Thing is people dont really think the Scottish Resistance is bad. Its just bad for what the majority of people use stickies for, which is offense. They just find the Scottish Resistance's flavor of play to be rather uninteresting, which I can understand. The Enforcer on the other hand is just a frankenstein of a gun thats basically just the stock revolver but slightly clunkier, and the Southern Hospitality is basically just a stock reskin.
people don't use the Scottish Resistance because you can't sticky spam with it, also the enforcer is amazing if you have above average aim and there's an annoying Vaccinator Medic, Wrangler Engi or Natascha/Brass Beast Heavy in the enemy team, it's clunky, but not bad, while the southern hospitality is a straight up upgrade from the stock wrench Edit: you can't be your average braindead Sticky spammer pub Demo and the southern hospitality applies only in servers without random crits
@@tizianolocarno111 don't agree about the hospitality take (if we're talking casual servers with random crits ofc). engi does a lot of damage meaning his crit chance goes very high, a crit swing happens really damn often and it's way better than a guaranteed bleed, which doesn't do much.
@@otakusatanist yeah that's why I specified on my edit that it's better in non random crit servers, in official servers it's basically a boring Sidegrade that maybe can help you out if you're playing against against an annoying spy or multiple of them
@@tizianolocarno111 the issue with the Enforcer is that the Enforcer is good against what Spy is already a counter to. Spy already counters the Vaccinator and the Wrangler well enough. Why would you shoot the Vacc medic when you can just wait to go in for a Backstab.
@@supermudkipz that's true. It's probably more handy if the enemy medic is surrounded by his teammates and you don't want to dive in, but yeah, it's probably better to just stab them anyways if they're distracted. Maybe it's better if you're using something like the Spy-Cycle or the YER, since the Spy-Cycle can leave you without a knife if you touch a flame particle, and with the YER to maybe cap off a chainstab, but with the latter the Étranger or the Diamondback are still better.
@@DavtwanIt's really surprising to get slapped by a crit you couldn't see because the disguise hides the glowing gun. Enforcer definitely needs a buff, maybe instead of just "while disguised", it's "for x seconds after being disguised"
For the Enforcer, I think that improving the Damage boost stat into "plus 20% more damage when disguised OR when enemy has debuff OR when Spy has buffs" which is "plus 20% damage when X or Y or Z happens" meaning more situational and has several ways to use the damage boost, no, it does not stack so it s a X plus Y plus Z equals 60% more damage, but a X or Y or Z equals 20% damage. For the Ambassador, make it so that the crit shot range cancellation is turning the crit shot into minicrits instead, that way, you are still rewarded for long ranged shots. for the Diamnondback, at least make it so that when disguised, you do not use crit charges. That way, the Diamondback is the definitive "in your face" sort of Spy Revolver. Also, give it something like the Amby Crit shot range downside, especially my versions for the Crit shot range(Crits up to a certain point but minicrits after that) so no Crit shot diamondback sniping. what do you all think of this?
@@drivanradosivic1357Amby is fine the way it is now, just extend the damage fall off range, I say (1200hu to 1800 or 2000hu). And simply give Diamondback the same treatment as Amby
Never realized the scottish resistance's faster firing speed and individual det could actually make it useful for situations other than sticky trapping
I’m so glad you’ve brought up the scottish resistance, it genuinely is so much fun to just post up on some random ledge bugged out super high up nearby and just dropping AC130 bombing runs on people from out of sight
@@DaveMillerDsafReal I mean, that is a valid reason. If you are an aggressive Demoman, Stock or Quickie bomb is for you. But if you want to make a minefield and danger zone, Scottish Resistance.
Something I love doing with the Scottish res is setting up an obvious trap that is just there to be a decoy. Intentionally detonating it at the wrong time, and then having the enemy chase me around the corner right into the actual trap
The other thing people forget about The Scottish Resistance is that you don’t _have_ to use it on multiple chokepoints. You can set a two or three layer trap on a single chokepoint in order to cleanup targets that survived the first detonation. Another thing I like about The Enforcer is the ability to give one powerful response to someone that has found out your disguise. Sometimes, you don’t have enough cloak to get away, so having a powerful and consistent two-shot response helps against a relentless pursuer. The Southern Hospitality is certainly one of the wrenches of all time.
Southern Hospitality could have "does more damage vs bleeding/debuffed foes" stat to make it better. similar for Boston Basher. I would make the Boston Basher have an primary fire that is 20% slower swing speed, and does more damage vs bleeding/debuffed foes and the alt fire is Boston Basher current stats and no random crits.
If I remember correctly, there used to be a bug (not sure if it's patched or not) that made the Enforcer ignore not only resistances, but also vulnerabilities, so, for example, the Pain Train didn't cause you to take more damage like it was supposed to.
I really love using the Shortstop, it's a nice change of pace to have a good medium range burst damage option that isn't the cleaver, it lets you pester people outside of Scout's usual range more effectively, though the pistol still does a good job in that aspect.
No no no, don't just say "even stock" and then leave. You get back here and explain how the straight downgrade from the other two, that not even FSoaS (who's syringe gun changes I don't even agree with) can defend, is worth anybody's time after unlocking any alternative.
