Check out War Thunder and use my link for a free large bonus back with boosters, vehicles, and more: playwt.link/uncledane ! War Thunder is a highly detailed vehicle combat game containing over 2,000 playable tanks, aircraft, and ships spanning over 100 years of development. Immerse yourself completely in dynamic battles with an unparalleled combination of realism and approachability.
Not a Demo main myself, but I've played enough of him to recognize that the "Dynamic Surfaces" Dane talks about are all the same surfaces that stickies don't actually stick to, but instead just slide across!
Now that you mention it I can make the connection between certain final parts of maps - have played plenty of demo, but it didn't really cross my mind before. Guess it's just something I remembered to not try sticking ground there and forgot otherwise
Also not a demo main but I was thinking the same thing. However, I was under the impression that the concrete block at 10:45 was sticky-able (I could be wrong, appreciate if someone could check) so that seems to be an exception?
@@JigglesMcRibs you can, but it's slow, tedious, often very inconsistent and over all not as fun as just playing the map with the intended class. this tech here is interesting because it's basically like rocket jumping, but with very short range rockets. it would be interesting to come up with ways to make the balls sync up etc
Ah yeah, as a map maker, as soon as you mentioned "weird surfaces" I was like "oh that has to be a func_door or func_brush". Those surfaces also don't play nice with stickybomb which won't stick to them sometimes. In some cases, they stick but don't move with the door and thus remain "floating" in the air, and in other cases, they simply roll off until they hit a normal surface and stick to that. Source is weird about moving geometry.
i wonder if thats an issue of z fighting affecting the physics of the surface that its trying to stick to, you would probably know better, so if you have any idea i would love to know!
@@Suspicious-CarlNot to my knowledge, no. Engineer not being able to place buildings in certain spots _is_ a balance decision, but I've never heard anything about Demo's stickies. It's usually weird map features being weird. Similar map features were responsible for the Righteous Bison and (more importantly) the Wrap Assassin being literally unusable in certain areas, like Badwater Last, for a long long time. Basically, their projectiles would instantly collide with these massive physics brushes and just disappear as soon as they were created. Big problem, definitely not balance related. The bug would even occur on some random staircases on other maps. Thankfully, it has been fixed.
@@irregularassassin6380The likely reason is the sticky rules were decided for the 6 maps tf2 originally launched with that just used moving brushes for doors(and trains), and having the stickies slide up with a door when it opens would cause all sorts of bugs. There is a dedicated func_nobuild entity mappers can use to specify where engie can't build. (the spawnroom entity also blocks building)
I suspect the game when checking to see if it had collided with an object it sees several objects the exact same distance away and triggers multiple explosions without asking questions. If that were true you'd be able to shoot at a corner at the perfect angle so that the ball collides into both walls at the exact same time. If it were possible it would be impossible to do this without console commands because being even a unit closer to one wall would trigger it on that surface I imagine.
This issue is actually replicated in different instances with different results. Most notably, Soldier with Gunboats. When an enemy is hit with the rocket you use to rocket jump with, the damage you take is increased to where you don’t resist your own attack. It seems hitting an enemy removes attributes that call for how the attack affects the user. I imagine Engineer’s short circuit has a hidden attribute to have no self inflicted damage, and so, that attribute is removed when hitting an enemy.
Stop me if I'm wrong, but I believe tf2 calculates wall collision according to a process order, so one wall would trigger the detonation while the second one is only noticed after the explosive is gone.
"TF2 Update 2/2/2024 - Fixed the Engineer being able to jump with the Short Circuit - Removed VAC and the Votekick system - Updated the localization files"
@@torpid5092 You forgot: - Removed ability for accounts worth less than 50 USD to play online matches (this will help the bot situation) - Removed Herobrine
Be expecting a massive influx of short circuit battle engineers on badwater in the coming month. Or just shortcurcuit jumpmaps, one if the two. *Or both*
Bro, an engineer short circuit jump map along the same quality and caliber as that one pyro detonator jump map would be sick. I could imagine them building obstacle courses using pieces of geometry and map layouts copied from other maps with these weird func surfaces, so that if you get good at one course... those skills will naturally transfer over to the real maps that have those geometries.
Tf2 players too busy spending 5k hours playing the game, somehow not improve in that time and result in calling any good players cheaters (can include racist comments)
@damsen978 No it wasn't, just because bots exist doesn't mean the game hasn't been explored yet, in fact I think the content creation in TF2 hasn't been fully explored, even if Valve doesn't give the game updates, look at the videos we got from people like Solarlight, Uncle Dane, Elmaxo, Great Blue, The Chucklenuts.
THANK YOU FOR EXPLAINING THAT ABOUT THE DELETING THING. I've encountered some projectiles that just go through the damn thing but nobody ever believed me when I talked about it.
Basically objects can touch multiple things in the same frame. And I guess (I haven't checked) they've made the ball explode _per touch callback_ on a solid object. So what happens on thin objects like the control point, it both touches the world, *_and_* the Control Point prop at the same time.
hypothesis: Animated surfaces count as two surfaces occupying the same space with one invisible and the other visible at any given moment. The game knows things explode when they hit surfaces, and both surfaces being there sends two explosion outputs.
i thought about the same thing, to bias this hypothesis even more is that if you lag when the game ends by leading the cart you will see the two floors on badwater, i had a realy bad internet and pc and i cant express how many times i saw that bug
I dont normally leave comments, but wow this video was phenomenally produced. The animations, research, everything is so great. I love shounic’s content and so i can tell he helped with this vid too. instantly one of my favs of yours.
