@szonig_pl3024 True! That always bothered me so much. People just making stuff up and it sticking. But the old BFB was busted even without that "bug". They just didn't need to demolish it like that but I don't think there's any reason to believe Valve nerfed it because of that rumor. I only ever heard it after the nerf. Especially when the nerf wouldn't have even prevented it even if it was real.
@@SquimJim Baby Faces Blaster is good for 2Fort when the enemy team has no Engineers. Since with the BFB, I have quickly captured all 3 intels in a row. Without the enemy team being able to mount a defence before the 3rd and final capture
@@damianateiro Effectively having a permanent 173% move speed with full damage shots is pretty nuts. I was a much bigger fan of how the original version of the BFB functioned even if it was a bit on the underpowered side.
Most of Heavy's nerfs can be boiled down to "this was too good because Medic exists." This, in my opinion, is a big reason why most players think he's a boring class; you can't afford to experiment with your unlocks because you're not guaranteed to be pocketed by a Medic (especially in casual, where the vast majority of players are). So with that in mind, the Fists of Steel's uber rate bonus is probably an oversight and not intentional, since that gives Medics a huge advantage in a competitive environment.
At that point, the issue lies with "Medic is a very strong class to have on the team", which I don't even think is much an issue given how most every class is enhanced by a Medic following them around anyways. Like, it'd suck if Soldier's weapons were nerfed because of the fairly substantial amount of "Pocket Medic GFs" following around an already-good Soldier. Every other Soldier would be punished for existing in a space where the ones with Pocket Medics thrive and have to be equalised to maintain game balance.
Most of Heavy's nerfs were due to how powerful he could have been in 6s. Medic makes the other classes better, yes, but Heavy does not necessarily need Medic in a format where he will be near three other players with at most five enemy players coming at him at once. With 300 hp, it takes 3-4 meatshots for a Scout to kill a Heavy, Demo can't afford to miss more than one pipe, and Soldier cannot possibly kill him even with a speed bomb. Heavy DEMANDS special attention from the enemy because he will eat a ton of damage while dealing it right back. Heavy wants to be on the front line all the time to deny bombs and flanks. Stock and Tomislav output ridiculous constant damage in a hitscan cone that ticks for a lot more than a shotgun at midrange, and chunks at close to point-blank. Heavy's greatest weakness is his slow speed, which prevents him from getting into that front line position quickly. This is why the Steak, GRU, and EN are banned in a number of leagues, even years later and following the biggest nerfs for the latter two. Those items effectively remove that weakness, especially when combined with a pocket Soldier running whip.
A good Heavy doesn't necessarily need a medic behind him to be fun, the Heavy is more of a class where you have to think carefully about your position regardless of what weapons you have equipped. Many consider it a boring class because they don't understand that they have to think carefully when it comes to taking advantage of its role as the slowest and healthiest class on the team if there isn't a medic around. The medic simply unlocks the Heavy's ability to position himself in a more offensive and intimidating role.
@@BaeYeou The difference is that Heavy benefits from a Medic more than any other class due to how that compliments his weaknesses, so naturally that's going to be a factor in his balance changes. The problem is that it seems to be the ONLY factor, which makes most of Heavy's unlocks difficult to use for solo play. Your example with the Soldier is exactly why this balancing approach, while understandable, isn't necessarily a good one.
@@youtubeisnotsocialmedia Heavy was being nerfed long before Valve turned its attention to 6s -- Sandvich drop-healing comes to mind -- the format just happens to be where Heavy's interaction with Medic stands out the most, so naturally it played the decisive factor in his MYM and JI balance changes. Heavy reaching the front line isn't an issue without a Medic because 300 HP is deceptively easy to burn through with the right positioning (aka corner peeking) or teamwork, and his mobility unlocks reduced his effective HP further (excluding the Eviction Notice, which still gave the other team time to reach the front line). It's only with 450 HP that he demands everyone's attention, since there likely isn't a Sniper or Spy to counter him (which is why this isn't as much of an issue outside of the 6s format). His greatest weakness isn't his default speed, but lack of health regen. Spinning up means you have to commit to a fight, and without your extra health to tank damage, you die quickly. This is why Medic compliments him so nicely, since he not only has even more health to tank with, but passively recovers his health, too, allowing him to play more aggressively.
I'm still mad about the righteous bison nerf, mainly the way the tried to gaslight everyone. Calling the multi-hit a 'bug' when there's a literal ingame tooltip stating that the multi-hit projectiles are good against retreating enemies.
To be fair, a lot of the loading screen tips were community contributed. I suspect whoever nerfed the Bison (or the person who wrote the patch notes) was simply unaware of that particular tip, and they may have been someone newer who didn't work on the game back when the Bison was first made. A game as old as TF2 would understandably have different people working on it over the years. So it's probably not "gaslighting", just ignorance from that particular dev.
the Bison needs to have Revolver damage of 40 or new damage or 50 and be a fast projectile, the muti hit could be the alt fire ability. for the Pomson, if the Claok and Uber drain is a problem, make it a MVM upgrade, and bring back the projectile penetration as well as a faster projectile. I don't know what would be a good alt fire, maybe a 50 damage minicrit aoe Energy ball lob or 50 damage Cowmangler type shot?