@@Cheese_man539 In competitive it is obvious, but casual... You'd be surprised how much value you can get by upping your medigun game alone, but people are quick to (over)use the crossbow. Most of the time in casual I usually surpass the average crossbow user's healing output by over 2-3k, while retaining the ability to deal respectable damage in close range encounters, whether it is a spy, scout or helping my team mates out by chipping +100 damage in, when the situation favours it. Problem is that it is so much easier to shoot a single bolt, than spending time to be at least semi-consistent with it against beginner players. You could say the medics themselves get outclassed by the crossbow.
I would absolutely love to play with the Scottish Resistance concept, but I am NOT waiting for these to activate while a whole group of enemies walks through the same door one after another
The cleaners carbine is the most slept on secondary that sniper has. People hate it because its firing speed is to slow to use properly and mini crits are kinda redundant with jarate. But there are things that makes the cleaners carbine is that 1. It can charge crieky on buildings for easy and fast charge. 2. Charges on bonged scouts depite their invinicbility. 3. Most importantly can charge on spies while disguised which leads to long distance spy checking. 4. You can always use it with the bushwacka without feeling as dirty and unfair as you would with jarate.
I honestly think the enforcer is basically just a direct upgrade from stock. Its upsides can be significant by hitting the two shot threshold on light classes, and its downsides basically mean nothing. The slower firing speed doesn't mean much because you want to pace your revolver shots anyway because of the built in inaccuracy, and no random crits is whatever. Probably the 3rd best revolver behind the cloak one and the diamondback.
One thing about the Enforcer is that it's the best tool for dealing with wrangled sentries from a distance. Since you won't be sapping it (as that already disables the wrangler) it deals full damage and bypasses the Engineer's shield, essentially dealing triple the damage of any other option, effectively doing crits to the thing.
honestly do love the enforcer, i rarely play spy because i'm still not accustomed to his playstyle, but if there's a wrangled sentry gaurded by a multinest, the enforcer is coming out, just unload an entire clip from a hidden location and the biggest threat to my team is gone. how much i hate deadringer kunai spys it maybe my gun of choice if i get good at the class, opens up way more pick potential cause yaknow, spy isn't a dps class. it's why the ltrange is so good, still is a gun but the cloak is by far the stronger upside noting you'll be instakilling most enemies. the enforcer just counters the most annoying strats in the game.
Scottish resistance fighters is my favorite sticky launcher On upward defense, I can hold down the entire left flank by myself, it’s kinda stupid when it’s played right
If you ever do a follow up on this video, please check out the manmelter for pyro. I feel like it's really unfairly slept on, its free and faster extinguishing mechanic is excellent, even without using the phlog. The faster projectile speed also helps hitting shots from farther away. For me, it's the number 2 secondary for pyro, behind the detonator.
i often like putting on booties, scotish resistance, either stock or caber and play as powerhouse/support. just trapping chokes and flank or 2 to stop any push from enemy... the downside is you need a team to force enemy into co-ordinated push that can be punished... extra points for launching medic into you and finishing him with melee
The Scottish resistance also has the added benefit of distraction. Seeing the traps or finding fresh bombs dropping under you causes usually a change in movement or group splitting, making it eaiser to pick them off as the team is not covering each others backs
Comp too. Because anything not hyper aggressive just falls behind in a game mode where you have to constantly move forward. Best case scenario for it is if you're losing, and need to defend last.
Considering the Scottish Resistance heavily relies on enemy unawareness and is strongly gimped when it comes to self-defense even when compared to Stock stickies means you're horrendously vulnerable to being bum-rushed. Leave a trap near yourself for self-defense you say? You'd need to use maybe four or five stickies for that and then you'd need to take the time to reload, and then do the same thing again when moving to a new spot. In short, it slows everything down. Lazy didn't ruin its reputation, this was the general consensus people that had already reached by themselves after playing with it before he even made his Demo video. Its most effective use a lot of the time once enemies wise up to your tactics is just as a deterrent.
@@zebug4762Forcing the enemy team to be hyper alert/paranoid about stickytraps is honestly really good for your team. If you're constantly repositioning yourself and your traps throughout the game, they will need to be aware of *every* corner, doorway and low ceiling. Any of them could be a potential trap, and they can't guarantee that another one won't be literally two feet away from it. The more time they waste clearing areas to make sure their Medic doesn't randomly get gibbed is more time they aren't pushing the objective. Admittedly this is still mostly only applicable to low level and casual games, but it can be useful.
Something that's not often thought about is how the Enforcer pierces through wrangler shields, which is something you might see more often then other resistances. See an engie over-abusing his wrangler? Pop a few shots from down field and watch him panic when his precious gun loses a fifth of it's health as sudden damage with each shot.
You know, the Southern Hospitality could be more interesting if it had a MUCH stronger upside.... At the cost of a much worse downside. Swap that fire weakness for an explosive weakness. That could make it a much more extreme playstyle. But... the problem is. I don't know what would be a good enough upside for THAT huge of a weakness.
This isnt the video to discuss balance changes, but i think a neat property that could be adjusted to make the Southern Hospitality more interesting would be an additional debuff on hit that makes sentries deal more damage to the target. Just a simple buff like that and it adjusts the entire goal of the engineer when using the southern hospitality. It might need a nerf to even out its odds, maybe a decreased base melee damage, but I think it could be a fun concept to work with.
My favorite scottish resistance stat is the Carpet of Death, where i lay out a full carpet with the faster firing speed and selectively detonate them when a poor soul steps on it like a fucking minefield
On enclosure you somehow could get on the skybox and enemy engies set up sentries and used wrangler to be basically invincible. All it took was 1 enforcer to teach the engineer a lesson
Scottish Resistance is super good with the Loose Cannon. Oppressive load out on tight maps. Push people back into your field of death. Massive synergy.