It’s great that every artist on bomb rush Cyberfunk got they music available to use for creators. My fav music on a lot of videos I never expected them to be
I think implementing this as an actual feature where an enemy isn’t required would be a really neat and unique buff to the short circuit that also gives Engie a much needed reliable movement tool.
@@wet0wl At no damage cost,it would mean you could have an engineer with higher health and arguably higher mobility than scout. Being able to fire 3 "rockets" that don't damage you is pretty insane,when the weapon can also just be used normaly for it's intended use. A jumper version would be way more fair and allow interesting mini sentries placement
@@ahunter7563 We’re talking about the base jump here, not the super high one. Perhaps the super high one could talk the place of the old jump where it requires enemy damage but the base jump would not be too unfair for the metal cost.
@@wet0wl It doesn't need to be high to have a huge impact, the Engi can build a tele after their jump. Consider how often there are points Attack can't cross unless they are Soldier or Demo. The Engineer brings Medic, Pyro, Heavy, and Sniper all to these points, points which normally require passing the objective. Engineer's lack of mobility is actually very important given he gives his ENTIRE TEAM instant map crossing mobility. Increase to his vertical reach and horizontal reach without another enemy near would mean you need to, on defense, have people covering every spot the Engi could sneak to which means less people defending the objective. A simple combo of Short, Eureka/Gunslinger, and Widow can be very oppressive.
Short circuit is permanently attached to all of my engineer loadouts. I find it to be an excellent finisher or to combo with shotgun. Yes you use up all of your metal, yes it must be used as a finisher that is reliable but low damage, but if you secure the kill... you get half of it back, and if you live that is far faster for upgrading than facing the respawn timer. With explosive classes, the damage it deals close up can be fairly low risk for enough reward it can win the exchange. And if I'm pushing up to the point I am resorting to the thing, I've probably got my buildings positioned, and will need to risk/roam for metal anyway. Possibly depends on where the nest is relative but still. Dane you've mentioned balancing it particularly on pushing carts... maybe it should be coded to prevent collecting metal while SC is deployed. It could still generously be applied from on a cart or dispenser yes, still be an effective tool, but that would stagger the sheer possible rate of spamming making the engie switch to his shotgun to recoup the metal.
Quick-switching to and from the Short Circuit could let the Engie bypass your proposed metal restriction. The metal collection prevention detection might need to last for a moment after the Short Circuit is put away, since dispensers and carts instantly give you your first tick of metal as soon as you enter range.
@@irregularassassin6380 then code however needed. I do feel such solution however accomplished fixes reasonable gripes. Adding downtime/use hassle solves where SC can be too oppressive. Yet doesn't harm typical use not it's side grade nature. It should be a viable projectile/explosive aoe counter. Just not an easily sustainable one. Bear in mind again it's my consistent engie secondary, I give up pistol to use it. Pistol is awesome there is already a cost paid. And I am fine to trim where it over performs. I just would highly prefer them not break combo-switch deathmatch play, for the sake of fixing niche issues. They've already tried very different iterations for SC and I think it's balanced aside a few quibbles.
What's funny is, some time back, I tried learning how to short circuit jump from one of your own videos, Dane. And not a lot of people knew about it then. So, now that this video hit trending, short circuit jumping is going to hit mainstream and I am thrilled for that
I'm not a hammer guru or even a tf2 map maker by any metric, but I am willing to bet that the underlying reason for the funkiness of the "dynamic" surface is because they have multiple "states", with the short circuit colliding with all of these states at once; there might be two overlapping hitboxes (at a minimum) and this causes the ball to detonate. This tracks because I've heard half-life 2 has similar hitbox shenanigans, with objects / environments possessing particularly strange hitboxes. Overall though this was a super interesting video, and I'm also really glad I've never touched hammer as I'd go insane lmao.
Hey Uncle! I've always loved playing Engie, but just started playing battle engie and i love it! (the same day i graduated as an engineer irl lol, that must mean something). Been following your guides and im finally having fun again playing TF2! Thanks for your videos, they really help! (and they are AWESOME) :)
@@wet0wl"Who needs a shotgun with _Sentries_ like these?~" but seriously Wrangler is completely OP why does the Engie have the delete button with 6 rounds *AND* the haha funny 3x hp Sentry with absurd aiming capabilities
@@The-jy3yqif they just removed the bubble it would be balanced since it tunnel visions the engie a lot, and leaves the sentry disabled for a but when it reboots the tracking
Hey Dane, I recently started playing on UT after a friend recommended it and I saw your vids. It was amazing for awhile but I got randomly banned by a UT Moderator for "cheating". A large majority of my play time is on medic, my stats are absolute garbage, I have never said much of anything in vc or text chat, and I have no idea what mod had a bad day or why they decided I would be their target. Looked around and it sounds like this happens to others. I'm trying to get it appealed but honestly this is just absurd, I hope you stop your sever mods for doing this to people. I'm not trying to get a reply, my notifications are off, but I just want to be another person bringing attention to this so maybe others wont be banned from playing with their friends for no reason.