@@Banshee523 Well on top of being old, it's Valve. Folk in there pick and choose what to work on on a whim (even if it's for the most part doing whatever's the most fancy at the time)
God, I'm so sorry to hear you started playing more VALVe comp TF2, I hope you recover soon! Jokes aside, the Fists of steel are pretty busted, but I feel as if its pretty fine, since as Heavy, you are the SLOWEST class, trying to be offensive with them is as effective as approaching a brown bear with a pair of winter mittens, its a melee weapon, in a game where your melee weapon can deal 3 times its original damage whenever it freaking wants, so its warranted I think
many weapons need rework "badly" but we will never see that day i guess... Baby face blaster,GRU,eviction notice,Sun o stick,Gas passer,Bison and many other weapons.... Just whats the point of Baby face blaster and eviction notice anymore xd
As a medic main, I've known about the overheal penalty of the fist of steel having an ubercharge rate bug for a while. My worst experience with it was on Uncletopia where a heavy-medic combo was abusing it with the kritzkrieg on defense. Kritz pop every 30 seconds!
4:00 actually you dont even *need* to switch to your secondary and you can tap 1-3-1 super quickly, this helps out a lot when your sandvich is on cooldown! Its something I picked up since I main heavy and I like spam-switching between my melee and primary as heavy when I get bored, its super useful since it still lowers the time needed to rev up!
As a Medic main I always enjoy running into these Heavies, it makes my job a little bit easier... until the enemy team realizes to just target me instead...
Even if your lunchbox item is unavailable you can STILL bypass the holster penalty by quickly switching like this: FoS > Minigun > FoS > Minigun. The holster penalty doesn't kick in until the fists are fully drawn so you effectively cancel the slow switch by pulling them out again and holstering quickly
The Fist of Steel is a great weapon that is my go-to for Heavy. The only problem is when you pull it out for a retreat and suddenly that Demoknight who is a joke against your minigun becomes the most terrifying thing out there
4:05 Scroll Wheel as a wheel sucks in TF2 imo, but I love using it like mwDown=Melee slot, mwClick=Secondary, mwUp=Primary. In that Fists Of Steel example, you would just click as you flick scroll up c:
dude I LOVE your videos! It's always a good day when you upload. Have fun in Japan man, and also remember that video idea you said you might do where you measure the speed of TF2 mercs as well as the various projectiles in real world terms using hammer units? You mentioned this when talking about character IRL heights. That would be an amazing video if you ever decide to make it. I think a lot of people would love it!
i have played a total of 4 competitive matches in TF2 2 loses against a full team of cheaters 2 payload wins by camping the cart with this stupid weapon 10/10 gamemode definitely brought in a new generation of tf2 players
Simple solution to the uber building problem: Tie uber build to actual healing done rather than just "Is medi-beam connected," taking into account any heal penalties on the target (though perhaps with a reduced rate, eg. the Escape Plan's -90% healing results in -45% uber build instead). If no healing is done because the target is at full overheal, cut the rate in half like it does now for base max OH. This would also mean that a theoretical weapon that increases health from medics then doesn't punish the medic by preventing them from gaining uber because their target healed faster. Then, so the Quick-Fix doesn't become useless, give it an explicit upside of not having reduced uber build if the target has heal penalties or is at full health. Make that an actual 100% intended feature rather than just an invisible balancing choice based around what's probably a bug. This is an idea that just popped into my head, so there might be some critical issue I'm not seeing, but I think it could help solve the problem. Edit: Realized I probably should have also mentioned that the base uber rate would be unchanged. Basically right now the medi-gun heals 24 HP/sec and generates uber at 2.5%/sec at base. My idea is basically to cut out the middle man and have it be 24 HP healed = 2.5% uber generated under normal circumstances, but have any changes from that base 24 HP/sec rate be halved as far as uber generation (so -100% for being at full health means -50% less uber per second). Also should probably mention that crit heals are *not* taken into account here, the calculations would go off the base heal rate only.
@@glue-eater300 That's because constant self-damage prevents Scout from ever reaching max overheal so the reduced build rate never kicks in, not because you're doing more actual healing. Neither the HP/sec granted by the Medi-gun nor the Uber build rate change on a self-damaging Scout compared to any other hurt ally.
that would be a quite clever solution but at the same time with the way TF2 is coded it would be easier to just keep the current system and slap a reduced Uberbuildrate on weapons that break the trend. However it would also give more importance to crit-healing.
@@leonardo9259 I thought about that, and while that's true in theory, I don't think I've ever encountered a game where a team was taking so little damage that it would seriously affect uber build time under a direct health-to-uber system. Outside of games where one team is just absolutely steamrolling the other, but in those scenarios having the winning team build uber slower doesn't really affect anything since the other guys are getting steamrolled anyways.
The holster penalty (or all holster penalties) could be fixed if you were forced to pull out a weapon before the penalty went away. Not like, locking you to your selected weapon, but moreso spreading the holster time when switching between secondary and primary so that you effectively spend the extra second putting the weapon away.
This isn't even as wild as it gets, because you can eat the Dalokohs Bar for an extra 50 hp, faster healing, and higher overheal without losing the faster Uber rate. Plus, eating it allows you to directly heal yourself to offset the slower healing from your Medic. This also has a similar effect with the GRU, because the regen of the Dalokohs Bar stacks with the regen from the GRU, allowing you to quickly regain massive amounts of hp after putting away the GRU, even continuing to heal after taking damage! The Dalokohs is severely underrated.
And while we are talking about botched weapon changes how about the fact that Valve removed the overheal the Dalokohs Bar gave you? Sure, there was big exploit going around but in typical Valve fashion they removed a feature entirely instead of actually taking the time to fix it, which is a shame because it was a small thing that made the Dalokohs Bar that much more unique
one other thing to note, while it can't bring you over 450 overheal normally, the dalakos bar can bring your overheal up to 440 with the fists of steel. it also has a quick recharge, so you'll almost anyways have it to make use of the switch exploit. it can also give you 425 overheal with the quick fix. this lets you take advantage of the switch speed more reliably and get more use out of the damage resistance with that extra 50 health, and it also gives you more overheal without cutting the uber charge rate. dalakos bar is underrated. ALSO it can overheal you to 350 if you cut your hp with the gru. i'm serious, you can just eat the bar after running where you needed to go and be basically back at full health.
