for Spy) is thrust forward during an attack, a stray polygon can be seen coming out of the Spy's wrist.
  779.  
  780. [107] Sharp Dresser (melee weapon for Spy) bugs/errors:
  781.  
  782. [A] The attribute "Attack an enemy from behind to Backstab them for a one hit kill." is missing.
  783.  
  784. [B] Since the July 28, 2016 Patch, the sleeve attachment is attached to the hand instead of the Spy's sleeve.
  785.  
  786. [108] Black Rose (melee weapon for Spy) bugs/errors:
  787.  
  788. [A] The attribute "Attack an enemy from behind to Backstab them for a one hit kill." is missing.
  789.  
  790. [B] When changing styles, the weapon preview will display slightly outside of the borders.
  791.  
  792. [109] Your Eternal Reward and Wanga Prick (melee weapons for Spy) bugs/errors:
  793.  
  794. [A] Should the player die after switching Your Eternal Reward to the Knife, respawning may not be possible until they swap classes.
  795.  
  796. [B] Being auto-balanced or team-switched while holding Your Eternal Reward will cause the player to respawn with both the Disguise Kit and Your Eternal Reward equipped. Additionally, switching to the default Knife after switching teams once dead will result in the Disguise Kit being unavailable. These problems can be fixed upon death or accessing a Resupply locker.
  797.  
  798. [C] Backstabbing an Engineer while he is hauling a Building will result in the killfeed displaying the Building's destruction to the enemy team.
  799.  
  800. [D] Backstabbing the person you are disguised as while they are holding their melee will occasionally cause your disguise's world model to become Your Eternal Reward.
  801.  
  802. [E] If a Spy backstabs an enemy with Your Eternal Reward while undisguised and in line of sight of a Sentry Gun, the sentry will continue to fire at the Spy until the line of sight is lost.
  803.  
  804. [F] Should Your Eternal Reward be used to backstab an enemy who is then auto-balanced, the Spy will disguise as a friendly version of that class.
  805.  
  806. [G] Certain problems exist with the weapon when using DirectX 8; enemy bodies do not fade away when backstabbed, and the weapon is visible when the Spy is cloaked.
  807.  
  808. [H] Backstabbing a disguised Spy using Your Eternal Reward will not give the Spy achievement Counter Espionage.
  809.  
  810. [I] Carrying the Intelligence while disguised can still be performed upon acquiring it and backstabbing at the exact same time.
  811.  
  812. [J] Sometimes, backstabbing a robot in Mann vs. Machine will not disguise the player as the robot.
  813.  
  814. [K] If the player picks up the Your Eternal Reward while having a weapon that allows of the Disguise Kit equipped, they will still be able to disguise with the Your Eternal Reward.
  815.  
  816. [110] Spy-cicle (melee weapon for Spy) bugs/errors:
  817.  
  818. [A] In some cases, the frost effect that is supposed to surround the Spy-cicle is found at the Spy's feet.
  819.  
  820. [B] If a Spy gets hit by fire while stunned by the Razorback, the knife will not vanish but the knife bar will still recharge and the fire resistance will not extend beyond 2 seconds.
  821.  
  822. [C] Backstabbing an invisible Spy will lead to an invisible frozen corpse. This corpse will react exactly like a normal frozen victim, but cannot be seen by anybody.
  823.  
  824. [D] In Mann vs. Machine, if a Spy has placed a Sapper on a robot and then has their Spy-cicle melted while the Sapper is on cooldown and was their previous weapon, the Spy-cicle will extinguish the Spy and enter cooldown period, however, the Spy-cicle will still be available for use.
  825.  
  826. [E] In Medieval Mode if a Spy is ignited with the Spy-cicle equipped it will extinguish flames and apppear to enter cooldown, though it will still be usable.
  827.  
  828. [F] In rare cases the same situation can lead to the Spy having no weapon at all, resulting in him entering the Civilian pose.
  829.  
  830. [G] The particles emitted by the Spy-cicle might still be visible when cloaked, even if the weapon has been melted.
  831.  