"Dispenser going up!" *Doo doo doooo, doby, dooooo, doby doo, do do do, do dooo! Doo doo dooo, doby, dooooo, doby doo, do do do, do dooo!* "Well, Guess that'll do."
Uncle Dane song 1) He was born, he was grown In heavy Team Fortress times From Texas, super-class Genius in front of us Refrain Uncle DANE the engineer Sentry done and dispenser here Uncle DANE the engi-here Teleport us in right way Uncle DANE the engi-brain Galsses, hat and cool white beard Uncle DANE the engi-main Don't let down us anyway 2)Hey, look out, cause he is alright here Teleporting bread to our way And he knows everything, cause of his engi-gene Shoot gun, pistol, wrench, 10 thousand games And, new game and new win, with flawless victory Ask, who in this team, the engineer But with his EXP, you can't be gibus team And no matter train, or MGE He like rock, hard and strong He just crossed through hours pain And we must cap the point Here no fate, or talent - train! Engineering hard and smart Fun with enemy team loud You can hear you can feel But try gent, good, kind and quiet Refrain x2
I'm pretty sure the ball gives you greater jumps because Valve coded certain floors and control points incorrectly meaning that projectiles would slip off of them onto a surface that isn't coded like that. And I think that means that the ball will explode multiple times due to it sliding off a surface instead of exploding right then and there
iirc, projectiles slipping off of Dynamic Surfaces™ is an intended feature, particularly with stickies, because otherwise you'd have situations where you could shoot a sticky at a movable door while its closed, then when you open the door the sticky remains floating in the air, the game no longer checking if the sticky is actually touching a surface its allowed to stick to
If valve added like 3 new crates, all with strangifiers for the weapons in the game that still have no strange variant(there's like 35-40 of them btw), I could die happy.
It was already very viable, especially on payload maps where you get free metal from the cart to spam the hell out of the ball, and invalidate most projectile weapons. If you weren't using it, that's on you.
@@LeafMaltieze I like to think there is a special place in hell for people that do this and people that build phlog through gates during setup time. I understand "the game allows it, so why not use it" logic, but I'd feel dirty doing either. Just my opinion.
Rather than listening for multiple explosions it might just be easier to look at your remaining health, since every tick of damage takes the same amount of damage. Gunslinger engineers who have 105 health or 90 health remaining have found a double or triple explosion spot respectively.
Everytime Dane comes up with an incredible specific or niche play for a weapon i get so excited watching his gameplay just imagining what if the thing was consistent and reliable to pull it off
Considering how many views this video got, I like to think many people searched for actual IRL short circuits, but ended up watching video about TF2 weapon.
The reason why some surfaces hit you higher into the air is because of the way the floor map is build, tf2 maps often have items layered onto the ground, the short circuit hits 2 layers of ground and therefore instead of sending you 30 damage of height it ends up sending you 45
Note: as of at least spetember 2024, you can ONLY short circuit jump if the orb colides with an enemy, trying to do so otherwise (even on dymanic surfaces) does not work.
The short circuit is double-exploding because the boundary box check and the collision check are happening simultaneously. Func_doors, prop_dynamics, and the like handle collision checks with projectiles differently than tracktrains and movelinears. The most likely reason for this bug is that the short circuit handles collision differently than other projectiles, and probably has the same function for both collision and boundary box checks. An easy way to confirm this would be to make an affected object with a large mismatched boundary box, like a func_door made of two walls.
idk why this is the case but niche tf2 RUclipsrs such as yourself really go above and beyond on creating your videos. The small stylistic choices really make this compelling. Excelent work as always :)
7:53 You were practicing your Market Gardening there weren't you?? I also enjoyed the Jet Set Radio soundtrack, it's been a while since I listened to it!!
As a pyro main, there is nothing like reflecting an engie’s short circuit bolt right back in his face and killing his team. It doesn’t make you invincible guys.
It's always awesome to see that despite this game not having an update for 6 years the community still manages to find new ways to make every class a trolldier.
No matter how long you've been playing tf2, you're always learning something new! Just today I realized the guns a lot of the classes carry around can actually be fired with LMB. Crazy how much there is to this game!
This is one of the best tf2 deep dive videos ever made! I could not believe this video was 15 minutes, I heard the ending music and it felt like I'd only been watching for 3
I was today years old when I learned you can “explosive”-jump with The Short Circuit. Also wasn’t expecting a heavily edited video so soon. You’re too good for us.
On cashworks last, its because the vault door falls down onto the final point causing a third effect. You also can go into the vault and see the sweet sweet gold.
I truly don't know if anyone else will point this out but shoutout to the person who did the sound design for all the smaller things within the video (I think Soundsmith??). It's little things like that that helped changed this from a good video, to a great one! The sound design for the short circuit ball detection tick and damage tick were fantastic.
