Honestly what gunslinger Engy needs is just more ticks in the disposable mini sentry. Imagine Gunslinger Engy but he has 5 of them scattered around the floor like a kid's bedroom while he hops around with his shotgun.
I wish the Gunslinger was better in MvM. If they made the disposable mini cheaper and let you upgrade it twice I think it'd be a ton of fun. I mean 3 minis are probably still worse than a single fully upgraded lvl 3 but it'd still be fun to play as a summoner in TF2
Yes, And it Should gives you a Extra Damage Bonus Upgrade to the Shotgun and Pistol (Like Demo with a shield that gives you Extra Damage Bonus to swords)
Damage Scout is actually one of, if not THE most viable and optimal way to play Scout in higher level MvM (especially community missions) due to requiring everyone to deal damage, while still helping out the Team if the Scout decides to go HYBRID instead of full on DPS or Pacifist. I also recommend guide made by Underscoregaming as he made a great MvM Scout guide. ALso, same thing with SHield Bash Medic. Because Medic in higher lvl MvM is less necessary due to Players being better, and missions not being designed around him, him doing damage and providing support, is better than being essentially AFK.
@@remove_the_at_sign So there's a sort of sliding scale of playing scout: Support: upgrades mad milk and movement speed and spends the game throwing it at everything Default: Mad milk, resistances, movement speed and some damage Damage: Gun and mobility upgrades only. Crit o cola for extra damage Hybrid: Mobility, Gun and mad milk upgrades. Hit giants with fan, milk them, then go ham with your gun
@@logandunlap9156 Because OP stated he was open to doing a 2nd part. Altho whether he does is ultimately his choice. I was simply stating that (with or without a sequel) the first video was still fantastic.
Air Striker, Bison Jumper, Flamethrower Extension, Backburner, Grenade Mortar, Caberknight, Heavy Wall, Boxing Heavy, Pistol Scout/Engie, Uberchain, Huntsman, CarbineWacker, Just Classstacking... Plenty of obscure, fun strategies all around in MVM. It really depends on your creativity. tbh. Overall awesome video, but I'd like to add one more line to your video if you don't mind: "Use with care". These strategies are 'Generally, and Objectively Speaking', inferior than the so-called 'META', of course. Seen too many of those 'creative thinkers' from wave 1 just making us lose the wave, and ends up ruining the lobby. Trying it out on later waves is fine, but pulling those out from the start in solo queue lobbies not only causes you a bad experience but for your teammates too.
One subclass that I enjoy is the Widowmaker engineer; especially on heavy tank waves. That thing is very good at shredding tanks and dealing consistent damage
If you only use it to shred tanks then it's not exactly a subclass, if you are playing like a battle engie, all up in the enemy faces and shooting them without turtling your buildings then it is a subclass Tank busting is a whole new meta
Playing widowmaker is more of a preference bewteen it and the rescue ranger. Rescue Ranger helps with your sentry while the widowmaker help you the entire more and tank busting.
I love maximising my shotgun as the mvm engy. The fully upgraded rescue ranger will make metal management easier, give me more flexibility and allow me to spam a bit to help the team.
also scorch shot, if upgraded and spammed, can shove a giant bad box solly into a corner and just hold him there.real funny if he's the one with the bomb.
True it has some utility, but demo and soldier loose splash damage potential, scout and heavy loose bullet penetration, and just give up trying to play sniper. Works a lot like spamming airblast, but you still keep some damage going. If you’re anti-gas it makes for a pretty solid utility if you’re going phlog.
An interesting subclass for medic is the ResMed, a medic using the vaccinator for resistances and resurrection. A fun quirk of ubers makes you revive significantly faster, and since ubers with the vaccinator can be dropped like candy you can almost instantly res even heavies. The main downsides are that it's not kritz, and you have to play vaccinator. Edit - After some testing, found out that the Vaccinator uber is an instant revive instead of a faster revive. Make of it what you will.
I did that in a custom mission server once. I only did it because we needed a medic because we were struggling on a wave, and absolutely no one in the lobby had any idea how to play mvm medic, so I just tried it out and hoped it worked. we won the wave, so I guess it worked?
Being able to bestow the equivalent of max resistance upgrades to whoever you want for 2.5 seconds is VERY useful, sometimes better than a standard Ubercharge
I really like how you started the video more positive and happy sounding with WarioWare playing emphasizing the energy of subclasses despite being more unconventional
One day when experimenting in mvm, I've ended up discovering a hidden subclass as i was trying to make a Melee-only heavy works but not in a way i was expecting, i called it "Gauntlet Heavy". The load-out is as follows: Ignore primary Any Launch item Fists of steel Upgrade ladder: Resistances (yes all of them, but only at least one point is necessary except crits), Health regen if necessary, Movement speed, health-on-kill on melee, Attack speed on melee, and recharge speed on launch item if necessary. Similar to the demo-knight and potentially some other sub-class, Gauntlet Heavy is a "Upgrade dependent" sub-class were he needs necessary upgrades to reach his full potential, and in the starting and early waves he suffers from what i called "Power drought" were he lacks necessary upgrades to reach his full potential and thus need to upgrade and play more carefully to avoid constantly dying like a newbie pyro. but after each wave completed, he is only getting more difficult to kill as he starting to accumulated credits which he spends on key upgrades and his potential power grows until last 2 waves he has became immortal as long you don't screw up too badly. He can be played as "money heavy" or as a dedicated tank. EDIT: i should also mention that some mission does provide more then around 400 starting currency, such as one manhatten mission that gives you 1200 starting credits to work around with, so the issue of "Power drought" is not as obvious there. also i found something interesting, both gauntlet heavy and demo-knight have the same issues starting out but as the team completed waves, these issues started to fizzled out as they accumulated credits which they can spend on key upgrades until they grew very powerful. I called this concept "credits-to-power ratio" or in more simplified "CreditsCreep" with the name inspired by "powercreep", were the individual or team earned so much wealth that they can't possibly lose or die as long they don't screw up.
