Team Fortress 2

Team Fortress 2

Trust Fall
28 Comments
Nanos! 20 Oct @ 11:35am 
People wanting realism over a game where you can throw piss at people
Lo-fi Longcat  [author] 20 Sep @ 1:48pm 
no other tauntkills can, so it wouldnt make much sense for this one to be the exception
RocketLauncherMan 20 Sep @ 1:24pm 
i wonder if that can kill ubercharged´s
Lo-fi Longcat  [author] 7 Aug @ 8:24pm 
just you
sussheep12003 7 Aug @ 5:29pm 
Is it me or is it kill tuant
Saccboi 7 Aug @ 12:42pm 
the ragdoll one sucks ass
joeisaname 6 Aug @ 5:55pm 
why is blud so wiggly
Whynotll83 2 Aug @ 12:42am 
looks like almost same speed as his default taunt kill, voiceline and couple of audio cues, haven't seen any heavy taunt similar. he doesn't stay on the ground for long so I doubt people would use this and try to hide from enemies. I don't see why valve shouldn't add this.
WARIO 14 Jul @ 1:58pm 
YES
DCLXVI B>SPELLS 7 Jul @ 7:44am 
vr chat
Clocky 30 May @ 1:00pm 
ts is genius, we need this asap
Can-Tank! (erous) Goblin 24 May @ 2:57am 
Next up, The actual taunt shows him genuinely attempting a trustfall with a smile and being mad nobody supported him and then angrily hitting the ground before getting up.

I think you're missing out by not making him look like a big smarmy douche. Him being annoyed at himself at the end for doing this makes sense, but if Heavy's gonna throw his whole ass back weight into crushing someone rather than using his multiple weapons of instant death and you as a player get hit by that somehow, I think it makes more sense to make Heavy a lot more smarmy looking regardless of if it realistically would hurt him. Maybe even a mix of both where hes got his hand on his head to represent hes in pain but hes still looking back with a cocky smile knowing somehow he got you with this of all things.

Finally, he's a bit too overanimated from arching his back to hitting the ground, rocking like a boat with his legs going way too high up. He hits the ground way too cartoonishly and gracefully.
Can-Tank! (erous) Goblin 24 May @ 2:57am 
First of all, exploding into gibs sucks, keep it as ragdolls. Seeing people just blow up into pieces because a 300 pound man fell on them is dumb and missing easy comedic potential. Unsure if you had to include that option because it's a taunt kill but if you've seen Engineers banjo taunt kill, its fun to juse and also so funny because it craters in the persons head into their torso when it connects, it's got impact and weight to it which is vital. Seeing someone get crushed by Heavy's absolute weight to the point of doing a similar effect would always be funnier than them just randomly exploding all over the place. Obviously, the games logic on what force has you exploding into gibs isnt very consistent nor realistic, but you'd get a better feel for how "meaty" this taunt kill would be and thus would want to use it more if you could see people get absolutely crushed by it. It's payoff for build up rather than weightless gibs going in random directions from the source.
SicknTired 22 May @ 10:51am 
1- The animation can improve a lot. The over animation makes him act like a jelly
2- This idea would work for a timed emote where the other characters have a short time to catch him or he falls, that can even hurt the player if you want to do that
3- This doesn't make sense on war.
Lo-fi Longcat  [author] 21 May @ 4:41pm 
It could definitely do with launching the ragdoll downwards a bit faster if it gets ingame, maybe even applying the "squashed head" effect from the frontier justice taunt :)
DJ L3G3ND 21 May @ 4:36pm 
looks like it has no impact in game, would definitely need to launch the ragdoll downwards but I assume thats something valve would have to do themselves
Lo-fi Longcat  [author] 20 May @ 2:14pm 
It's the same speed as heavy's default taunt kill :)
grecu.lucian07 20 May @ 1:02pm 
I feel like this taunt is a little too fast, still obviously not faster than some other taunt kills like the huntsman but like the other taunt kills we have on the workshop so far at least don't make you rely on the taunt too much. Still love it though.
Zeugziumy 20 May @ 12:41pm 
I apologize for not reading the technical info before my initial posting. While my thoughts still remain in regards to paid taunt kills, I did think something that Valve could implement to fix my main gripe with those. That being... Be able to equip community-made taunt kills on a weapon that can already taunt kill.

So for instance, you could equip this taunt to any of Heavy's melees that has his finger gun taunt. This would be a separate slot that would replace the Weapon Taunt ("G") with the one equipped, and won't take space for Special Taunts.

