It's crazy that arguably the best loadout in all of TF2 (Rocket Launcher, Gunboats and Escape Plan) can be instantly turned into the worst loadout in the game by only switching one weapon.
@@weavilelover because the rocket launcher is both incredibly strong and incredibly balanced (every other option does at least one thing worse, Direct Hit included), and being able to both rocket jump more and escape from a bad situation quickly makes you the most mobile character in the game
@@MTT563 the cow mangler is actually banned because of its infinite ammo, plus it's main weakness of less building damage is nullified by its alt fire + the existence of Demoman and another Soldier
Why escape plan and not equalizer? At least escape plan lets you escape or run at the enemies and crit. Equalizer only does as much damage as stock when you're at or around half health. You have to be at a health that gets you one shot by like 80% of weapons in the game just to do like 10 extra melee damage
I think the dragons fury after it’s recent bugs fixed may be an undiscovered gem to look at. It activates the offense class instinct in pyro and changes him to almost like a flame soldier. I think it should be something to look at in a video, as a suggestion. Now I will shut up and enjoy the video
@@UnisRapper there are a few combos with this: thermal thruster makes approaching and the escaping very quick. You can also use the detonator or the shorch shot to quickly ignite players and pound them with fireballs quickly. It also pierces through enemies, making crowd control a lot more feasible to deal with! Lots of potential with this weapon in the right hands!
@@maybe-ef4ch idc much about drama or comedy controversy so I watched his video. And damn it’s really well done! (And no I would not like to know much about the drama, I just want to have fun here)
I always had an idea for the Sleeping Bear set: Brass Beast- stays the same Steak- Remove the damage vulnerability, make it charge up via damage. Now it pairs a little better with the Brass Beast's damage buff. Warrior's Spirit- Remove the damage vulnerability and give it the honor bound mechanic the half-zatoichi has and perhaps a slow switch speed. Now it pairs better with the Steak as honorbound is nullified because you won't be switching weapons. This set, while not perfect, is much more effective and fun to play than before.
This is BETTER, however the greatest flaw of the Brass Beast is its slowness. Being unable to switch to melee or a secondary shotgun while on the move to prevent ambushes would make it very tricky to use. That said, I absolutely LOVE the idea of the Steak being charged by damage, because that allows it to be much more powerful, like Soldier's buff banners or Pyro's Phlogistonator. The set's name is "The Sleeping Bear," so it SHOULD be scary when you wake that bear up! *Here's my suggestions:* 1. _Give the Steak a damage resistance and knockback immunity when eaten, as well as healing for 300. Because it needs to be charged up and sticks Heavy to melee once consumed (functionally depriving him of a healing secondary) it should make him scarier then a demoknight upon use. The healing it provides is simply a quality-of-life feature, ensuring that you don't have to waste time looking for a health pack before going on your rampage. Same goes for the knockback immunity, because it would absolutely suck to have your well-earned rampage be completely invalidated by a single pyro with airblast._ _A fun additional feature could be that damage dealt while under the effects of the steak increases its duration._ 2. _Make the Brass Beast same as stock while revving up, but extremely slow while revving down. This means the weapon still requires smart positioning and game-sense to use, while negating the ambush problem. Sure, you hit like a truck, but you also can't easily retreat or advance after engaging, making you extremely vulnerable to corner-peaking and long-ranged attacks._ 3. _Remove the damage vulnerability and give the Warrior's Spirit "honour-bound" as suggested, however make it deal 200 damage when holstered before a kill, instead of 50. Now to counteract this, give it increased move-speed while held that stacks with the Steak (making him about as fast as Spy), and an increased melee range comparable to the Half-Zatoichi._ Now, a Heavy using the Steak and Spirit together will be a TERRIFYING foe, with health on kill and extended duration on damage ensuring that he can continue is rampage for as long as there are enemies within swinging-range. Yet this remains balanced by the fact that he functionally doesn't have a melee or secondary until he can do enough damage to charge the Steak, leaving him vulnerable.
@@PotatoPatatoVonSpudsworth I like this a lot. It makes the slowness of the Brass Beast a lot more tolerable knowing you will soon be able to mow down the enemy team if you get past their lines. With a pocket medic this would be insane.
@@tront5903 | Indeed! Going on a DOOM-styled melee rampage as Heavy would feel amazing, especially after using something as slow as the Brass Beast. The enemy would dread waking up The Sleeping Bear. It would fulfill a similar function to the Phlog, but trade the ridiculous crowd-melting damage for something more sustainable, which feels perfectly balanced to me. It even stays fair in Medieval mode, because dealing enough damage to rampage with only melee would take much more time.
I think the actual funniest thing is that the BASE jumper and Scottish Resistance actually work really well together, but the PP really just kills any potential fun
I love how spy's worse loadout used to be good before they nerfed the enforcer. The enforcer used to do bonus damage while NOT CLOAKED so I used to run the YER with the enforcer so I wouldn't subconsciously disguise to gain the benefit of the enforcer
It would be better if it had slightly more bonus damage. The resistance piercing is a nice niche ability, but if it doesn't have more damage on one side of the disguise or the other, then it needs another benefit.