It’d be cool if you did a video on the more “hidden” tips and mechanics of mvm, like how engineers can confuse sentry buster’s path finding by destroying a sentry in the air with jump height
7:49 "Blessing him and *only* him, with two major benefits." Actually, no. Fun Fact: If you upgrade the Half-Zatoichi's Crit on Kill and Damage Upgrades, this actually transfers to Soldier. This can let you become a Soldierknight, which is also very gimmicky, but fun to mess around with. It's a Demoknight, but you don't give up your Primary or Secondary. (Unless you want a Rocket Jumper/Gunboats playstyle)
@@duncanchillake8024 Buy the Zatoichi Upgrades on Demoknight, and then switch to Soldier with the Half-Zatoichi, and you'll still have those upgrades on Soldier.
@@duncanchillake8024 it has 8 counting example and ghost town, but it has 6 normal maps. example is a test map, and ghost town is coal town with spooky decorations.
Your videos inspired me to hop back into TF2 again to do MvM, while just doing the Bootcamp stuff and doing practice with what tools to make use of thanks to the Tier List of yours, so it helped me do a littls better at Scout, thank you very much!
I always played shieldbash medic. I didn't even realize there were other ways to play. Once I realized how much damage that shield did I thought "oh I'm supposed to kill things with this!" Best way to keep the team safe is to constantly heal them quickly and remove half the wave for them!
Not really since most of the time you're playing scout in mvm normally you're focusing on dealing damage, to be a damage scout you completely give up all your other roles and focus on one thing. This would be like if scunts just completely stopped dealing damage so they could only focus on taunting to make the enemy mad
Personally, I find the tide turner always great because it lets me make escapes way easier than the others. Plus the resistance doesn't mean shit if there are only bullet or melee bots
Tide turner is not good in the early waves because the bots move predictably and you lose guaranteed crits, so you have to buy crits on kill for it Tide turner is bad in the late waves because maxing out the speed makes charges hardly necessary outside of guaranteed crits (which you dont get), and it's cheap to just upgrade your charge recharge and make it almost always full
Honestly the tide Turner is better off more late game in my opion but in later waves I feel like the tide Turner is best for late game I mean you can litteraly give yourself steroids which just makes the tide Turner a target in charge that makes you turn and only losing a few resistances
@@duncanchillake8024 they may move predictably but I'm a dumbass who can't tell how they'll move exactly. So I need the extra mobility to get out when I fuck up. And on later waves it still feels like it's faster to charge(I'm not exactly sure the speeds and stuff) and can be used to fuck with agro and to reach a small bot around a rock or corner and get a mini crit off and a crit chain started
@@inkyjonin5341 i found that handicapping myself by not using the full turn control of tide turner made me get substantially better at charging than i formerly was, so i would recommend it, also charging at walls at a certain angle makes you keep moving so keep that in mind
my two most bizarre mvm expierneces are both centered around everyone in the lobby switching to a subclass. the first was on Hamlet Hostillity. Everything was pretty good, team had good synergy despite minimal conversation. We had two Engies, which was odd, but we did really good. We were never pushed back despite one of them being a mini sentry engie. On the last wave, the one with four tanks, EVERYONE switched to engie. And it worked so well. Unless the stars just aligned for the perfect team, it felt like 6 frontier justices were decent for tank busting. The second was the same, but on a Mannhatten mission. Everyone was demoknight. Just constant noise, charges & screaming & crits everywhere. We got pushed back to the bomb point but we won without having the redo the mission. It was super fun
I've been a demoknight main in MvM for over a year now, and it's very underrated. It's held back in 2c because those missions were designed around medic's shield, but try it on any other missions and you'll see the potential. The biggest part is using the skull cutter, because it gets random crits
after my many battle medic games, theres another feature of the quick fix. its a bit costly, but gather full ubercharge duration and overheal rate, points in ubersaw swing speed, and a dash of resistances and move speed. this combo can create a faux "rage" meter as you consistently pop your uber, gain full overheal of triple your health, then go ham into the robots mowing them down with random crits as you switch back to your not-even-close-to-empty medigun still sitting around 80%-90% after 30 seconds to gain all your overheal back. a team of medics with just this can mow down pretty much anything and are resistant to everything (except tanks.) battle medic is just such a fun subclass, great vid weezy!
Maxing out your Loose Cannon as Demo is also surprisingly fun against giants. Especially when your team has a competent Pyro to follow you around and incinerate them while you knock them around.
