[TF2] 101 Ways to Succeed in MvM
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- Опубликовано: 25 ноя 2024
- A decade of degeneracy condensed into a 24 minute video.
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Follow my Twitter: / weezytf2
Music List:
World 7 - Super Monkey Ball 2
Green Hill Zone - Sonic Mania
Rude Buster - Deltarune
Athletics - Mario and Sonic at the Winter Olympics
Jet Stingray - Megaman X4
Singapore Speedway - Mario Kart 8
Figured I should give an explanation as to why I've been gone these past few months.
The answer's actually very mundane, Valve BTFO'd all the bots and for the first time in years I had more fun playing TF2 than talking about it. Going 200% NEET mode and poopsocking halloween contracts might not be the most algo-friendly strategy, but I had fun. Don't expect another break like that though, the content grind is back on.
Appreciate you all for sticking around!
makes sense
Hey, fair point man. I binged the chcukelnuts podcast's catalogue and now can't look at you the same though. you a freak like me
Based Weezey
fair, I've been doing the exact same shit. happy to have you back!
Halloween contracts is where free will goes to die
Random MvM fact:
Super Scout was meant to have double the speed of a regular scout (running at 800Hmu/s). However, due to bug and game limitations, he only got 30% increased speed of a regular scout instead (running at 520Hmu/s). For reference, a Demoman's charge speed is 750Hmu/s.
Jeez. Imagine how bad that would be.... The normal super scout was already trouble enough....
800Hmu/s... yikes...
If that were to be the case, Boot Camp would be insufferable to solo-queue.
@@thepanman674if it was like that it just would have gotten a health nerf
There’s also an unused scout boss named “Major League” that has 8x the speed of a scout (or 3200 HU/s).
I have no clue what they were thinking when they came up with this…
@@able_archer01 airblast is all it would take to make him not an issue
23:57 As the world's best fire horns/team shine combo collector (159), I approve that
Heavy movement tech: max blast resist, fists of steel, sentry buster. Pseudo rocket jumping heavy achieved legitimately, no community servers needed.
How tho sentry busters are cabers and cabers are melee?
@@Ze_Carrot they effectively hit the floor with a greatly increased blast radius, hence why they can destroy sentries and nuke poor souls from afar, but you jump like your gonna do a rocket jump as heavy just before it dets and it becomes a pseudo rocket jump, just bigger and more damaging
It's crazy to me that I'm still learning new things about not just TF2, but specifically MvM. I had no idea medic shields blocked medigun beams, or that Soldier could get a crit-on-kill weapon. Cool shit, Weezy.
A nice summation of information for those who want to get more into MvM. A few notes after watching this though from experience:-
[6:06] *At #24,* do NOT place the teleporter very closely to the doors, as some map doors (Rottenburg's right side) could instantly destroy it when the door opens. Place it a player or two away from the door instead and you're good.
[7:26] *At #31,* you can give your sentry "infinite HP" by placing it on a map's block spot, going back to spawn, and upgrading/refunding the building health upgrade non-stop. This refills all your buildings' health and, if done fast enough, can tank everything while body blocking at choke points. Useful for wave 2 Cataclysm for giant Scouts, wave 5 Desperation for giant Heavies...list goes on. Sentry Buster spawns? buy an Uber canteen and use it before it explodes and you can resume this (bonus - the buster also damages the giant you're blocking!)
[17:18] *At #71,* there are times where the money bugs out and doesn't show especially if a network lag spike happens. If a scout isn't collecting money that's OBVIOUSLY there to you, point it out to them or collect it for them as chances are this happened. This bug could also teleport the money to unexpected places, like Decoy's bridge on the front and the ramp to its' right.
[18:37] *At #78,* there's a bug where if you upgrade your ammo to max (600) and then remove the upgrade once the wave starts, you will keep the ammo and can use it as normal. This helps especially when the Engineer needs to solo Demoman and Soldier robots that spawn on the top left of Mannhattan (Wave 2 of Metro Malice, wave 3 and 4 of Empire Escalation) whilst dealing with giant Scouts with his Widowmaker.
[18:06] [21:48] *At #75 & #94,* if you're playing as Scout and there's no medic but your Engineer NEEDS the ammo after dispenser got destroyed and others keep stealing the ammo box, *KILLBIND.* Your respawn time is nearly instant, and money takes half a minute to despawn which is more than ample time for you to go to take the teleporter or even run to the front. Engineer's teleporter aggro is so low chances are it'll stay up unless your whole team dies.