This is true because it was basically the gun spy meta before the enforcer got killed minus the red tape recorder because it’s similar to the Dr. Enforcicle loadout: dead ringer, enforcer, and spy-cicle.
@@joanaguayoplanell4912 Edit : My brain was turned off But yeah basically with the old enforcer you didn’t need to do this because why disguise when you can just deal insane damage
I would disagree with the sniper one, personally i think the razorback is worse than the dangershield for using the classic. With the classic the full vision using it can give you makes it so you can already see spies easier, so than why would you want to wear an item that basically counters spies when you already now have a leg up on them. The danger shield actually has uses like if you are being more midrange with sniper using the bow and the enemy team has a lot of annoying pyros. So yeah razorback worse than dangershield.
@@Frostedlyre I disagree, with the ability to charge unscoped, your turning speed isnt hampered at all so you can continue to look around turn your back and so on to make it much harder for spies to get you.
Its because a sniper with the classic wouldn't be up close with the pyros anyway. Hes countering something he already counters through sheer range. And being in danger of spies is much more dangerous than being in danger of pyros. Only one of these classes can one shot you, especially considering you need to sit still with the classic to charge, and you dont have the option to avoid trickstabs with the smgs
The equalize is better in this loadout because the escape plan is just giving something redudant (because rocket jumper) while the equalizer actually gives a benefit that the entire loadout doens't have (damage).
@@Unwantedchickenleg Run away and...do what? The escape plan is your only source of damage, so your only source of damage is a tool you use to run away. Furthermore, you already have a fast escape tool...the rocket jumper, and you're not marked for death while using that. Using the equaliser could at least potentially get you a kill or two, with the escape plan you're just not doing anything.
@@idkhonestly7163 tilting. Imagine if somehow, someone managed to dominate you with this awful loadout. Upsetting, right? You get upset, causing your play to become more reckless and unaware. Now the entire enemy team has an easier time fighting you.
personally i would suggest the razorback over the darwin's for the sniper loadout. strictly speaking the darwin's is a worse item with less utility, but the razorback specifically nullifies the classic's only real advantage in its increased situational awareness. with the darwin's you'd at least get your fire resistance and afterburn immunity, but because of how your primary works the only thing the razorback is doing for you is removing your overheal.
Also Spy has a gun so if the Spy see you with Razorback, he can just whip out his gun (especially Ambassador). At least The DDS can tank the Scorch Shit Pyro.
as a heavy main, I'm gonna say that you can do much worse. Here is why/how. although the brass beast is not great i believe that there are worse options + it can kinda work with the steak to get to the front faster. the steak is pretty bad but with the warriors spirit it can do a shit tone of damage making it not the worst (although it is still not that usefull). i would say that the worst heavy loadout is: brass beast, steak and eviction notice. because if you use brass beast (wich i do) you will struggle quite a bit without a shotgun. but you cannot fall back on secondary/melee in a close range defense situation because, steak takes a while to eat and deals no damage and the eviction notice deals very little damage and drains your health. wich also means that you can basically never use steak to get to the front.
I'm also a heavy main and this is tone deaf from a particular video from someone attempting to make the brass beast seem usable in any situation. The brass beast & shotgun combo is terrible loadout as you're giving up the ready on command damage of the minigun, the team and self healing utility of any of the sandwiches, and leaving you an easy pick for snipers and spies, or any other heavy that gets the jump on you. However don't get me wrong, the brass beast is usable in very niche situations, like Swiftwater last, with a dispenser.
Exactly. Eviction Notice is disposable in favor of the GRU and it will do NOTHING during a close range encouter. At least Warrior Spirit can ensure you'll win once somebody will get cocky and try to melee you. So yeah, I'll say that TheWhatShow still got outsmarted.
@@dotplusdot5961 while playing the slowest and largest class. Even with the speedboost this isnt Scout's Academy of Evading Attacks we're talking about and that damage is pretty much worthless
What about switching out the Tribalman's Shiv with the Bushwacka? In that loadout, it has literally no benefit and gives you damage vulnerability. The random crit point you made also applies to the Bushwacka.
@@gregorymirabella1423 I'd say Bushwacka is still worse. I don't think dealing 65 damage is worth 20% damage vulnerability while active, not having random crits, and not having bleed.
I think the shiv is being treated a bit too harsh, not good but it is nowhere near as bad as the other weapons in the same tier in his worst weapon videos
@@Recarsonated It’s about worst synergies, not worst weapons, the tribal manshiv does not do enough damage for a sniper rifle that is only good for medium range and not having a tunneled view.