8:22 Demoknight doesn't need all of the damage upgrades. One damage bonus upgrade is enough to kill robot soldiers with the crits, and three - to kill heavies. Also, there is a shield that gives you 30% blast resistance and 50% fire resistance FOR FREE.
Make that Part 2 my dude, been here since day 1 and I haven't been disappointed once. Keep up that Spree (lowkey used Demoknight in MVM before and did well)
Id say undying scout can be considered a subclass because youre meant to be at a longer distance with the pretty boy's pocket pistol as your main weapon
Scorch Shot is actually kinda nice because it pushes enemies back. So if you got a giant midway and need some time for your teammates to breathe, you can slow it down to almost a halt with the scorch.
max shoot and reload speed scattergun and clip, and max hit speed mackerel is my strat and more for like speed and jump idk 0:10 is that a demo pan reference
I disagree that The Scout was "entirely redesigned for PvE". He was just given a special money-collecting ability and a healing/respawn buff to compensate for the high enemy count and spam that makes close-quarters combat more dangerous than in PvP. And for the fact that his 2x capping ability was irrelevant in PvE. As you say, none of the other combat classes got such a big change, but ALL of the Support classes got BIGGER changes, so overall, The Scout's changes for the game mode are nothing special. *I posit that the (sub-optimal) choice for Scouts to focus on Milk and Fan instead of combat was entirely the community's doing. I'm not aware of any evidence that it was actually intended by the development team.* I also don't think "Damage Scout" is particularly hard for newbies to most missions, provided that they are playing at an appropriate difficult level, nor is it my experience that most "Damage Scouts" use the current iteration of Crit-a-Cola all that much. Mad Milk is just really good in MvM.
I personally find the idea of the Scout actually using their gun to fight robots being considered a MvM subclass completely ridiculous. There is nothing preventing you from focusing all your upgrades into your gun while also being able to mark giants and milk robots, they're weapons completely detached from your scattergun, so there's literally no opportunity cost to focusing on damage, which every class should be doing
he's not talking about just using your gun, he's talking about equipping the crit a cola and not upgrading your supportive options so that you can upgrade your offensive ones
@@gameingtothemax6266 I think Weezy's definition of "Damage Scout" here is a bit controversial. Cola vs. Milk is just a weapon choice like any other. If the sub-class is "Damage Scout", then it doesn't require Cola. If the sub-class is "Cola Scout", then it's not different enough from regular Scout to count its own sub-class. Also, it's not that you don't buy Resistances. It's that your Resistances don't look much different than if you were playing Soldier or Demo. There are some community missions where it's just so hard to stay alive that Resistances are important for basically any class.
@@UnderscoreGamingChannel what about using the market gardener vs any other melee on soldier? that's just a weapon choice too, or using the huntsman on sniper? or using a shield on demo?
One subclass I could suggest is Bonk Scout, and no, it does not involve the Atomic Punch. What it does involve is Scout using only his melee weapon (namely, stock bat, or the Holy Mackerel if you're wanting to be funny), this ends up allowing the Scout to have more credits at his disposal, as you only have to worry about the swing speed on the bat, while the rest can go to resistances, movement speed/jump height, and/or canteens (I never use canteens when playing MVM, I'm just cool like that), and can also have room to fully upgrade the Mad Milk for the fastest recharges (or use the Crit-A-Cola for maximum damage without any canteens) I have played several missions with melee only Scout, and, under the right circumstances, can rack up an absurd amount of damage, both on robots, and tanks.
@@scantyer I did recently upload a video showcasing Bonk Scout, and how funny it can be. Also, I don't usually plug my own channel and/or content in these comments, but here, I'll make an exception.
There is this sub class for demo knight that I've discovered called the milk axe with the Scotsman skullcutter and mad milk, you can actually out heal most giants dps if it's fully maxed out
A subclass that I like to play often and have never seen played by other players before so I’m gonna give it a name is the pushback pyro. You take stock, max out its ammo and air blast force, take the scorch shot, max out ammo, reload, and firing speed, and you become a great , cheap, support tool for not just early game but also late game. You can basically set the entire map on fire with scorch spam, you can also hard focus giants and regular robots that are carrying the bomb to knock them back half way across the map with spam, all while staying in the safety of the back lines. Not to mention the max air blast with the stock flame thrower that can throw giants like paper balls as well as send regular bomb carrying robots to the moon. Sure you might not deal as much damage as a phlog pyro, but with the knock back from max air blast and scorch spam you can almost indefinitely stall the bomb so your teammates can chip away at the robots. Plus the scorch is great for softening up big hoards of robots to make it easier for your team to kill them.
If a part 2 gets made, Money Spy needs to be talked about, it’s a lot of fun to play, and seeing entire droves of bots sapped at the click of a button is super satisfying
My favorite thing to do especially back when MvM community servers badges were the thing was going Pyro with maxed out Scorch Shot and Flamethrower setup for airblasting. Main goal is crowd control by keeping them in the air and mass fire tick (and mini crit) as damage, bonus points to send any unfortunate enemy off cliffs or deathpits.