  832. [111] Disguise Kit (PDA1 for Spy) bugs/errors:
  833.  
  834. [A] Switching classes in spawn while disguised hides some bodygroups of the player's model, such as the Pyro's gas mask and the Heavy's Fists.
  835.  
  836. [B] The BLU Spy has white cigarettes inside his Disguise Kit, despite them appearing brown on the player model.
  837.  
  838. [C] Lag might sometimes cause the player to undisguise automatically.
  839.  
  840. [D] Despite being unable to capture a control point while disguised as an enemy member, if a Spy disguised as an enemy member is standing on the point when it's captured, the Spy will still receive points for the capture.
  841.  
  842. [112] The Cloak meter displayed on the Enthusiast's Timepiece (PDA2 for Spy) does not properly correspond to the actual amount of Cloak available, similar to Dead Ringer.
  843.  
  844. [113] The attribute "Alt-Fire: Turn invisible., Cannot attack while invisible., and Bumping in to enemies will make your slightly visible to enemies" are missing on the Quäckenbirdt (PDA2 for Spy).
  845.  
  846. [114] Activating the Cloak and Dagger (PDA2 for Spy) upon round start will sometimes cause the Spy using the watch to not hold up the watch.
  847.  
  848. [115] Dead Ringer (PDA2 for Spy) bugs/errors:
  849.  
  850. [A] In medium to high lag situations, pulling out the Dead Ringer and attacking at the same time while disguised will keep the player disguised, leaving bullet wounds on the enemy. However, the attacks done under this bug do no damage to players or buildings.
  851.  
  852. [B] The Cloak meter displayed on the watch does not properly correspond to the actual amount of Cloak available, similar to the Enthusiast's Timepiece.
  853.  
  854. [C] If the Dead Ringer is out during a taunt and the Spy takes damage after he is finished taunting, the Dead Ringer will not activate.
  855.  
  856. [D] Feigning death on circumstances that should trigger a unique death scream will sometimes issue a normal death scream.
  857.  
  858. [E] The damage reduction from the Dead Ringer applies to drowning damage as well. However, the Spy will recover the full amount of health that would have been lost without the Dead Ringer, allowing players to heal themselves by intentionally drowning.
  859.  
  860. [F] Activating the watch upon round start will sometimes cause the Spy not to hold up the watch. This can only be fixed by dying.
  861.  
  862. [G] There is an occasional bug that occurs with the Dead Ringer where, once activated, the watch will report that the Spy's killer "got revenge" on him, even if they were not dominated or don't exist. When the Spy is killed by environmental hazards or fall damage, "ERRORNAME" will get revenge on the Spy. These messages are only broadcast to the other team, just like all faked mechanics of the Dead Ringer.
  863.  
  864. [H] Causing an enemy Spy to feign death with the Dead Ringer may trigger the domination sound cue and notification, even if said Spy was already being dominated by the player, or if they were not even close to dominating them.
  865.  
  866. [I] When reloading the Revolver, changing weapons to the Sapper, or using the Sharp Dresser while quickly activating the Dead Ringer, three hands can be momentarily seen.
  867.  
  868. [J] Some achievements that involve killing cloaked Spies can be achieved by attacking a Spy with his Dead Ringer ready.
  869.  
  870. [K] Often the fake body will slide on the ground without moving its actual limbs upon faking your death for enemies.
  871.  
  872. [L] When a player holds the Dead Ringer with Specialized or Professional Killstreak Weapon, the sheen will be replicated on the Dead Ringer.
  873.  
  874. [M] When a a player holding the Dead Ringer feigns death, a final hit sound does not play (if the user has final hitsounds enabled).
  875.  
  876. [116] Sapper (building for Spy) bugs/errors:
  877.  
  878. [A] An issue can occur when the Sapper is placed on a building that upgrades to the next level at the same time; the Sapper will be unremovable by both Engineers or Pyros equipped with the Homewrecker, Maul or Neon Annihilator. Additionally, the sapped building will function as normal, albeit with draining health. Hauling the affected building corrects the problem.
  879.  