The sandman’s nerf was deserved and it tried to keep its original design of giving Scout a way to slow down people with his melee so he can fallow up with his other options. It’s a bad weapon now not denying that but the Nerf made sense for the most part.
@@dsmassive2182 I don’t think it should’ve been removed, (just make the sandman mark for death instead of slow) but you can’t deny that making someone a sitting duck with no way to defend themselves from the fastest projectile in the is good weapon design.
For the escape plan No Heal -> 90% Heal penalty change, I don't think this was done to be a buff (though it was a buff), I think this was intended to be a Quality of Life change. Before, in pubs, if you saw an injured Soldier and wanted to heal him you would click on him only to fail to connect the medi beam. This was pretty disorienting if you were an experienced medic and completely baffling if you were a brand new player who didn't know what any of the weapons did. New players probably thought their game was bugged. Allowing the medic to at least heal even if you weren't healing much at least gave the medic some feedback to know that everything was alright.
@@SquimJim I don't believe you. In fact I think valve hired a bunch of local highschoolers to play competitive match making while you qued just so you could have matches to make this video... I also base this conspiracy theory on absolutely zero amount of evidence. :p
On unrelated note, when you heal a sniper that's in spawn room and he switch to a razorback, the moment he spawn you can overheal him to 185hp (do note that it will won't go up again if the sniper health got reduced)
it doesn’t matter if overhealed heavy with the fos has 500 effective health against non-melee sources because he’s just standing there with his melee out, not providing value to his team or presenting a challenge for the enemy, just standing there like a useless blob of meat
That Heavy can be capping a point, pushing a Payload cart, moving into a battle while taking reduced damage, retreating from a battle while taking reduced damage. These are all extremely common and very normal situations in which taking 40% less damage is a big deal. That is also 500 effective health without overheal.
Finally a TFtuber that isn't brain dead when talking about the gloves of running. I swear, too many want the old version back meanwhile the version we have now it objectively the most interesting and fun version, especially when running them with shotgun.
I think what bothers people is what they did to the eviction notice as a consequence. The previous GRU light was meh but usable, but now as still a GRU light, why bother with it if you’re still getting your health drained for using it? Not to mention still moving slowly.
@@mago474 my guess is, with the shotgun you can negate a moving Heavy's downside of taking too long to spin up, which is amplified by the GRU health drain
@@mago474 The new GRU is better when used in the middle of combat. The old GRU was only good right after a respawn or after the round starts. It got buffed when used with a shotgun because you don't get marked for death anymore, and you can use it for short bursts without worrying about insta-dying. They also buffed the damage on it, so you can run at people with the GRU and go for a funny random crit, and if it doesn't work, you just swap to shotgun.
I’m going to be honest, but competitive and MyM pretty much is one main reason tf2 is abandoned by valve to this day because of how they gutted a lot of guns for a niche audience and hindered the casual experience that predated the comp scene and the fallout of MyM ever since
Personally, I'd rather have more weapons banned in sixes if it meant that the rest of us could have more interesting, less watered-down weapons. Valve balancing weapons around competitive is, in my opinion, one of the worst things to happen to the game.
Melee weapons that change a character's statistics (health, damage resistance/vulnerability, movement speed, general abilities, healing / overheal, etc) needs to have its effects be passive (as in, active even if the weapon is not active), and have both positive and negative passive effects (such as trading speed for health or vice-versa). The big issue TF2's melee weapons have in regards to balance is that you can choose when their positives/negatives trigger, and that makes many of them effective upgrades to stock and multiple other unlocks. The only issue is being able to indicate to other players what melees you have equipped - they can't all rely on the Eyelander's glowing eye effect. Someone like the Heavy could be easy (have melee unlocks override cosmetics and have them do something unique to his arms) as could the Medic & Engineer (Medic's uberpack, medi gun & healing beam could have their appearances / effects be altered by the equipped melee/primary, while the Engineer's buildings could have their appearance altered based off which wrench the Engineer has equipped), but the rest of the classes don't really have any easy option for denoting such (maybe the Pyro could have some change to their suit, mask, and/or tank?).
Something I would like to talk about is the Eviction Notice, the previous version of this weapon was balanced and fun to use (of course it wasn't the best but it was fun) but for some mysterious reason, Valve thought it was too powerful and applied that horrible nerf that reduces your maximum health while it is active.
The big problem when it comes to nobody talking about how powerful the FoS are is that the medic uber charge bug is gonna be known only by the heavy abusing the bug and (probably) the medic realizing he cant fully overheal and are getting uber faster. Nobody else in the lobby is gonna notice the medic is getting uber faster than usual.
13:10 at first i recognised that song and thought that since you wouldnt just say what it was in the description that id do it, so i tryed to find it, then i looked through all of my liked videos and it wasnt there and ive forgotten what that song is. all in all youtubers should just put the songs they use in the description, if you go out of your way to use a song then you must surely know what it is
Fists of steel should be the old stats of 60% protection, but make it only bullet protection, then 100% more from melee and Fire. That's it. This makes it a super rare use of a weapon that has vary clear counters. Aka, being half of the roster. How ever I'd also add "No knock back from turrets." Basically making it an anti Engi, sniper and scout weapon. Instead of an anti, most people weapon. Being able to take head shots for medi would be the main use or to tank turret agro.
I wonder if just making the nerfs apply when equipped rather than when active would be too much? Maybe just -20% each or only one of the downsides but being permanent would make the downside meaningful since it's always present
Some MVM is going to be easier now because some waves have a Hovy being healed with this weapon. Yeah it's not common and those are easy waves anyways, yet it's funny as an idea of mega nurfing weapons from bots in mvm. Namely the sand man losing stun, made mvm so much easier
4:10 Who the heck uses numbers to switch weapons? You'd need to take your fingers off the movement keys. Yeah hold on a second let me stand completely still in the middle of a firefight to switch to my secondary.