I loved the eye catch stand like for the loadouts, the mercs looks like actual stands 2:37 Engineer Loadout 4:05 Medic Loadout 5:18 Scout Loadout 8:03 Sniper Loadout 10:29 Heavy Loadout 13:05 Pyro Loadout 14:40 Spy Loadout 16:49 Demo Loadout 20:16 Soldier Loadout
So, here's the issue with the Scottish Resistance + Base Jumper. That combination _actually_ does work on its own. The SR's arming time is a drawback when you're on the ground, however when you're high up in the air floating you're basically firing at opponents at long range so your stickies have time to arm. And it also gives you a birds-eye view of the battlefield. As a result you basically can repeatedly set up and detonate sticky traps as needed while staying out of the thick of combat. It's really the Persian Persuader that makes this loadout go from "kinda good, if gimicky" to "garbage" due to the fact that you can't grab ammo.
the one thing that boggles my mind; is that valve has a way of just forgetting about some weapons because they were so broken; they decide to kneecap them and call it good. sure there's probobly something in Valve land that demands alot of other peoples attention; but sitting down and looking how a weapons been doing over the years of "this weapon went from S to F in a matter of seconds" something back when there still were more then just 1-3 persons working on this game, would have been a hell of a thing; being that we're not a community of deserate TF2ers where even the slightest update means we're giddy like school girls.
Your thoughts on the whip are right. I used to play roamer a lot, and I noticed that when I pulled my melee out in fights I actually survived way more of then with the whip than the escape plan. The longest melee range in the game is pretty good on a class with low ground movement.
I mean, it was pretty well made. Despite the fact that this was ripped straight from Jojo yet uses stats that don't exist (S, specifically), it was pretty well done
I think the worst loadout for sniper would be the same but with the razerback because spies can just shoot you and if the enemy team doesn't have a spy you don't have a secondary. and the danger shield is a huge insult to pyros (Wich people play more than spy) making you almost untouchable
What about the Widowmaker (a shotgun that uses metal for ammo), Short Circuit (a weapon that also uses metal for ammo), and the Eureka effect (a wrench that causes the Engineer to gain less metal from ammo crates) as the worse Loadout, since you're simultaneously making yourself over reliant on metal *and* making it harder to stay topped up on it.
Eureka Effect can also teleport you back to spawn, where you can instantly refill your ammo. Also, you're an Engineer. If you're performing your class functions to the best of your ability, chances are you'll have a conveniently-placed dispenser somewhere. Sure it takes longer to get the metal from the dispenser, but only by like 1 or 2 extra "dispenses". On top of all that, the whole idea of the Widowmaker is that the damage you deal is returned to you in metal. If you're a good enough shot, you can actually make the short circuit synergize with it. Shoot an energy orb to absorb rockets, swap to widowmaker and shoot at close enough range to recoup most of your metal losses (65 for energy, 30 for widowmaker shot, 95 total metal spent), rinse and repeat. iirc the Eureka Effect doesn't affect the Widowmaker's metal return mechanic. Take it from someone who mains engie and has experimented with a _significant multitude_ of gimmick loadouts, what TheWhat says about engie not having a bad loadout is %100 true.
The widow maker gives you infinite ammo and no realoading if you dont miss, the short circuit gives you a way to deal with explosive classes, and the eureka effect is effectively a resupply cabinet you can access, even if you are overreliant in metal, you re an engineer, you re gonna be always hovering around ammo packs and dispensers
In defense of the Danger Shield, you can use the jarate to put yourself out once, but then the pyro can light you up again and airboats you to keep away. With the Danger Shield, at least when you get airblasted away you have the option to use that distance to turn and run.
I wouldn't call it "pretty good" but Scottish resistance + Base jumper is a different and unique way of playing demoman, and it can be pretty solid if there aren't any snipers on the enemy team. Otherwise it is just...okay. Not bad, but not specially good either.
@@szarekhthesilentking7043 There's also the fact that the BASE Jumper kind of cancels out the weak points of the Scottish Resistance by putting you a huge distance from the enemy. Normally, the Scottish Resistance has the problem that it's near-useless at close range since stickies will take forever to arm, but with the BASE Jumper, if you fire it at the apex of your jump, they'll arm pretty much the moment they hit the ground.
funny other thing? the suggestion of replacing scottish resistance with sticky jumper is literally just trolldemo, trolldier's less known mildly less powerful but still really fun cousin
15:30 I have been cooking up a theory trying to use the dead ringer, and the strategy I thought of was: the support spy In this strat you stay WITH your team, and when they get in a fight you use your dead ringer to get behind the enemy which either distracts them or allows you to stab them, and with the Your Eternal Reward you get to have a disguise and use the enforcer.
I used to play spy years ago a lot with the DR + YER combo. This was when you could NEVER disguise as the YER, but this was also when the DR was OP. It was pretty dang good because of the DR being OP, all you needed to do was get a single pick and then you could go on massive sprees where you could get insane chainstabs and nobody would notice because of the silent killing of the YER. Haven't played TF2 in a long time. I wonder if your loadout idea is as bad as you make it out to be. I might try it!