I will always defend the Scottish Resistance as a great and fun sidegrade that more people should give a fair shake that being said me like big damage and the stock launcher is better at doing that
I use southern hpspitality and scottish resisitance both because 1.i use southern hospitality because there is no other wrench that can always gurrantee a kill,and i know random crits,but i play on community servers. 2.scottish resistance is just a ubgrade to stock sticky launcher if you use it like intended,people have become so brain dead im sticky spamming that they forget what their potential is if they litrally lock down each possible entrance to a area Edit:- 6:41 can we just appreciate this spy for a moment
"There is no other wrench that can always guarantee a kill" Gunslinger with stats that literally says "every third hit is guaranteed crit": ☕🗿 Bro don't even read descriptions of weapons😂
@@alohaha-fv4dithat stat barely comes up as: A: Only soldier and heavy would survive 3 normal 65 damage hits, all other classes would die in 3 or 2 hits, regardless of the crit B. Melee hitreg is a bit odd so getting 3 hits in a row is hard C. Shotgun is better most of the time for attacking. (you arent using rescue ranger with mini's and you should never use the pomson) D. Heavies will kill you first unless you sneak up on them for the first hit E. Soldiers can rocket jump away if they have enough health. If they dont then the shotgun would be a better tool at that time
What's kinda disappointing about the enforcer's armor piercing, is that spy is one of the classes that will see the least use out of it, the only 2 classes that would get even less out of it would be engineer and medic. Like, how often does spy encounter a situation where damage resistances are in-play and he needs to take it out with his revolver? A wrangled Sentry is likely better off being sapped while you use the disguise damage bonus to gun down the engineer. Spy simple does not have the combat capabilities to make engaging a vaccinator medic and their heal target worth it. And as for enemy spies, you are typically behind their lines while they are behind yours.
10:16 "The engineer has the most to benefit from random critical mele crits" The Scotsman's Skullcutter: Yes but can you get the max random crit chance of 60% and hit 7 random crits in a row, with the only thing stopping you are sentries, a kritzkreig power class, and running out of things to kill. Didn't think so.
I like that most of the clips of the Scottish resistance like less efficient stock, cause that’s what it is. Placing down 14 stickies sounds cool until you’ve spent the last 20 years reloading for the trap to get scorch shot.
The Enforcer is just so satisfying to use against Razorback Snipers. No. You are *not* safe from me even with that stupid shield. Also it does help in speeding up Sentry takedowns. Not amazing there but it is noticeable.
the scottish resistance is just the stickybomb launcher if it was actually for trapping, so obviously not as good but thankfully has all those buffed stats
The southern hospitality is literally just a straight upgrade to stock. An engie basically never comes into direct contact with a pyro, unless you’re playing offense in which case you’re not going up against a pyro with your wrench but rather your shotgun (also you’re most likely using the gunslinger on offense). And if a pyro tries to come at you with his flamethrower, your sentry is gonna make quick work of him before he ever reaches you. This weapon has such a niche downside that it might as well has none at all.
Not being able to airburst sticks or stick yourself when someone is in/near melee range is absolutely big deal. The extra reserve ammo is nice but then there's the problem of demo's reload times which are longest in the game - to take advantage of the increased primed sticky count you have to shoot and reload for considerable amount of time, and then reload some more.
I like the fact that actually using stickybombs as traps is considered an "alternative playstyle" as if that's not what the demoman was designed to do...
With the Scottish resistance in particular, the reaction that your enemies are also quite significant. For the people who don't notice/ heavily respect the bombs or launcher, those people will back off and probably be forced to try to disarm the whopping 14 explosives less they die or waste too much time off the objective. And for those who don't respect it, thinking the arming time is a joke and view the bombs as harmless, well you can easily make their ideals literally blow up in their face for some sweet catharsis.
The your eternal reward is spy's most underrated knife You can completely shut down a sentry nest with it as you can stab the engineer and the sentry still won't shoot you It's silent backstabs are more useful then you would think Being able to disguise as your victim is more useful then you would think especially in chaotic or crowd scenarios
Heavy is the onky class that needs new weapons, everyone else just needs balance changes to fix the ones they already have and make half of them worth using
the back scatter being able to 1shot light classes is quite useful plus you are able to do more damage at a range than you otherwise do with other scatterguns, as long as you can hit their back if you're flanking, its going to be more effective than stock 9 times out of 10
for me, if the Backscatter had a Airstrike like stat of "killing gives you plus 1 ammo, for max of plus 4 ammo" that would make it better. Maybe also include plus 5% reload speed per kill so it is plus 4 ammo and 20% faster reload speed at max kills? good, bad? only one thing?
I think the quickie bomb launcher is also under rated. When i play demo i dont really like to spam stickies every where and get pocketed with kritz. I really like the quickie bomb launcher because it can provide a good amount of long range damage once you get used to the timings. Plus being able to snipe a fleeing low health enemy (especially scouts) is so damn satisfying.
I didn't know a lot of other people used the Scottish resistance as well and you have to cuz I thought I was just like one of the only people in TF2 to use the Scottish resistance mainly
The Southern Hospitality actually only got that one change as part of a game-wide experiment where all weapons with no random crits got that stat replaced with -25% damage penalty. The reason it only lasted one day is because this experiment failed horrifically as soon as the Eyelander was mentioned, if not sooner.