Thank you for including a Gunslinger strat. I tried workshopping some gunslinger strats back when the mod was new but they'd constantly get deleted by mods. Very petty of my but it's nice to have some vindication.
demoknight, for me, is a great alternative on empire escalation wave 6 if you played scout the whole game. max out your sword's upgrades and camp up top when the snipers and engies start spawning in. they'll never be able to get down, and your team will have a lot less stress to deal with. you're still playing support, but in a different way
Here are some sub classes I know of in MVM: - Hybrid Knight - Airstrike Soldier - Clutch Pyro (Pyro but you focus upgrades/loadout on using the Pyro’s more supportive mechanics) - Sydney Sniper - Tank Buster Heavy (usually with steak or shot gun) - Short Stop Scout (Really good for Tanks and waves where you have money to spare) - Immortal Soldier (box, conch, health on kill) - Heater Heavy - Sticky Spam Demo (Stock or Quickie) - Crossbow Medic (yeah this one is only useful in medieval maps on community server)
Not quite a subclass but definitely something against the meta I use as my default is jetpack backburner backscratcher lone wolf pyro (medics hate him) with maxing out movespeed and jump upgrades as the very first thing my credits go to
Honestly what gunslinger Engy needs is just more ticks in the disposable mini sentry.
Imagine Gunslinger Engy but he has 5 of them scattered around the floor like a kid's bedroom while he hops around with his shotgun.
Honestly yeah, letting Gunslinger Engy become a hoard of mini's would be pretty dope
That would be so funny and cool. Now we just need a crit storage upgrade as well.
Being able to control 5 mini sentries with the wrangler would also be really fun
Just convince your whole team to do it so you have 12 minis
@@glctcthnkr8059 Now you're talking.
I wish the Gunslinger was better in MvM. If they made the disposable mini cheaper and let you upgrade it twice I think it'd be a ton of fun. I mean 3 minis are probably still worse than a single fully upgraded lvl 3 but it'd still be fun to play as a summoner in TF2
Or if they let you actually repair the mini or wrench boost it
Or hell something more stupid have more mini-sentries(like a max of 4 minis if you don’t count the disposable upgrade).
Yes, And it Should gives you a Extra Damage Bonus Upgrade to the Shotgun and Pistol (Like Demo with a shield that gives you Extra Damage Bonus to swords)
Also make Minis ALL affected by wrangler
@@fractalisomega9517 the minisentry hivemind
Damage Scout is actually one of, if not THE most viable and optimal way to play Scout in higher level MvM (especially community missions) due to requiring everyone to deal damage, while still helping out the Team if the Scout decides to go HYBRID instead of full on DPS or Pacifist. I also recommend guide made by Underscoregaming as he made a great MvM Scout guide.
ALso, same thing with SHield Bash Medic. Because Medic in higher lvl MvM is less necessary due to Players being better, and missions not being designed around him, him doing damage and providing support, is better than being essentially AFK.
@@remove_the_at_sign So there's a sort of sliding scale of playing scout:
Support: upgrades mad milk and movement speed and spends the game throwing it at everything
Default: Mad milk, resistances, movement speed and some damage
Damage: Gun and mobility upgrades only. Crit o cola for extra damage
Hybrid: Mobility, Gun and mad milk upgrades. Hit giants with fan, milk them, then go ham with your gun
only if youre not thewhat89
This was a solid vid that stands on its own merits. A part two would be welcome.
if it stands on its own merits why would you want a part 2?
@@logandunlap9156 Because OP stated he was open to doing a 2nd part. Altho whether he does is ultimately his choice. I was simply stating that (with or without a sequel) the first video was still fantastic.
im going to blow
@@Scout-Fanfiction you forgot to change profiles budy
@@boxcart4533 When he said OP I think he meant Weezy
Air Striker, Bison Jumper, Flamethrower Extension, Backburner, Grenade Mortar, Caberknight, Heavy Wall, Boxing Heavy, Pistol Scout/Engie, Uberchain, Huntsman, CarbineWacker, Just Classstacking... Plenty of obscure, fun strategies all around in MVM. It really depends on your creativity. tbh.
Overall awesome video, but I'd like to add one more line to your video if you don't mind: "Use with care".
These strategies are 'Generally, and Objectively Speaking', inferior than the so-called 'META', of course. Seen too many of those 'creative thinkers' from wave 1 just making us lose the wave, and ends up ruining the lobby. Trying it out on later waves is fine, but pulling those out from the start in solo queue lobbies not only causes you a bad experience but for your teammates too.
real
Remember this rule only applies to mann up where people actually have to buy matches, go nuts on bootcamp
Ah here comes the tacobot representitive
@@Collisto2435 everyone who you disagree with and is a high tour are tacobot
You forgot fat scout lol.
1:10 Damage Scout
3:14 Flare Pyro
5:16 Shield Bash Medic
7:23 Demoknight
10:08 Mini-Sentry Engie
Thanks m8
😊😊6
One subclass that I enjoy is the Widowmaker engineer; especially on heavy tank waves. That thing is very good at shredding tanks and dealing consistent damage
"WidowEngie"
Also you can have literally infinite Metal as long as you dont die
If you only use it to shred tanks then it's not exactly a subclass, if you are playing like a battle engie, all up in the enemy faces and shooting them without turtling your buildings then it is a subclass
Tank busting is a whole new meta
Playing widowmaker is more of a preference bewteen it and the rescue ranger. Rescue Ranger helps with your sentry while the widowmaker help you the entire more and tank busting.
imma be real, battle engie on 666 works wonders ONLY because of that shotgun, it's so much fun
sentry ain't the damage, I AM the damage.