-also the 101th fact is a scam i demand a compensation in the form of fifty golden wrenches or im reporting u to volvo-
Will especially explore those #31 notes, never felt like optimizing anything else beyond the "bluetooth sentry". Never even clued in on the emergency uber canteens for when the busters show up, good catch!
As a Scout main, #71 hurts me badly. I could cover all areas where bots are being killed and still very rarely miss little bits of money because the pile(s) either don’t show up or end up in the strangest of positions I couldn’t see or cover in my patrols.
@@Angel-Dust-AVFC just sit on top of tank in the middle when its about to be destroyed. Works for all classes.
Wake up everyone Weezy has posted a video.
YES, I WILL DO IT, I WILL LIVE!!!
Can't wait to fall asleep to this one!
I haven't even slept yet
Wide awake!
Up (Being Sleep Deprived)
21:44 engie bots apparently only reacts when the tele is being damaged, something that the rtr doesn’t do.
RTR sales in mvm after the video:📈📈📈📈
A couple of tips from an MvM Spy main (yes, we exist):
1) If you go against Engi sentry nest, STAB Engi bot first and THEN sap. The game prioritizes putting sapper on buildings over bots, so you might be left with a dead Engi but 15 seconds cooldown on your Sapper;
2) After dealing with Engi, Sentry should be sapped and shot but the Teleporter should be sapped and left alone. As long as the teleporter exists, no further Engi bots will spawn, so doing this delays next Engi spawn;
3) Giant Medic bots (unlike other Giants) never turn around when you're backstabbing them, unless they've seen you prior;
4) L'Etranger crit shots damage is just below the health treshold needed for Uber Medics to pop their Uber;
5) Easy bots (the ones with blue eyes) and Giant Heavies can be matador'd. No practical use, just some style points;
6) Apparently, if there's a group of ubered bots but one of them is not ubered, and you've upgraded your Sapper, using it on an unebered bot will stun all ubered ones too. This needs further testing though, the only place I could do it consistently is last wave of Empire Escalation (dropping Direct hit Soldiers subwave);
7) Sentry busters have no back hitbox :(
nice to know the banana man continues to have based music taste by opening with bubbly washing machine
"You can always Killbind to ..."
*me with my 423 killstreak": No, I dont think so banana boy"
At 101, I legit was expecting you say "F4 YOU TROGLODYTES!" Or something of that based on your 10,000 bot kills in 24 hours video. (Still one of my favorite vids of yours)
Here's a weird fun fact from a engi main for MvM, if you combine the power of a crit canteen and a buff banner, you get NOT only the fire rate of the sentry BUT also the crits from the buff AS LONG AS THE ENGI AND SOLDIER are together in any area with the radius of the banner. The engi can be anywhere with the soldier even at spawn so you can get max firing and the crits with your sentry
the fact that there's a tip in here literally designed to annoy the hell out of tacobot is immeasurably funny
12:52 "Aim for the balls" - WeezyTF2
Mac.
"Mac, my dear boy, direct your aim towards the bollocks of your enemies!"
@@OfficialMisterBoo wat?
@@misterjersey5460It's a reference to Sam Wiz1's Wave 666 vid.
@@OfficialMisterBoo oh
THANK YOU!!! I KEPT TRYING TO TELL PEOPLE TO PRESS THE FN KEY!!!! WHY IS THIS NOT COMMON KNOWLEDGE?!?!
Because most keyboards don't have a function (fn) key. Mine does, it took me a second to realize how to F4 to start Ghost Fort for the first time.
The Fn key basically only exists on Laptops and smaller BT keyboards like the Logitech K840, not on regular desktop keyboards (be they with numpad or not).
If you're playing Ghost Town, you can go back to spawn any time to refund upgrades with the minus button.
This can be useful for times when you need a bit of extra money but know you won't be needing a particular upgrade. For example, when the first tanks appear, only scouts come out. You won't need blast or fire resistance, so you can refund it and focus on upgrades that help with tank busting instead.
Hey Weezy you ever consider making a video about how MvM aggro works. While it's simple I think there's certain parts of it most people (especially new players) don't fully understand
my basic understanding of it is that spy seems to be targeted the most by robots for some reason, robo spies target engis and snipers more (i think, dont take my word for it), and i think the big rock could have its own section of the video
Spy has the highest amounts of aggro against any robot in the game. In the case of giants, they will aggro instantly the moment they get backstabbed once if they do not see any players in their line of sight. If a giant aggro's on another player or Sentry Gun, Spy can usually get 3 backstabs (with max swing speed) before the bots turn around and shoot them instead.