The enforcer probably works the best with the your eternal reward since you can use the eternal reward for chain stabs then when someone spots you killing everyone you already have a disguise on so you can just shoot them with the extra damage and since you’ve just killed a bunch of people and your team should be there then the guy trying to kill you probably has low health which helps with the low dps. However this kinda makes you have to use the your eternal reward until you finally get caught out then use your gun. If you survive you have to wait for you cloak and if you die then you die.
Yooo, Scottish Resistance representation! I absolutely love it in pvp. It's really fun to see you talk about it so passionately, really echoes my own feelings /w\
You actually forgot a hidden stat of the enforcer. It has a %100 damage increase against members of the Beatles. I've actually got a strange I named David Chapman sends his regards.
Aye I should have clarified that better; I'm aware that sappers can't be crit. I meant one shotting the Spy to get him off your back so that you can remove his Sapper quicker. I apologize for not clarifying enough.
The Charge n Targe is so good with something like the Half-Zatoichi and yet I only ever see the other two shields in casual, really wish more people used it since you can get away with some pretty bonkers plays with it.
The pain train is fucking busted, yet no one uses it but me. It allows you to speedrun control points and payload at the cost of slightly more damage from bullets. its just really good.
One thing they could do to make the Enforcer be more viable is to ignore sentry resistance to revolvers. That way the Enforcer can be the Nest destroyer of the revolvers, or if that's too much they could buff the damage bonus to 30% to make people more willing to use it. How about a video on how to fix the hibernating bear set? I think valve was trying to go for a Defense/offense playstyle with the set. Though horribly executed it.
people don't use the scottish resistance not because of the slight delay of the arm time, it's because you can't really sticky jump as effectively with it which is something every decent demo does
While listening to the point about the Enforcer I think it would be better to get rid of the firing speed penalty and instead tweak the damage fall off to be more harsh. That would make the Enforcer a short-distance alternative to the Revolver while keeping the Revolver's role at picking off "uncomfortable" classes (such as pyros) from medium distances. And it would also make sense considering it's a stubby boi
One of the best uses of enforcer is wrangled sentries. Cloak in direct sight of the sentry and when the shield is up shoot it. It is such a good counter. When my team has problems with a zealous wrangling engi, enforcer is almost better than demo on that front imo.
I don't think you can sleep on weapons, that sounds rather uncomfortable.
And the corners- yea somethings gonna be broken,and I highly doubt it's the Guns breaking
real
My waterbed filled with jarate disagrees
You could probably sleep on a bed made of Second Bananas and it'd be alright
Base jumper do be fire
You haven’t lived until you hit three consecutive sticky bomb traps and getting the achievement for it
And then getting the taunt achievement immediately afterwards.
Thing is people dont really think the Scottish Resistance is bad. Its just bad for what the majority of people use stickies for, which is offense. They just find the Scottish Resistance's flavor of play to be rather uninteresting, which I can understand.
The Enforcer on the other hand is just a frankenstein of a gun thats basically just the stock revolver but slightly clunkier, and the Southern Hospitality is basically just a stock reskin.
people don't use the Scottish Resistance because you can't sticky spam with it, also the enforcer is amazing if you have above average aim and there's an annoying Vaccinator Medic, Wrangler Engi or Natascha/Brass Beast Heavy in the enemy team, it's clunky, but not bad, while the southern hospitality is a straight up upgrade from the stock wrench
Edit: you can't be your average braindead Sticky spammer pub Demo and the southern hospitality applies only in servers without random crits
@@tizianolocarno111 don't agree about the hospitality take (if we're talking casual servers with random crits ofc). engi does a lot of damage meaning his crit chance goes very high, a crit swing happens really damn often and it's way better than a guaranteed bleed, which doesn't do much.
@@otakusatanist yeah that's why I specified on my edit that it's better in non random crit servers, in official servers it's basically a boring Sidegrade that maybe can help you out if you're playing against against an annoying spy or multiple of them
@@tizianolocarno111 the issue with the Enforcer is that the Enforcer is good against what Spy is already a counter to. Spy already counters the Vaccinator and the Wrangler well enough. Why would you shoot the Vacc medic when you can just wait to go in for a Backstab.
@@supermudkipz that's true. It's probably more handy if the enemy medic is surrounded by his teammates and you don't want to dive in, but yeah, it's probably better to just stab them anyways if they're distracted. Maybe it's better if you're using something like the Spy-Cycle or the YER, since the Spy-Cycle can leave you without a knife if you touch a flame particle, and with the YER to maybe cap off a chainstab, but with the latter the Étranger or the Diamondback are still better.
The pure satisfaction of essentially instakilling a cocky Kunai Spy with the Southern Hospitality is just unmatched.
I wish they brought old enforcer back, now that Dead Ringer is nerfed.
Still probably wouldn’t beat the Diamondback unfortunately. And honestly? I like the idea of having a surprise attack over being a better Gun Spy.
@@DavtwanIt's really surprising to get slapped by a crit you couldn't see because the disguise hides the glowing gun. Enforcer definitely needs a buff, maybe instead of just "while disguised", it's "for x seconds after being disguised"
@ThatOneDoomFan3 But it would at least be viable for gun spy
For the Enforcer, I think that improving the Damage boost stat into "plus 20% more damage when disguised OR when enemy has debuff OR when Spy has buffs" which is "plus 20% damage when X or Y or Z happens" meaning more situational and has several ways to use the damage boost, no, it does not stack so it s a X plus Y plus Z equals 60% more damage, but a X or Y or Z equals 20% damage.