That 10% dmg bonus be doin mumbers
I love maximising my shotgun as the mvm engy. The fully upgraded rescue ranger will make metal management easier, give me more flexibility and allow me to spam a bit to help the team.
and a fully upgraded stock shotgun with speed and resistances will make you a killing machine
I typically run the Widowmaker in MvM and max it out. Really good for shredding tanks
*maximizing
@@taffyadam6031i'm maximizing how much i am in your mother.
I like the part when the pyro said " it blasting time" and then gets kicked 5 seconds later
Fun Fact: the scorch shot can reset the deploying animation of bomb bots infinitely with the exception of busters and tanks
also scorch shot, if upgraded and spammed, can shove a giant bad box solly into a corner and just hold him there.real funny if he's the one with the bomb.
True it has some utility, but demo and soldier loose splash damage potential, scout and heavy loose bullet penetration, and just give up trying to play sniper. Works a lot like spamming airblast, but you still keep some damage going. If you’re anti-gas it makes for a pretty solid utility if you’re going phlog.
Don’t tell Basil or Vruyii
6:48 I appreciated the Goldeneye speedrun reference. Made me giggle.
Medic Dancing with his shield just killing every thing while grooving is a Power move.
An interesting subclass for medic is the ResMed, a medic using the vaccinator for resistances and resurrection. A fun quirk of ubers makes you revive significantly faster, and since ubers with the vaccinator can be dropped like candy you can almost instantly res even heavies.
The main downsides are that it's not kritz, and you have to play vaccinator.
Edit - After some testing, found out that the Vaccinator uber is an instant revive instead of a faster revive. Make of it what you will.
Vaccinator is the most fun thing in the game tho
I love the vaccinator myself, it's just the literal hardest medigun to play because of the resistance switching.
I did that in a custom mission server once.
I only did it because we needed a medic because we were struggling on a wave, and absolutely no one in the lobby had any idea how to play mvm medic, so I just tried it out and hoped it worked.
we won the wave, so I guess it worked?
Being able to bestow the equivalent of max resistance upgrades to whoever you want for 2.5 seconds is VERY useful, sometimes better than a standard Ubercharge
I really like how you started the video more positive and happy sounding with WarioWare playing emphasizing the energy of subclasses despite being more unconventional
One day when experimenting in mvm, I've ended up discovering a hidden subclass as i was trying to make a Melee-only heavy works but not in a way i was expecting, i called it "Gauntlet Heavy".
The load-out is as follows:
Ignore primary
Any Launch item
Fists of steel
Upgrade ladder: Resistances (yes all of them, but only at least one point is necessary except crits), Health regen if necessary, Movement speed, health-on-kill on melee, Attack speed on melee, and recharge speed on launch item if necessary.
Similar to the demo-knight and potentially some other sub-class, Gauntlet Heavy is a "Upgrade dependent" sub-class were he needs necessary upgrades to reach his full potential, and in the starting and early waves he suffers from what i called "Power drought" were he lacks necessary upgrades to reach his full potential and thus need to upgrade and play more carefully to avoid constantly dying like a newbie pyro. but after each wave completed, he is only getting more difficult to kill as he starting to accumulated credits which he spends on key upgrades and his potential power grows until last 2 waves he has became immortal as long you don't screw up too badly. He can be played as "money heavy" or as a dedicated tank.
EDIT: i should also mention that some mission does provide more then around 400 starting currency, such as one manhatten mission that gives you 1200 starting credits to work around with, so the issue of "Power drought" is not as obvious there. also i found something interesting, both gauntlet heavy and demo-knight have the same issues starting out but as the team completed waves, these issues started to fizzled out as they accumulated credits which they can spend on key upgrades until they grew very powerful. I called this concept "credits-to-power ratio" or in more simplified "CreditsCreep" with the name inspired by "powercreep", were the individual or team earned so much wealth that they can't possibly lose or die as long they don't screw up.
"Gauntlet heavy" should should be called "pootis punch" in honor of captain punch
So basically just a damage sponge
@@DaddyDellConagher yeah he eats damage like breakfast. It's more fun then playing tank in overwatch.
@@MrSilvara3 ill try it out ingame, if i don’t get kicked in 1 nanosecond
launch item?
yummy launch!
It’d be cool if you did a video on the more “hidden” tips and mechanics of mvm, like how engineers can confuse sentry buster’s path finding by destroying a sentry in the air with jump height
Or maybe just a guide to MvM gameplay, like teaching you how to play spy optimally.
@@mariustan9275 lookup underscore gamings spy guide, highly recommend his class guide series
6:55 i love how the 0 tour pyro has only 8 more damage than the scout
7:49 "Blessing him and *only* him, with two major benefits."
Actually, no.
Fun Fact: If you upgrade the Half-Zatoichi's Crit on Kill and Damage Upgrades, this actually transfers to Soldier. This can let you become a Soldierknight, which is also very gimmicky, but fun to mess around with. It's a Demoknight, but you don't give up your Primary or Secondary. (Unless you want a Rocket Jumper/Gunboats playstyle)
How? Is there a video on it
@@duncanchillake8024 Buy the Zatoichi Upgrades on Demoknight, and then switch to Soldier with the Half-Zatoichi, and you'll still have those upgrades on Soldier.
