I once played a Bootcamp normal difficulty match where we all went Scout for the funnies. I used the Candy Cane and it was genuinely effective, because we only really needed two Fan o War scouts to debuff. The health pack drops actually clutched the game
Full scouts is strangely effective in MvM. One time, me and a couple buddies all went scout for fun on wave 666 and the rest of the team joined in save for one medic, that 5 scouts, 1 medic team comp actually won us the wave
Its worth noting that the Baby Face makes Scout run at the speed cap so if you max out movespeed on Scout like you should the Baby Face's Blaster is completely pointless.
@@ramirezthesilviteI think the speed cap just refers to your walking speed, while your max speed isn’t limited, like when your trimping and rocket jumping
@@ramirezthesilvite it is possible to *go* faster than a Baby Face’s Blaster, full boost Scout, which is 173% speed, but it isn’t possible to *run* faster than 173% since the game caps run speed there.
You can actually reset your overheal with the GRU as heavy. If you are overhealed, but without a medi beam on you, if you quickly switch into melee and then out of it, your overhealth gets removed instantly. Sure, it's not the same as the fists during fights, but that makes it basically the equivalent of the boston basher for heavy
Annoying in the pre-wave when you accidentally delete your whole overheal right before the robots spawn. I still run it about as much as the fists of steel though.
One thing I really want out of MvM is to bring back the Dragon's Fury recompression rate upgrade, that thing was powerful as hell. A price nerf is 100% necessary for it, but it was incredibly satisfying to rapidly shoot fireballs through the waves, and when recompression rate was still an upgrade, the Dragon's Fury was Pyro's best flamethrower by a longshot. If nothing else this would at least make it so the Phlog wouldn't be Pyro's _only_ flamethrower used in MvM (unless you're doing airblast memes)
@@cestlavie5063they’re talking about stuff like blasting nukesalot intwo the pit which is both funny and effective, but if your teams dps is good enough it’s not needed
Thanks for not overselling the product of your sponsor like many others do by making it clear self built is cheaper. Keep up that integrity, it's good for your reputation and your audience.
Integrity? Apex PCs are a massive scam. They charge more than double what these PCs are worth. It's the PC equivalent of selling snake oil. The system the link sends you to is about 400 MORE DOLLARS than what it is actually worth.
Out of curiosity, I went on the Apex pc website and maxed out the configuration, and then found the actual msrp for said items, and you can save like 3250 dollars just building it on your own. It's really not that hard to build your own pc, just use a tool like pc part picker. I really hope people aren't buying from Apex Pc.
@@Ultra289there's a surprising amount of people who legitimately think adblockers are stealing/theft. Like, is it stealing to ignore a poster on a bus? How is that different to avoiding popups and cookies?
The other nice thing about The Dalokohs Bar is that the buff lasts longer than the recharge rate. The health buff lasts for 30 seconds while the bar recharges in 10. You can freely give someone health while you are buffed with little risk of not having another chocolate ready on the next downtime. It’s a surprisingly good deal of a support tool.
Adjustments: Scout Moved Crit-A-Cola from C tier to B tier Moved Candy Cane from D tier to C tier Moved Baby Face's Blaster from C tier to D tier Soldier Moved Air Strike from B tier to A tier Moved Equalizer from C tier to B tier Disciplinary Action and Escape Plan were swapped from S tier and A tier to A tier and S tier respectively Pyro Moved Back Scratcher from D tier to C tier Demoman Moved Ali Baba's Wee Booties from C tier to B tier Moved Bottle from B tier to A tier Moved Grenade Launcher from A tier to S tier Heavy Moved Natascha from D tier to C tier Moved Buffalo Steak Sandvich from B tier to A tier Moved Dalokohs Bar from C tier to B tier Moved Second Banana from B tier to C tier Engineer Moved Eureka Effect from D tier to B tier Moved Southern Hospitality from B tier to C tier Medic Moved Blutsauger from C tier to A tier Moved Overdose from A tier to S tier Moved Crusader's Crossbow from S tier to A tier Moved Stock Syringe gun from B tier to C tier Sniper Moved Kukri from A tier to S tier Spy L'Etranger and Diamondback swapped from A tier and S tier to S tier and A tier respectively Moved Invis Watch and Cloak and Dagger from D tier to C tier Moved Your Eternal Reward from D tier to SS tier (satire)
I saw a medic in boot camp running stock bonesaw with mad milk syringes and how that bastard managed to stay alive running DIRECTLY INTO some giants is beyond me, I think he actually figured the play with MM syringes out. I'll bet it's amazing with swing speed ubersaw since it could just let you walk in and get the free full ubers.
that got me thinking, why not combine MM syringes with the Blütsauger and the Vaccinator. Mainly because the Vacc allows you to have a shield up without needing the shield upgrade, plus it has an insane Über rate, not to mention you can stack up to four charges at once and use three of them to make your pocket hyper resistant to every form of damage. although I would recommend checking at the top of the screen to know which resistances to give so you don’t accidentally waste a charge you might need later. I would also recommend using the vaccinator for the first few waves, then switching to the quickfix once you get the shield upgrade, and finally swap to a different medi-gun like stock or the Kritzkrieg once you max out your Über rate.
Engineer's Metal capacity upgrades got accidentially nerfed in Gun Mettle and nobody talks about it. Back before players dropped their weapon in addition to a Medium Ammo Pack, you would get extra metal from picking up the dropped weapons of your allies. For example, at 300 maximum metal, you would get 150 metal from picking up a Minigun or Rocket Launcher. But the metal packs dropped by players only restore 100 metal regardless of your upgraded total.
There's a Shounic video that explains why this happens, albeit not directly mentioning this specific case. All classes just drop the amount of metal they have, and every class other than engi just has 100 max metal and no way to spend it
One note regarding Medic's syringe guns in MvM: the Mad milk's healing is proportional to the damage you do. Thus if you want the most self healing possible without the passive heal reduction; the Syringe Gun is pretty good.
You're talking about an HP gain difference of one here. IMO Overdose is better since it will let you physically remove yourself from danger faster than Stock would let you heal yourself out of death range with the extra ~10HPS (Syringe Guns fire at roughly, but not quite, ten rounds per second) of healing, assuming you hit 100% of your shots to begin with.
@@UnlimitedRun not quite a difference of 1. Remember that you aren't just landing 1 shot, but more like 10 or so. 10 extra health isn't bad, and add that fact that you do not suffer a penalized natural heal, the difference becomes even bigger. The overdose is good if you need it to move around faster, but otherwise, the syringe gun with mad milk is in my opinion the a combination of some the best of the blutsauger and the overdose for MvM. The only major difference being that you do not get self heal for the first shot, nor the up to 10% extra speed of the overdose.
@@BlazeLycan I did mention the 10 HPS difference between Stock and the Overdose, also, the Overdose speed boost is up to 20% extra movement speed nowadays.
@@UnlimitedRun technically speaking syringe gun is miniscully better than overdose on waves like 666 or final waves in other maps since combined with crit canteens give to teammates you can actually be a bit more helpful at dealing with tanks. Maxed out syringe gun with canteen mastery deals 30% more damage on tanks and it is more than medics meele maxed out. But the situations like that are very miniscule, medic should be supportive class not the damage dealer so overall overdose is just better.
ironically enough, the candy cane and the back scratcher synergize surprisingly well, pyro needs to be close to deal damage (mostly) and that's where most of the mini health kits are going to be spawning
@@MinnowTFthe gas really needs to be nerfed in this mode, just simply removing the "added recharge on damage dealt" feature is already enough, because the pyro actually has to time the throw, instead of just spamming gas everywhere.
As a Medic Main in MVM, I would personally like some small health drops by the candy cane. While yes, the Fan has more utility, it saves me having to run back to a Dispenser or asking a Heavy for a Sandwich while reviving teammates. Although, to be fair, more often than not I get the teammate up before I'm in serious danger. I often pop a Quick-Fix Uber if I need to, and get out before I get killed. I'd just like those small med kits there should I need them. I also want to add for the Air-Strike. It helps me out a little since as Soldier hurts himself with Rocket Jump and the subsequent Fall Damage, it allows me to build a bit more Uber, so long as he isn't Rocket Jumping with me attached to him.
@@naiyamay2356 I've not got name tours, only about eight to ten in total but I have 200+ hours in MvM. The Quick-Fix is good for helping keep the rest of the team stocked on Health and allows me to pop Shields more often.
As someone who always runs it whenever I play medic in MvM, can confirm it does Chip damage just doesn't effect you anymore only high damage burst does
i think stock flamethrower is kinda underrated. On waves without tanks you can increase your survivability with airblast. I think the phlog is still better, but stock can be used sometimes
I do believe the Big Earner becomes the most versatile of the three knives when combined with the Dead Ringer, while Stock deserves at least an A Tier for helping out a bit more against the important giant medic waves.
