Fair video, but I'll disagree on the Sniper quickscope "issue". Nerfing it so it can't pick Medics would be far too forgiving towards the class who is only comfortably countered by a Sniper, and allow for ubers to go in farther without the risk of entering a sightline before popping. The main issue of a Sniper being able to "pump out 150 dmg shots" comes down to the consistent firing rate and little downtime he has between shots, which is what we addressed by giving him a hard reload time.
Hey Silver. I decided to respond to your account and thinking about it now and having some more playing around on the server as Sniper, I can see your thought process now. Not that I'm trying to flip flop on points, but this was a video a month or so in the making, and thinking about it a bit more, I can understand what you be going for. I do appreciate there being an actual hard reload that can give the players possible breathing room, as well as halved ammo since why the hell does Sniper need 25 ammo anyways. I also tried out some of the other stuff like the Bazaar Bargain and Machina recently on the server, and those were pretty fun, especially the latter having its pierce ability on at all times.
Tbh i think crit headshots are the worst and discourage full charges. Imo i see sniper as a tunnel vision class that needs better work. It should be a pick off class but not have quick hitscan and if it does it needs a nerf / rework since hitscan is easier to use than projectile arching or fire afterburn comboing etc. Since it is hitscan imo it should have debuffs to help as it is a support class. It shouldn't have an offensive capability but be behind lines helping the team out by scoping enemies and chirping away health not flat out downing players. There are a few changes id put to make it so hackers and bots can't abuse it either: 1. Change crits to minicrits 2. Only on full charge less charges = no damage buff on headshots. 3. At any charge with a headshot target gets stunned or stopped full stop including flying enemies or jumping enemies. Also a small accuracy debuff for a few seconds like we see in the trailer sniper sniping the blu demo's eye and he just shoots all over the place lol. 4. Add 1 extra person penetration at 20% charge 2 at half charge 3 at full charge 5. Controversial but bodyshots should cause a little bleed damage on at least 1st target hit since irl a hollow point will kill with bleed out than direct hit. 20% bleed effect 3 seconds half charge and 6 seconds at full charges. Since mercs have armor and radioactive gold 1st shot would stop momentum and other classes behind would only take damage. 6. No scoped shots would deal a bit more damage like 5% more but no debuffs or mini crits 7 make the reload bullet time to 3 seconds and tracer rounds scoped. Unscoped regular reload time since sniper would have the rifle in his hands making it easier to reload than being face first in the scope. 8. Small Knockback on hit on airborne enemies with 2X knockback on headshots. This would buff / balance: 1. Regular stock snipers now no more ez crit headshots and you can't spam insta kills with hacks / bots. Would encourage bodyshots in a group or medic combos and headshots on singular targets. 2. Sydney sleeper would need a rework to help coat nearby enemies at full charged headshots no penetration downside 3. Machina would be useful as practically infinite penetration and small added damage buff. Add a very small protection penetration like the enforcer buff at full charge meaning vaccinators and resistances won't be a bother. 4. Hitman would be powerful but require buildup. Maybe a small buff would be at charge decrease reload speed to vanilla reload to chamber in the next round. 5. Bazaar bargin would need to be reworked a bit to have about 10% less damage and quickscopers would definitely use it as their go to weapon. High risk high reward and again bots and hackers can't one shot low health classes. 6. Huntsman would be the close range weapon alt play style. Add a small + 2 second bleed on non flame arrows since irl if you get hit with an arrow you'll be damaged pretty badly in that spot. 7. Heres one the classic would be useful. Charging while unscoped. The cost being maybe a smaller 10% movement speed penalty to discourage people from spamming it over stock. As for smgs they rarely get used. They need the opp of pistols faster firing rate and their accuracy will be same meaning its a mid weapon at most panic weapon at best. Basically if bots / hackers can't spam crit headshots and if it encourages sniper to full charge and both headshot and bodyshots then it'd be a good thing imo. Maybe instead of bleed sniper would be slowdown debuff to discourage people from complaining that a sniper at 20% charge bled them out before they could reach a health kit surviving at 10 health lol. You could still crit or kritz or any crit charged sniper would deal standard headshot crits on fill scopes meaning choosing to kritz uber or getting crits somehow would make sniper powerful as he is RN in base vanilla game until it runs out. So game modes like mvm would still have sniper as a viable class to pick
@@fumothfan9 that’s way too complicated for the funny headshot class, just Nerf the base headshot scope damage to like 125 (medics don’t drop immediately and heavy can’t be immediately quick scoped twice) and give sniper a longer cool down between quick scopes (0.20 secs is way too short, make it like one or two seconds) maybe slap on less primary ammo and a laser so players can at least anticipate where he’s aiming and BOOM! We fixed the sniper.