Check out War Thunder and use my link for a free large bonus back with boosters, vehicles, and more: playwt.link/uncledane ! War Thunder is a highly detailed vehicle combat game containing over 2,000 playable tanks, aircraft, and ships spanning over 100 years of development. Immerse yourself completely in dynamic battles with an unparalleled combination of realism and approachability.
I was just watching ur old short circit video. Man
Damn
nuh uh
common uncle w
why did that infect your intro
Not a Demo main myself, but I've played enough of him to recognize that the "Dynamic Surfaces" Dane talks about are all the same surfaces that stickies don't actually stick to, but instead just slide across!
Now that you mention it I can make the connection between certain final parts of maps - have played plenty of demo, but it didn't really cross my mind before. Guess it's just something I remembered to not try sticking ground there and forgot otherwise
time to investigate cp_steel
Also not a demo main but I was thinking the same thing. However, I was under the impression that the concrete block at 10:45 was sticky-able (I could be wrong, appreciate if someone could check) so that seems to be an exception?
Control points are able to hold stickies im pretty sure
@@Eagan_Gbao The concrete barrier isn't dynamic -- it's the wooden sign that comes out of it.
Basically, every prop where Jarate and Mad milk "rolls" off is eligible for a Short Circuit jump
That and where Stickies roll off as well.
Can't wait to go back to TF2 and see people going crazy on the last point of badwater
And the swarm of engineers trying all the spots
and failing miserably
you'll join and then hear it... "boom headshot"
@@TF2_Gamer Snipin's a good job, mate
It's challengin' woark, outta doars..
thank yuou uncle danothan
when incorrect summary of elden ring | shit & cum?
Max0r plays tf2??
fascinating.
Dude i cant escape the ultrakill fandom
keep running or join them
This could quite possibly create the first ever line of engineer jump maps.
Sentry jump maps are a thing
A new type of jump is fun, but sentry jumps have their own cool stuff to em
@@panofnoodlez1377 In fact, you can get through a ton of jump maps as engi already.
@@JigglesMcRibs Yeah I know the original jump academy you can
@@JigglesMcRibs you can, but it's slow, tedious, often very inconsistent and over all not as fun as just playing the map with the intended class. this tech here is interesting because it's basically like rocket jumping, but with very short range rockets. it would be interesting to come up with ways to make the balls sync up etc
Ah yeah, as a map maker, as soon as you mentioned "weird surfaces" I was like "oh that has to be a func_door or func_brush". Those surfaces also don't play nice with stickybomb which won't stick to them sometimes. In some cases, they stick but don't move with the door and thus remain "floating" in the air, and in other cases, they simply roll off until they hit a normal surface and stick to that. Source is weird about moving geometry.
i wonder if thats an issue of z fighting affecting the physics of the surface that its trying to stick to, you would probably know better, so if you have any idea i would love to know!
I dont think source is weird about moving geometry, I think source is just plain weird
Oh i thought not being able to put stickies in certain places was a balance thing
@@Suspicious-CarlNot to my knowledge, no. Engineer not being able to place buildings in certain spots _is_ a balance decision, but I've never heard anything about Demo's stickies. It's usually weird map features being weird.
Similar map features were responsible for the Righteous Bison and (more importantly) the Wrap Assassin being literally unusable in certain areas, like Badwater Last, for a long long time. Basically, their projectiles would instantly collide with these massive physics brushes and just disappear as soon as they were created. Big problem, definitely not balance related. The bug would even occur on some random staircases on other maps. Thankfully, it has been fixed.
@@irregularassassin6380The likely reason is the sticky rules were decided for the 6 maps tf2 originally launched with that just used moving brushes for doors(and trains), and having the stickies slide up with a door when it opens would cause all sorts of bugs.
There is a dedicated func_nobuild entity mappers can use to specify where engie can't build. (the spawnroom entity also blocks building)
I suspect the game when checking to see if it had collided with an object it sees several objects the exact same distance away and triggers multiple explosions without asking questions. If that were true you'd be able to shoot at a corner at the perfect angle so that the ball collides into both walls at the exact same time. If it were possible it would be impossible to do this without console commands because being even a unit closer to one wall would trigger it on that surface I imagine.
Yo; you must be the editor! Great video!
This issue is actually replicated in different instances with different results.
Most notably, Soldier with Gunboats.
When an enemy is hit with the rocket you use to rocket jump with, the damage you take is increased to where you don’t resist your own attack. It seems hitting an enemy removes attributes that call for how the attack affects the user.
I imagine Engineer’s short circuit has a hidden attribute to have no self inflicted damage, and so, that attribute is removed when hitting an enemy.
how did you comment 7 hours ago when the video was released 11 minutes ago?
Or into the part of the corner which touches the wall to theoretically reach three surfaces simultaneously.
Stop me if I'm wrong, but I believe tf2 calculates wall collision according to a process order, so one wall would trigger the detonation while the second one is only noticed after the explosive is gone.
I've tried jumping around on tr_walkway indeed and had no idea why i jumped higher sometimes, this explains it, cheers!