@@DimentiosLoyalest what? I can't understand your sentence, what do you mean with "You'd be stretching if you said 3 in." Are you implying inches are smaller than centimeters ooor am I misunderstanding? English isn't my main language, please be a little more clear.
So that WAS you in that medieval mode match! Was wondering why someone with your username would be running something as dumb as the fists of steel there.
I'll admit I've pubbed with friends who've had the Fists of Steel to build my Kritzkrieg charge ridiculously fast. They always have the Tomislav so it's constantly Heavy counter-sniping everyone with laser beams. Is it fair? Not even close. Is it fun? Absolutely.
Yo, Robocop 3 music! I must ask, have you listened to the Commodore 64 version of the same song? That one rocks even harder than the NES, I think! The NES version was also really quiet in this video, too, I could barely hear the intro. Otherwise, really good video!
Huh, I could've sworn they patched the Quick-Fix always building at max Uber rate. I guess I'm misremembering with the Meet Your Match change that reduced its Uber build rate bonus from 25% to 10%
Trading health for mobility... hmmm... Crazy idea, but what if the Pyro's jetpack _actually_ let you fly around freely for 5 seconds, at the cost of health? Right now, it's just a situationally useful super jump.
I'm leaving for Japan in a few hours so I won't be around for this year's Smissmas. So happy early Smissmas! I hope it's a good one.
what will you be doing there this time? :o
@@JoeVO24 Piloting a Mecha-Heavy, of course
Find the Shirai Ryu.
Well your there get me some Splatoon merch pls
I love waching you while eating crayons
Meanwhile BFB biting the dust because of the fake rumor of "outrunning the hitbox":
"This is fine."
@szonig_pl3024 True! That always bothered me so much. People just making stuff up and it sticking.
But the old BFB was busted even without that "bug". They just didn't need to demolish it like that but I don't think there's any reason to believe Valve nerfed it because of that rumor. I only ever heard it after the nerf. Especially when the nerf wouldn't have even prevented it even if it was real.
@@SquimJim Baby Faces Blaster is good for 2Fort when the enemy team has no Engineers. Since with the BFB, I have quickly captured all 3 intels in a row. Without the enemy team being able to mount a defence before the 3rd and final capture
@@SquimJimIt never deserved that nerf, BFB was perfectly fine as it was before
@@damianateiro Effectively having a permanent 173% move speed with full damage shots is pretty nuts. I was a much bigger fan of how the original version of the BFB functioned even if it was a bit on the underpowered side.
@@thefairylovesniperadmitting you go on 2fort to cap three times in a row is sad.
The most shocking part of this video is learning that Valve's TF2 Competitive is alive, to a degree.
Probably only in North America and Western Europe since thoses regions have the biggest player numbers in world
Valvew tf2 is dead what you on about?
@@UNUSUALstrangeVINTAGEgenuine "T2 is dead" mfs for the past decade:
@@realdragon i meant comp
You know the best buff? 8 seconds of bleed
Being punched by metal fists would probably make you bleed. I would think.
what if we made every tick of bleed proc 8 more seconds of bleed that can overlap
@@noobyish 4ⁿ damage, where n is the number of ticks passed, every tick...
mf's about to get melted
I buffed that
What if also you reduce the damage dealt by around.... 97%?
Most of Heavy's nerfs can be boiled down to "this was too good because Medic exists." This, in my opinion, is a big reason why most players think he's a boring class; you can't afford to experiment with your unlocks because you're not guaranteed to be pocketed by a Medic (especially in casual, where the vast majority of players are).
So with that in mind, the Fists of Steel's uber rate bonus is probably an oversight and not intentional, since that gives Medics a huge advantage in a competitive environment.
At that point, the issue lies with "Medic is a very strong class to have on the team", which I don't even think is much an issue given how most every class is enhanced by a Medic following them around anyways.
Like, it'd suck if Soldier's weapons were nerfed because of the fairly substantial amount of "Pocket Medic GFs" following around an already-good Soldier. Every other Soldier would be punished for existing in a space where the ones with Pocket Medics thrive and have to be equalised to maintain game balance.
Most of Heavy's nerfs were due to how powerful he could have been in 6s. Medic makes the other classes better, yes, but Heavy does not necessarily need Medic in a format where he will be near three other players with at most five enemy players coming at him at once. With 300 hp, it takes 3-4 meatshots for a Scout to kill a Heavy, Demo can't afford to miss more than one pipe, and Soldier cannot possibly kill him even with a speed bomb. Heavy DEMANDS special attention from the enemy because he will eat a ton of damage while dealing it right back. Heavy wants to be on the front line all the time to deny bombs and flanks. Stock and Tomislav output ridiculous constant damage in a hitscan cone that ticks for a lot more than a shotgun at midrange, and chunks at close to point-blank.
Heavy's greatest weakness is his slow speed, which prevents him from getting into that front line position quickly. This is why the Steak, GRU, and EN are banned in a number of leagues, even years later and following the biggest nerfs for the latter two. Those items effectively remove that weakness, especially when combined with a pocket Soldier running whip.
A good Heavy doesn't necessarily need a medic behind him to be fun, the Heavy is more of a class where you have to think carefully about your position regardless of what weapons you have equipped.
Many consider it a boring class because they don't understand that they have to think carefully when it comes to taking advantage of its role as the slowest and healthiest class on the team if there isn't a medic around.
The medic simply unlocks the Heavy's ability to position himself in a more offensive and intimidating role.