Sniper has the second highest aggro and he has special flags set for him specially to deal with robots. All robots can see a Sniper from far away the moment he lands a shot or close by depending on their aggro range, and if their line of sight is not blocked they will target the Sniper until he is dead or backs away to cover.
Medic has some weird aggro mechanics but only if the robots are set to Hard or Expert difficulty. Usually, Medics are ignored by robots when they are healing their pockets, but against higher difficulty bots they will target the Medic first instead of their pocket. Easy bots do not target Medics, Normal bots have a 50% chance to target Medics and Hard and Expert bots will _always_ attack the Medic. This leaves room for an exploit where a Spy can begin to backstab a boss and when the robot turns around to shoot the Spy, the Medic can pop their Shield, pocket the Spy and the robot will prioritize the Medic due to how their aggro works on higher difficulties. Spy can freely chainstab bosses to death with this strategy without fear of being killed.
Spy bots usually target Engineers and Snipers first due to how Spies tend to spawn. When Spies are announced they usually spawn in an area behind you and without direct line of sight to them, so Sniper and Engineer are usually the first classes that get pestered by them since they are further back from the front lines.
@@Nyxael5845was watching a medic main guide for mvm then was so confused as to why my spy was still getting aggro'd - literally just a skill (difficulty) issue
Another spot to remote detonate the sentry buster on Big Rock is very near to where tons of idle snipers would sit, a little behind, but its up there.
In Rottenburg, getting stuck in the wooden barrier in the beginning via partner taunts counts as being in the air. Depending on where you get stuck at, you can pair this with the Air Strike for a brief moment of rapid fire. Sometimes, it works. Sometimes, it doesn't. Depends on where your partner does their taunt at. And when the tank breaks the barrier, you could get launched into the air or not. It is random. I doubt it will help for Tank busting. But its a niche trick to know.
At minimum, it's very funny to do. Max out reload speed quick and unleash a stupid amount of rockets
@techwizsmith7963
I only found out unintentionally by trapping someone at the very tip of the wooden barrier. He didn't want to lose his killstreak, so he never killbind. And said he could still rapid fire while trapped. Luckily, a tank broke him out, and the game continued on.
as an extra, afaik, the launch when the tank breaks the barrier works similar to what uncle dane did in that sentry jumping compilation
I was actually hoping somebody else would bring up the Half-Zatoichi thing for Solider in MVM, because I've had fun covering that topic myself.
I can't believe I finally learned how to hold off the banner release in an MvM video
10:30 something that people don't talk about rome vision that you missed is that on Manhattan, the robot carrier will block the sight line for the robots spawning unlike the default carrier, meaning it's much harder to play Scottish resistance demo since if you don't have good memory, you'll have way less time to react to robots spawning/appearing.
Further info on the tip of surviving a sentry buster explosion, the same works if you're playing as Demoknight. Maxed out blast resistance and the shield buffs removes very little HP from you if I remember correctly
Something cheeky I like to do clear out medic bots is taunt kill as soldier. If you have at least 350 hp from overheal, max blast resistance, or are ubered (of course), you can survive the initial blast from the grenade (though you will be sent high up into the air).
Another thing is that if you have half-zatoichi equipped you can use it to one shot the Samurai Demos (though the same will happen to you).
I did the #16 a couple years back, I had blast res full and my medic friend had me overhealed as the buster went off. We didn't know if I would survive, but I couldn't escape in time anyway (I was revved up with the brass beast, not aware of the buster untill it was too late. When I found myself alive after a point blank Sentry Buster explosion, I kept on firing and screamed in my best Sundowner impression: "I'm fucking Invincible!". Had the entire team flabbergasted. Honestly it's the current highlight of my MvM games
Ya you deserve that absolute golden war cry, I'm just imagining your chat right now
12:09 Holy shit an actual use for the Pomson
Pomspon sales after the tip:📈📈📈📈
You can also make the Romevision a toggle if someone has the Hardy Laurel. By binding a key with the command "tf_romevision_opt_in" you can make it a togglable bind. 0 is to disable it and 1 is to enable it.
One more advance MvM tip I noticed you didn't bring up. When trying to avoid being kicked by toxic high tours, be in a party with at least 2 other friends. They won't be able to kick you if your friends have your back. Also, if you party with 5 other friends, you can get rid of any toxic high tours when playing MvM.
That’s assuming if you *HAVE* friends
what is a "Friend"? Is that a crafting recipe?