@@danielsurvivor1372 that's because spy is one of the worst classes in comp because teamwork basically shuts down any sneaking attempts, so an overpowered weapon on a bad class cancels each other out. Compare that in pubs where teamwork is basically a dice roll, so the dead ringer is overpowered because spy can be a terror without teamwork
I don't think the loadout is anywhere near as bad as this guy is making it out to be, hell, just look at the background footage, he was able to get a 10 killstreak with this and he isn't even that good. Someone that's good at spy could easily get a godlike.
I'm pretty sure even back then you could still disguise with the YER. You just needed to do it with another knife, and then switch to it and refresh your loadout on a resupply locker, same as when you want to switch Soldier banners without losing charge.
For the Pyro loadout, I'd replace the Phlog with the Degreaser. The airblast can be useful, but the Phlog actually gives you damage unlike the Degreaser, and the switch speed is meaningless in this loadout
Nah, those airblasts can make you a good demoknight counter or trolldier counter, and you can also threaten demoman and soldier normally thanks to reflecting their projectiles, which gives you an effective longer range. Also you can help your team by extinguishing them. The phlog cannot make you useful at all except when you have the hmmph meter charged, and even then you HAVE to get close to your enemies and hope to God you survive enough to do meaningful damage
@@Ulmanlaiku Ehh, I like afterburn for finishing off targets who killed me, but are still on fire. But other then that yea, afterburn is still pretty useless.
@@williamgrant3231 Airblast is far above burn damage, cause with airblast there's a fair chance you make it out of the matchup alive since you can deflect the projectile or make the opponent die to fall damage or even just blast them away so their weapons don't deal full damage ramp-up, wheras just holding down m1 doesn't help against any classes even the spy, medic or scout who are said to be the weakest classes with pyro even being spy's 'counter' (unless it's knife spy, where pyro would probably win though the spy would still have a chance to backstab them.
The base jumper and Scottish resistance actually aren't awful together. Being high up means your stickies travel farther and therefore have less time between hitting the ground and being armed, which means you can midigate the downside while taking advantage of having more stickies you can detonate individually and fire faster. The Persian persuader's downside does still hurt this loadout, but it's not enough to make it unusable, especially considering you get extra ammo from the resistance. If you're on an open map where you can soar above everyone reasonably well, it can actually be pretty fun.
You just straight up copied fishstick on a sticks opinion and both of your viewpoints are invalid because the parachute is useless either way and your slow activation time makes sticky jumping more difficult.
@@painiscupcakegaming1204 Changing your opinion on something when someone presents their own, different idea and you follow their logic and agree with it is a good thing, that's what you're supposed to do. The slow arm time is a pain, but it only makes it slower, not more difficult, and the parachute helps greatly because you can use it to remain in the air when you otherwise would fall onto your enemies and get bodied.
I would argue the quick bomb launcher is a worse option as it has less ammo, so you need to reload more, as well as the quicker arm time not mattering if your in the air, which kinda is negated on the Scottish resistance
As someone who has frequently played melee heavy with the spirit and steak I can say it is genuinely one of the best loadouts I have used. Then again I do believe it was the best because it was some of the most FUN I’ve had with heavy, maybe not the BEST.
the spy loadout is like a really bad version of what soundsmith reccommended for spy, the rapier flintlock type item. it allows you to use the your eternal reward to disguise fast when backstab then you can use the enforcer for extra damage. only issue is that it is like 10x worse than what he was talking about, especially with the fact it is just better to attempt to chainstab.
As LazyPurple said, the Scottish Resistance and Base Jumper have good synergy since the bombs arm in the air and are done arming by the time they reach the enemies. Then the demo got sniped, but it's kinda something.
Definitely would argue that the Degreaser is worse than the Phlog in this particular loadout, given that the swap speed is basically useless. All you're left with is a flame thrower that does less damage and has more expensive airblasts. And while airblast is incredibly strong, I don't think it necessarily trumps guaranteed crits, since for airblast to deal damage, it requires a soldier or demo to be on the other team and at least some amount of skill.
Baby face blaster, crit -a-cola and sandman. You will have less effective health than a kunai spy when using crit-a-cola, you will lose the boost faster when using the crit-a-cola, you will be left slower and with a worse scatter gun and the sandman just makes your HP equivalent to paper.
The fact with this is that the crit a cola can make you build your meter faster by doing more damage, and the sandman can do damage from a decent range.
Looking back at this video, I’m curious to know what would happen if you have a server full of players that use these loadouts. Just have at least one of every class on both teams and see which classes perform the best at their worst.
Engie still has fully leveled sentries and soldier and demo are almost completely without explosives so I think defense would absolutely destroy. AND no stock Uber to force your way through either, oof
You just aren’t thinking hard enough for engie. His WORST load out is the: widow maker, Short circuit, Eureka effect. Your weapons all rely on metal, and the eureka effect makes it so you are constantly getting LESS of it. You can’t maintain buildings as fast, you can’t do anything that well.