Very clean editing too
Vorobey you are the GOAT man
vorobey jumpscare
hi vorobey
I sense gameplay footage
9:23 Anthid : *forbidden information* Shh dont tell vale
Dane : Shows it to us
But to be fair what are they gonna do? fix it? yeah right
That’s the only thing they ever fix
"TF2 Update 2/2/2024
- Fixed the Engineer being able to jump with the Short Circuit
- Removed VAC and the Votekick system
- Updated the localization files"
@@torpid5092 NOOOOOO
@@torpid5092 You forgot:
- Removed ability for accounts worth less than 50 USD to play online matches (this will help the bot situation)
- Removed Herobrine
It's been mostly fixed, the ball will only explode if it hits an enemy now
Be expecting a massive influx of short circuit battle engineers on badwater in the coming month.
Or just shortcurcuit jumpmaps, one if the two.
*Or both*
Bro, an engineer short circuit jump map along the same quality and caliber as that one pyro detonator jump map would be sick.
I could imagine them building obstacle courses using pieces of geometry and map layouts copied from other maps with these weird func surfaces, so that if you get good at one course... those skills will naturally transfer over to the real maps that have those geometries.
This is why I love TF2. 17 years and the game hasn't been explored to it's fullest potential!
Edit: My comment got liked by Uncle Dane!! I'm so happy!
All the best games have that crazy jank that even the devs just have to say "idk, it just works!"
have your 100th like of the day.
Tf2 players too busy spending 5k hours playing the game, somehow not improve in that time and result in calling any good players cheaters (can include racist comments)
@damsen978 No it wasn't, just because bots exist doesn't mean the game hasn't been explored yet, in fact I think the content creation in TF2 hasn't been fully explored, even if Valve doesn't give the game updates, look at the videos we got from people like Solarlight, Uncle Dane, Elmaxo, Great Blue, The Chucklenuts.
The heavy update will come out when it'll be explored to it's fullest potential
THANK YOU FOR EXPLAINING THAT ABOUT THE DELETING THING. I've encountered some projectiles that just go through the damn thing but nobody ever believed me when I talked about it.
Joker: "I believe what doesn't kill you, just makes you... stranger."
For anyone wondering look up “Tommy wiseau joker”
Omg it’s a blueshell in the wilde
And it really doesn't kill people because it's main use is defensive!
Get out!
Batman: "I never asked for this!"
also shout out to ethan soundsmith for the insane audio mixing/editing and musical choices for this video, it was so nice to listen
Mr. Stereotypes
the Guide to all Menn@@alexkaplan6581
To me this will always be the Blu Team Class Wars Gun of all time
ain't that the truth lmfao, that shit is a requirement for some matches
Basically objects can touch multiple things in the same frame. And I guess (I haven't checked) they've made the ball explode _per touch callback_ on a solid object.
So what happens on thin objects like the control point, it both touches the world, *_and_* the Control Point prop at the same time.
hypothesis: Animated surfaces count as two surfaces occupying the same space with one invisible and the other visible at any given moment. The game knows things explode when they hit surfaces, and both surfaces being there sends two explosion outputs.
That's a great theory, can't think of any better explanation
With this logic, stacking 2 dynamic surfaces would result in 4 explosions, but instead we see 3
Probably not. That would be an incredibly silly way to code objects that change.
@@strangejune tbf tf2 coding itself is very silly consistently
i thought about the same thing, to bias this hypothesis even more is that if you lag when the game ends by leading the cart you will see the two floors on badwater, i had a realy bad internet and pc and i cant express how many times i saw that bug
Glad to see that there's still videos for this incredibly niche, unknown, undergound, indie FPS class-based shooter from 2007. Thanks Ankle Don!
Okay Dane, Short me Circuit...
My Circuit has been Shorted, cool stuff
how was it
@@seanwilson5753Truly circuit-shorting.
@@seanwilson5753 Happy new year 1997!
she Uncle on my Dane til I Short Circuit
love the 90s tracks and sfx
utilising this jank is straight out of melee too lol
I dont normally leave comments, but wow this video was phenomenally produced. The animations, research, everything is so great. I love shounic’s content and so i can tell he helped with this vid too. instantly one of my favs of yours.
Shounic's stuff is very distinctive, the collaboration is really nice to see.
Except for the ad tho
I love the jet set radio music and aesthetic this video has. Crazy good editing too!
Im about to leak sensitive engineer blueprint on the war thunder forums to make the game more realistic.
quote from Scout : "Here's a schematic for you , my a$$"
@@redamber483Alrighty then, erectin' an ass.
@@redamber483erectin' an ass
MannCo would like to know your location
I absolutely love your decision to use the JSR soundtrack, glad to still see the game's music is still holding up :')
Amazing how TF2's code is so bugged that there are still getting glitchy/buggy mechanics discovered even 17 years later
It’s great that every artist on bomb rush Cyberfunk got they music available to use for creators. My fav music on a lot of videos I never expected them to be
immediately recognized shounics editing when diagrams started showing up, goated tf2 creator carrying the scene rn
i love how in this clip 0:27 he shoots the mini sentry, to like make him work harder
U mean her?
@@rainwobrain what
@@Brezal :3
I think implementing this as an actual feature where an enemy isn’t required would be a really neat and unique buff to the short circuit that also gives Engie a much needed reliable movement tool.
Give Engie a Jumper weapon like the Rocket & Sticky Jumper called the Circuit Jumper.