A party with 5 friends is a full lobby
Random fact: the loose cannon balls always explode on direct hit with tanks, meaning that if you’re running it then it’s still effective against them should you run out of stickies to throw at tanks
Weezy casually dropping a troll tip.
Here's a few random heavy mvm tips. Letting a giant you're body blocking take a single step occasionally will prevent it from attempting to jump over you.
With most miniguns, excluding the tomislav, the second tick of firing speed is bugged and does nothing. Save your credits until you can afford at least 3 ticks.
Ammo capacity can be helpful even if you have a good engineer; it allows you to more freely position yourself further from the dispenser and make aggressive plays.
Wow the occasional step thing makes so much sense, can't believe I hadn't thought of that. Thank you
Another tip, sentry busters can be headshot by clicking just above the sea mine looking head.
Would really love an MvM video on how to take advantage of robot aggro. It’s always annoying when a robot suddenly targets me and I have no clue why, because I’m dead before I know it.
14:30 if you use an Uber canteen, the sentry actually gets the wranglers shield if your not wrangling. Also the Uber canteen shield overrides wrangler shield
^ I was gonna say I had heard it didn't work if you were wrangling the Sentry at the time you use the canteen. IIrc you just need to unwrangle it, pop canteen, and then wrangle
The batalions actually helps against crit knockback, unlike resistance upgrades. It can be a good counter to crit spam even if everyone has full resistances
Sollys don't use the Battalions enough imo. Maybe I'm just jaded from all my Boot Camp missions but it really helps against crit boosted bots, especially crit heavies (giant or little) or hordes of crit boosted littlebots (think on the scale of the end of Ghost Town). If you have a Medic on the team you can swap banner in your loadout and killbind to instantly go between Buff Banner and Battalions, plus Medic reviving you gets them closer to a shield which they can pop while you fill your rage.
@@DespOIcitoI personally favor survivability for thus reason when possible
You can't do damage if you're dying too much
@@luigifan4585 That's completely fair, if you need that res to stay alive you absolutely should get it. But I've met some insanely cracked Scouts who can go all in on their scatterguns and not miss a penny. I've seen a lot of experienced Scouts criticise the mentality of "Scout is purely support, must get money damage doesn't matter" though which is why I do think it's fun to start giving up res and favouring damage where possible!
Main one is: Dont play for loot / gambling.
Potato tf proves, how playing for sake of improvement, challenge, or just pure fun, makes people a lot more chill.
Unfortunately a lot of people do play for gambling
Plus, the community MVM tours that Potato makes are pretty much guaranteed to drop you something (assuming you complete all the missions the tour provides).
One tick of jump height is really good on Manhatten because all classes can get up to the second floor with it using the barrel. Two ticks is also pretty good because it makes the jump easier, but engies can also place their sentries up there from the ground floor with one jump
that f4 bind change trick is actually so helpful. my f keys work fine on my computer, but i used to use my laptop to play games and the f keys on there were all hardbinded to different useless functions (other than the 2 volume keys) and didn't work in games, and most games didnt let me rebind those keys either. ive encountered people on mvm who also have similar non functioning f keys, so knowing how to rebind is super helpful
2 minutes in, i had no idea sticky placement was important for tank busting! Ill keep that in mind
I was played with you today :)) Im happy I played with my favorite mvm youtuber. Have fun and i wish you a golden pan
Spy fact: you can use the crit on kill upgrade on your knives to use on your revolver if you switch to it after a backstab, this works incredibly well with the enforcer since you can shred fist of steel heavies if they are a trouble for your team
I don't think I've ever learned more TF2 tech in a single video over my 12 years playing this game more than I did in this one.
The engineer bot not removing the red tape recorder from a teleporter is probably caused because it still thinks it's building up, This is unlike the sentry gun, which the bots are programmed to whack nonstop like a Dustbowl turtle.
you mentioned Engie's canteens affecting his sentry but neglected to mention that Uber let's amax health upgraded sentry tank 2 busters
Oh, Medic's shared ones don't do shit for Engie's buildings
21:43 That’s because the engineer bots only go to repair damaged buildings. The RTR doesn’t deal damage, just reverses their construction. I noticed this exploit very early on.
And another tank buster? Sniper. Max out swing speed in the bushwhacka and use the Cleaner’s carbine on a tank to build up crikey. Activate it, and every bushwhacka swing will deal crits during its duration, 195 damage per swing.