For the Ambassador, make it so that the crit shot range cancellation is turning the crit shot into minicrits instead, that way, you are still rewarded for long ranged shots.
for the Diamnondback, at least make it so that when disguised, you do not use crit charges. That way, the Diamondback is the definitive "in your face" sort of Spy Revolver. Also, give it something like the Amby Crit shot range downside, especially my versions for the Crit shot range(Crits up to a certain point but minicrits after that) so no Crit shot diamondback sniping.
what do you all think of this?
@@drivanradosivic1357Amby is fine the way it is now, just extend the damage fall off range, I say (1200hu to 1800 or 2000hu). And simply give Diamondback the same treatment as Amby
I sleep on a mattress, not sure why you’d lay on any of these
Never realized the scottish resistance's faster firing speed and individual det could actually make it useful for situations other than sticky trapping
I'm so glad the Scottish resistance is getting the praise it deserves, I've been using it since about 3 hours on demo and I haven't swapped off since
I use the Scottish resistance because I hate stickyspam SO MUCH that I outright refuse to use stock.
Also it’s big brain time.
1:11 Big Yellow Jumpscare
I actually asked them if I could use that audio and they said yes lol
exactly what i was thinking holy shit
Big Yellow is one of my gf's favourite youtubers so I immediately sent it that clip lmao
Big Yellow wanted to make tf2 videos ( As indicated from his old avatar was the heavy from tf2)
I came here after watching the Melee Tier List vod and being like "wait I think I've seen that name in my recommended before"
I’m so glad you’ve brought up the scottish resistance, it genuinely is so much fun to just post up on some random ledge bugged out super high up nearby and just dropping AC130 bombing runs on people from out of sight
I don't like the Scottish resistance because of two things I like being very aggressive as a demo and I mostly play hybrid knight
@@DaveMillerDsafReal I mean, that is a valid reason. If you are an aggressive Demoman, Stock or Quickie bomb is for you. But if you want to make a minefield and danger zone, Scottish Resistance.
The gay sex panel goes crazy
can we get a link for the gay sex panel
@@hitscanlive6363 I rewatched the entire video to find it. Its at 20:14
Something I love doing with the Scottish res is setting up an obvious trap that is just there to be a decoy. Intentionally detonating it at the wrong time, and then having the enemy chase me around the corner right into the actual trap
while talking about how the scottish resistance is bad for sticky spamming, he proceeds to get a bunch of kills using it for sticky spamming
The other thing people forget about The Scottish Resistance is that you don’t _have_ to use it on multiple chokepoints. You can set a two or three layer trap on a single chokepoint in order to cleanup targets that survived the first detonation.
Another thing I like about The Enforcer is the ability to give one powerful response to someone that has found out your disguise. Sometimes, you don’t have enough cloak to get away, so having a powerful and consistent two-shot response helps against a relentless pursuer.
The Southern Hospitality is certainly one of the wrenches of all time.
Southern Hospitality could have "does more damage vs bleeding/debuffed foes" stat to make it better.
similar for Boston Basher. I would make the Boston Basher have an primary fire that is 20% slower swing speed, and does more damage vs bleeding/debuffed foes and the alt fire is Boston Basher current stats and no random crits.
If I remember correctly, there used to be a bug (not sure if it's patched or not) that made the Enforcer ignore not only resistances, but also vulnerabilities, so, for example, the Pain Train didn't cause you to take more damage like it was supposed to.
Pretty sure the pain train still doesn't take 10% more damage from the enforcer
The Scottish Resistence is also the only Stick Bomb Launcher that allows You to Stick Jump without detonating Your already existing Stick Trap
1:10 I WAS NOT READY FOR THE BIG YELLOW REFERENCE LMAO
I really love using the Shortstop, it's a nice change of pace to have a good medium range burst damage option that isn't the cleaver, it lets you pester people outside of Scout's usual range more effectively, though the pistol still does a good job in that aspect.
Let me add to the list:
All syringe guns
Yes, even stock
Even if they’re not bad when you get used to them, they’re just outclassed by the crossbow.
No no no, don't just say "even stock" and then leave. You get back here and explain how the straight downgrade from the other two, that not even FSoaS (who's syringe gun changes I don't even agree with) can defend, is worth anybody's time after unlocking any alternative.
@@lunalesombras1150stock can random crit.
@@Cheese_man539
In competitive it is obvious, but casual...
You'd be surprised how much value you can get by upping your medigun game alone, but people are quick to (over)use the crossbow. Most of the time in casual I usually surpass the average crossbow user's healing output by over 2-3k, while retaining the ability to deal respectable damage in close range encounters, whether it is a spy, scout or helping my team mates out by chipping +100 damage in, when the situation favours it.
Problem is that it is so much easier to shoot a single bolt, than spending time to be at least semi-consistent with it against beginner players.
You could say the medics themselves get outclassed by the crossbow.
People REALLY underestimate the dps they can do.
I mean it's not amazing dps, but its a lot more than people expect.