I kinda wish Spy had more of a niche in MvM. Bare minimum it'd be nice if he was a legitimate alternate option to Scout as the dedicated money gatherer with the cash vacuum effect and the overheal. Yes I know some people go "money spy" and guess what they almost always miss some because cash is flying everywhere and they missed one that got tucked away in the most obscure tiny corner of the area once or twice, or dies because the robots decided to forget to change their focus after you cloaked or something dumb.
@@helm36yeah no,I disagree with that heavily. Spy in MvM is an age-old meme for a reason,he doesn’t have much use that the other classes aren’t automatically better at. Even Giant Medic-killing,where he’s probably the best at compared to everyone else,a solid Demo/Airstrike Soldier can do the job by themselves.
@@crackersandpie136no really, they need crits to be better than spy. Spy is not a meme, it's good with dealing with giants in general, not just giants medics.
@@crackersandpie136 You wanna know what use spy has? Role compression. He draws aggro like crazy, collects money because of how close to the action he is, slows down giants, halts hordes of small robots, picks small medics and kills giants. There are other classes that also do that better, but none can do all of that. What he is missing is tank busting and AoE damage.
22:35, dude the syringe gun literally deals at most 4 extra points of damage when it hits a critical strike. rest of the time, +1 or +2 damage. the 15% damage penalty really isn't that big of a nerf and it feels like it was given similar treatment that the solemn vow was given so it's not a direct upgrade to stock.
> 21:17 >Make a comment about how Weezy was wrong about Mad Milk Syringes >Comment is used by Weezy in one of his videos >Be immortalized in Weezy's videography *Yes... That was my plan all along...*
It is. In PvP, the reduced damage is very noticeable, often meaning you have to take an extra shot or two to kill something (which is a pretty sharp penalty) in exchange for easier entries and getaways with your Cloak of choice; in MvM, however, you really aren't killing with *any* revolver short of perhaps a straggler, so it's almost all upside.
I'm surprised you only have the sandman in B tier. Moonshots stun giants, even bosses in valve MvM. You can literally keep a boss at spawn with it and they'll never move. YER has a very unique effect that isn't well known. You disguise 3 seconds later. However when you disguise in this way, the bots instantly drop aggro on you. And I mean instant. Its the only way for a disguised spy who was spotted to lose aggro int his way and is an interesting pick for dealing with giant meds.
using the Chocolate bar to make your health regen back to full after a GRU run is a great niche I found for the Chocolate in MvM, especially if you need to grab money. Another very niche roll I found it doing was Resetting your Overheal so that Medic can get a Shield off you quicker if he's running Maxxed Overheal.
i think doing a video on upgrade priority for "meta" mvm loadouts would be really helpful for new players like myself, especially on classes with lots of required upgrades like medic and engineer.
Two minor upsides I'd like to mention when using the Dalokohs Bar. 1. The extra health you get from the bar does stack with the damage resistance you get when using the Brass Beast or Natascha. However it's only an increase in 5 extra effective health, so it'll be rarely impactful outside of the quirk where the damage resistance gets applied if the damage dealt would theoretically take the heavy down to 50% health. 2. If the heavy is running the GRU, he can mitigate the health drain downside if he eats the Dalokohs Bar. He also gets a bit of extra "overheal" for a couple of seconds. This usually doesn't come into play, thanks to the engi's teleporter, but it can help in situations where the team dies and needs to fallback to the middle point of the map. If your team was overrun and killed by the robots in the bigrock cave, you most likely gotta regroup to mid. And since the engi's teleporter isn't safe to take if it's in the cave, that's where the GRU and chocolate will shine the most. They are also good when your team doesn't have an engi, but that's a rare site.
Just thought about point 1 again, and the extra health may come in handy once you get resistances, as those increase the extra effective health you get from the Dalokohs Bar and using the Brass Beast or Natasha. Despite that, it's still tiny buff in my eyes
The big earner is good for chaining stabs and is most effective on waves with both small and giants, not to mention it also recharges the DR. Kunai is similar, but instead of giving you a buff to escape damage, it gives you a buff to *tank* damage and lets you keep your positioning longer. Stock is best for waves with pure giants since it doesn't alter your HP and it makes your job easier. In conclusion: there is no set best knife-to-use, it depends on what the wave is like (tho I still stick with the kunai for every wave except boss waves)
I litterally jsut rewatched all your tier list videos and was like "ehhh... wouldn't have put that here" And you litterally changed all that i was not agreeing with For ALL the wrong reasons, but still 😎 (Yes, including the "your eternal reward")
If you're keeping your distance with the air strike you're not only using it wrong You shouldn't be allowed within 20 meters of the airstrike in any gamemode The only way to use the airstrike is to do hyperspeed rollouts using the enemy as walls and ramps.
It's worth mentioning that the increased uber rate from the Fists of Steel is due to the Heavy not attaining full overheal due to the reduction in max overheal. It effects uber rate similarly to how the quick fix always has max uber rate due to it never achieving full overheal.
for the air strike, i feel like its good for taking down bigger targets, like if your going up against 4 tanks, or a boss robot, the airstrike can shred through the health of these things
Weezy! Me and my friends want to get into tours but we lack the knowledge of waves, team compositions, and roles of these more difficult missions. There’s some video content for Two Cities but Oil Spill, Steel Trap, Mecha Engine (we really wanted to do this one), and Gear Grinder have hardly anything. There are some lengthy discussion forums that we tried to get through but most are for players that already have knowledge of playing high difficulty mvm. We would really love to see a guide video for each of the tours. We are currently gate kept by knowledge and get kicked from games or can’t figure it out on our own.
One more thing about the fist of steel, if you max out all the resistance upgrades you are literally invincible to anything but Melee and alittle crit damage, but you will still get knock back
Here's a note i find important: Use wave 666 to test upgrade builds or otherwise have more memey strategies. They can work pretty well in wave 666 if you just have the credits and the entire team keeps it somewhat together. It doesnt rely as heavily on ONE of you to be pulling the weight. If you just make sure to pull some of it with your strat you'll be good. Have fun. Splurge on upgrades. And remember your resistances for when critbots appear. Sidenote: if you genuinely want to beat wave 666 be prepared to buy some clutch crit canteens for the tanks. There is no shame in winning the whole wave by shredding 3 tanks on the last little bit of their path. And they will give the credits used back.
Wave 666 is also really good for practicing fragile classes. Classes like Scout and Pyro need to learn to move around very unpredictably and circlestrafe to survive, so Wave 666's millions of crit robots and absurd dps forces them into strong movement and risk assessment.
As a Sniper that tried extensively many loadout for MvM, I think the Bazaar Bargain deserves a S tier alongside the Heatmaker, for a few reasons : 1) Due to Sniper naturally high-aggro, giants will often aggro on him even with the rest of the team in between them, and while it's manageable for a few giant, for some (hello there, Major Crits...) it's hell. Since the Heatmaker requires you to have constant sightline it means you can't break aggro easily. So generally I opt to charge and corner peek with full charge and then immediately duck to cover, which breaks aggro. But wait doesn't that cripple your DPS ? Not if you have full charge speed upgraded. And here's the kicker : The Bargain has that upgrade baked in, saving you 800 credits. Yes, 900 damage every 2 seconds, surprisingly has a similar DPS has a Focused Heatmaker, when both have maxed out Firing Speed and Damage (the "Auto rescope after a shot" options actually will bypass the faster re-scoping restriction that is imposed onto manual scoping). I'm not bullshitting as I did the math : with full firing speed, damage and shooting asap with the Heamaker, you get a 500 dps (300 damage every 0.6 seconds). With 900 damage every 2 seconds for the Bargain, that's a 450 dps... or a difference of 50 dps... which is negligeable. And with the Bargain, you can do that DPS while constantly breaking aggro by charging behind cover. Something you CAN'T do with the Heatmaker, which requires constant sight of the target. And that's only on the highest tick of damage, the difference is even less on lower ticks. 2) The Bazaar Bargain doesn't require an constant stream of enemies to keep its boost. The problem with the Heatmaker is that when there's no longer any small robots or none near the giant, your boost will end after 10 seconds, and sometimes this is far from enough to kill a few giants, or several giants in a row. With the Bargain, you keep your boosted firing speed as long as you're alive. Including when there's no small robots. Which happens a lot on some of the most difficult waves. 3) It still has similar crowd control capacities as the Heatmaker, if you use the "auto rezoom option" which do allow to zoom faster as your Firing Speed upgrade grows in power. The difference is literally only the 0.2 seconds of headshot delay when scoping in. 4) The Bargain is MUCH better in the early wave, since it basically has a free upgrade from the start : Charge Speed. Yes, it requires six headshot kills, but that's STUPIDLY easy to do in MvM... The thing is that faster charge rate means you can "quickscope" the bulkier robots like Soldiers, Demos, Pyros and Heavies without needing a damage upgrade (which are VERY pricey, so not easily affordable in the early waves) In conclusion : I genuinely think the Bargain is on par with the Heatmaker. It trades a negligeable DPS loss in exchange for much higher survivability, more constant boost availability AND early waves mastery. It is FAR from a bad trade. All I'm saying is : if you find yourself dying a lot while using the Heatmaker, swap it out for the Bargain, refund upgrades and deck out the Bargain, and play around corner (i.e. corner peek). You'll see you'll be basically as effective as if you had the Heatmaker, but with a MUCH higher survival rate.