It’s really funny how outdated a lot of the changes are in this video, particularly the Back Scatter, which is now a simple +1 ammo to clip on kill, acting as a sort of Widowmaker reload bypass to get a Scout into the next fight faster.
I didnt know abt this project, I think the Medic needle gun change looks fun, giving it an actual use instead of a joke weapon. That and the vaccinator change being huge.
Why is the disclaimer so fucking ominous jesus christ Oh, and quickscopes are not consistent in the slightest. The "can pump out 150 damage shots" comment is such a misnomer since, while you _can_ theoretically, you'd need to have a reaction speed faster than the human eye can react to stimuli. And plus, the other changes made to sniper mitigate the "constant" 150 shots since sniper can only fire 4 times before needing to hard reload.
16:08 this would actually be a good change if the other changes weren’t made. The eye-lander maintaining its heads after switching loadouts to be a regular demo with more health is pretty strong, so I think doing that would emphasize its demonight use and also not make a max heads eye-lander demo with stickies not a straight upgrade. However, with the other changes, I don’t get it either.
Great video, but I feel like something people forget when comparing the old Loch and Load and Direct Hit is that rockets are affected by damage falloff and grenades aren't. Being able to one shot a light class from close range and any range are two very different problems to have.
Every time I see some rebalance video about the Pyro, they tends to make pyro into Sniper or something. Pyro is a class requiring less aiming skill then other classes, and people are extreamly oversatulating about that. Pyro is COMPLETELY fine with W+m1, and it is balanced by his mediocore health/movement speed, along wth the limited range. Pyro was never overpowered post-phlog nerf era. We don't have to change pyro requiring more """sKilL""" to deal damage or airblast. Did jungle inferno update made the flame/afterburn damage more fair and balanced? Heck no. Pyro's flamethrower(except Phlog while it got buffed) was alright since the 2007. They just made in complicated.
Did you forgot B.A.S.E Jumper ? (which is USED to be OP weapon but only IF you have 10.000 hours on it and can dodge full clips of direct hit shots like vanilla sniper rifles that isn't Classic & Sydney Sleeper is OP but only on 10.000 hours players but the parachute got nerfed into borderline useless, especially in medieval) Nice video though.
Like I said in the video, I left him out because I spent so little time with him that I'd rather not force out an opinion and decided to leave him out. Though in retrospect I wish I atleast had the courtesy to atleast show what weapon changes were done before moving onto my general thoughts.
There's a handful of reasons for why Fish is disliked and irks people, such as him in his older videos using slurs freely, seemingly being fine with Zesty Jesus, the most infamous figure in the TF2ber community who's known to be a bigoted piece of shit and have the emotional intelligence of White Phosphorous, and one of the biggest things that also came to light was in one of his Fish Bite stream highlights, when he's brought to mind about the Hogwarts Legacy debacle, due to the IP being from a bigoted author getting their own game, he calls people who are complaining about the game "Twitter Crazies" who "choose weird battles to fight", and I quote "they're (trans people) always talking about this shit like they're so oppressed and they're getting killed in the streets". For these reasons are as to why I put up the disclaimer in the video because he comes off as an edgy ignorant jackass, and while the servers are interesting to test the balance changes on, I do not condone him or any of his views.