I would absolutely love to play with the Scottish Resistance concept, but I am NOT waiting for these to activate while a whole group of enemies walks through the same door one after another
It's funny how on the scottish resistance section he shitted on sticky spam but 90% of the clips are of sticky spamming and spawn camping
The cleaners carbine is the most slept on secondary that sniper has.
People hate it because its firing speed is to slow to use properly and mini crits are kinda redundant with jarate.
But there are things that makes the cleaners carbine is that
1. It can charge crieky on buildings for easy and fast charge.
2. Charges on bonged scouts depite their invinicbility.
3. Most importantly can charge on spies while disguised which leads to long distance spy checking.
4. You can always use it with the bushwacka without feeling as dirty and unfair as you would with jarate.
I honestly think the enforcer is basically just a direct upgrade from stock. Its upsides can be significant by hitting the two shot threshold on light classes, and its downsides basically mean nothing. The slower firing speed doesn't mean much because you want to pace your revolver shots anyway because of the built in inaccuracy, and no random crits is whatever. Probably the 3rd best revolver behind the cloak one and the diamondback.
12:38 jungle inferno killed the southern hospitality.
It got Atlanta’ed
Yo the Big Yellow cameo?!!??!
20:15 bro what 😂💀
The enforcer should be able to pierce sapper armour to secure it a building buster niche on top of the already existing wrangler piercing
One thing about the Enforcer is that it's the best tool for dealing with wrangled sentries from a distance. Since you won't be sapping it (as that already disables the wrangler) it deals full damage and bypasses the Engineer's shield, essentially dealing triple the damage of any other option, effectively doing crits to the thing.
They only bad part of this video is that you didn’t shoot the bread at 19:42 😭😭
honestly do love the enforcer, i rarely play spy because i'm still not accustomed to his playstyle, but if there's a wrangled sentry gaurded by a multinest, the enforcer is coming out, just unload an entire clip from a hidden location and the biggest threat to my team is gone.
how much i hate deadringer kunai spys it maybe my gun of choice if i get good at the class, opens up way more pick potential cause yaknow, spy isn't a dps class. it's why the ltrange is so good, still is a gun but the cloak is by far the stronger upside noting you'll be instakilling most enemies. the enforcer just counters the most annoying strats in the game.
Scottish resistance fighters is my favorite sticky launcher
On upward defense, I can hold down the entire left flank by myself, it’s kinda stupid when it’s played right
I absolutely love terrorising wrangler engineers with the enforcer. Nothing makes them leave the game as quickly. 😂
Everything you know is wrong reference, youve won me over.
If you ever do a follow up on this video, please check out the manmelter for pyro. I feel like it's really unfairly slept on, its free and faster extinguishing mechanic is excellent, even without using the phlog.
The faster projectile speed also helps hitting shots from farther away.
For me, it's the number 2 secondary for pyro, behind the detonator.
i often like putting on booties, scotish resistance, either stock or caber and play as powerhouse/support. just trapping chokes and flank or 2 to stop any push from enemy... the downside is you need a team to force enemy into co-ordinated push that can be punished... extra points for launching medic into you and finishing him with melee
The Scottish resistance also has the added benefit of distraction. Seeing the traps or finding fresh bombs dropping under you causes usually a change in movement or group splitting, making it eaiser to pick them off as the team is not covering each others backs
Wow LazyPurple did a lot of damage to the public perception of the Scottish Resistance
Comp too. Because anything not hyper aggressive just falls behind in a game mode where you have to constantly move forward.
Best case scenario for it is if you're losing, and need to defend last.
his whole video essentially lined it up for a slam dunk and then he just doesn't do it
Homie just had his favorites is all.
Considering the Scottish Resistance heavily relies on enemy unawareness and is strongly gimped when it comes to self-defense even when compared to Stock stickies means you're horrendously vulnerable to being bum-rushed.
Leave a trap near yourself for self-defense you say? You'd need to use maybe four or five stickies for that and then you'd need to take the time to reload, and then do the same thing again when moving to a new spot. In short, it slows everything down. Lazy didn't ruin its reputation, this was the general consensus people that had already reached by themselves after playing with it before he even made his Demo video. Its most effective use a lot of the time once enemies wise up to your tactics is just as a deterrent.
@@zebug4762Forcing the enemy team to be hyper alert/paranoid about stickytraps is honestly really good for your team.
If you're constantly repositioning yourself and your traps throughout the game, they will need to be aware of *every* corner, doorway and low ceiling. Any of them could be a potential trap, and they can't guarantee that another one won't be literally two feet away from it. The more time they waste clearing areas to make sure their Medic doesn't randomly get gibbed is more time they aren't pushing the objective.
Admittedly this is still mostly only applicable to low level and casual games, but it can be useful.
Ah yes the Southern Hospitality. I currently use that on Engi.
14:48 Numba one in da hoods baby, aqua teen hunger force is a good show, a shet, we were talking about TF2
bonus use for the enforcer - wrangled sentries. each enforcer shot does more damage than a direct hit rocket when the wrangler shield is up
the stock shotgun is slept on. its just really good
I love the Scottish resistance so much u got a festivities strange kill streak one
Something that's not often thought about is how the Enforcer pierces through wrangler shields, which is something you might see more often then other resistances. See an engie over-abusing his wrangler? Pop a few shots from down field and watch him panic when his precious gun loses a fifth of it's health as sudden damage with each shot.
You know, the Southern Hospitality could be more interesting if it had a MUCH stronger upside.... At the cost of a much worse downside.