@@BaeYeou The difference is that Heavy benefits from a Medic more than any other class due to how that compliments his weaknesses, so naturally that's going to be a factor in his balance changes. The problem is that it seems to be the ONLY factor, which makes most of Heavy's unlocks difficult to use for solo play.
Your example with the Soldier is exactly why this balancing approach, while understandable, isn't necessarily a good one.
@@youtubeisnotsocialmedia Heavy was being nerfed long before Valve turned its attention to 6s -- Sandvich drop-healing comes to mind -- the format just happens to be where Heavy's interaction with Medic stands out the most, so naturally it played the decisive factor in his MYM and JI balance changes.
Heavy reaching the front line isn't an issue without a Medic because 300 HP is deceptively easy to burn through with the right positioning (aka corner peeking) or teamwork, and his mobility unlocks reduced his effective HP further (excluding the Eviction Notice, which still gave the other team time to reach the front line). It's only with 450 HP that he demands everyone's attention, since there likely isn't a Sniper or Spy to counter him (which is why this isn't as much of an issue outside of the 6s format).
His greatest weakness isn't his default speed, but lack of health regen. Spinning up means you have to commit to a fight, and without your extra health to tank damage, you die quickly. This is why Medic compliments him so nicely, since he not only has even more health to tank with, but passively recovers his health, too, allowing him to play more aggressively.
I'm still mad about the righteous bison nerf, mainly the way the tried to gaslight everyone. Calling the multi-hit a 'bug' when there's a literal ingame tooltip stating that the multi-hit projectiles are good against retreating enemies.
To be fair, a lot of the loading screen tips were community contributed. I suspect whoever nerfed the Bison (or the person who wrote the patch notes) was simply unaware of that particular tip, and they may have been someone newer who didn't work on the game back when the Bison was first made. A game as old as TF2 would understandably have different people working on it over the years. So it's probably not "gaslighting", just ignorance from that particular dev.
the Bison needs to have Revolver damage of 40 or new damage or 50 and be a fast projectile, the muti hit could be the alt fire ability.
for the Pomson, if the Claok and Uber drain is a problem, make it a MVM upgrade, and bring back the projectile penetration as well as a faster projectile. I don't know what would be a good alt fire, maybe a 50 damage minicrit aoe Energy ball lob or 50 damage Cowmangler type shot?
@@Banshee523 Well on top of being old, it's Valve. Folk in there pick and choose what to work on on a whim (even if it's for the most part doing whatever's the most fancy at the time)
Scary footage of a soldier turning into a cone (viewer discretion is advised) 7:20
My god it’s terrifying
:o
First it was the buckets, now it's the cones, when will Soldier finally learn how to play PvZ properly???
LMFAO
Dear God...
God, I'm so sorry to hear you started playing more VALVe comp TF2, I hope you recover soon!
Jokes aside, the Fists of steel are pretty busted, but I feel as if its pretty fine, since as Heavy, you are the SLOWEST class, trying to be offensive with them is as effective as approaching a brown bear with a pair of winter mittens, its a melee weapon, in a game where your melee weapon can deal 3 times its original damage whenever it freaking wants, so its warranted I think
If it's Heavy with the winter mittens, he might as well win
@minimum850 I never stated it was Heavy (he'd win btw)
its really sad what happened to the Eviction Notice.
its a worse diet GRU. and it really shouldn't be.
Eviction Notice needs a rework badly.
"Needs rework badly" lmao, good luck
@@yikerbones9824 yeah lmao, this dude thinks this game has devs
@@ninjassaurojr1323That Valve janitor is working very had. Give them some time.
They could just revert it
It would still be worse than the GRU for practical use but you can actually meme around with it again
many weapons need rework "badly" but we will never see that day i guess...
Baby face blaster,GRU,eviction notice,Sun o stick,Gas passer,Bison and many other weapons....
Just whats the point of Baby face blaster and eviction notice anymore xd
5:45
He's so sad
It's probably because he's being healed slower
or maybe he realized there won't be a major update all about heavy :(
I like how the 7th comic dropped just as Jim, the person who has made many of merc backstory videos using the comics, left for vacation
You see I have the problem of every time I pull the fist out everyone remembers the melee downside and people hit me with there melee everytime
Same but I get critted everytime
Trick them into pulling their meele out, then switch to Shotgun.
@ rofl shotgun heavy
@@unr34L- Actually big brain: Panic Attack+FoS
this is why I use it to either A) Escape or B) Cross a sniper sight line. Just stop trying to kill people with it and you'll be fine.
So you're saying the Fists of Steel are game-breakingly good? A poor weapon design, much UNLIKE the Razorback?
I said the Razorback is for big dummies!!
@@SquimJim Real!
Squib we hate you and you suck
or HOMEWRECKER
As a medic main, I've known about the overheal penalty of the fist of steel having an ubercharge rate bug for a while.
My worst experience with it was on Uncletopia where a heavy-medic combo was abusing it with the kritzkrieg on defense.
Kritz pop every 30 seconds!
7:48 that scout
jemra crash course
is a spy
"I'm a freakin' blur here!"
funnyragdoll.mp4
badaswing
4:00 actually you dont even *need* to switch to your secondary and you can tap 1-3-1 super quickly, this helps out a lot when your sandvich is on cooldown! Its something I picked up since I main heavy and I like spam-switching between my melee and primary as heavy when I get bored, its super useful since it still lowers the time needed to rev up!
As a Medic main I always enjoy running into these Heavies, it makes my job a little bit easier... until the enemy team realizes to just target me instead...
Imagine if FOS broke heal beams when pulled.
Maybe even heavy became unhealable when it is out.
4:10 oh, he's talking about me!
TF2 comic number 7 has finally came out!