@@thisbox dude, pairing that with the concheror and rocket jumper makes soldierknight actually viable, that's awesome
Spy also has the upgrade for his knives
@@duncanchillake8024 I feel like Half Zatoichi makes Soldierai not Soldierknight
6:50 Must've been embarrassing for the Soldier, dealing less damage than a medic, sure wonder who that was...
Hell yes, I want part 2! I still remember the days of running around being a member of the Bison Brigade, and what glorious days those were.
got me ofguard for a second 1:32
Nahhhhhh
12:32
bro has all the achievements in hentai puzzle lmao
3000 worth of them too...
A video from you brightens my day. Thank ya for your hard work on these, mate!
Yes, please, I'd love a part 2 to this.
Your script writing is on point. Absolutely mad amount of clever lines
As a new player this helped me become even more of a drag on my team. Thanks!
Man i love the Art of the MVM subclass
Next up: top 10 best maps in mvm
zenith, do u play mvm?
We are truly starved for content.
Lmao mvm has more than 7 maps?
@@duncanchillake8024 it has 8 counting example and ghost town, but it has 6 normal maps. example is a test map, and ghost town is coal town with spooky decorations.
Your videos inspired me to hop back into TF2 again to do MvM, while just doing the Bootcamp stuff and doing practice with what tools to make use of thanks to the Tier List of yours, so it helped me do a littls better at Scout, thank you very much!
I always played shieldbash medic. I didn't even realize there were other ways to play. Once I realized how much damage that shield did I thought "oh I'm supposed to kill things with this!"
Best way to keep the team safe is to constantly heal them quickly and remove half the wave for them!
"can I play mini sentry engie?"
"commit toaster bath"
Awesome scene. Subscribed.
So basically, damage scouts are to MVM as scunts are to casual. Good to know!
Not really since most of the time you're playing scout in mvm normally you're focusing on dealing damage, to be a damage scout you completely give up all your other roles and focus on one thing. This would be like if scunts just completely stopped dealing damage so they could only focus on taunting to make the enemy mad
The giant at 2:46 totally outplayed the scout right there.
When is fart of the subclass 4
1:27 as a music artist I couldn't agree more
Personally, I find the tide turner always great because it lets me make escapes way easier than the others. Plus the resistance doesn't mean shit if there are only bullet or melee bots
Tide turner is not good in the early waves because the bots move predictably and you lose guaranteed crits, so you have to buy crits on kill for it
Tide turner is bad in the late waves because maxing out the speed makes charges hardly necessary outside of guaranteed crits (which you dont get), and it's cheap to just upgrade your charge recharge and make it almost always full
Honestly the tide Turner is better off more late game in my opion but in later waves I feel like the tide Turner is best for late game I mean you can litteraly give yourself steroids which just makes the tide Turner a target in charge that makes you turn and only losing a few resistances
@@duncanchillake8024 they may move predictably but I'm a dumbass who can't tell how they'll move exactly. So I need the extra mobility to get out when I fuck up. And on later waves it still feels like it's faster to charge(I'm not exactly sure the speeds and stuff) and can be used to fuck with agro and to reach a small bot around a rock or corner and get a mini crit off and a crit chain started
@@inkyjonin5341 i found that handicapping myself by not using the full turn control of tide turner made me get substantially better at charging than i formerly was, so i would recommend it, also charging at walls at a certain angle makes you keep moving so keep that in mind
You can always swap it out later. Not having to spend nearly as much on other resistances early (and sometimes even later) is useful.
my two most bizarre mvm expierneces are both centered around everyone in the lobby switching to a subclass.
the first was on Hamlet Hostillity. Everything was pretty good, team had good synergy despite minimal conversation. We had two Engies, which was odd, but we did really good. We were never pushed back despite one of them being a mini sentry engie.
On the last wave, the one with four tanks, EVERYONE switched to engie. And it worked so well. Unless the stars just aligned for the perfect team, it felt like 6 frontier justices were decent for tank busting.
The second was the same, but on a Mannhatten mission. Everyone was demoknight. Just constant noise, charges & screaming & crits everywhere. We got pushed back to the bomb point but we won without having the redo the mission. It was super fun
I've been a demoknight main in MvM for over a year now, and it's very underrated. It's held back in 2c because those missions were designed around medic's shield, but try it on any other missions and you'll see the potential. The biggest part is using the skull cutter, because it gets random crits
I look forward to your videos all the time, MvM is my favourite game mode and I trust your opinion the most because you give good, thought out reasons
the title should've been "the art of the subclass in mvm" smh my head
after my many battle medic games, theres another feature of the quick fix. its a bit costly, but gather full ubercharge duration and overheal rate, points in ubersaw swing speed, and a dash of resistances and move speed. this combo can create a faux "rage" meter as you consistently pop your uber, gain full overheal of triple your health, then go ham into the robots mowing them down with random crits as you switch back to your not-even-close-to-empty medigun still sitting around 80%-90% after 30 seconds to gain all your overheal back. a team of medics with just this can mow down pretty much anything and are resistant to everything (except tanks.)
battle medic is just such a fun subclass, great vid weezy!