@@Ch33seGr8er I don’t think it’s needed. I feel like the metal amount takes away the need for damage in the first place.
@@wet0wl At no damage cost,it would mean you could have an engineer with higher health and arguably higher mobility than scout. Being able to fire 3 "rockets" that don't damage you is pretty insane,when the weapon can also just be used normaly for it's intended use.
A jumper version would be way more fair and allow interesting mini sentries placement
@@ahunter7563 We’re talking about the base jump here, not the super high one. Perhaps the super high one could talk the place of the old jump where it requires enemy damage but the base jump would not be too unfair for the metal cost.
@@wet0wl It doesn't need to be high to have a huge impact, the Engi can build a tele after their jump.
Consider how often there are points Attack can't cross unless they are Soldier or Demo. The Engineer brings Medic, Pyro, Heavy, and Sniper all to these points, points which normally require passing the objective.
Engineer's lack of mobility is actually very important given he gives his ENTIRE TEAM instant map crossing mobility. Increase to his vertical reach and horizontal reach without another enemy near would mean you need to, on defense, have people covering every spot the Engi could sneak to which means less people defending the objective.
A simple combo of Short, Eureka/Gunslinger, and Widow can be very oppressive.
As soon as I saw 4:30 I was like that is shounic, looked in the description and my thoughts were confirmed
0:05 the song
Dapper Dogs Frontier Justice
Idk bro
"HIDEKI NAGANUMA, Richard Jacques & Toronto - Everybody Jump Around"
Living for the jet set radio future audio in the background I love that game
I nearly screamed when I heard the song at 8:23
I've always thought to myself it would be amazing in this kind of video lmao, great work dane
The nice nascar detail at the tr_floatway caught me off guard 😂😂
Short circuit is permanently attached to all of my engineer loadouts. I find it to be an excellent finisher or to combo with shotgun. Yes you use up all of your metal, yes it must be used as a finisher that is reliable but low damage, but if you secure the kill... you get half of it back, and if you live that is far faster for upgrading than facing the respawn timer.
With explosive classes, the damage it deals close up can be fairly low risk for enough reward it can win the exchange.
And if I'm pushing up to the point I am resorting to the thing, I've probably got my buildings positioned, and will need to risk/roam for metal anyway. Possibly depends on where the nest is relative but still.
Dane you've mentioned balancing it particularly on pushing carts... maybe it should be coded to prevent collecting metal while SC is deployed. It could still generously be applied from on a cart or dispenser yes, still be an effective tool, but that would stagger the sheer possible rate of spamming making the engie switch to his shotgun to recoup the metal.
Quick-switching to and from the Short Circuit could let the Engie bypass your proposed metal restriction. The metal collection prevention detection might need to last for a moment after the Short Circuit is put away, since dispensers and carts instantly give you your first tick of metal as soon as you enter range.
@@irregularassassin6380 then code however needed. I do feel such solution however accomplished fixes reasonable gripes.
Adding downtime/use hassle solves where SC can be too oppressive. Yet doesn't harm typical use not it's side grade nature.
It should be a viable projectile/explosive aoe counter. Just not an easily sustainable one.
Bear in mind again it's my consistent engie secondary, I give up pistol to use it. Pistol is awesome there is already a cost paid. And I am fine to trim where it over performs.
I just would highly prefer them not break combo-switch deathmatch play, for the sake of fixing niche issues. They've already tried very different iterations for SC and I think it's balanced aside a few quibbles.
What's funny is, some time back, I tried learning how to short circuit jump from one of your own videos, Dane. And not a lot of people knew about it then.
So, now that this video hit trending, short circuit jumping is going to hit mainstream and I am thrilled for that
I'm not a hammer guru or even a tf2 map maker by any metric, but I am willing to bet that the underlying reason for the funkiness of the "dynamic" surface is because they have multiple "states", with the short circuit colliding with all of these states at once; there might be two overlapping hitboxes (at a minimum) and this causes the ball to detonate. This tracks because I've heard half-life 2 has similar hitbox shenanigans, with objects / environments possessing particularly strange hitboxes. Overall though this was a super interesting video, and I'm also really glad I've never touched hammer as I'd go insane lmao.
Imagine a map where a random majority is dynamic surfaces
Seventeen years after its release and I'm still learning
Hey Uncle! I've always loved playing Engie, but just started playing battle engie and i love it! (the same day i graduated as an engineer irl lol, that must mean something). Been following your guides and im finally having fun again playing TF2! Thanks for your videos, they really help! (and they are AWESOME) :)
It’s so strange that this game makes mechanics out of thin air, like it has the risk mechanics and everything
If not for wrangler well, existing. Short circut whoud be very good. Same stuff as medic melles or primaries
How to balance the wrangler: make it a primary 👍
@@-RandomStranger-Like would it replace the shotgun or be an attachment to a weak shotgun?
@@wet0wl"Who needs a shotgun with _Sentries_ like these?~"
but seriously Wrangler is completely OP why does the Engie have the delete button with 6 rounds *AND* the haha funny 3x hp Sentry with absurd aiming capabilities
@@The-jy3yqif they just removed the bubble it would be balanced since it tunnel visions the engie a lot, and leaves the sentry disabled for a but when it reboots the tracking
Bro the Wrangler is way more balanced than the Short Circuit. As a Demo or Soldier i'd love to fight a Wrangler instead of that shit.