You can just use a d keys to dodge rockets, you know... Bargain is better on ealier waves because of the free charge speed which makes its dps for giants higher than hitmaker until you upgrade charge speed, from that point hitmaker becomes a lot better option. But the problem with changing loadouts is that you need to refund. Also to make the higher giant dps point somewhat viable you need to have 0 dps classes on your team, which is quite impossible. I do consider bargain second best option, but its nowhere close to hitmaker, especially in crowd control
@@helm36 The strafe keys won't do you good when the giants shits out tons of crit rockets/pills at once (not to mention they are programmed to compensate for distance and your movement, hence why they seem to always hit you). And you're slowed when scoped, so you can't strafe as effectively. And in my experience, Heamaker and Bargain are on par with crowd control : I never use the Focus on groups of small robots as it's never needed so in that regard, the Heatmaker is the same as any other rifle (with or without the auto-rezoom). Hell, the Bargain is even a bit better since as I said, in early waves you can "quickscope" bulkier robots with it. The ONLY situation into which the Heatmaker is objectively better is if you're gunning down a giant with your boost and there's small robots that pass by the giants (not if they are a group staying with him as they'll be gunned down in a only one or two headshots). In that very specific case, yes the Heatmaker is better since you'll keep DPS-ing the giant while endlessly killing passerby robots. But things is it's far from being the majority of giants encounters... But in any other situations, the Bargain is as good, or better than the Heatmaker. > "But the problem with changing loadouts is that you need to refund." > "Also to make the higher giant dps point somewhat viable you need to have 0 dps classes on your team, which is quite impossible." Which further solidify my point : why bother with the Heatmaker when its only real positive over the Bargain is slightly better giant DPS ? Just use the Bargain to be more effective early on, and similarly effective in the later waves, and don't bother refunding nor changing loadouts. Again, from experience, I really don't think the Heatmaker is stronger than other rifles at crowd control... beyond the specific case I mentioned early on.
Great points but I prefer the boost of the heat maker because when you have fully upgraded firing speed, it gets headache inducing with the constant zoom and dezoom of the the snipers. It’s just a matter of preference it seems. I disagree on the survivability being worse but I guess it’s just differing experiences
If I might suggest a video idea... Unorthodox team compositions? Usually in MVM, you want to cover a variety of roles to minimize gaps in your defense. But what if instead of doing that, you went all in on a dumb concept? While you probably cant expect them to work for every wave, there are some waves that are potentially easier with a lopsided composition. The rottenburg finale with 7 tanks is an obvious one, but there are certainly others. 1. Super Banner Brothers 3 soldiers each with a different banner. You all have great damage, durability, and mobility, further supplemented by the banners themselves. Throw in an engineer for ammo and a scout for money, and you've basically got all your bases covered. Tanks are absolutely not a problem, and enough damage upgrades lets you drop medics with one shot. Deflector heavies might be an issue though. 2. Engi Fortress I.e. the reason sentry busters exist. Having a gunslinger act as a pseudo-scout might be wise if you're going all engis for the meme. 3. The Space Program Knockback is, understandably, usually maligned in MVM. But if your entire team goes for it, blowing all the bots into bottomless pits can be a pretty fun challenge. Not sure if it's been patched out yet, but the superbosses can take massive amounts of fall damage if a heavy's rage hits it at just the right angle to send it flying. Is it reliable, or safe, or partivularly effective? Probably not, but it is funny. 4. Snipings a Good Job mate 5 snipers, one engineer. Because if sniper is so OP, then 5 snipers should be even more op, right? 5. Onions Have Layers Why bother with strategy when you can have 4 demomen place 56 crit stickies in one place?... Probably don't want to detonate them all at once though. 6. Who Needs Resistances? Save on ammo and pour more money into sheer DPS. Doesn't matter if you go down when you have vaccinator medics to instantly revive you, right? (It does actually but shh)
something else most people dont know, but any healing done by players with madmilk applied by the medic charges his uber, medic can actually charge his uber even faster this way in the right circumstances, but it actually has to heal missing health, heavies can usually charge a medics uber by eating and healing a ton of damage with giants this way.
8:54 Don't feel bad. I've been playing this game since 2013, and it was only about two days ago that I learned that when you're sticky jumping with the Scottish Resistance, you don't need to have the sticky in your reticle to activate it, and you can just sticky jump like you would with any other sticky launcher. Assumptions are funny like that.
I played a boot camp once and one of our team members was a kunai spy. He scored over 600. This is not a joke he literally twice as high as our heavy and soldier
Gotta give a small gripe. If you are not in melee distance as scout...why are you going to be using the crit-a-cola? Your job IS to get up in their face as scout. The only thing that would be the exception is the shortstop
You can use the dalokas bar to instantly heal your health lost by the GRU, idk if you knew that. (You even get a weird over heal that van serve as a damage shield)
I don’t think this should move their ranking, but the fast recharge of the bar and banana make them useful for extinguishing low tiers, shield bashing medics, and occasional flare punches from scorch pyros.
As someone who uses the shortstop religiously, I only really waited until late waves to use the crit a cola, but now I might start doing that in tandem with the sandman for the slow effect when needed
Its not related to the video but. If VALVe ever wants to update MvM they should add a "Suggestion" feature to the upgrade station where you could suggest upgrades to players
I actually tried running just conch or banner instead of the parachute and I have to say that was totally a good call on your part, I think AS is just better overall without dumping full clips into weak volleys with the 'chute. It seemed to work at least just as well if not better when I tried it.
Am happy that I understand where spy is actually useful bc tbh I never pick him but I sometimes like to get a little silly and play on on fist of steel heavy waves to see what toxic individuals say when I encounter them.
I want to note, for the candy cane, the healthpacks are useful if your team has someone taking the money from the scout / pyro airblasts sentrybuster and you end up dying, since it prevents you from being killed as quickly before you regain overheal and can, in some cases, end up clutching a money scout death. I still don't run it, though
Would move both sniper shields down to D rank, they do nothing if there arent any spies or pyros on the wave, and your team would be more efficient in ridding such threats so the sniper is better off sticking to jarate instead of using skilless crutch secondaries.
One(probably well known) thing, I'm like 80% sure that the crusader's crossbow ignores the healing downsides of the pickaxes and backscratcher. So if your medic knows this then you can still use em all and ignore that downside since the crossbow can still heal you back to full after the uber generation. Practical? eh, but it basically negates the backscratcher's downside if your medic knows and is running the crossbow
@@StilvurBee huh, my bad then, I remember hearing it a while ago on a tips for medic vid or smthn like that but maybe it's changed. Thanks for the correction if you're right
I think that the YER might actually be decent against some of the waves in gear grinder, mainly against the giant FoS heavies. not better than the kunai, but maybe fun
YER on Valve servers is literally just nerfing yourself The disguise on backstab has a 2.5 second delay on it in MvM, the same amount of time as waiting for a disguise manually. Some servers implement a popular MvM server mod that has the feature of removing the MvM-specific nerf Valve placed on the YER, and honestly it's the most fun you could have playing Spy
hi Weezy. This may not be related to the video, but I just wanted to say thank you for making tons of high quality MvM videos. The game mode is super underrated and Its great to see someone make content about it! Im curious if you ever plan to make videos about Community MvM maps. The potato servers were one of my favorite moments playing tf2 ever! I have so many fond memories playing them! What do you think?
A very powerful but underutilized strategy for spy is the ability to tag team with a medic. Normally, a spy will ALWAYS nab agro regardless of any circumstance if he’s in line of sight of robots. However, if a friendly medic is healing the spy, this agro is overwritten, and the medic is now seen to be the biggest threat on the entire map, because he’s *healing* the biggest threat on the map. With this knowledge, a spy and medic combo can kill any enemy in the game with no difficulty. If you see a spy attempting to stab a giant and you have a shield or default Uber charged, try to pocket him for a moment, the giant will swing around to stare at you and only you until you either stop healing him or die, and the spy can stab to his hearts content while your shield is deflecting the giant’s damage.