Swap that fire weakness for an explosive weakness. That could make it a much more extreme playstyle. But... the problem is. I don't know what would be a good enough upside for THAT huge of a weakness.
+25% damage bonus against explosive classes
This isnt the video to discuss balance changes, but i think a neat property that could be adjusted to make the Southern Hospitality more interesting would be an additional debuff on hit that makes sentries deal more damage to the target. Just a simple buff like that and it adjusts the entire goal of the engineer when using the southern hospitality. It might need a nerf to even out its odds, maybe a decreased base melee damage, but I think it could be a fun concept to work with.
love the cap'n crunch cereal meme
My favorite scottish resistance stat is the Carpet of Death, where i lay out a full carpet with the faster firing speed and selectively detonate them when a poor soul steps on it like a fucking minefield
free area denial
pairs decently well with the parachute. For some reason, no one looks up
i LOVE the shortstop, it really is a nuisance to fight against - especially if you reload smartly
On enclosure you somehow could get on the skybox and enemy engies set up sentries and used wrangler to be basically invincible. All it took was 1 enforcer to teach the engineer a lesson
Honestly, extra ammo and firing speed on SR seem like filler upsides added to add more blue text.
extra ammo is a game changer in demo tho
Firing speed helps it lay a carpet faster when spamming, which is very strong. Covers more ground and lets you deal more damage as a result.
hope the manmelter gets fixed, i liked using it
Scottish Resistance is super good with the Loose Cannon. Oppressive load out on tight maps. Push people back into your field of death. Massive synergy.
I will always defend the Scottish Resistance as a great and fun sidegrade that more people should give a fair shake
that being said me like big damage and the stock launcher is better at doing that
I use southern hpspitality and scottish resisitance both because
1.i use southern hospitality because there is no other wrench that can always gurrantee a kill,and i know random crits,but i play on community servers.
2.scottish resistance is just a ubgrade to stock sticky launcher if you use it like intended,people have become so brain dead im sticky spamming that they forget what their potential is if they litrally lock down each possible entrance to a area
Edit:- 6:41 can we just appreciate this spy for a moment
"There is no other wrench that can always guarantee a kill"
Gunslinger with stats that literally says "every third hit is guaranteed crit": ☕🗿
Bro don't even read descriptions of weapons😂
@@alohaha-fv4dithat stat barely comes up as:
A: Only soldier and heavy would survive 3 normal 65 damage hits, all other classes would die in 3 or 2 hits, regardless of the crit
B. Melee hitreg is a bit odd so getting 3 hits in a row is hard
C. Shotgun is better most of the time for attacking. (you arent using rescue ranger with mini's and you should never use the pomson)
D. Heavies will kill you first unless you sneak up on them for the first hit
E. Soldiers can rocket jump away if they have enough health. If they dont then the shotgun would be a better tool at that time
I love using the Scottish resistance and base jumper to essentially turn the entire floor into lava without the enemy even noticing
What's kinda disappointing about the enforcer's armor piercing, is that spy is one of the classes that will see the least use out of it, the only 2 classes that would get even less out of it would be engineer and medic.
Like, how often does spy encounter a situation where damage resistances are in-play and he needs to take it out with his revolver?
A wrangled Sentry is likely better off being sapped while you use the disguise damage bonus to gun down the engineer.
Spy simple does not have the combat capabilities to make engaging a vaccinator medic and their heal target worth it.
And as for enemy spies, you are typically behind their lines while they are behind yours.
10:16
"The engineer has the most to benefit from random critical mele crits"
The Scotsman's Skullcutter: Yes but can you get the max random crit chance of 60% and hit 7 random crits in a row, with the only thing stopping you are sentries, a kritzkreig power class, and running out of things to kill. Didn't think so.
The Phlog is very underused.
It becomes the king if paired with a medic GF
I like that most of the clips of the Scottish resistance like less efficient stock, cause that’s what it is. Placing down 14 stickies sounds cool until you’ve spent the last 20 years reloading for the trap to get scorch shot.
10:56 I felt bad for that Engie. It didn’t even seem like he wanted to fight. It was like Kendrick Vs Drake.
The Enforcer is just so satisfying to use against Razorback Snipers. No. You are *not* safe from me even with that stupid shield.
Also it does help in speeding up Sentry takedowns. Not amazing there but it is noticeable.
the scottish resistance is just the stickybomb launcher if it was actually for trapping, so obviously not as good
but thankfully has all those buffed stats
wasnt expecting to hear BigYellow on the scott resist part
The southern hospitality is literally just a straight upgrade to stock. An engie basically never comes into direct contact with a pyro, unless you’re playing offense in which case you’re not going up against a pyro with your wrench but rather your shotgun (also you’re most likely using the gunslinger on offense). And if a pyro tries to come at you with his flamethrower, your sentry is gonna make quick work of him before he ever reaches you. This weapon has such a niche downside that it might as well has none at all.
20:13
Not being able to airburst sticks or stick yourself when someone is in/near melee range is absolutely big deal.
The extra reserve ammo is nice but then there's the problem of demo's reload times which are longest in the game - to take advantage of the increased primed sticky count you have to shoot and reload for considerable amount of time, and then reload some more.
I like the fact that actually using stickybombs as traps is considered an "alternative playstyle" as if that's not what the demoman was designed to do...