@@ReimuHakureiShrineHis streams and the edited videos of them are filled with so much of him baby crying at anything that slightly inconveniences him. He also acts like a complete chud, doesn’t surprise me at all that he’d make a comment like that. He probably wants to be oppressed sooo bad both in game and irl.
@@ReimuHakureiShrine So he used mean words in older videos, is fine with Zesty (he's not) and he thinks the HL outcry was ridiculous (it was), and for that he's an edgy ignorant jackass. Man, at this point even breathing will be a reason for disdain.
I do wonder how much of the changes made were actually influenced by FishStick or if it was more open. Personally, I really hate Fish Stick’s opinions and ideals (not the person) very extremely muchness, most are really really bad.
I use the Vaccinator whenever I want to focus on keeping my patients alive because I am dying all of the time with the other Medi-guns. So yeah, the Medic is one of the weakest classes in Team Fortress 2, having to rely on teammates that may or may not be helpful or unhelpful at their own discretion, and also constantly having to bob and weave in and out of fights because the Medic cannot kill any classes himself. I believe Medic's uber building should help the Medic survive better, at the cost of making him an even bigger target than he normally and already is. I want killing Medic to be something trivial to do if Medic doesn't appropriately manage who to heal and who to let run off into the heat of battle because that Scout led you to your death for the 30th time. However, if the Medic can personally know when and how to heal teammates, the only classes in the game that should be able to kill him should be Snipers who just do not miss, Great Spies, sneaky Scouts, and Melee-focused classes, on top of Pyros because of course, Pyro can kill every single class in the game, he is a jack of all trades for a reason. Overall, killing a good Medic should not be as easy as it is because, in my opinion, the respawn machine should be something that should be rarely visited, rarely even be in, and rarely limit the gameplay of the entire team as I believe that letting other players play the game should be a game design philosophy that should constantly be followed, and is why I put over 30 hours into Medic for, to let other players play the game and also be able to magically flip a magical switch that makes enemies go "Oh, we should be leaving" because I prefer to scare my opponents than actually kill them. I don't really like killing in multiplayer games because it puts an end to the opponent's and the game's potential to entertain me by giving me a challenge and letting me come up with creative solutions to approach that challenge with, and it really isn't nearly as fun as one would imagine. I mean sure, big numbers are big numbers, but at the end of the day, they are nothing more than numbers. In my opinion, if fun could be as simple as making numbers go big, I would be going to school and playing with the numbers there instead of playing with numbers in video games. I would honestly like it if the Equalizer could have its Medic healing penalty flipped after killing an enemy with it. It isn't like it will happen very often anyway, but it would be interesting to see.
Fishonastick has always been a toxic case to me, if you slightly give pushback on his video, say kunai one, he rages out at you for daring to suggest that weakest class is still weak and none of his unlocks are op. So it's not a surprise he can't make weapon balancing server for the life of him
Fair video, but I'll disagree on the Sniper quickscope "issue". Nerfing it so it can't pick Medics would be far too forgiving towards the class who is only comfortably countered by a Sniper, and allow for ubers to go in farther without the risk of entering a sightline before popping. The main issue of a Sniper being able to "pump out 150 dmg shots" comes down to the consistent firing rate and little downtime he has between shots, which is what we addressed by giving him a hard reload time.
Medic main moment
Hey Silver. I decided to respond to your account and thinking about it now and having some more playing around on the server as Sniper, I can see your thought process now. Not that I'm trying to flip flop on points, but this was a video a month or so in the making, and thinking about it a bit more, I can understand what you be going for.
I do appreciate there being an actual hard reload that can give the players possible breathing room, as well as halved ammo since why the hell does Sniper need 25 ammo anyways. I also tried out some of the other stuff like the Bazaar Bargain and Machina recently on the server, and those were pretty fun, especially the latter having its pierce ability on at all times.
Tbh i think crit headshots are the worst and discourage full charges. Imo i see sniper as a tunnel vision class that needs better work. It should be a pick off class but not have quick hitscan and if it does it needs a nerf / rework since hitscan is easier to use than projectile arching or fire afterburn comboing etc. Since it is hitscan imo it should have debuffs to help as it is a support class. It shouldn't have an offensive capability but be behind lines helping the team out by scoping enemies and chirping away health not flat out downing players.