8:34 yeah... on OW, my name is Hanzo. The majority of my hours are on that one hero. I figured out a few weeks ago that his storm arrows bounce once off walls.... (this information is mentioned nowhere in his abilities, is very situationally useful, but feels good to kill a retreating enemy with)
I'm once again asking to bump up the cow mangler one tier. It's deffinitely not the most effective weapon, HOWEVER it is by far the most relieble and consistant. (To a point where even a random crit won't ever surprise you.) With rocket specialist you can spam it from afar without any worry about ammo packs/dispensers, you can still use buff banner for mini-crits, which work even if the gun doesn't glow yellow for some reason, and all the credits that you save on not buying ammo capacity and crit canteens can go straight to upgrading your damage output. The biggest downside of it is deffinitely the unability to crit at all. However, for giants medics can kritz heavy, for tanks, they can critz pyro. You can still be a supprot with mini-crits, and deal some respectable damage (although nowhere near the kritzed beggars ofcourse). If your team gets pushed back and/or your engi sucks ass and suddenly dispenser is no more, you can still play as normal. You can still spam to your heart content. Beggars is pretty tough sell once robots make a push, you run out of ammo in no time, plus you need to get real close to them to be most effective, which is very risky. Just like the bottle for demo, cow mangler is the comfort choice. Not the best, but very reliable and easy to use and still effective. In high tour lobby? Sure, beggars will be the best choice, since robots won't have a chance to ever push back, and the dispencer will be most likely avaliable to you 24/7. But in your average soloq lobby? Yeah, you can just pick a mangler and become your own, one-man army. Having a bottomless clip allowing you camp anywhere on the map is a huge benefit. Hell you could stack 5 cow mangler soldiers and one scout on missions with no uber meds. I'd love to be part of that someday...
Gotta hard disagree with bringing whip down a tier and equalizer/escape plan moving up one: By no means are the pickaxes bad options, but realistically comparing the two, you’re giving up further rocket jumps and the ability to shuttle heavies just to build a bit faster during downtime (you can already build faster by just shooting at your feet without needing the pickaxes btw) half-zat should have to move up a tier since you can build safely on demo if a faster build rate is truly so invaluable in a gamemode with uber upgrades, canteens, and kritz being run almost 24/7.
You can swap to your escape plan and also get further rocket jumps. Equalizer on the other hand is trash and I agree that the point of faster uber is shitty
fun fact about the dsciplinary action: it's not actually a whip, it's a crop! a bit more obscure of an implement, so it makes sense that most people don't know the difference
I will say The Sandman should be a high A Tier with it's Mark for Death + Slow capability. 800 Credits into it and you can slow Super Scout staggered spawns that move in faster than the Mad Milk regenerates. There's even more funny stuff you can do on Mannhaten where if you Home Run Stun a Sentry Buster right out the spawn gate, he just blows up after the stun wears off, destroying all small bots caught in it. I haven't used the Fan for +50 Tours now cause the Sandman eliminates all the greasiest mark targets. Except for certain Giants that were carrying bomb while being Medic Bot pocketed or certain Crit Giants. All in all makes me view the Sandman > Fan after seeing all the No Resistance Max Swing Max Movement Fan Scouts mark 5 small bots in 2 seconds.
Yeah honestly after running the Sandman instead of the Fan, I'm a big fan of NOT the fan. Sandman is so satisfying to use, and still has the utility of marking for death after the one upgrade (which is definitely worth the $500 btw). Ideally you could run the Fan for the first wave if you don't have the starting money for MFD but still need to take down big targets, and then switch to the Sandman once you have the cash for wave 2
I absolutely love the Quickfix, I've definitely saved a handful of pushed through the ubercharge, reviving anything not a heavy in a second, and practically nullifying things like crit heavies.
There is a big for the overdose that the speed boost only changes when you switch off of the overdose so if you need to retreat after you pop uber and you switch off to the overdose you can get away better
I think the Half Zatoichi should be bumped up, its the only Soldier melee that can get Crits on kills since getting that Upgrade on Demoman also applies it for Soldier when equipped by him. Youi can even play Demoknight as Soldier this way with the Buff Banner or Battalion's Backup.
It's broken thing which will break on your first death, and redoing it would be possible only on next wave or most likely lose because you just spent 2k credits on nothing
I once played a Bootcamp normal difficulty match where we all went Scout for the funnies. I used the Candy Cane and it was genuinely effective, because we only really needed two Fan o War scouts to debuff. The health pack drops actually clutched the game
Well, at least we know if you are able to convince the entire team to play scout the candy cane becomes s tier.
@@Gust3883fancy seeing you here
Isn't normal a fairly trivial difficulty tho?
Heh, I actually did this a few days ago on Bigrock. It's a surprisingly effective strategy to stack random classes.
Full scouts is strangely effective in MvM. One time, me and a couple buddies all went scout for fun on wave 666 and the rest of the team joined in save for one medic, that 5 scouts, 1 medic team comp actually won us the wave
Its worth noting that the Baby Face makes Scout run at the speed cap so if you max out movespeed on Scout like you should the Baby Face's Blaster is completely pointless.
Isn't a charging demoman faster?
@@ramirezthesilviteI think the speed cap just refers to your walking speed, while your max speed isn’t limited, like when your trimping and rocket jumping
@@thatguynamedwil4577 ah
@@ramirezthesilvite it is possible to *go* faster than a Baby Face’s Blaster, full boost Scout, which is 173% speed, but it isn’t possible to *run* faster than 173% since the game caps run speed there.
as someone who always used bfb in mvm then switched, this is completely false
Weezy making several fatal mistakes while playing spy then calling the class a noob trap is extremely comedic.
He did admit that he has the least experience on Spy so I think that he knew what trap he was walking into.
I also think it's a noob trap
The obvious conclusion to be drawn here is that weezy is a noob.
He does have among the highest skill floor of all classes
It is a noob trap, just not in the traditional sense. It sucks right up until you're a veteran on the class, then it's really good
Quick footnote for the Blutsauger. Healing Mastery upgrades for the Mediguns also buff your self-heal rate. So uh, do with that what you will.
Immortal Medic. Got it
As a medic main Ty
The heal while healing right?
i have always preferred the blutsauger and i am grinning wayyyyyyy too much rn
does this work for the kritzkrieg taunt i wonder?
You can actually reset your overheal with the GRU as heavy.
If you are overhealed, but without a medi beam on you, if you quickly switch into melee and then out of it, your overhealth gets removed instantly.
Sure, it's not the same as the fists during fights, but that makes it basically the equivalent of the boston basher for heavy
Annoying in the pre-wave when you accidentally delete your whole overheal right before the robots spawn. I still run it about as much as the fists of steel though.
@@iamethan2153but man I remember surviving with a sliver of HP with the fist of steel, My heart that day was traumatized lol.
"I don't expect this updated ranking to ever get invalidated"
Valve: watch me break the upgrade shop and not do anything about it for 3 months
But they weren't the ones that broke it...
@kevalyarathore223 it was already broken, people just figured out how to exploit it. But then valve fixed it, so is good.
@kevalyarathore223 infinite momey glitch.
"My apologies to all the MVM spy mains who yelled at me in the comments. All four of you!" That line had me dying lol
fr, spy so underrated it's incredibly satisfying when you're on a roll
The Back Scratcher has synergy with the Candy Cane, giving both a nice boost in viability. By no means top tier, but worth thinking about!
Bro, if you're relying on small health packs in the backline to survive, not even Saxton Hale can help you.
Banana head's Potassium isotope radiation messed his brain the first time round.
it’s funny how well scout works with pyro. Not only do the candy cane and back scratcher synergise well together, but also, the sun-on-a-stick.
@@mrlampyand mad milk, Neon annihilator
Items can massively shift in usefulness when looking at pvp or pve aspects and it's interesting how hard it can continue to shift
One thing I really want out of MvM is to bring back the Dragon's Fury recompression rate upgrade, that thing was powerful as hell. A price nerf is 100% necessary for it, but it was incredibly satisfying to rapidly shoot fireballs through the waves, and when recompression rate was still an upgrade, the Dragon's Fury was Pyro's best flamethrower by a longshot.
If nothing else this would at least make it so the Phlog wouldn't be Pyro's _only_ flamethrower used in MvM (unless you're doing airblast memes)
What's so memey about airblast? I always found it a useful tool, even if its not always one you should have. Like with Demo/Sniper/Tanks around.
@@cestlavie5063they’re talking about stuff like blasting nukesalot intwo the pit which is both funny and effective, but if your teams dps is good enough it’s not needed
Thanks for not overselling the product of your sponsor like many others do by making it clear self built is cheaper.
Keep up that integrity, it's good for your reputation and your audience.