I play a lot of scout in MVM, and I’ve found out that you can also survive sentry busters with full blast res and over 500 health with the money overheal you get
Also, keep collecting money even if it’s been collected by snipers Explosive headshot, as it still gives you the overheal
Joe, wake up Joe. Come on Joe wake up, Weezy post a new video.
Oh well, here's to hoping next Halloween Weezy will do an entire guide on doing Wave 666.
I've never played tf2 or mvm in my life but I'm obsessed with your videos
Weezy: never ever buy knockback rage
also weezy: use knockback rage to make robots take fall damage
Using Heavy's Knockback Rage to do fall damage to giant robots is seen as an optional strategy, but it can do decent enough damage if done correctly, though players are better off NOT buying Knockback Rage.
the killbind->revive->refill all is very useful on scout, since he revives basically instantly and can just effectively spam milk or cola over and over. Hell I think it's faster than reloading your scattergun sometimes
You can actually maximize the effectiveness of the Gas Passer by aiming at the roof or the walls of the pathway stemming from the catwalk on Manhattan, and also that map's A point.
Additionally, if you're in a pinch against Fist Heavies on Mannhattan, you can throw the Gas Passer BEHIND the Heavy, set them on fire and airblast them where you just threw your Gas Passer, as even a tick of afterburn is enough to trigger the Explode on Contact upgrade on the Gas Passer.
3:07 for Samurai Soldier, is better use Mantreads, the knockback reduction will help a lot.
For number 80 - Pyros reflecting projectiles. Another tell is that pyros who spam flames can't reflect. This rule works for two cities, but isn't consistent with other tours. In 2c every pyro who can reflect will only shoot flames when they're fighting someone.
i don't even play MvM at all or even TF2 in general that much in general but holy some of these tips are great and i think will sink in for that one time i will try MvM in the next decade :)
13:06
SOMEBODY TELL DANE SENTRY JUMPING IS FINALLY PRACTICAL (yes in MVM but it still counts)
Here's the general idea for how to abuse godspots: find a surface you can stand on top of that is tall enough to obscure your character, or a spot where you can jump onto said surface without showing your character to the robots, and try to jump onto it without going around it to where the bots can see you.
For instance, a godspot that I find useful especially on Ghost Town is the protrusion that obscures the large ammo pack on the Mann Mining Co building. Jump on top of it either with explosives or with jump height upgrades and you're basically invincible until the bots make it past the staircase.
Also, on Rottenburg, the large rock directly in front of the main spawn can be used as a godspot. Jump onto it from the sentryblocking spot near the rock behind it and watch the robots completely ignore you as you pelt them with minicrockets/crockets.
Here's another interaction I've never seen anyone mention: In MVM, the sandman gives scout slightly more survivability. If a medic fully overheals you to 150% of your max HP, it will take 15 seconds for that overheal to fully decay. A scout can be buffed to 185 hp (60 more than normal). A sandman scout can be buffed to 165 hp (55 more than normal). This means a stock scout has an overheal decay rate of 4 hp per second or 240 hp per minute. A sandman scout has an overheal decay rate of 3.67 hp per second or 220 hp per minute. Money overheal decays at the same rates. If there is one minute in between waves, a sandman scout will start the next wave 20 hp healthier than a scout using any other melee weapon (assuming they had lots of overheal at the end of the last wave).
Oh, and this is also why the kunai’s overheal decays so slowly. Less max hp means slower overheal decay.
@ number 57. My dad used to do this on mvm, using an uber canteen on his sentry to survive a lot of shit. People screamed at him to switch canteens, but he always had his game on silent and I heard them blasting him on my headset. I didn’t say anything though lmao. I do think the same effect you get from the uber canteens is probably easier to get elsewhere, but I don’t think a single one of them knew the uber canteens had a purpose
21:42 the medic was watching the teleporter like: uhmm... Ok?
Fire res also reduces the self damage taken by detonator jumping
Most pyros will run gas but this is useful for ones that dont
You seriously make a gamemode I don't play look so fascinating, awesome vid weezman, thanks for sharing🖤🖤🖤
last time i was this early tf2 was stull getting updates
Reading this was a critical hit to my mental health. Well done.
As pyro if you max speed and jump. You basically become a monkey and go near robots such as giant soldier and demo. With the right timing and good dodging abilities you can burn the without getting shot. I'm a pyro main and I go for this strategy usually. (Mostly ghost town wave 666
God the megaman x4 soundtrack goes so hard. I love that you use it in a few of your videos.