Maxing out your Loose Cannon as Demo is also surprisingly fun against giants. Especially when your team has a competent Pyro to follow you around and incinerate them while you knock them around.
bro, some of these were absolutely wild to watch. Would happily want to see more mvm capable subclasses discussed :D
"Pyro is dead" is probably the most uttered voice line in mvm, just short of "incoming!"
I love that I've done all of these.
And lately, regular uber medic with a spy. The ubercharge holds aggro while the spy gets free backstabs.
HE IS STILL ALIVE, MORE FREQUENT UPLOADS NOW!
Gonna shoot for a video every 2 weeks minimum from here on out
YES
THANK YOU SO MUCH
@@WeezyTF2 when next upload?
@@WeezyTF2 how to activate this bloody shield on medic? Which button?!
"Dont do the scorch shot"
Ugh finneee *zips up pants*
Hopefully he mentions Samurai Soldier and Gun Spy in part 2
I wanna see if those are at the very least somewhat viable in mvm
they arent, nuff said
Awesome video! so many unique playstyles I've never heard of, I'm sure all of us MvM enjoyers would love a Pt.2!
8:22 Demoknight doesn't need all of the damage upgrades. One damage bonus upgrade is enough to kill robot soldiers with the crits, and three - to kill heavies. Also, there is a shield that gives you 30% blast resistance and 50% fire resistance FOR FREE.
Aw hell yeah it's a good time when weezy uploads
No srsly I'm pretty sure I'm 90% better after seeing all the weapon tierlists
Keep going man
12:53 Boy, do i love Weezytf2's videos. If only i know a way on how to support his content.
After a long day of work, I gotta say it's pretty refreshing to watch another banger from the banana man himself. Woo!
"Money, fans, speed, and c-"
Make that Part 2 my dude, been here since day 1 and I haven't been disappointed once. Keep up that Spree (lowkey used Demoknight in MVM before and did well)
12:37
That's almost an *eloquent* way of saying it
Id say undying scout can be considered a subclass because youre meant to be at a longer distance with the pretty boy's pocket pistol as your main weapon
Scorch Shot is actually kinda nice because it pushes enemies back. So if you got a giant midway and need some time for your teammates to breathe, you can slow it down to almost a halt with the scorch.
max shoot and reload speed scattergun and clip, and max hit speed mackerel is my strat and more for like speed and jump idk
0:10 is that a demo pan reference
0:09 I WILL NEVER DELETE MY FIRST HAT
One of the most brilliant and original videos about TF2 ❤
0:36 that was a face stab
This is a real eyes-opener into weird subclasses, thanks for the video.
I disagree that The Scout was "entirely redesigned for PvE". He was just given a special money-collecting ability and a healing/respawn buff to compensate for the high enemy count and spam that makes close-quarters combat more dangerous than in PvP. And for the fact that his 2x capping ability was irrelevant in PvE. As you say, none of the other combat classes got such a big change, but ALL of the Support classes got BIGGER changes, so overall, The Scout's changes for the game mode are nothing special. *I posit that the (sub-optimal) choice for Scouts to focus on Milk and Fan instead of combat was entirely the community's doing. I'm not aware of any evidence that it was actually intended by the development team.*
I also don't think "Damage Scout" is particularly hard for newbies to most missions, provided that they are playing at an appropriate difficult level, nor is it my experience that most "Damage Scouts" use the current iteration of Crit-a-Cola all that much. Mad Milk is just really good in MvM.
common underscore w
Ive been binging your videos, keep it up
If your team has a medic, damage scout can be insane
The writing of this vid is top notch, chef's kiss
If you make a second part, I'd like to see the anti-tank Sniper subclass mentioned, as it can also compete with a phlog Pyro
Not really a subclass, just a few points spent on knife. A subclass would be SMG sniper.
I’d love a part two to this, it’s beautiful on its own but i think a part two is much needed
I personally find the idea of the Scout actually using their gun to fight robots being considered a MvM subclass completely ridiculous.
There is nothing preventing you from focusing all your upgrades into your gun while also being able to mark giants and milk robots, they're weapons completely detached from your scattergun, so there's literally no opportunity cost to focusing on damage, which every class should be doing
he's not talking about just using your gun, he's talking about equipping the crit a cola and not upgrading your supportive options so that you can upgrade your offensive ones
@@gameingtothemax6266 The thing is, Fan O War and the Mad Milk don't even need to be upgraded to have the desired effect.
@@luigifan4585 but the mad milk needs crit-a-cola to not be equipped
@@gameingtothemax6266 I think Weezy's definition of "Damage Scout" here is a bit controversial. Cola vs. Milk is just a weapon choice like any other. If the sub-class is "Damage Scout", then it doesn't require Cola. If the sub-class is "Cola Scout", then it's not different enough from regular Scout to count its own sub-class.
Also, it's not that you don't buy Resistances. It's that your Resistances don't look much different than if you were playing Soldier or Demo. There are some community missions where it's just so hard to stay alive that Resistances are important for basically any class.