Thanks Uncle Dane for showing us just how dynamic and func-y the Short Circuit truly is!
0:41- Well I for one absolutely adore Deus Ex: Human Revolution.
Same. Immersive Sims are too niche to be well known, sadly.
It's so over for Deus Ex fans
I just finished play Dues Ex for nostalgia
@@hemingwaybromfield3722deus ex is very well known tho, too bad the Japanese main studio hates their western counterpart doing better then them
i've heard of it a lot@@hemingwaybromfield3722
Hey Dane, I recently started playing on UT after a friend recommended it and I saw your vids. It was amazing for awhile but I got randomly banned by a UT Moderator for "cheating". A large majority of my play time is on medic, my stats are absolute garbage, I have never said much of anything in vc or text chat, and I have no idea what mod had a bad day or why they decided I would be their target. Looked around and it sounds like this happens to others. I'm trying to get it appealed but honestly this is just absurd, I hope you stop your sever mods for doing this to people. I'm not trying to get a reply, my notifications are off, but I just want to be another person bringing attention to this so maybe others wont be banned from playing with their friends for no reason.
I'm going to see a bunch of short circuit engineers in my games now aren't I.
Definitely in Badwater and badnblitz last if nowhere else...
Soldiers and Demomen are already horrified.
to be fair, i used it before it was brokenly funny
I wanna see an uncle Dane intro where when his engie drops the toolbox he just crushes his toe and screams.
4:20 feels like when a Jojo character's stand ability is defeated and the good guy is explaining how hes able to bypass the enemys deletion ability
1st uncle dane vid ive watched in many years and man it was a good return
makes me wanna [play tf2 again despite its sorry state
"Dispenser going up!" *Doo doo doooo, doby, dooooo, doby doo, do do do, do dooo! Doo doo dooo, doby, dooooo, doby doo, do do do, do dooo!* "Well, Guess that'll do."
You did the thing
@@ImortalSlayerchannelYes!
The only good comment on this video
Uncle Dane song
1) He was born, he was grown
In heavy Team Fortress times
From Texas, super-class
Genius in front of us
Refrain
Uncle DANE the engineer
Sentry done and dispenser here
Uncle DANE the engi-here
Teleport us in right way
Uncle DANE the engi-brain
Galsses, hat and cool white beard
Uncle DANE the engi-main
Don't let down us anyway
2)Hey, look out, cause he is alright here
Teleporting bread to our way
And he knows everything, cause of his engi-gene
Shoot gun, pistol, wrench, 10 thousand games
And, new game and new win, with flawless victory
Ask, who in this team, the engineer
But with his EXP, you can't be gibus team
And no matter train, or MGE
He like rock, hard and strong
He just crossed through hours pain
And we must cap the point
Here no fate, or talent - train!
Engineering hard and smart
Fun with enemy team loud
You can hear you can feel
But try gent, good, kind and quiet
Refrain x2
I'm pretty sure the ball gives you greater jumps because Valve coded certain floors and control points incorrectly meaning that projectiles would slip off of them onto a surface that isn't coded like that. And I think that means that the ball will explode multiple times due to it sliding off a surface instead of exploding right then and there
iirc, projectiles slipping off of Dynamic Surfaces™ is an intended feature, particularly with stickies, because otherwise you'd have situations where you could shoot a sticky at a movable door while its closed, then when you open the door the sticky remains floating in the air, the game no longer checking if the sticky is actually touching a surface its allowed to stick to
Most of my hours are in Demoman, so remembering these spots will be a little easier.
If valve added like 3 new crates, all with strangifiers for the weapons in the game that still have no strange variant(there's like 35-40 of them btw), I could die happy.
The discovery of short circuit jumping could honestly make it more viable
It was already very viable, especially on payload maps where you get free metal from the cart to spam the hell out of the ball, and invalidate most projectile weapons. If you weren't using it, that's on you.
@@LeafMaltiezeI think he means that it makes it even better, like the detonator.
@@LeafMaltieze I like to think there is a special place in hell for people that do this and people that build phlog through gates during setup time. I understand "the game allows it, so why not use it" logic, but I'd feel dirty doing either. Just my opinion.
Its been discovered ages ago its just a small risky gimmick
this is true! before discovering the short circuit jump, many people considered short circuit jumping to be a non-viable strategy
Great music choice for this vid!
8:35 yeehaw deliveryboy jumpscare
I was so confused for a second (i didnt understand what was going on there)
I think it says a lot about shounic that I recognized his editing style before seeing his name in the description
Rather than listening for multiple explosions it might just be easier to look at your remaining health, since every tick of damage takes the same amount of damage. Gunslinger engineers who have 105 health or 90 health remaining have found a double or triple explosion spot respectively.
I love to see you making the content you want to make, Dane. You’re a big part of what got me back into TF2 after years. Keep having fun ❤❤
Everytime Dane comes up with an incredible specific or niche play for a weapon i get so excited watching his gameplay just imagining what if the thing was consistent and reliable to pull it off
I was wondering why I thought this video was kinda strange… it’s because I saw you cover this weapon before!