  880. [B] The idle animation does not play during a replay, causing the needle to remain still.
  881.  
  882. [C] Occasionally, if a Spy saps repeatedly one end of a Teleporter while an Engineer attempts to destroys the Sappers on the other end, the Sapper will be removed from the Engineer's end and not from the Spy's end.
  883.  
  884. [D] The Sappers and Sapper placement outlines on robots currently do not render, though the bomb carrier's objective border still draws around the invisible model.
  885.  
  886. [117] Ap-Sap (building for Spy) bugs/errors:
  887.  
  888. [A] The attribute "Place on enemy buildings to disable and slowly drain away its health. Placing a Sapper does not remove your disguise" is missing.
  889.  
  890. [B] There are no gibs when the Ap-Sap is removed from a building.
  891.  
  892. [C] Upon a feigned death with the Dead Ringer, neither a model is dropped nor a death response is heard by the user or other players.
  893.  
  894. [D] When an Engineer removes this Sapper from a building, the Ap-Sap may respond as if the building was successfully sapped.
  895.  
  896. [E] The Ap-Sap does not glow when crit-boosted.
  897.  
  898. [F] In Mann vs. Machine, after sapping a robot, the Ap-Sap will repeatedly continue to say hacking voice lines, once it has recharged.
  899.  
  900. [118] The attribute "Place on enemy buildings to disable and slowly drain away its health. Placing a Sapper does not remove your disguise" is missing on the Snack Attack (building for Spy).
  901.  
  902. [119] Red-Tape Recorder (building for Spy) bugs/errors:
  903.  
  904. [A] If a sapped building does not start with full health or is damaged during the deconstruction process, it will reach 0 health before the deconstruction animation completes, which will interrupt the animation and "snap" it into the toolbox state.
  905.  
  906. [B] If a Teleporter is sapped by the Recorder, and the Recorder is removed in-between upgrade animations, the arrows pointing to the other end of the Teleporter will be removed.
  907.  
  908. [C] If the Red-Tape Recorder is placed on and removed from a building that is still under construction, it will deal some damage to the building.
  909.  
  910. [D] The Red-Tape Recorder does not glow when crit boosted.
  911.  
  912. [E] Occasionally the Red-Tape Recorder disappears in first-person view. This gives a flashing effect. The length of the view model disappearing can vary from a fraction of a second to several seconds.
  913.  
  914. [F] Removing the Red-Tape Recorder from built Dispensers or Teleporters, said buildings will still work even if they're playing their re-building animations.
  915.  
  916. [120] Saxxy (melee weapon for all classes) bugs/errors:
  917.  
  918. [A] The Saxxy does not glow when crit boosted.
  919.  
  920. [B] Switching from the Saxxy to another stock weapon and switching back to the Saxxy will cause the Saxxy to have the attributes of the stock weapon, even when changing classes.
  921.  
  922. [C] After being killed, the statue versions of models will still move their mouths while finishing their death lines.
  923.  
  924. [121] Conscientious Objector (melee weapon for all classes except Engineer and Spy) bugs/errors:
  925.  
  926. [A] The Conscientious Objector may have the incorrect decal in client view if multiple people have a Conscientious Objector on the same server.
  927.  
  928. [B] An applied decal may temporarily disappear. This can usually be fixed by restarting Team Fortress 2 a few times, or simply waiting it out.
  929.  
  930. [122] The golden eagle at the top of the Freedom Staff (melee weapon for all classes except Engineer and Spy) does not glow when crit boosted.
  931.  
  932. [123] If the strange counter on the Golden Pan (melee weapon for all classes) is reset to zero while playing it will appear to be a regular pan until a resupply locker is used or the player respawns.
  933.  
  934. [124] If the Sentry Quad-Pumpkin spell is applied to the Necro Smasher (melee weapon for all classes except Spy), and is equipped on the Soldier, the spell will also affect any of the Soldier's primary weapons (excluding the Cow Mangler 5000) as if they had the Squash Rocket spell applied.
  935.  
  936. [125] The Prinny Machete (melee weapon for all classes) does not glow when crit boosted.
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