With the Scottish resistance in particular, the reaction that your enemies are also quite significant. For the people who don't notice/ heavily respect the bombs or launcher, those people will back off and probably be forced to try to disarm the whopping 14 explosives less they die or waste too much time off the objective. And for those who don't respect it, thinking the arming time is a joke and view the bombs as harmless, well you can easily make their ideals literally blow up in their face for some sweet catharsis.
I have a strange enforcer that I use every time I play spy. Granted, that's not often.
The Scottish Resistance is by far my favorite sticky launcher. I am glad someone finally sees it for the absolute beast it is.
The your eternal reward is spy's most underrated knife
You can completely shut down a sentry nest with it as you can stab the engineer and the sentry still won't shoot you
It's silent backstabs are more useful then you would think
Being able to disguise as your victim is more useful then you would think especially in chaotic or crowd scenarios
Heavy is the onky class that needs new weapons, everyone else just needs balance changes to fix the ones they already have and make half of them worth using
the back scatter
being able to 1shot light classes is quite useful
plus you are able to do more damage at a range than you otherwise do with other scatterguns, as long as you can hit their back
if you're flanking, its going to be more effective than stock 9 times out of 10
for me, if the Backscatter had a Airstrike like stat of "killing gives you plus 1 ammo, for max of plus 4 ammo" that would make it better. Maybe also include plus 5% reload speed per kill so it is plus 4 ammo and 20% faster reload speed at max kills?
good, bad? only one thing?
1:12 RBY OU
Did you know the Southern Hospitality is the only wrench that doesn't use sentry kills for strange levels.
I think the quickie bomb launcher is also under rated. When i play demo i dont really like to spam stickies every where and get pocketed with kritz. I really like the quickie bomb launcher because it can provide a good amount of long range damage once you get used to the timings. Plus being able to snipe a fleeing low health enemy (especially scouts) is so damn satisfying.
I didn't know a lot of other people used the Scottish resistance as well and you have to cuz I thought I was just like one of the only people in TF2 to use the Scottish resistance mainly
The Southern Hospitality actually only got that one change as part of a game-wide experiment where all weapons with no random crits got that stat replaced with -25% damage penalty. The reason it only lasted one day is because this experiment failed horrifically as soon as the Eyelander was mentioned, if not sooner.
The enforcer probably works the best with the your eternal reward since you can use the eternal reward for chain stabs then when someone spots you killing everyone you already have a disguise on so you can just shoot them with the extra damage and since you’ve just killed a bunch of people and your team should be there then the guy trying to kill you probably has low health which helps with the low dps.
However this kinda makes you have to use the your eternal reward until you finally get caught out then use your gun. If you survive you have to wait for you cloak and if you die then you die.
Yooo, Scottish Resistance representation! I absolutely love it in pvp. It's really fun to see you talk about it so passionately, really echoes my own feelings /w\
You actually forgot a hidden stat of the enforcer. It has a %100 damage increase against members of the Beatles. I've actually got a strange I named David Chapman sends his regards.
17:31 RWappin's Weird Al music videos reference, W
I swear to god, this man must have just read through all of Wilde with how important being earnest is to him
Okay, wrench crits DO NOT oneshot sappers. They are counted as buildings with 100HP and thus have an immunity to crits.
Aye I should have clarified that better; I'm aware that sappers can't be crit. I meant one shotting the Spy to get him off your back so that you can remove his Sapper quicker. I apologize for not clarifying enough.
@@TealOpal Okay, that clears it up then. Simply hadn't realized you were referring to the Spy himself.
You should make a big brain episode of this
The dalokohs bar is like the banana, but with extra benefits that make it reliable for lone heavys. Highly suggest using it.
The Charge n Targe is so good with something like the Half-Zatoichi and yet I only ever see the other two shields in casual, really wish more people used it since you can get away with some pretty bonkers plays with it.
The pain train is fucking busted, yet no one uses it but me. It allows you to speedrun control points and payload at the cost of slightly more damage from bullets. its just really good.
One thing they could do to make the Enforcer be more viable is to ignore sentry resistance to revolvers. That way the Enforcer can be the Nest destroyer of the revolvers, or if that's too much they could buff the damage bonus to 30% to make people more willing to use it.
How about a video on how to fix the hibernating bear set? I think valve was trying to go for a Defense/offense playstyle with the set. Though horribly executed it.
The enforcer is also a really good counter to the wrangler
people don't use the scottish resistance not because of the slight delay of the arm time, it's because you can't really sticky jump as effectively with it which is something every decent demo does
My main thing behind not liking the Scottish Resistance is I hate using it for stickyjumping lol
Using the Scottish Resistance is like using a smash attack
While listening to the point about the Enforcer I think it would be better to get rid of the firing speed penalty and instead tweak the damage fall off to be more harsh.
That would make the Enforcer a short-distance alternative to the Revolver while keeping the Revolver's role at picking off "uncomfortable" classes (such as pyros) from medium distances.
And it would also make sense considering it's a stubby boi
One of the best uses of enforcer is wrangled sentries. Cloak in direct sight of the sentry and when the shield is up shoot it.
It is such a good counter. When my team has problems with a zealous wrangling engi, enforcer is almost better than demo on that front imo.
Lmao, we have the Same unusual spy hat, good Taste ngl.
I can’t believe I recognized that Kingdom Hearts: Dream Drop Distance OST in the background lol
I've actually used the enforcer in a completely unintended way, tilting. It genuinely annoyed someone that I was using it
9:08 Can concur, it's a good show. Highly recommend