... You can Teleport instantly to base with the Eureka Effect, making the Metal Problem, even with the widowmaker, a non issue. Hell, you're constantly getting metal with the Widowmaker if you're killing people, so really all it's doing is getting rid of one or two shots at most, which is fine, because once you're out of danger or have enough of a repreive, just get out and fully stock up free.
@@MegaKH2fan You couldn't have thought this better. The pomson lacks good damage, that the widowmaker has. The eureka effect synergises way too well with the widomaker.
@@albinskywalker Ok, it only synergizes well if you have good aim. Big BIG caveat. Having to teleport around just to reload your shotgun is a massive pain, and not worth it if you could just use stock.
@@PajamaPantsStudios If aim is your issue in the first place, why are you even using the Widowmaker? The reason the Pomson is bad is that even when you're GOOD with aim, all it does is make you objectively worse at the game because it's just that bad. And even if the teleporting back for free is such a hassle to you, pro tip: Build your Teleporter Exit without the entrance, and hide it somewhere behind Enemy lines. Since there's no sign of teleportation from the Engi, and there's no animation on the Teleporter, that actually makes it pretty hard to find if you know where to hide it, and even when they DO break it, just build another somewhere for almost free. The Eureka Effect is near BUSTED my guy, the slight loss is barely a problem if you actively use the teleport.
i think the real worst sniper loadout is Classic, Razorback, and Bushwacka if your using the classic you dont really need the razorback because your alot less tunnel-visioned Bushwacka has no crits + a dmg vulnerbility the loadout would probably be worse, but not by much
However you will have a larger area behind where the spy can come from due to being in the medium range because going short is suicidal and long range makes it even more obsolete, I say a much better upside is the damage reduction from Pyros due to you being closer to them and thus a more likely chance for them attack you
@@kass2545 I was just pointing out how there’s a much better reason for why the Razorback is worse just in case. I am in total agreement with you. The Razorback is only really good for long range snipers as the spy is the only one who can really try and kill you and even then, the revolver can still kill a Razorback Sniper making them have to rely on a quick scope to the head which I guarantee, most snipers can’t pull off instantly
Shiv's still worse than Bushwacka. There are enough sources of minicrits in this game that even without jarate or carbine the bushwacka's upside isn't useless.
at first I thought the soldier loadout was going to be the rocket jumper, gunboats, and the pain train. but the escape plan now that I think about it is much worse that the 10% damage vulnerability that the pain train gives you.
The sticky jumper and rocket jumper aren’t meant to be used as *actual* weapons btw, I could think of a lot of other bad weapons for both demo and soldier, like the liberty launcher for Soldier and the tide turner for Demo.
I think the razorback is worse with the classic, as the ability to headshot without scoping in opens up a lot of counterplay against spies and makes the razorback irrelevant.
The funny thing about the whip, it's basically an rng market gardener. And either my luck is high or the whip is the ubersaw of the soldier, you get a lot of random crit.
I think you can make that Heavy loadout worse. The Buffalo Steak is certainly the worst secondary if you're actually eating it, however its ability to be tossed down as a medium health pack for your team still gives it a very strong utility case. But there's a secondary that has even less synergy with the Heavy, and with that item set; the Panic Attack. Now the Panic Attack has some really solid upsides. A faster switch speed, higher damage point-blank in exchange for lower damage at a distance. And Heavy is just not equipped to use any of them. Faster switch sounds good, except you have no reason to switch to the Brass Beast if you need an option immediately and if you're already revved down, you have to unrev your gun before you can even switch weapons. Now this could have some cool synergy with the Fists of Steel, getting some survivability and enticing enemy gamers to move in to melee you for that juicy double damage, only to quickly press your primary and secondary switch-to keybinds in rapid succession (which will remove the holster penalty of the Gloves and give you the Panic-Attack's switch-to bonus speed) for a fast and high-damage point-blank punish. But with the Warriors Spirit that flies right out the window. If you want to get close enough to take advantage of the Panic Attack's higher up-close damage as the slowest class in the game without any options to get closer to opponents or encourage them to get close to you? Just forget it. You end up eating every downside to the Panic-Attack without any options to utilize its upsides. The Steak's self-use case is still worse, but I'd argue that it's support use outshines the still-bad self-use case of the Panic Attack.
I still don’t get why the Demoman loadout is so bad, I mean sure the the reduced ammo sucks but as someone who goes base jumper Scottish resistance for fun I think the worst loadout for demo would have to be Base Jumper, Sticky Jumper, Claidheamh Mór. The Claid give no benefits other then farther reach but has a down side of 15% damage vulnerability, so your only damaging weapon leaves you with 148 effective health, and even with the insane free mobility the base and sticky jumper combo gives you once you actually get to where you’re going you can’t do much without and quick gap closer if your enemy backs up.
I think it’s because if you use the claid, you can still use SR while in the air effectively since your ammo isn’t cut, but your close quarters combat is effectively kneecapped. If you use the persians, your close combat is still kneecapped, probably even more so, since you can’t set up as many traps around you, and your playstyle in the air is less effective. I guess you could make the argument that claid is worse if there is no dispenser around to help you.