Audience should be using adblockers, not watching ads 😂😂
Integrity? Apex PCs are a massive scam. They charge more than double what these PCs are worth. It's the PC equivalent of selling snake oil. The system the link sends you to is about 400 MORE DOLLARS than what it is actually worth.
idk man i skipped
Out of curiosity, I went on the Apex pc website and maxed out the configuration, and then found the actual msrp for said items, and you can save like 3250 dollars just building it on your own. It's really not that hard to build your own pc, just use a tool like pc part picker. I really hope people aren't buying from Apex Pc.
@@Ultra289there's a surprising amount of people who legitimately think adblockers are stealing/theft. Like, is it stealing to ignore a poster on a bus? How is that different to avoiding popups and cookies?
The other nice thing about The Dalokohs Bar is that the buff lasts longer than the recharge rate. The health buff lasts for 30 seconds while the bar recharges in 10. You can freely give someone health while you are buffed with little risk of not having another chocolate ready on the next downtime.
It’s a surprisingly good deal of a support tool.
Timecodes:
Intro - 0:00
Scout - 2:11
Soldier - 6:03
Pyro - 9:37
Demoman - 11:21
The Heavy - 13:43
Engineer - 18:19
Medic - 20:44
The Sniper - 22:37
The Spy - 23:16
Outro - 26:21
Adjustments:
Scout
Moved Crit-A-Cola from C tier to B tier
Moved Candy Cane from D tier to C tier
Moved Baby Face's Blaster from C tier to D tier
Soldier
Moved Air Strike from B tier to A tier
Moved Equalizer from C tier to B tier
Disciplinary Action and Escape Plan were swapped from S tier and A tier to A tier and S tier respectively
Pyro
Moved Back Scratcher from D tier to C tier
Demoman
Moved Ali Baba's Wee Booties from C tier to B tier
Moved Bottle from B tier to A tier
Moved Grenade Launcher from A tier to S tier
Heavy
Moved Natascha from D tier to C tier
Moved Buffalo Steak Sandvich from B tier to A tier
Moved Dalokohs Bar from C tier to B tier
Moved Second Banana from B tier to C tier
Engineer
Moved Eureka Effect from D tier to B tier
Moved Southern Hospitality from B tier to C tier
Medic
Moved Blutsauger from C tier to A tier
Moved Overdose from A tier to S tier
Moved Crusader's Crossbow from S tier to A tier
Moved Stock Syringe gun from B tier to C tier
Sniper
Moved Kukri from A tier to S tier
Spy
L'Etranger and Diamondback swapped from A tier and S tier to S tier and A tier respectively
Moved Invis Watch and Cloak and Dagger from D tier to C tier
Moved Your Eternal Reward from D tier to SS tier (satire)
@@IBrokeMySpaceKey thx mate
I saw a medic in boot camp running stock bonesaw with mad milk syringes and how that bastard managed to stay alive running DIRECTLY INTO some giants is beyond me, I think he actually figured the play with MM syringes out. I'll bet it's amazing with swing speed ubersaw since it could just let you walk in and get the free full ubers.
Maxed out ubersaw is still super slow and not reliable most case scenario against giants. Its a bit more handy against small bots though.
that got me thinking, why not combine MM syringes with the Blütsauger and the Vaccinator. Mainly because the Vacc allows you to have a shield up without needing the shield upgrade, plus it has an insane Über rate, not to mention you can stack up to four charges at once and use three of them to make your pocket hyper resistant to every form of damage. although I would recommend checking at the top of the screen to know which resistances to give so you don’t accidentally waste a charge you might need later. I would also recommend using the vaccinator for the first few waves, then switching to the quickfix once you get the shield upgrade, and finally swap to a different medi-gun like stock or the Kritzkrieg once you max out your Über rate.
Engineer's Metal capacity upgrades got accidentially nerfed in Gun Mettle and nobody talks about it.
Back before players dropped their weapon in addition to a Medium Ammo Pack, you would get extra metal from picking up the dropped weapons of your allies. For example, at 300 maximum metal, you would get 150 metal from picking up a Minigun or Rocket Launcher.
But the metal packs dropped by players only restore 100 metal regardless of your upgraded total.
I've always noticed the fixed amount of metal you get from players ammo packs, but I didn't know it wasn't always like that! Good to know!
There's a Shounic video that explains why this happens, albeit not directly mentioning this specific case.
All classes just drop the amount of metal they have, and every class other than engi just has 100 max metal and no way to spend it
@@sirpikapika1129 I don't see how that has anything to do with what I brought up
One note regarding Medic's syringe guns in MvM: the Mad milk's healing is proportional to the damage you do. Thus if you want the most self healing possible without the passive heal reduction; the Syringe Gun is pretty good.
You're talking about an HP gain difference of one here. IMO Overdose is better since it will let you physically remove yourself from danger faster than Stock would let you heal yourself out of death range with the extra ~10HPS (Syringe Guns fire at roughly, but not quite, ten rounds per second) of healing, assuming you hit 100% of your shots to begin with.
@@UnlimitedRun not quite a difference of 1. Remember that you aren't just landing 1 shot, but more like 10 or so. 10 extra health isn't bad, and add that fact that you do not suffer a penalized natural heal, the difference becomes even bigger.
The overdose is good if you need it to move around faster, but otherwise, the syringe gun with mad milk is in my opinion the a combination of some the best of the blutsauger and the overdose for MvM. The only major difference being that you do not get self heal for the first shot, nor the up to 10% extra speed of the overdose.
@@BlazeLycan I did mention the 10 HPS difference between Stock and the Overdose, also, the Overdose speed boost is up to 20% extra movement speed nowadays.
@@UnlimitedRun technically speaking syringe gun is miniscully better than overdose on waves like 666 or final waves in other maps since combined with crit canteens give to teammates you can actually be a bit more helpful at dealing with tanks. Maxed out syringe gun with canteen mastery deals 30% more damage on tanks and it is more than medics meele maxed out.
But the situations like that are very miniscule, medic should be supportive class not the damage dealer so overall overdose is just better.
ironically enough, the candy cane and the back scratcher synergize surprisingly well, pyro needs to be close to deal damage (mostly) and that's where most of the mini health kits are going to be spawning
“Pyro needs to be close to deal damage”
haha gas passer go brrrr
@@MinnowTF (mostly)
@@MinnowTFthe gas really needs to be nerfed in this mode, just simply removing the "added recharge on damage dealt" feature is already enough, because the pyro actually has to time the throw, instead of just spamming gas everywhere.
As a Medic Main in MVM, I would personally like some small health drops by the candy cane. While yes, the Fan has more utility, it saves me having to run back to a Dispenser or asking a Heavy for a Sandwich while reviving teammates. Although, to be fair, more often than not I get the teammate up before I'm in serious danger. I often pop a Quick-Fix Uber if I need to, and get out before I get killed. I'd just like those small med kits there should I need them.
I also want to add for the Air-Strike. It helps me out a little since as Soldier hurts himself with Rocket Jump and the subsequent Fall Damage, it allows me to build a bit more Uber, so long as he isn't Rocket Jumping with me attached to him.
Medic main and stock in b tier is ok for you, based
@@helm36 No bonuses make it hard to put it anywhere higher.
honestly I don't see much of a use for the quickfix in mvm, but I'm >10 tours so I don't think I got much room to talk about viability lol
@@naiyamay2356 I've not got name tours, only about eight to ten in total but I have 200+ hours in MvM. The Quick-Fix is good for helping keep the rest of the team stocked on Health and allows me to pop Shields more often.
I bet the blutsauger has god tier synergy with mad milk syringes to heal back even more hp
As someone who always runs it whenever I play medic in MvM, can confirm it does
Chip damage just doesn't effect you anymore only high damage burst does
i think stock flamethrower is kinda underrated. On waves without tanks you can increase your survivability with airblast. I think the phlog is still better, but stock can be used sometimes
Airblast succs in mvm
@@shadowtd9982 i meant it for projectiles, like rockets
It is helpful for giant boss soldiers.
@@veham12 Thats really helpful on wave 666
Crocket barrage in wave 666 fucking rocks with airblast
You're never going to believe how much I laughed at the 'banana worst of the bunch' joke after a few beers
Good video thank you
Candy Cane would be badass if you could upgrade to drop medium, and large healthpacks. Maybe even add the ability to give overheal.
I do believe the Big Earner becomes the most versatile of the three knives when combined with the Dead Ringer, while Stock deserves at least an A Tier for helping out a bit more against the important giant medic waves.
6:01 “from worst to best”
Dayum the force a nature seems pretty goated if that’s the case
I feel "Fuck I'm outta tickets" every time I'm 3/4 on a tour lmao
I kinda wish Spy had more of a niche in MvM. Bare minimum it'd be nice if he was a legitimate alternate option to Scout as the dedicated money gatherer with the cash vacuum effect and the overheal.