Both art is great too!
7:40 americans will use anything that isnt the metric system
Considering how many views this video got, I like to think many people searched for actual IRL short circuits, but ended up watching video about TF2 weapon.
I knew it was going to get crazy as soon as I saw dane short circuit jump
0:41 ill have you know my mother played that game
I want a short circuit update to allow for a circuit jump everywhere at any time
YOOOOOOOO THIS WAS LINKED ON HIS WEBSITE ON THE MUSIC REDITS SECTION!!!!! I AM SUCH A GAMER!!! ALSO FIRST!!!
lol redits
The reason why some surfaces hit you higher into the air is because of the way the floor map is build, tf2 maps often have items layered onto the ground, the short circuit hits 2 layers of ground and therefore instead of sending you 30 damage of height it ends up sending you 45
4:24 Awesome shounic-style editing
Either it's Shounic-style, or it's actually Shounic himself.
It actually is shounic, judging by the description
@@physicsland3264 Let's leave it at that. There's a million "OHMAHGAWD IZZ DATT SHOW-NICK" comments as it is already.
@@physicsland3264 Huh, I looked but I didn't see his name. I literally just skipped over it lmao
10:14 ok Dane you got me, great ad placement
0:03 HE SAID THE THING
Ain’t no way uncle really said that he fr a icon for that
Note: as of at least spetember 2024, you can ONLY short circuit jump if the orb colides with an enemy, trying to do so otherwise (even on dymanic surfaces) does not work.
Most based soundtrack choice around.
seems like live tf2 and the classic sourcemod both have a secondary for engie that can make him fly up with a boom
now everyone will do this... uncool
the editing on this video is WAY tighter than previous ones, especially around transitions. Nice job!
I absolutely love the record scratching jetset radio type aesthetic going on in this video! Beautifully edited
It's a stylistic work of art. I'm amazed how polished his videos always end up being, and this one tops it.
@@Keavon for sure
The short circuit is double-exploding because the boundary box check and the collision check are happening simultaneously. Func_doors, prop_dynamics, and the like handle collision checks with projectiles differently than tracktrains and movelinears. The most likely reason for this bug is that the short circuit handles collision differently than other projectiles, and probably has the same function for both collision and boundary box checks. An easy way to confirm this would be to make an affected object with a large mismatched boundary box, like a func_door made of two walls.
The engineer now has more rocket jumping mechanisms than soldier, lol
You called Deus Ex Human Revolution a game noone has ever heard of just to annoy me, and it worked
4:14
IS THAT A SHOUNIC REFRENCE
Not a reference, shounic did this part, he's in the video description
IS THAT A TF2 REFERENCE?!
i mean shounic did some anims for this vid so
idk why this is the case but niche tf2 RUclipsrs such as yourself really go above and beyond on creating your videos. The small stylistic choices really make this compelling. Excelent work as always :)
idk if uncle dane is niche
7:53 You were practicing your Market Gardening there weren't you??
I also enjoyed the Jet Set Radio soundtrack, it's been a while since I listened to it!!
On a completely unrelated note, I think it would be cool if you made a DeepRock Video.
As a pyro main, there is nothing like reflecting an engie’s short circuit bolt right back in his face and killing his team. It doesn’t make you invincible guys.
It's always awesome to see that despite this game not having an update for 6 years the community still manages to find new ways to make every class a trolldier.
i've been playing as engineer for 400 hourss and never knew you could jump with it
Don't feel bad. I've been playing for as long as Uncle Dane and I still learn new things constantly.
the space bar:
No matter how long you've been playing tf2, you're always learning something new! Just today I realized the guns a lot of the classes carry around can actually be fired with LMB. Crazy how much there is to this game!
This is one of the best tf2 deep dive videos ever made! I could not believe this video was 15 minutes, I heard the ending music and it felt like I'd only been watching for 3
No way uncle dane posted again
I was today years old when I learned you can “explosive”-jump with The Short Circuit.
Also wasn’t expecting a heavily edited video so soon. You’re too good for us.
Game that nobodys ever heard of? Deus Ex HR is a fantastic game with a cult following
caught me off guard too
pretty sure it was sarcasm
I _instantly_ recognised Shounic's animations when explaining Short -circuit sphere, what an amazing collaborative video!
I am Pyro. Ask me anything.
Pyro from tf2, when will Rick Astley come and save us
Do you love arson?
@@Ruthles5games yes
What do you think about Fred: The Movie
Great video, I cant wait to see everyone try this now
tf2
If I get styled on this hard by an engineer, I think I might uninstall.
Uncle dane
If this comment gets 100.000.000 likes
You have to upload a video of Era Warfare in roblox
On cashworks last, its because the vault door falls down onto the final point causing a third effect. You also can go into the vault and see the sweet sweet gold.
I truly don't know if anyone else will point this out but shoutout to the person who did the sound design for all the smaller things within the video (I think Soundsmith??). It's little things like that that helped changed this from a good video, to a great one! The sound design for the short circuit ball detection tick and damage tick were fantastic.
I had always heard the double explosion but never thought anything of it. The Loch n Load making it through the ball 90% of the time is huge.