My only worry with this system is having flashy unusual effects that could make it harder to read the animations. This idea would also require some guidelines, having an approximate or same timing as the taunt kill it would replace with.

I might shoot a Feature Request on the source-1 GitHub issue tracker for this.
Viket & Yuumi 19 May @ 8:31pm 
i think it should have more time before dropping or else it just become a huntsman taunt kill

well anyways the angry workshop guy is gonna complain on its next stream so hi workshop angry guy
Zeugziumy 19 May @ 5:48pm 
@Lo-fi Longcat
It's nice that you guys worked around the speed of his Fists taunt. As mentioned, it's kinda hard to visualize the timing with the video demonstration and a taunt we already know for decades in the game, but yeah.
Mbarthemuel Jollyiest II 19 May @ 5:25pm 
This is cool, but I do wish the windup were a bit longer as I do feel like some people may find this to be an issue in the sense of:

Heavies with fists that do not support the melee insta kill finger blast taunt, may now also have a fast killing alternative, when some people find that those fists lacking the insta-kill is actually a balance factor.

I would say, the healthiest middle ground for everybody:

Option 1:
Either develop this into a non-insta killing taunt with it being more on the same line as
The Bear Hug: https://www.youtube.com/watch?v=jchgLDmtcxg&ab_channel=Setry - Concept

Option 2:
Developing it into a taunt that squishes the other player, but in return it is a taunt that the other player needs to agree to, similar to the Rock-Paper-Scissors, but with a 100% guarantee of killing the other player, regardless of what team they are on.

I think you guys did a great job regardless
Lo-fi Longcat  [author] 19 May @ 5:18pm 
I understand the concerns, but the speed of the kill on this taunt is identical to the speed of his High Noon taunt, not to mention a way shorter range. It also takes longer to finish than his High Noon taunt, so in all aspects this is objectively worse than a taunt that he has by default, and would simply be for show.
Zeugziumy 19 May @ 2:56pm 
(1/2)
Sorry but I don't agree with the ideas of paid taunt kills. Unless it's something that mimics an in-game feature (like the Boom Box Death Option A does), I don't think these should be in. The fact that the player, at anytime, can use this from the taunt menu (or directly via a bound console command), without a specific weapon, means there are advantages to be had.

This taunt in particular does not exactly feel obvious that it's a taunt kill either. How exactly will players know that a falling Heavy (that could very well be his ragdoll after dying, or just a non-killable taunt, like his flipping "receiver" animation), know that this can potentially kill the other player. It also feels a little TOO comical, even for TF2 standards, to just insta-kill someone by falling.
Zeugziumy 19 May @ 2:56pm 
(2/2)
I am aware however that, there are non-achievement weapons with taunt kills, and said weapons are sold on the Mann Co. Store. However, you still need to have that weapon equipped AND active, in order to use the taunt kill. An argument can be made with how taunt kills are more lucky-based than just skill, but I can see this one in particular being a problem in corners. It also seems a lot faster (and not obvious, as previously stated), than his High Noon taunt kill.

Last words. Animation is okay. The way how his legs (and body) after falling, feels a little too much, and he also goes from lifting up from the ground too quickly. So it's both a taunt kill that is too fast, and a taunt kill that ends too fast, meaning there's really not much disadvantage when missing. Yes, it's hard to compare this without a video showcasing other taunt kills side by side, but these are my thoughts.
Grampa Swood 19 May @ 11:21am 
It would've been better as a partner taunt that has a chance to kill instead of just Heavy falling over
Lo-fi Longcat  [author] 19 May @ 10:50am 
Having the ability for an enemy to press the taunt key to participate in catching heavy would be a REALLY funny feature to include, and a very funny counter play.

Unfortunately, without any precedent set for any previous taunts doing something like this, it would be 100% up to valve to implement this feature, which would also require a new animation for all 9 classes, as well as a new one for the player heavy
JAS-C 19 May @ 10:40am 
Can appreciate that this one is well documented and structured in comparison with others taunt kills. Overall animation not bad and had it's potential as emote(I hate that this word used like slur towards taunts here), but lack a bit as direct taunt(It is more mocking by the fact that you were killed so stupidly).
But! I had a sudden thought: How exactly taunts are limited? Among obvious bone limits, triggers for input and availability, can they be double-functioned? Like, I dunno, having small reaction window for partners/enemies to participate to not let Heavy fall and crash anyone under him?
Hypothetically speaking.