Yes I know some people go "money spy" and guess what they almost always miss some because cash is flying everywhere and they missed one that got tucked away in the most obscure tiny corner of the area once or twice, or dies because the robots decided to forget to change their focus after you cloaked or something dumb.
Spy is not a class for average people like weezy. He doesn't need any buffs
@@helm36yeah no,I disagree with that heavily. Spy in MvM is an age-old meme for a reason,he doesn’t have much use that the other classes aren’t automatically better at.
Even Giant Medic-killing,where he’s probably the best at compared to everyone else,a solid Demo/Airstrike Soldier can do the job by themselves.
@@crackersandpie136no really, they need crits to be better than spy. Spy is not a meme, it's good with dealing with giants in general, not just giants medics.
@@crackersandpie136 You wanna know what use spy has? Role compression. He draws aggro like crazy, collects money because of how close to the action he is, slows down giants, halts hordes of small robots, picks small medics and kills giants. There are other classes that also do that better, but none can do all of that. What he is missing is tank busting and AoE damage.
@@helm36 Tf do you mean, average people?
22:35, dude the syringe gun literally deals at most 4 extra points of damage when it hits a critical strike. rest of the time, +1 or +2 damage. the 15% damage penalty really isn't that big of a nerf and it feels like it was given similar treatment that the solemn vow was given so it's not a direct upgrade to stock.
> 21:17
>Make a comment about how Weezy was wrong about Mad Milk Syringes
>Comment is used by Weezy in one of his videos
>Be immortalized in Weezy's videography
*Yes... That was my plan all along...*
You could say that was “daMaster” plan
@@FalIenHero[knock knock]
"Hello?"
Patrick: "I love you."
L'Étranger seems like a really solid Spy gun, both in MvM and PvP.
Actually, the dead ringer is. And l'Etranger is the only gun that help it
Yup... who knew that both passively boosting and easily recharging Spy's best survival tool actually does make him a lot more viable...
Which is why I'm so sad I haven't gotten it yet
@@techwizsmith7963 I can give you one if my spares via steam if you're interested! :D
It is. In PvP, the reduced damage is very noticeable, often meaning you have to take an extra shot or two to kill something (which is a pretty sharp penalty) in exchange for easier entries and getaways with your Cloak of choice; in MvM, however, you really aren't killing with *any* revolver short of perhaps a straggler, so it's almost all upside.
I'm surprised you only have the sandman in B tier. Moonshots stun giants, even bosses in valve MvM. You can literally keep a boss at spawn with it and they'll never move.
YER has a very unique effect that isn't well known. You disguise 3 seconds later. However when you disguise in this way, the bots instantly drop aggro on you. And I mean instant. Its the only way for a disguised spy who was spotted to lose aggro int his way and is an interesting pick for dealing with giant meds.
A scout with a candy cane and a Pyro with the back scratcher would be an interesting combo
2:42 this and the "what's this? A golden eye speedrun?" Are the reasons why i love this channel's humour
What video is that quote from?
@@LoraLoibuthe weird subclasses of MVM during the segment about shield bash medic
using the Chocolate bar to make your health regen back to full after a GRU run is a great niche I found for the Chocolate in MvM, especially if you need to grab money. Another very niche roll I found it doing was Resetting your Overheal so that Medic can get a Shield off you quicker if he's running Maxxed Overheal.
i think doing a video on upgrade priority for "meta" mvm loadouts would be really helpful for new players like myself, especially on classes with lots of required upgrades like medic and engineer.
Two minor upsides I'd like to mention when using the Dalokohs Bar.
1. The extra health you get from the bar does stack with the damage resistance you get when using the Brass Beast or Natascha. However it's only an increase in 5 extra effective health, so it'll be rarely impactful outside of the quirk where the damage resistance gets applied if the damage dealt would theoretically take the heavy down to 50% health.
2. If the heavy is running the GRU, he can mitigate the health drain downside if he eats the Dalokohs Bar. He also gets a bit of extra "overheal" for a couple of seconds. This usually doesn't come into play, thanks to the engi's teleporter, but it can help in situations where the team dies and needs to fallback to the middle point of the map. If your team was overrun and killed by the robots in the bigrock cave, you most likely gotta regroup to mid. And since the engi's teleporter isn't safe to take if it's in the cave, that's where the GRU and chocolate will shine the most. They are also good when your team doesn't have an engi, but that's a rare site.
Just thought about point 1 again, and the extra health may come in handy once you get resistances, as those increase the extra effective health you get from the Dalokohs Bar and using the Brass Beast or Natasha. Despite that, it's still tiny buff in my eyes
The big earner is good for chaining stabs and is most effective on waves with both small and giants, not to mention it also recharges the DR.
Kunai is similar, but instead of giving you a buff to escape damage, it gives you a buff to *tank* damage and lets you keep your positioning longer.
Stock is best for waves with pure giants since it doesn't alter your HP and it makes your job easier.
In conclusion: there is no set best knife-to-use, it depends on what the wave is like (tho I still stick with the kunai for every wave except boss waves)
Now about the Eternal Reward.....
For ONCE, the crossbow has been thrown off the throne by the syringe guns
26:26 bro is playing soldier on mannslaughter, my best boy, you don’t run soldier on early game expert. 💀💀💀💀💀💀💀💀💀💀💀💀
I litterally jsut rewatched all your tier list videos and was like "ehhh... wouldn't have put that here" And you litterally changed all that i was not agreeing with
For ALL the wrong reasons, but still 😎
(Yes, including the "your eternal reward")
If you're keeping your distance with the air strike you're not only using it wrong
You shouldn't be allowed within 20 meters of the airstrike in any gamemode
The only way to use the airstrike is to do hyperspeed rollouts using the enemy as walls and ramps.
It's worth mentioning that the increased uber rate from the Fists of Steel is due to the Heavy not attaining full overheal due to the reduction in max overheal. It effects uber rate similarly to how the quick fix always has max uber rate due to it never achieving full overheal.
Weezy has truly fallen to MvM'a rabbit hole, im amazed he still has sanity to continue fighting robots 24/7
Guys make sure you remember that the Your Eternal Reward is the go to spy knife in MvM if you're going to remember at least one thing from this video
No argument here.
for the air strike, i feel like its good for taking down bigger targets, like if your going up against 4 tanks, or a boss robot, the airstrike can shred through the health of these things
Weezy! Me and my friends want to get into tours but we lack the knowledge of waves, team compositions, and roles of these more difficult missions. There’s some video content for Two Cities but Oil Spill, Steel Trap, Mecha Engine (we really wanted to do this one), and Gear Grinder have hardly anything. There are some lengthy discussion forums that we tried to get through but most are for players that already have knowledge of playing high difficulty mvm. We would really love to see a guide video for each of the tours. We are currently gate kept by knowledge and get kicked from games or can’t figure it out on our own.
Pride_ ‘s expert guide is a good place start for gear grinder.
One more thing about the fist of steel, if you max out all the resistance upgrades you are literally invincible to anything but Melee and alittle crit damage, but you will still get knock back
2:42
This got me rolling on the floor 😂
The tier list pretty much goes like this.
F-Detrimental
D-Useless
C-Gimicky
B-Situational
A-Viable
S-Meta
SS-YER only
Here's a note i find important:
Use wave 666 to test upgrade builds or otherwise have more memey strategies. They can work pretty well in wave 666 if you just have the credits and the entire team keeps it somewhat together.
It doesnt rely as heavily on ONE of you to be pulling the weight. If you just make sure to pull some of it with your strat you'll be good. Have fun. Splurge on upgrades. And remember your resistances for when critbots appear.
Sidenote: if you genuinely want to beat wave 666 be prepared to buy some clutch crit canteens for the tanks. There is no shame in winning the whole wave by shredding 3 tanks on the last little bit of their path.
And they will give the credits used back.
Wave 666 is also really good for practicing fragile classes. Classes like Scout and Pyro need to learn to move around very unpredictably and circlestrafe to survive, so Wave 666's millions of crit robots and absurd dps forces them into strong movement and risk assessment.
I never thought I’d see Weezy put a banana at the bottom of a ranking.
26:06
Bad things happening to Spy will always be funny!
16:53 cannibalism
"Fuck I'm out of tickets" is really relatable ngl
And this is why I play on Potato MVM and Pineapple MVM servers.
As a Sniper that tried extensively many loadout for MvM, I think the Bazaar Bargain deserves a S tier alongside the Heatmaker, for a few reasons :
1) Due to Sniper naturally high-aggro, giants will often aggro on him even with the rest of the team in between them, and while it's manageable for a few giant, for some (hello there, Major Crits...) it's hell. Since the Heatmaker requires you to have constant sightline it means you can't break aggro easily.