Just got back into playing MVM, this video could not have come out at a better time
There's no way my beloved got a tip into here
love how the answer to most "why does this hapen" or "how does that work" is SPAGETHI MY GUY!
Glad to see you back with us!
Also, hoping you can do a video tackling wave 666. I feel a video from you can probably explain its level of challenge better than my in game chat ever will.
#9 There's an delay depending on your ping, if playing matches +100 ping, do NOT click spam quickly, or it won't work very well.
#12 Does that work with reserve shooter and panic attack ? Since they are also multi class. [Exception to stock shotgun]
There's an command that makes you immune to damage knockback [Not sure about airborne knockback]
[Except Loose cannon and airblasts/ Force of Nature also gives you knockback, but -80% less knockback than usual], when putting the value of 1 on "cyoa_pda_open", it makes you stands still, no jumping, taunting , crouching or attacking.
Doing this as Scout/Medic for bodyblocking giant robots, it makes you unstoppable.
Wheezy, they fixed the huntsman charge rate and velocity bugged upgrades in the last patch
That would require him to know stuff about MvM outside of Mann Up
@@luigifan4585 he's mentioned before how the upgrades were broken so it's worth talking about at least
He is aware. Don't really think it would be a good video if he just covered all MVM changes.
Doesn't exactly fixes much of the other issues & the technical limitations that's preventing them to work properly anyways. Hope there are more MVM fixes towards issues such as Temporary Soft-bans and other smaller issues that can be done.
Weezy finally escaped the Fentanyl Cartel
Damn this video was so much needed for the community, tysm
Yo weezy, i gotta thank you cuz you introduced me into MvM, and i just got my first australium, the minigun. Just wonna say thanks that you showed me the tf2 casino
IT IS A GLORIOUS DAY WHEN WEEZY UPLOADS
Finally! I was tired of rewatching the robots tierlist in loop ❤ (I love that video)
My boy is back on the meds 🙏
Halloween, when the land of the dead overlaps with the land of the living
I went back to a previous issue of MVM sabatoge and thought of a new idea that would completely elminiate the ability to grief games nornally forever: make the bots completely immune to any kind of knockback until after they've passed through the gate. Additionally, once they've passed the gate, make it so they can no longer return to the other side, like a one-way shield. This makes it so they can never be shoved beyond the invincibility barrier. Shoving them to the hatch may be possible, but a pyro can still play defence and counteract this at least. No type of griefing would be without a counter anymore if this were implemented
"thanks weezer" we all yell in unison
21:38
The engi-bots are probably coded to only fix the teleporter if it's been damaged and not sapped, which might be why they don't go for it
1:29 finally, a use for airblast force
I love that there's a tip that's just "You can use the Pompson"
"babe wake up weezyTF2 uploaded"
the 101st tip actually helped me save a family from a house fire, thanks Weezy!
1:18 or get the crits for the Frontier Justice with no cost.
Wow a "100 facts/tips" video that actually has stuff I didn't know!
1/47 seems pretty good i would try it again but knowing my luck i will get 0/200
The taunt glitch in the two cities Rotenburg map. While it is mostly for trolling, you can use Solider with the Air Strike to have an infinite effect of blast jumping so every rocket gets increased fire rate.
What if mvm upgrades are in the regular game, you can explode on ignite on 2fort
102: Sydney sleeper is a viable sniper pick, while you get more damage from crits, you can save money for upgrades by letting sniper mark targets with karate from afar
You can ALSO survive sentry buster explosions on Demo knight with max explosive resistance and the chargin' targe equipped
(Might also need over heal or more max health from eyelander but it's been a while since I've demoknighted and I forgot the specifics. I also remember something along the lines of the sentry buster ignoring the explosive resist upgrade but don't quote me on that.)
Babe wake up the Banana man is talking about MVM again
#64 if there is a giant scout roaming on the map, and you kill the normal bot carrier there is a chance to ruin everything
15:19 number 61: so whats the difference by not getting loot but doing mann up instead of just doing boot camp
A 2nd try to find server and gamble
you can receive the “ghost in the shell” achievement with spy if you kill a bomb carrier while still having the speed boost of your dead ringer active
Spy can also use the dead ringer to survive a sentry buster
You can preserve your beggars bazooka clip if you taunt after filling it up. Ending the taunt will release it
You can telefrag robots and robots can telefrag you. This even works on giants (see the final wave of bigrock missions) with specific setups
Hark ye faithful he remembered his youtube password
I love how I watch this stuff as if I even play tf2 anymore
The king has returned