There are a few changes id put to make it so hackers and bots can't abuse it either:
1. Change crits to minicrits
2. Only on full charge less charges = no damage buff on headshots.
3. At any charge with a headshot target gets stunned or stopped full stop including flying enemies or jumping enemies. Also a small accuracy debuff for a few seconds like we see in the trailer sniper sniping the blu demo's eye and he just shoots all over the place lol.
4. Add 1 extra person penetration at 20% charge 2 at half charge 3 at full charge
5. Controversial but bodyshots should cause a little bleed damage on at least 1st target hit since irl a hollow point will kill with bleed out than direct hit. 20% bleed effect 3 seconds half charge and 6 seconds at full charges. Since mercs have armor and radioactive gold 1st shot would stop momentum and other classes behind would only take damage.
6. No scoped shots would deal a bit more damage like 5% more but no debuffs or mini crits
7 make the reload bullet time to 3 seconds and tracer rounds scoped. Unscoped regular reload time since sniper would have the rifle in his hands making it easier to reload than being face first in the scope.
8. Small Knockback on hit on airborne enemies with 2X knockback on headshots.
This would buff / balance:
1. Regular stock snipers now no more ez crit headshots and you can't spam insta kills with hacks / bots. Would encourage bodyshots in a group or medic combos and headshots on singular targets.
2. Sydney sleeper would need a rework to help coat nearby enemies at full charged headshots no penetration downside
3. Machina would be useful as practically infinite penetration and small added damage buff. Add a very small protection penetration like the enforcer buff at full charge meaning vaccinators and resistances won't be a bother.
4. Hitman would be powerful but require buildup. Maybe a small buff would be at charge decrease reload speed to vanilla reload to chamber in the next round.
5. Bazaar bargin would need to be reworked a bit to have about 10% less damage and quickscopers would definitely use it as their go to weapon. High risk high reward and again bots and hackers can't one shot low health classes.
6. Huntsman would be the close range weapon alt play style. Add a small + 2 second bleed on non flame arrows since irl if you get hit with an arrow you'll be damaged pretty badly in that spot.
7. Heres one the classic would be useful. Charging while unscoped. The cost being maybe a smaller 10% movement speed penalty to discourage people from spamming it over stock.
As for smgs they rarely get used. They need the opp of pistols faster firing rate and their accuracy will be same meaning its a mid weapon at most panic weapon at best.
Basically if bots / hackers can't spam crit headshots and if it encourages sniper to full charge and both headshot and bodyshots then it'd be a good thing imo.
Maybe instead of bleed sniper would be slowdown debuff to discourage people from complaining that a sniper at 20% charge bled them out before they could reach a health kit surviving at 10 health lol.
You could still crit or kritz or any crit charged sniper would deal standard headshot crits on fill scopes meaning choosing to kritz uber or getting crits somehow would make sniper powerful as he is RN in base vanilla game until it runs out. So game modes like mvm would still have sniper as a viable class to pick
@@fumothfan9that’s… actually the best way I’ve seen someone trying to balance sniper.
@@fumothfan9 that’s way too complicated for the funny headshot class, just Nerf the base headshot scope damage to like 125 (medics don’t drop immediately and heavy can’t be immediately quick scoped twice) and give sniper a longer cool down between quick scopes (0.20 secs is way too short, make it like one or two seconds) maybe slap on less primary ammo and a laser so players can at least anticipate where he’s aiming and BOOM! We fixed the sniper.
It’s really funny how outdated a lot of the changes are in this video, particularly the Back Scatter, which is now a simple +1 ammo to clip on kill, acting as a sort of Widowmaker reload bypass to get a Scout into the next fight faster.
Rest in peace, Mitzy.
Who is Mitzy?
You've gotten really good at the "essay" style lately! Keep it up, dude :D
I think the Scorch shot should have kept the Knockback on Snipers only
I didnt know abt this project, I think the Medic needle gun change looks fun, giving it an actual use instead of a joke weapon. That and the vaccinator change being huge.