So generally I opt to charge and corner peek with full charge and then immediately duck to cover, which breaks aggro.
But wait doesn't that cripple your DPS ? Not if you have full charge speed upgraded. And here's the kicker : The Bargain has that upgrade baked in, saving you 800 credits. Yes, 900 damage every 2 seconds, surprisingly has a similar DPS has a Focused Heatmaker, when both have maxed out Firing Speed and Damage (the "Auto rescope after a shot" options actually will bypass the faster re-scoping restriction that is imposed onto manual scoping).
I'm not bullshitting as I did the math : with full firing speed, damage and shooting asap with the Heamaker, you get a 500 dps (300 damage every 0.6 seconds). With 900 damage every 2 seconds for the Bargain, that's a 450 dps... or a difference of 50 dps... which is negligeable. And with the Bargain, you can do that DPS while constantly breaking aggro by charging behind cover. Something you CAN'T do with the Heatmaker, which requires constant sight of the target.
And that's only on the highest tick of damage, the difference is even less on lower ticks.
2) The Bazaar Bargain doesn't require an constant stream of enemies to keep its boost.
The problem with the Heatmaker is that when there's no longer any small robots or none near the giant, your boost will end after 10 seconds, and sometimes this is far from enough to kill a few giants, or several giants in a row.
With the Bargain, you keep your boosted firing speed as long as you're alive. Including when there's no small robots.
Which happens a lot on some of the most difficult waves.
3) It still has similar crowd control capacities as the Heatmaker, if you use the "auto rezoom option" which do allow to zoom faster as your Firing Speed upgrade grows in power. The difference is literally only the 0.2 seconds of headshot delay when scoping in.
4) The Bargain is MUCH better in the early wave, since it basically has a free upgrade from the start : Charge Speed. Yes, it requires six headshot kills, but that's STUPIDLY easy to do in MvM... The thing is that faster charge rate means you can "quickscope" the bulkier robots like Soldiers, Demos, Pyros and Heavies without needing a damage upgrade (which are VERY pricey, so not easily affordable in the early waves)
In conclusion : I genuinely think the Bargain is on par with the Heatmaker. It trades a negligeable DPS loss in exchange for much higher survivability, more constant boost availability AND early waves mastery. It is FAR from a bad trade.
All I'm saying is : if you find yourself dying a lot while using the Heatmaker, swap it out for the Bargain, refund upgrades and deck out the Bargain, and play around corner (i.e. corner peek). You'll see you'll be basically as effective as if you had the Heatmaker, but with a MUCH higher survival rate.
You can just use a d keys to dodge rockets, you know... Bargain is better on ealier waves because of the free charge speed which makes its dps for giants higher than hitmaker until you upgrade charge speed, from that point hitmaker becomes a lot better option. But the problem with changing loadouts is that you need to refund. Also to make the higher giant dps point somewhat viable you need to have 0 dps classes on your team, which is quite impossible. I do consider bargain second best option, but its nowhere close to hitmaker, especially in crowd control
@@helm36 The strafe keys won't do you good when the giants shits out tons of crit rockets/pills at once (not to mention they are programmed to compensate for distance and your movement, hence why they seem to always hit you). And you're slowed when scoped, so you can't strafe as effectively.
And in my experience, Heamaker and Bargain are on par with crowd control :
I never use the Focus on groups of small robots as it's never needed so in that regard, the Heatmaker is the same as any other rifle (with or without the auto-rezoom). Hell, the Bargain is even a bit better since as I said, in early waves you can "quickscope" bulkier robots with it.
The ONLY situation into which the Heatmaker is objectively better is if you're gunning down a giant with your boost and there's small robots that pass by the giants (not if they are a group staying with him as they'll be gunned down in a only one or two headshots).
In that very specific case, yes the Heatmaker is better since you'll keep DPS-ing the giant while endlessly killing passerby robots.
But things is it's far from being the majority of giants encounters...
But in any other situations, the Bargain is as good, or better than the Heatmaker.
> "But the problem with changing loadouts is that you need to refund."
> "Also to make the higher giant dps point somewhat viable you need to have 0 dps classes on your team, which is quite impossible."
Which further solidify my point : why bother with the Heatmaker when its only real positive over the Bargain is slightly better giant DPS ?
Just use the Bargain to be more effective early on, and similarly effective in the later waves, and don't bother refunding nor changing loadouts.
Again, from experience, I really don't think the Heatmaker is stronger than other rifles at crowd control... beyond the specific case I mentioned early on.
Great points but I prefer the boost of the heat maker because when you have fully upgraded firing speed, it gets headache inducing with the constant zoom and dezoom of the the snipers. It’s just a matter of preference it seems. I disagree on the survivability being worse but I guess it’s just differing experiences
For me I still prefer the Heatmaker because I miss my shots way too much, having a constant stream of DPS is more valuable to me
Babe wake up new WeezyTF2 video just dropped (I’m single because I play too much tf2)
Its funny when weezy says spy is a noob trap while playing like one on the footage
1:20 He is so fishing for an update here 😂
(But aren't we all?)
If I might suggest a video idea... Unorthodox team compositions?
Usually in MVM, you want to cover a variety of roles to minimize gaps in your defense. But what if instead of doing that, you went all in on a dumb concept?
While you probably cant expect them to work for every wave, there are some waves that are potentially easier with a lopsided composition. The rottenburg finale with 7 tanks is an obvious one, but there are certainly others.
1. Super Banner Brothers
3 soldiers each with a different banner. You all have great damage, durability, and mobility, further supplemented by the banners themselves. Throw in an engineer for ammo and a scout for money, and you've basically got all your bases covered. Tanks are absolutely not a problem, and enough damage upgrades lets you drop medics with one shot. Deflector heavies might be an issue though.
2. Engi Fortress
I.e. the reason sentry busters exist. Having a gunslinger act as a pseudo-scout might be wise if you're going all engis for the meme.
3. The Space Program
Knockback is, understandably, usually maligned in MVM. But if your entire team goes for it, blowing all the bots into bottomless pits can be a pretty fun challenge. Not sure if it's been patched out yet, but the superbosses can take massive amounts of fall damage if a heavy's rage hits it at just the right angle to send it flying. Is it reliable, or safe, or partivularly effective? Probably not, but it is funny.
4. Snipings a Good Job mate
5 snipers, one engineer. Because if sniper is so OP, then 5 snipers should be even more op, right?
5. Onions Have Layers
Why bother with strategy when you can have 4 demomen place 56 crit stickies in one place?... Probably don't want to detonate them all at once though.
6. Who Needs Resistances?
Save on ammo and pour more money into sheer DPS. Doesn't matter if you go down when you have vaccinator medics to instantly revive you, right? (It does actually but shh)
"You know what this team could use? Five more snipers!"
The 5 snipers one I heard is actually a viable one lol.
something else most people dont know, but any healing done by players with madmilk applied by the medic charges his uber, medic can actually charge his uber even faster this way in the right circumstances, but it actually has to heal missing health, heavies can usually charge a medics uber by eating and healing a ton of damage with giants this way.
8:54 Don't feel bad. I've been playing this game since 2013, and it was only about two days ago that I learned that when you're sticky jumping with the Scottish Resistance, you don't need to have the sticky in your reticle to activate it, and you can just sticky jump like you would with any other sticky launcher.
Assumptions are funny like that.
I played a boot camp once and one of our team members was a kunai spy. He scored over 600. This is not a joke he literally twice as high as our heavy and soldier
Gotta give a small gripe. If you are not in melee distance as scout...why are you going to be using the crit-a-cola? Your job IS to get up in their face as scout. The only thing that would be the exception is the shortstop
Man getting into TF2 just now, havent even played MvM, but your content is always entertaining
You can use the dalokas bar to instantly heal your health lost by the GRU, idk if you knew that. (You even get a weird over heal that van serve as a damage shield)
I don’t think this should move their ranking, but the fast recharge of the bar and banana make them useful for extinguishing low tiers, shield bashing medics, and occasional flare punches from scorch pyros.
As someone who uses the shortstop religiously, I only really waited until late waves to use the crit a cola, but now I might start doing that in tandem with the sandman for the slow effect when needed
Holy shit I made it into a Weezy video (BOOMER at 22:02), this is literally the greatest achievement in my life
Its not related to the video but. If VALVe ever wants to update MvM they should add a "Suggestion" feature to the upgrade station where you could suggest upgrades to players
What item is it that makes his eyes glow ??? 0:15
killstreak kit
Professional killstreak kit, that specific eyeglow is firehorns
Fuggin love Weezy. A knowledgeable high tour who encourages new players, tries to help them, and doesn't force optimal load outs onto anyone.