@@captainnomekop5056 That's fair. I mean, there's not really a worst demo loadout. One is just a crappy market gardener, while the other is basically just a mosquito.
15:45 That is, if you're an idiot and are using your damn revolver (especially the goddamn enforcer) with the Dead Ringer-Your Eternal Reward combo. While these seem like a bad choice, the Dead Ringer can get you behind your enemies way easier than any other invis watch mostly due to the speed boost+no bumping for 3 seconds after activating, and if you don't butterknife or shoot your revolver (i.e. use the L'etranger for this loadout) you don't ever go undisguised. You will be extremely vulnerable when undisguised without a full cloak meter, but if you can avoid that situation it is one of the strongest spy loadouts due to it's quick deployment and very hard to notice backstabs.
I think you overestimated engieneer. I think something like the Widowmaker, Short Circut, and Eureka Effect may be a worse loadout since you'll constantly be short on ammo and have almost no way to defend yourself OR be supportive. Either way I loved the video
I feel called out here, that Engie loadout (Pomson, Short Circuit, Southern Hospitality) is unironically my usual loadout. Pomson (originally was to help me get back into the groove and re-find my grooves) for the projectile, Short Circuit to search for spies or seriously annoy soldiers/demos, Southern Hospitality for the Bleed on spies or anyone else dumb enough to get close. why you gotta do this
To be fair, while the playstyle is valid, the Pompson, on servers that don't allow random critical hits, are outclassed by every weapon except maybe the panic attack on specific maps. The Short Circuit is suitable for a flashbang and spam punisher but is severely outclassed by the Wrangler, which can stuff Uber charge and force enemies to coordinate a push just to destroy your gun. Finally, while the Southern Hospitality is technically better than stock, but is outclassed by the Jag, which can set up a level 3 nest in less than a minute, and the Eureka Effect, which can allow you to manage your teleporter, gain infinite metal supply with health and literally set your spawn anywhere on the map. I can't bash, I main Heavy and use the Brass Beast offensively, so I'm a lover of bad weapons.
You could make a series: Each Classes worst loadout. *...wooooooo....think of the views...woooo* nevermind, i watched the video... i mean, you could still do it...
Widowmaker, short circuit, and eureka effect. Worst engi loadout, because eureka effect only gains half metal from every source I believe. And those 2 weapons require metal to be used
But you can tele to spawn and refill to full metal at any time, that's why I chose the gunslinger for the sentry you will have to continuously place down
I unironically use the sniper load out you gave because it's so much fun lmfao, slow moving around the map to gib some overhealed pyro and taking no afterburn from him is so goofy
9:41 You forgot something about the Shiv It crits SO MUCH It's damage output is like the Wrap Assassin's ball with a crit: People tend to panic a little bit I've sucked at sniper a few times and just went in with my bleed knife and made it out alive. Yes, you could just use stock for a greater benefit in melee fights but posthumous kills are just hilarious to me lol Yes. I'm a pyro main But that doesn't mean I don't play every class (but spy) 11:02 Banan funny gloves tomi loadout superiorityyyyyy! 11:20 If you're using this loadout It's best to just have a medic... Brass beast is so good when used in the right situation and the rev up time hasn't killed me yet (That's a lie but hey I mean it's only been like... 10% of the time because I use it right) And the Steak can be tossed to teammates to heal them... And the bear gloves... yeah just never touch those... And you can do just fine with this loadout Only if you have a medic or don't care about dying
I have a subclass for soldier that I think is decent, I like to call it "buff flying scout", the loadout is the rocket jumper, a shotgun (preferably stock) and the diciplary action, get a speed boost, jump and shoot
Hmmm. I have seen loadout before... Oh yeah. Soundsmith made a video on trolldier secondaries a few years ago that was the same loadout. (almost) AND had the same name. 'You have a subclass'.
I worded my sentence wrong, I was trying to say I've been trying out a loadout not that I created it, and I am going to admit that I got the idea from soundsmith
I don’t know if this would suck since I don’t have these items but I always thought either the BASE jumper or the boots as your primary the sticker jumper and the caper would be demos worst loadout.
I know that guy. He’s a trader who’s been tryna collect all of his old items. Kinda like in castlevania 2 when Simon was collecting all of Dracula’s body parts.
You know the diamondback may very well be worse since you will probably never get a stab or sap with that load out, which means you are stuck with a worse stock revolver that is louder than the frying pan.
Why Hot Hand over SVF for Pyro? Yeah it does less damage, but if you’re in melee range as Pyro and looking for Damage, you already have a flamethrower anyways. The SVF would be just that extra bit more redundant because it’s a worse way to apply afterburn than either of your other weapons, has pitiful damage and also you can’t capitalise on the Hot Hand’s speed boost to get out of a bad situation in a pinch (An admittedly incredibly niche use, but a use nonetheless)
I’m glad you brought up how the sticky jumper on demoman isn’t that bad. Ok, it’s bad, but it’s the fun kind of bad. I got my first 20 kill streak as demo with a similar loadout, it’s ridiculously fun to drop on top of unsuspecting snipers, especially if you’re using the eyelander and already have a few heads so you can outrun them.