Why is the disclaimer so fucking ominous jesus christ
Oh, and quickscopes are not consistent in the slightest. The "can pump out 150 damage shots" comment is such a misnomer since, while you _can_ theoretically, you'd need to have a reaction speed faster than the human eye can react to stimuli. And plus, the other changes made to sniper mitigate the "constant" 150 shots since sniper can only fire 4 times before needing to hard reload.
Biggest issue is probably prefire bullshit. Idk
Apparently the Gas Passer not counting as wet is an intentional thing made by Valve
Apparently it was a bug cuz they fixed it
@@Supremedoge155No the developers originally stated it was done on purpose
@@thunderspark1536 I know you missed the part where I said “apparently”
@@Supremedoge155bro just say you’re wrong
@@JianCB2 ? What I’m just saying I know they legit said it wasn’t a bug but now their acting like it was
20:17 it also helps The Boxer Heavy play style so that’s an extra plus!
the islander secondary ammo penalty is due to after-demoknighting to max heads, you can go to spawn and equip a stickybomb launcher
Good video and music taste
16:08 this would actually be a good change if the other changes weren’t made. The eye-lander maintaining its heads after switching loadouts to be a regular demo with more health is pretty strong, so I think doing that would emphasize its demonight use and also not make a max heads eye-lander demo with stickies not a straight upgrade. However, with the other changes, I don’t get it either.
nice choice of music BoC for LIFE
Great video, but I feel like something people forget when comparing the old Loch and Load and Direct Hit is that rockets are affected by damage falloff and grenades aren't. Being able to one shot a light class from close range and any range are two very different problems to have.
Goated Music taste
too bad that the server of the Rebalance is not Full often
0:02 what does this mean he has homophobic or tranphobic views?
Please refer to the reply I gave to basileubasil4041. Also sorry if I spammed your notifications. I have OCD tendencies.
@@ReimuHakureiShrine Who was MitzyJitzy to you (other than being your go-to for voiceovers it seems)? Sorry for your loss in advance.
Thank you for calling "bad" weapons Lesser-good. I feel that title is more appropriate lol
Now the gas passer gets the attribute in the summer update so yeah.
Every time I see some rebalance video about the Pyro, they tends to make pyro into Sniper or something. Pyro is a class requiring less aiming skill then other classes, and people are extreamly oversatulating about that. Pyro is COMPLETELY fine with W+m1, and it is balanced by his mediocore health/movement speed, along wth the limited range. Pyro was never overpowered post-phlog nerf era. We don't have to change pyro requiring more """sKilL""" to deal damage or airblast.
Did jungle inferno update made the flame/afterburn damage more fair and balanced? Heck no. Pyro's flamethrower(except Phlog while it got buffed) was alright since the 2007. They just made in complicated.
The only reworks of bad weapons I ever like was Spaceguyonline and Great Blue
Did you forgot B.A.S.E Jumper ? (which is USED to be OP weapon but only IF you have 10.000 hours on it and can dodge full clips of direct hit shots like vanilla sniper rifles that isn't Classic & Sydney Sleeper is OP but only on 10.000 hours players but the parachute got nerfed into borderline useless, especially in medieval) Nice video though.
Really wish you would've included spy, not fair to leave him out of it.
Like I said in the video, I left him out because I spent so little time with him that I'd rather not force out an opinion and decided to leave him out. Though in retrospect I wish I atleast had the courtesy to atleast show what weapon changes were done before moving onto my general thoughts.
Will you do an update video soon?
I don't care about the project much anymore to do one. Plus I'm focusing on less TF2 related content to talk about other stuff. Sorry.
@@ReimuHakureiShrine you want to talk about TF2 memes that distort the wider community?
Where can i get your viewmodels
wtf did fish DO for that disclaimer?! Sexually harass someone?