5:45 LOOK HOW SAD HE LOOKS im sorry heaby tf2 😭
Even if your lunchbox item is unavailable you can STILL bypass the holster penalty by quickly switching like this: FoS > Minigun > FoS > Minigun.
The holster penalty doesn't kick in until the fists are fully drawn so you effectively cancel the slow switch by pulling them out again and holstering quickly
I didn't realize a crit melee can 1-shot, I now have the power to execute unsuspecting heavies in a single market garden👍🏿
If only little bro knew 😔
if only little bro knew 😔
If only little bro knew 😔
That'll work once, but then you'll have a natasha heavy relentlessly hunting for you.
@@gregorymirabella1423 if only little bro knew 😔
Yup, Spiff steel drops off those metal videos.
And to this day, the fists of steel remain frankly kind of broken.
The Fist of Steel is a great weapon that is my go-to for Heavy. The only problem is when you pull it out for a retreat and suddenly that Demoknight who is a joke against your minigun becomes the most terrifying thing out there
5:18 tf even happened there
aah yes, the heavy is just too powerful when he’s holding out his melee, not using his minigun, and therefore providing minimal value to his team.
He’s living. And in any competitive shooter, that’s the most important thing to do.
0:57 the answer is no they shouldn’t because i can’t fist people as effectively without them.
4:05
Scroll Wheel as a wheel sucks in TF2 imo, but I love using it like mwDown=Melee slot, mwClick=Secondary, mwUp=Primary. In that Fists Of Steel example, you would just click as you flick scroll up
c:
Mwheeldown goes to +jump, no exceptions
Almost as botched as Soldier’s spine surgery.
dude I LOVE your videos! It's always a good day when you upload. Have fun in Japan man, and also remember that video idea you said you might do where you measure the speed of TF2 mercs as well as the various projectiles in real world terms using hammer units? You mentioned this when talking about character IRL heights. That would be an amazing video if you ever decide to make it. I think a lot of people would love it!
i have played a total of 4 competitive matches in TF2
2 loses against a full team of cheaters
2 payload wins by camping the cart with this stupid weapon
10/10 gamemode definitely brought in a new generation of tf2 players
He says switching weapon with scrollwheel is the mark of a heathen but genuinely plays comp tf2.
Bro lost control over all his life choices
Simple solution to the uber building problem: Tie uber build to actual healing done rather than just "Is medi-beam connected," taking into account any heal penalties on the target (though perhaps with a reduced rate, eg. the Escape Plan's -90% healing results in -45% uber build instead). If no healing is done because the target is at full overheal, cut the rate in half like it does now for base max OH. This would also mean that a theoretical weapon that increases health from medics then doesn't punish the medic by preventing them from gaining uber because their target healed faster.
Then, so the Quick-Fix doesn't become useless, give it an explicit upside of not having reduced uber build if the target has heal penalties or is at full health. Make that an actual 100% intended feature rather than just an invisible balancing choice based around what's probably a bug.
This is an idea that just popped into my head, so there might be some critical issue I'm not seeing, but I think it could help solve the problem.
Edit: Realized I probably should have also mentioned that the base uber rate would be unchanged. Basically right now the medi-gun heals 24 HP/sec and generates uber at 2.5%/sec at base. My idea is basically to cut out the middle man and have it be 24 HP healed = 2.5% uber generated under normal circumstances, but have any changes from that base 24 HP/sec rate be halved as far as uber generation (so -100% for being at full health means -50% less uber per second). Also should probably mention that crit heals are *not* taken into account here, the calculations would go off the base heal rate only.
@@glue-eater300 That's because constant self-damage prevents Scout from ever reaching max overheal so the reduced build rate never kicks in, not because you're doing more actual healing. Neither the HP/sec granted by the Medi-gun nor the Uber build rate change on a self-damaging Scout compared to any other hurt ally.
that would be a quite clever solution but at the same time with the way TF2 is coded it would be easier to just keep the current system and slap a reduced Uberbuildrate on weapons that break the trend. However it would also give more importance to crit-healing.
That sounds like it punishes medics in good teams that don't take a lot of damage
@@leonardo9259 I thought about that, and while that's true in theory, I don't think I've ever encountered a game where a team was taking so little damage that it would seriously affect uber build time under a direct health-to-uber system. Outside of games where one team is just absolutely steamrolling the other, but in those scenarios having the winning team build uber slower doesn't really affect anything since the other guys are getting steamrolled anyways.
The holster penalty (or all holster penalties) could be fixed if you were forced to pull out a weapon before the penalty went away. Not like, locking you to your selected weapon, but moreso spreading the holster time when switching between secondary and primary so that you effectively spend the extra second putting the weapon away.
This isn't even as wild as it gets, because you can eat the Dalokohs Bar for an extra 50 hp, faster healing, and higher overheal without losing the faster Uber rate.
Plus, eating it allows you to directly heal yourself to offset the slower healing from your Medic.
This also has a similar effect with the GRU, because the regen of the Dalokohs Bar stacks with the regen from the GRU, allowing you to quickly regain massive amounts of hp after putting away the GRU, even continuing to heal after taking damage!
The Dalokohs is severely underrated.
And while we are talking about botched weapon changes how about the fact that Valve removed the overheal the Dalokohs Bar gave you? Sure, there was big exploit going around but in typical Valve fashion they removed a feature entirely instead of actually taking the time to fix it, which is a shame because it was a small thing that made the Dalokohs Bar that much more unique
you don't actually get a higher overheal with the Dolokohs bar, its still capped at 450. It should be 500 but it isn't.
one other thing to note, while it can't bring you over 450 overheal normally, the dalakos bar can bring your overheal up to 440 with the fists of steel. it also has a quick recharge, so you'll almost anyways have it to make use of the switch exploit. it can also give you 425 overheal with the quick fix. this lets you take advantage of the switch speed more reliably and get more use out of the damage resistance with that extra 50 health, and it also gives you more overheal without cutting the uber charge rate. dalakos bar is underrated.