The Buffalo Steak + The GRU might be worse because you’re restricted to melee only, the speed boosts don’t stack, the damage bonus won’t mean much, and you’ll constantly lose health even when not being damaged.
Worst engie loadout is: pompson, short-circuit, and the gunslinger. The pompson is useless and the shortcut synergizes worse than thw wrangler with minis and lacks the relative reliability of the pistol. And the gunslinger because you cant rely on the minisentries as much as the big sentries and it lacks random crits however it will hit a crit on the 3rd consecutive successfull hit
I'd have to try it, but I honestly think the Half-Zatoichi would be worse for the soldier one. The extra mobility of the Escape Plan allows you to get some sweet kills as long as you don't engage directly
When the loch n load first came out and was terrible, my worst load out was Loch n Load, chargin targe, caber. You can fire two shots and probably miss, then charge in for a caber hit, and then if you survive you get to run back to spawn to get a new caber. But then they had to buff the Loch n load to the point where the load out became kind of useable and it just wasn’t the same. Whatever you’re thinking of that’s worse I either didn’t have or wasn’t out yet.
Bloodsauger is direct downgrade to stock if you don’t play aggressively because of passive minus to regen Worst loadout for medic is Bloodsauger Kritzkrieg Vita-saw Kritzkrieg is a good medigun but it’s the only Uber that doesn’t increase your survivability, and with 2 other weapons literally making you weaker it’s even more of a problem
I generally think that when using the pomson, the gunslinger is worse than the southern hospitality, as the pomson's uselessness makes you less able to take advantage of the gunslinger's health boost, and the lack of level threes on gunslinger really hurts given the playstyle the pomson forces you into
Rewatching this a year later.; gotta say, i really love the title/state cards for each character. Nice touch (and reflects their capabilities realistically).
1:18 no am 2 stupid to think of that I thought you will say pine(apple) and apple Edit:5months later and I still thought the same thing Edit:2more months later and I still thought the same thing
It's crazy that arguably the best loadout in all of TF2 (Rocket Launcher, Gunboats and Escape Plan) can be instantly turned into the worst loadout in the game by only switching one weapon.
@@weavilelover because the rocket launcher is both incredibly strong and incredibly balanced (every other option does at least one thing worse, Direct Hit included), and being able to both rocket jump more and escape from a bad situation quickly makes you the most mobile character in the game
@StarMarxman The Original doesn't do anything worse, but that's because it's a reskin.
@@paulblankenship8344 it's worse at shooting around corner
@@MTT563 the cow mangler is actually banned because of its infinite ammo, plus it's main weakness of less building damage is nullified by its alt fire + the existence of Demoman and another Soldier
Why escape plan and not equalizer? At least escape plan lets you escape or run at the enemies and crit. Equalizer only does as much damage as stock when you're at or around half health. You have to be at a health that gets you one shot by like 80% of weapons in the game just to do like 10 extra melee damage
I think the dragons fury after it’s recent bugs fixed may be an undiscovered gem to look at. It activates the offense class instinct in pyro and changes him to almost like a flame soldier. I think it should be something to look at in a video, as a suggestion. Now I will shut up and enjoy the video
combining it with the thermal thrusters and powerjack basically makes the pyro a scout.
@@UnisRapper there are a few combos with this: thermal thruster makes approaching and the escaping very quick. You can also use the detonator or the shorch shot to quickly ignite players and pound them with fireballs quickly. It also pierces through enemies, making crowd control a lot more feasible to deal with! Lots of potential with this weapon in the right hands!
SO THIS IS WHY IT FELT SO GOOD LATELY, DAMN.
see zesty Jesus's video on the dragons fury. controversy aside, that guy was onto something.
@@maybe-ef4ch idc much about drama or comedy controversy so I watched his video. And damn it’s really well done! (And no I would not like to know much about the drama, I just want to have fun here)
I always had an idea for the Sleeping Bear set:
Brass Beast- stays the same
Steak- Remove the damage vulnerability, make it charge up via damage. Now it pairs a little better with the Brass Beast's damage buff.
Warrior's Spirit- Remove the damage vulnerability and give it the honor bound mechanic the half-zatoichi has and perhaps a slow switch speed. Now it pairs better with the Steak as honorbound is nullified because you won't be switching weapons.
This set, while not perfect, is much more effective and fun to play than before.
This is BETTER, however the greatest flaw of the Brass Beast is its slowness. Being unable to switch to melee or a secondary shotgun while on the move to prevent ambushes would make it very tricky to use. That said, I absolutely LOVE the idea of the Steak being charged by damage, because that allows it to be much more powerful, like Soldier's buff banners or Pyro's Phlogistonator. The set's name is "The Sleeping Bear," so it SHOULD be scary when you wake that bear up!