There's a handful of reasons for why Fish is disliked and irks people, such as him in his older videos using slurs freely, seemingly being fine with Zesty Jesus, the most infamous figure in the TF2ber community who's known to be a bigoted piece of shit and have the emotional intelligence of White Phosphorous, and one of the biggest things that also came to light was in one of his Fish Bite stream highlights, when he's brought to mind about the Hogwarts Legacy debacle, due to the IP being from a bigoted author getting their own game, he calls people who are complaining about the game "Twitter Crazies" who "choose weird battles to fight", and I quote "they're (trans people) always talking about this shit like they're so oppressed and they're getting killed in the streets".
For these reasons are as to why I put up the disclaimer in the video because he comes off as an edgy ignorant jackass, and while the servers are interesting to test the balance changes on, I do not condone him or any of his views.
@@ReimuHakureiShrineHis streams and the edited videos of them are filled with so much of him baby crying at anything that slightly inconveniences him. He also acts like a complete chud, doesn’t surprise me at all that he’d make a comment like that.
He probably wants to be oppressed sooo bad both in game and irl.
@@ReimuHakureiShrine He’s made it very clear on multiple occasions that he does not like Zesty Jesus and thinks he has dumb takes.
Also thinking the drama that surrounded Hogwarts Legacy was absurd is a pretty reasonable and common take
@@ReimuHakureiShrine So he used mean words in older videos, is fine with Zesty (he's not) and he thinks the HL outcry was ridiculous (it was), and for that he's an edgy ignorant jackass. Man, at this point even breathing will be a reason for disdain.
What UI do you use?
The HUD I use for my videos is a modified rayshud. My go-to HUD is Garm3n 8MG.
What's that pyro mod?
I do wonder how much of the changes made were actually influenced by FishStick or if it was more open.
Personally, I really hate Fish Stick’s opinions and ideals (not the person) very extremely muchness, most are really really bad.
Nah as a person he's also toxic af, being super rude if you give him pushback for something
I use the Vaccinator whenever I want to focus on keeping my patients alive because I am dying all of the time with the other Medi-guns. So yeah, the Medic is one of the weakest classes in Team Fortress 2, having to rely on teammates that may or may not be helpful or unhelpful at their own discretion, and also constantly having to bob and weave in and out of fights because the Medic cannot kill any classes himself. I believe Medic's uber building should help the Medic survive better, at the cost of making him an even bigger target than he normally and already is. I want killing Medic to be something trivial to do if Medic doesn't appropriately manage who to heal and who to let run off into the heat of battle because that Scout led you to your death for the 30th time. However, if the Medic can personally know when and how to heal teammates, the only classes in the game that should be able to kill him should be Snipers who just do not miss, Great Spies, sneaky Scouts, and Melee-focused classes, on top of Pyros because of course, Pyro can kill every single class in the game, he is a jack of all trades for a reason. Overall, killing a good Medic should not be as easy as it is because, in my opinion, the respawn machine should be something that should be rarely visited, rarely even be in, and rarely limit the gameplay of the entire team as I believe that letting other players play the game should be a game design philosophy that should constantly be followed, and is why I put over 30 hours into Medic for, to let other players play the game and also be able to magically flip a magical switch that makes enemies go "Oh, we should be leaving" because I prefer to scare my opponents than actually kill them.
I don't really like killing in multiplayer games because it puts an end to the opponent's and the game's potential to entertain me by giving me a challenge and letting me come up with creative solutions to approach that challenge with, and it really isn't nearly as fun as one would imagine. I mean sure, big numbers are big numbers, but at the end of the day, they are nothing more than numbers. In my opinion, if fun could be as simple as making numbers go big, I would be going to school and playing with the numbers there instead of playing with numbers in video games.
I would honestly like it if the Equalizer could have its Medic healing penalty flipped after killing an enemy with it. It isn't like it will happen very often anyway, but it would be interesting to see.
Fishonastick has always been a toxic case to me, if you slightly give pushback on his video, say kunai one, he rages out at you for daring to suggest that weakest class is still weak and none of his unlocks are op.
So it's not a surprise he can't make weapon balancing server for the life of him
touhou
What are these problematic views?
Please refer to the reply I gave to basileusbasil4041.