ALSO it can overheal you to 350 if you cut your hp with the gru. i'm serious, you can just eat the bar after running where you needed to go and be basically back at full health.
an actually well thought-out weapon analysis? in the year of our lord 2024????
3:49 that spy was salty
Enter Sandman...
The sandman’s nerf was deserved and it tried to keep its original design of giving Scout a way to slow down people with his melee so he can fallow up with his other options.
It’s a bad weapon now not denying that but the Nerf made sense for the most part.
@smashers6971 hush little baby, don't say a word...
I miss guillotine + sandman so much you don't even know
@@dsmassive2182 I don’t think it should’ve been removed, (just make the sandman mark for death instead of slow) but you can’t deny that making someone a sitting duck with no way to defend themselves from the fastest projectile in the is good weapon design.
@dsmassive2182 it's still my loadout A
For the escape plan No Heal -> 90% Heal penalty change, I don't think this was done to be a buff (though it was a buff), I think this was intended to be a Quality of Life change. Before, in pubs, if you saw an injured Soldier and wanted to heal him you would click on him only to fail to connect the medi beam. This was pretty disorienting if you were an experienced medic and completely baffling if you were a brand new player who didn't know what any of the weapons did. New players probably thought their game was bugged. Allowing the medic to at least heal even if you weren't healing much at least gave the medic some feedback to know that everything was alright.
The quick fix was patched to no longer always charge uber at max rate, it just has a stat to charge uber faster like the kritszkrieg
Wait a minute you were actually able to find games with the competitive match making? I thought it was a ghost town for almost a decade at this point.
Oddly enough it has been pretty easy lately. I was surprised too.
@@SquimJim I don't believe you. In fact I think valve hired a bunch of local highschoolers to play competitive match making while you qued just so you could have matches to make this video... I also base this conspiracy theory on absolutely zero amount of evidence. :p
@@SquimJim I have played in years how is the bot crisis?
@Cashbans dont play on harvest
otherwise its alright
@@neowo7378 Ok
On unrelated note, when you heal a sniper that's in spawn room and he switch to a razorback, the moment he spawn you can overheal him to 185hp (do note that it will won't go up again if the sniper health got reduced)
0:45 pretty sure both are banned
GRU is unbanned in america
@@kalukagamingfellaguy also unbanned in every other region
@@SolarLighthello sun luminescince
it doesn’t matter if overhealed heavy with the fos has 500 effective health against non-melee sources because he’s just standing there with his melee out, not providing value to his team or presenting a challenge for the enemy, just standing there like a useless blob of meat
That Heavy can be capping a point, pushing a Payload cart, moving into a battle while taking reduced damage, retreating from a battle while taking reduced damage. These are all extremely common and very normal situations in which taking 40% less damage is a big deal.
That is also 500 effective health without overheal.
Finally a TFtuber that isn't brain dead when talking about the gloves of running. I swear, too many want the old version back meanwhile the version we have now it objectively the most interesting and fun version, especially when running them with shotgun.
I think what bothers people is what they did to the eviction notice as a consequence. The previous GRU light was meh but usable, but now as still a GRU light, why bother with it if you’re still getting your health drained for using it? Not to mention still moving slowly.
actual fat scout
how does the shotgun "benefit" running the GRU? what's the synergy or whatever that makes you combine the two?
@@mago474 my guess is, with the shotgun you can negate a moving Heavy's downside of taking too long to spin up, which is amplified by the GRU health drain
@@mago474 The new GRU is better when used in the middle of combat. The old GRU was only good right after a respawn or after the round starts. It got buffed when used with a shotgun because you don't get marked for death anymore, and you can use it for short bursts without worrying about insta-dying.
They also buffed the damage on it, so you can run at people with the GRU and go for a funny random crit, and if it doesn't work, you just swap to shotgun.
I’m going to be honest, but competitive and MyM pretty much is one main reason tf2 is abandoned by valve to this day because of how they gutted a lot of guns for a niche audience and hindered the casual experience that predated the comp scene and the fallout of MyM ever since
"pressing the 3 button on your keyboard"
Someone's been watching Uncle Dane.
#7 is out !!!!!!!!!!!!!!!
Personally, I'd rather have more weapons banned in sixes if it meant that the rest of us could have more interesting, less watered-down weapons. Valve balancing weapons around competitive is, in my opinion, one of the worst things to happen to the game.
Glad you did this one
Melee weapons that change a character's statistics (health, damage resistance/vulnerability, movement speed, general abilities, healing / overheal, etc) needs to have its effects be passive (as in, active even if the weapon is not active), and have both positive and negative passive effects (such as trading speed for health or vice-versa). The big issue TF2's melee weapons have in regards to balance is that you can choose when their positives/negatives trigger, and that makes many of them effective upgrades to stock and multiple other unlocks.
The only issue is being able to indicate to other players what melees you have equipped - they can't all rely on the Eyelander's glowing eye effect. Someone like the Heavy could be easy (have melee unlocks override cosmetics and have them do something unique to his arms) as could the Medic & Engineer (Medic's uberpack, medi gun & healing beam could have their appearances / effects be altered by the equipped melee/primary, while the Engineer's buildings could have their appearance altered based off which wrench the Engineer has equipped), but the rest of the classes don't really have any easy option for denoting such (maybe the Pyro could have some change to their suit, mask, and/or tank?).