I actually tried running just conch or banner instead of the parachute and I have to say that was totally a good call on your part, I think AS is just better overall without dumping full clips into weak volleys with the 'chute. It seemed to work at least just as well if not better when I tried it.
Promotion Skip Button: 2:11
Thanks
@@TheBlobManGuy2glad to be of service
Am happy that I understand where spy is actually useful bc tbh I never pick him but I sometimes like to get a little silly and play on on fist of steel heavy waves to see what toxic individuals say when I encounter them.
I feel like one other note for the Candy Cane is that if you have either a Pyro or a Spy on your team, you will be their literal best friend.
Something you forgot about (maybe), is that the dalokas bar regains health lost by the GRU after rollouts, which also is pretty great
I want to note, for the candy cane, the healthpacks are useful if your team has someone taking the money from the scout / pyro airblasts sentrybuster and you end up dying, since it prevents you from being killed as quickly before you regain overheal and can, in some cases, end up clutching a money scout death. I still don't run it, though
18:18 my god hearing that music activated my neurons heavily
Would move both sniper shields down to D rank, they do nothing if there arent any spies or pyros on the wave, and your team would be more efficient in ridding such threats so the sniper is better off sticking to jarate instead of using skilless crutch secondaries.
One(probably well known) thing, I'm like 80% sure that the crusader's crossbow ignores the healing downsides of the pickaxes and backscratcher. So if your medic knows this then you can still use em all and ignore that downside since the crossbow can still heal you back to full after the uber generation. Practical? eh, but it basically negates the backscratcher's downside if your medic knows and is running the crossbow
it doesn't, hitting a soldier with the esacape plan/equalizer out heals them for like 7 with the crossbow
@@StilvurBee huh, my bad then, I remember hearing it a while ago on a tips for medic vid or smthn like that but maybe it's changed. Thanks for the correction if you're right
A quick fact that The Razorback can charge Über faster like The Fists of Steel does.
I think that the YER might actually be decent against some of the waves in gear grinder, mainly against the giant FoS heavies. not better than the kunai, but maybe fun
YER on Valve servers is literally just nerfing yourself
The disguise on backstab has a 2.5 second delay on it in MvM, the same amount of time as waiting for a disguise manually. Some servers implement a popular MvM server mod that has the feature of removing the MvM-specific nerf Valve placed on the YER, and honestly it's the most fun you could have playing Spy
You forget it got nuked from orbit in mvm. The "instant" disguise takes SEVERAL seconds.
@@Skullhawk13 damn, thanks for preventing that fiasco
Idk wtf ur talking about, YER is OVERPOWERED in MvM. I’d suggest all low tours to go YER spy to help out their team the most.
Always knew the Your Eternal Award was the best, thanks MvM Uncle Dane
hi Weezy. This may not be related to the video, but I just wanted to say thank you for making tons of high quality MvM videos. The game mode is super underrated and Its great to see someone make content about it! Im curious if you ever plan to make videos about Community MvM maps. The potato servers were one of my favorite moments playing tf2 ever! I have so many fond memories playing them! What do you think?
A very powerful but underutilized strategy for spy is the ability to tag team with a medic.
Normally, a spy will ALWAYS nab agro regardless of any circumstance if he’s in line of sight of robots.
However, if a friendly medic is healing the spy, this agro is overwritten, and the medic is now seen to be the biggest threat on the entire map, because he’s *healing* the biggest threat on the map.
With this knowledge, a spy and medic combo can kill any enemy in the game with no difficulty. If you see a spy attempting to stab a giant and you have a shield or default Uber charged, try to pocket him for a moment, the giant will swing around to stare at you and only you until you either stop healing him or die, and the spy can stab to his hearts content while your shield is deflecting the giant’s damage.
8:34 yeah... on OW, my name is Hanzo. The majority of my hours are on that one hero. I figured out a few weeks ago that his storm arrows bounce once off walls....
(this information is mentioned nowhere in his abilities, is very situationally useful, but feels good to kill a retreating enemy with)
i would like to see a tier list where you are playing with newer players so you can't rely on you team.
I'm once again asking to bump up the cow mangler one tier.
It's deffinitely not the most effective weapon, HOWEVER it is by far the most relieble and consistant. (To a point where even a random crit won't ever surprise you.)
With rocket specialist you can spam it from afar without any worry about ammo packs/dispensers, you can still use buff banner for mini-crits, which work even if the gun doesn't glow yellow for some reason, and all the credits that you save on not buying ammo capacity and crit canteens can go straight to upgrading your damage output.
The biggest downside of it is deffinitely the unability to crit at all. However, for giants medics can kritz heavy, for tanks, they can critz pyro. You can still be a supprot with mini-crits, and deal some respectable damage (although nowhere near the kritzed beggars ofcourse).
If your team gets pushed back and/or your engi sucks ass and suddenly dispenser is no more, you can still play as normal. You can still spam to your heart content. Beggars is pretty tough sell once robots make a push, you run out of ammo in no time, plus you need to get real close to them to be most effective, which is very risky.
Just like the bottle for demo, cow mangler is the comfort choice. Not the best, but very reliable and easy to use and still effective.
In high tour lobby? Sure, beggars will be the best choice, since robots won't have a chance to ever push back, and the dispencer will be most likely avaliable to you 24/7. But in your average soloq lobby? Yeah, you can just pick a mangler and become your own, one-man army. Having a bottomless clip allowing you camp anywhere on the map is a huge benefit.
Hell you could stack 5 cow mangler soldiers and one scout on missions with no uber meds. I'd love to be part of that someday...
yeah the mangler is good, i'd consider it a sidegrade from stock but only better if your team doesn't have an engineer.
0:42 That Rage Against The Machine reference caught me off guard
Gotta hard disagree with bringing whip down a tier and equalizer/escape plan moving up one:
By no means are the pickaxes bad options, but realistically comparing the two, you’re giving up further rocket jumps and the ability to shuttle heavies just to build a bit faster during downtime (you can already build faster by just shooting at your feet without needing the pickaxes btw)
half-zat should have to move up a tier since you can build safely on demo if a faster build rate is truly so invaluable in a gamemode with uber upgrades, canteens, and kritz being run almost 24/7.
You can swap to your escape plan and also get further rocket jumps. Equalizer on the other hand is trash and I agree that the point of faster uber is shitty
@@helm36 why are you rocket jumping at low health lol that's just suicide.
fun fact about the dsciplinary action: it's not actually a whip, it's a crop! a bit more obscure of an implement, so it makes sense that most people don't know the difference
I will say The Sandman should be a high A Tier with it's Mark for Death + Slow capability. 800 Credits into it and you can slow Super Scout staggered spawns that move in faster than the Mad Milk regenerates. There's even more funny stuff you can do on Mannhaten where if you Home Run Stun a Sentry Buster right out the spawn gate, he just blows up after the stun wears off, destroying all small bots caught in it. I haven't used the Fan for +50 Tours now cause the Sandman eliminates all the greasiest mark targets. Except for certain Giants that were carrying bomb while being Medic Bot pocketed or certain Crit Giants. All in all makes me view the Sandman > Fan after seeing all the No Resistance Max Swing Max Movement Fan Scouts mark 5 small bots in 2 seconds.
Yeah honestly after running the Sandman instead of the Fan, I'm a big fan of NOT the fan. Sandman is so satisfying to use, and still has the utility of marking for death after the one upgrade (which is definitely worth the $500 btw). Ideally you could run the Fan for the first wave if you don't have the starting money for MFD but still need to take down big targets, and then switch to the Sandman once you have the cash for wave 2
I love that Spy in MvM is basically just Spy in PvP
love these ranking videos!
Your vods on weapons is more interesting then Uncle Dame-Bee's-itch watching paint dry. Thumb up for that
I absolutely love the Quickfix, I've definitely saved a handful of pushed through the ubercharge, reviving anything not a heavy in a second, and practically nullifying things like crit heavies.
There is a big for the overdose that the speed boost only changes when you switch off of the overdose so if you need to retreat after you pop uber and you switch off to the overdose you can get away better
As someone who has started to play the game for the first time, this is epic
I think the Half Zatoichi should be bumped up, its the only Soldier melee that can get Crits on kills since getting that Upgrade on Demoman also applies it for Soldier when equipped by him. Youi can even play Demoknight as Soldier this way with the Buff Banner or Battalion's Backup.
Though the weapon can effectively be situational if there are no Half-Zatoichi Demoknights in a wave.
It's broken thing which will break on your first death, and redoing it would be possible only on next wave or most likely lose because you just spent 2k credits on nothing
@@helm36 no, it only breaks if you die to another half Zatoichi Demoknight, otherwise you keep it, trust me I tested it today.
Real missed opportunity to called the Banana the "Worst of the Lunch"
I use the default syringe gun on medic on MVM because I have a strange one with a giant robots destroyed part on it