@@UnderscoreGamingChannel what about using the market gardener vs any other melee on soldier? that's just a weapon choice too, or using the huntsman on sniper? or using a shield on demo?
that deleted gibus breaks my heart, reat video all in all, puts it back together
unironically, these are so cool as subclasses. i actually want to get a team together so we can screw around with some of these
One subclass I could suggest is Bonk Scout, and no, it does not involve the Atomic Punch. What it does involve is Scout using only his melee weapon (namely, stock bat, or the Holy Mackerel if you're wanting to be funny), this ends up allowing the Scout to have more credits at his disposal, as you only have to worry about the swing speed on the bat, while the rest can go to resistances, movement speed/jump height, and/or canteens (I never use canteens when playing MVM, I'm just cool like that), and can also have room to fully upgrade the Mad Milk for the fastest recharges (or use the Crit-A-Cola for maximum damage without any canteens)
I have played several missions with melee only Scout, and, under the right circumstances, can rack up an absurd amount of damage, both on robots, and tanks.
this sounds really bad but i'll try it. I suppose you also just type +attack on console right?
@@scantyer I didn't do +attack, but don't let me stop you from trying it yourself.
this is the dumbest comment i have ever seen
@@scantyer I did recently upload a video showcasing Bonk Scout, and how funny it can be.
Also, I don't usually plug my own channel and/or content in these comments, but here, I'll make an exception.
4:08 okay but have you ever had a maxed on scorch shot on big rock just shooting at the spawn endlessly? It's hilarious
Great music choice for the Demo Knight build :)
There is this sub class for demo knight that I've discovered called the milk axe with the Scotsman skullcutter and mad milk, you can actually out heal most giants dps if it's fully maxed out
Good video. Looking forward to the sequel where you talk about the meta-adjacent Spycrab that is surely real.
1:00 well this aged like milk
I think like a good spinoff / sequel to this video would be to judge how good casual subclasses or meme loadouts would be in MVM
I'm letting you know in the comments below. Maybe after you cover them all, you can make a tier list based on how fun they are or how viable they are
Scout damaging people is the best way to play scout
A subclass that I like to play often and have never seen played by other players before so I’m gonna give it a name is the pushback pyro. You take stock, max out its ammo and air blast force, take the scorch shot, max out ammo, reload, and firing speed, and you become a great , cheap, support tool for not just early game but also late game. You can basically set the entire map on fire with scorch spam, you can also hard focus giants and regular robots that are carrying the bomb to knock them back half way across the map with spam, all while staying in the safety of the back lines. Not to mention the max air blast with the stock flame thrower that can throw giants like paper balls as well as send regular bomb carrying robots to the moon. Sure you might not deal as much damage as a phlog pyro, but with the knock back from max air blast and scorch spam you can almost indefinitely stall the bomb so your teammates can chip away at the robots. Plus the scorch is great for softening up big hoards of robots to make it easier for your team to kill them.
Gl with that cause I've had Tacobot members kick me just for being pyro before even looking at my loadout.
Did you know that you can kill robots, mark, milk and collect money at the same time?
If a part 2 gets made, Money Spy needs to be talked about, it’s a lot of fun to play, and seeing entire droves of bots sapped at the click of a button is super satisfying
Honestly one of the most interesting videos I've seen
2:00 ITS REAL.
My favorite thing to do especially back when MvM community servers badges were the thing was going Pyro with maxed out Scorch Shot and Flamethrower setup for airblasting. Main goal is crowd control by keeping them in the air and mass fire tick (and mini crit) as damage, bonus points to send any unfortunate enemy off cliffs or deathpits.
10:23
LOL.
Skullcutter-knight is fun in Ghost Town, I once got the same amount of tank busting as a phlog pyro
10:39 There I am Gary! There I am!
Keep up the great work bro your amazing:)
10:10 you will see the main menu
LMFAO TRUE
Thank you for including a Gunslinger strat.
I tried workshopping some gunslinger strats back when the mod was new but they'd constantly get deleted by mods.
Very petty of my but it's nice to have some vindication.
demoknight, for me, is a great alternative on empire escalation wave 6 if you played scout the whole game. max out your sword's upgrades and camp up top when the snipers and engies start spawning in. they'll never be able to get down, and your team will have a lot less stress to deal with. you're still playing support, but in a different way
Here are some sub classes I know of in MVM:
- Hybrid Knight
- Airstrike Soldier
- Clutch Pyro (Pyro but you focus upgrades/loadout on using the Pyro’s more supportive mechanics)
- Sydney Sniper
- Tank Buster Heavy (usually with steak or shot gun)
- Short Stop Scout (Really good for Tanks and waves where you have money to spare)
- Immortal Soldier (box, conch, health on kill)
- Heater Heavy
- Sticky Spam Demo (Stock or Quickie)
- Crossbow Medic (yeah this one is only useful in medieval maps on community server)
Not quite a subclass but definitely something against the meta I use as my default is jetpack backburner backscratcher lone wolf pyro (medics hate him) with maxing out movespeed and jump upgrades as the very first thing my credits go to
3:46 me
Just like me frfr
Your subcount has multiplied by 10x since january, i bet that feels nice.
Holy shit I'm in this video at 11:11
would love to see more vids like these,btw you deserve more subs
Jesus loves you
No he doesn't
I watched this while eating a sandvich(heavy style) and drinking lemon tea 10/10 experience