BUFF 8 SECONDS OF BLEED
4:13 to be entirely honest, on Heavy this have possibly biggest mater, since you would have only 2 active wepons from time to time
Something I would like to talk about is the Eviction Notice, the previous version of this weapon was balanced and fun to use (of course it wasn't the best but it was fun) but for some mysterious reason, Valve thought it was too powerful and applied that horrible nerf that reduces your maximum health while it is active.
There I am Gary, there I am!
The big problem when it comes to nobody talking about how powerful the FoS are is that the medic uber charge bug is gonna be known only by the heavy abusing the bug and (probably) the medic realizing he cant fully overheal and are getting uber faster. Nobody else in the lobby is gonna notice the medic is getting uber faster than usual.
You have to complete the “compete history of ____” b/c new comic
4:08 So THAT'S why I never notice the speed changes. I only ever use scroll wheel to switch
It's crazy to me that such an unassuming weapon in casual play literally had a chokehold on comp that they had to ban it on community ranked lol.
today I learned there are at least 12 people playing valve comp
any plans to update the old lore videos you made once the seventh comic comes out?
Yes! Looking forward to it. Eventually...
Merry Smissmas SquimJim!
13:10 at first i recognised that song and thought that since you wouldnt just say what it was in the description that id do it, so i tryed to find it, then i looked through all of my liked videos and it wasnt there and ive forgotten what that song is. all in all youtubers should just put the songs they use in the description, if you go out of your way to use a song then you must surely know what it is
It's basically a new unlock for medic: -40% overheal for +100% ubercharge rate.
Fists of steel should be the old stats of 60% protection, but make it only bullet protection, then 100% more from melee and Fire. That's it. This makes it a super rare use of a weapon that has vary clear counters. Aka, being half of the roster. How ever I'd also add "No knock back from turrets." Basically making it an anti Engi, sniper and scout weapon. Instead of an anti, most people weapon. Being able to take head shots for medi would be the main use or to tank turret agro.
Now *that's* an intro I haven't seen in a while!
just wish the Fists of Steel had an extra +1 that's either
• Knockback resistance
or
• on hit : Knock back target
"Eh, we'll just fix it in the Heavy update"
I wonder if just making the nerfs apply when equipped rather than when active would be too much? Maybe just -20% each or only one of the downsides but being permanent would make the downside meaningful since it's always present
the most botched nerf was all of the base jumper nerfs
11:10 And they ruined the eviction notice by making it a diet gru.
GRU has it's damage penalty REMOVED, but not the eviction notice!!
new squim video dropped lesgoooo
As of late, I've been enjoying the Fist of Steel, so I'll have to try working with Medics to do all this uber stuff.
Also, have fun on your trip.
Ive been almost exclusively playing valve comp for almost 5 years its really fun and ppl should give it a chance
7:48 that poor Scout
We still learned ABSOLUTELY NOTHING ABOUT PYRO
Some MVM is going to be easier now because some waves have a Hovy being healed with this weapon. Yeah it's not common and those are easy waves anyways, yet it's funny as an idea of mega nurfing weapons from bots in mvm. Namely the sand man losing stun, made mvm so much easier
I think the stickybomb launcher nerf is the most botched nerf in TF2 history lol
I feel like if it gave heavy a movement speed reduction either on active or wearer, it’d be in a good spot. Maybe. Sorta.
7:47 funny ragdoll
I saw the title of this video and I saw Heavy and I immediately thought it was gonna be about the Love and War Minigun Nerf, let's see if I was right.
I thought it was the undeserved GRU nerf, because balancing a whole game based on a specific ruleset is stupid
It's insane that the Minigun damage & accuracy penalties are still there, even if "fixed," since it undermines Heavy's biggest upside (his DPS).
The downside is that it's on the heavy
Have a good trip!
Thank you!
4:10 Who the heck uses numbers to switch weapons? You'd need to take your fingers off the movement keys. Yeah hold on a second let me stand completely still in the middle of a firefight to switch to my secondary.
What do you use?
What kind of fingers do you have that you can't move one of them less than 3 cm without leaving the other ones in the WASD keys
@@mauricioalvarezpino1818 What the heck do you mean 3 cm? You'd be stretching if you said 3 in.
@@DimentiosLoyalest what? I can't understand your sentence, what do you mean with "You'd be stretching if you said 3 in." Are you implying inches are smaller than centimeters ooor am I misunderstanding? English isn't my main language, please be a little more clear.
7:45 insane 360
I use q to switch to melee, mouse wheel up for primary and mw down for secondary
So that WAS you in that medieval mode match! Was wondering why someone with your username would be running something as dumb as the fists of steel there.
The sun is leaking
4:10 yes, yes I use scroll wheel.
Glad we talk about a weak that came out on my birthday
I'll admit I've pubbed with friends who've had the Fists of Steel to build my Kritzkrieg charge ridiculously fast. They always have the Tomislav so it's constantly Heavy counter-sniping everyone with laser beams.
Is it fair? Not even close. Is it fun? Absolutely.
Wait is it not normal to use the scroll wheel to switch weapons? I've been doing it that way for 2 years 😭
Yo, Robocop 3 music! I must ask, have you listened to the Commodore 64 version of the same song? That one rocks even harder than the NES, I think!
The NES version was also really quiet in this video, too, I could barely hear the intro. Otherwise, really good video!
So I looked up botch meaning and carelessness doing or not doing it right yeah it fits
Huh, I could've sworn they patched the Quick-Fix always building at max Uber rate. I guess I'm misremembering with the Meet Your Match change that reduced its Uber build rate bonus from 25% to 10%
If I remember right it was briefly patched and then stealth reverted.
Trading health for mobility... hmmm...
Crazy idea, but what if the Pyro's jetpack _actually_ let you fly around freely for 5 seconds, at the cost of health? Right now, it's just a situationally useful super jump.
As a scroll wheel I'm gonna start using fist of steel