*Here's my suggestions:*
1. _Give the Steak a damage resistance and knockback immunity when eaten, as well as healing for 300. Because it needs to be charged up and sticks Heavy to melee once consumed (functionally depriving him of a healing secondary) it should make him scarier then a demoknight upon use. The healing it provides is simply a quality-of-life feature, ensuring that you don't have to waste time looking for a health pack before going on your rampage. Same goes for the knockback immunity, because it would absolutely suck to have your well-earned rampage be completely invalidated by a single pyro with airblast._
_A fun additional feature could be that damage dealt while under the effects of the steak increases its duration._
2. _Make the Brass Beast same as stock while revving up, but extremely slow while revving down. This means the weapon still requires smart positioning and game-sense to use, while negating the ambush problem. Sure, you hit like a truck, but you also can't easily retreat or advance after engaging, making you extremely vulnerable to corner-peaking and long-ranged attacks._
3. _Remove the damage vulnerability and give the Warrior's Spirit "honour-bound" as suggested, however make it deal 200 damage when holstered before a kill, instead of 50. Now to counteract this, give it increased move-speed while held that stacks with the Steak (making him about as fast as Spy), and an increased melee range comparable to the Half-Zatoichi._
Now, a Heavy using the Steak and Spirit together will be a TERRIFYING foe, with health on kill and extended duration on damage ensuring that he can continue is rampage for as long as there are enemies within swinging-range. Yet this remains balanced by the fact that he functionally doesn't have a melee or secondary until he can do enough damage to charge the Steak, leaving him vulnerable.
@@PotatoPatatoVonSpudsworth the steak also gives more speed, so the brass beast's weakness is (kinda) fixed
AND MAKE THE STEAK HEAL FOR FULL HEALTH YOUR ALREADY STRIPPED TO MELEE WHY NOT HAVE IT HEAL
@@PotatoPatatoVonSpudsworth I like this a lot. It makes the slowness of the Brass Beast a lot more tolerable knowing you will soon be able to mow down the enemy team if you get past their lines. With a pocket medic this would be insane.
@@tront5903 | Indeed! Going on a DOOM-styled melee rampage as Heavy would feel amazing, especially after using something as slow as the Brass Beast. The enemy would dread waking up The Sleeping Bear.
It would fulfill a similar function to the Phlog, but trade the ridiculous crowd-melting damage for something more sustainable, which feels perfectly balanced to me. It even stays fair in Medieval mode, because dealing enough damage to rampage with only melee would take much more time.
15:28
"Dead Ringer"
Pulls out Your Eternal Reward
"And Your Eternal Reward"
Pulls out Dead Ringer
Thats why never use YER with Dead Ringer
I think the actual funniest thing is that the BASE jumper and Scottish Resistance actually work really well together, but the PP really just kills any potential fun
"The PP really just kills any potential fun"
@@fishstickfailur3🤨🤨📸📸📸📸📸📸
*vine boom*
Underrated comment, but poor choice of words.
“Ba-dum tish”
Fun fact about the gas passer, it deals less overall damage than the minimum the scorch shot's aoe+afterburn could do.
It would deal less overall dmg even if the scorch shot had a 100% damage penalty
Gas passer is supposed to be a trap weapon to trap spy so that fair
I think I only ever got the Gas passer to be useful once and that was by dropping it in the middle of a team fight right outside a spawn door.
@@getthegoonsmvm
@@ashleysony7943boys against bots?
I love how spy's worse loadout used to be good before they nerfed the enforcer. The enforcer used to do bonus damage while NOT CLOAKED so I used to run the YER with the enforcer so I wouldn't subconsciously disguise to gain the benefit of the enforcer
Umm, aktualle do you mean while not disguised? (I’m sorry)
It would be better if it had slightly more bonus damage. The resistance piercing is a nice niche ability, but if it doesn't have more damage on one side of the disguise or the other, then it needs another benefit.
This is true because it was basically the gun spy meta before the enforcer got killed minus the red tape recorder because it’s similar to the Dr. Enforcicle loadout: dead ringer, enforcer, and spy-cicle.
You know, you could just bind M1 to undisguise to get the bonus all the time, right?
@@joanaguayoplanell4912 Edit : My brain was turned off
But yeah basically with the old enforcer you didn’t need to do this because why disguise when you can just deal insane damage
I would disagree with the sniper one, personally i think the razorback is worse than the dangershield for using the classic. With the classic the full vision using it can give you makes it so you can already see spies easier, so than why would you want to wear an item that basically counters spies when you already now have a leg up on them. The danger shield actually has uses like if you are being more midrange with sniper using the bow and the enemy team has a lot of annoying pyros. So yeah razorback worse than dangershield.
counterpoint: classic still makes you a very easy target for spy
I don’t know which is better but I am glad I don’t play Sniper long enough to actually try and experiment with anything
@@Frostedlyre I disagree, with the ability to charge unscoped, your turning speed isnt hampered at all so you can continue to look around turn your back and so on to make it much harder for spies to get you.
@@Frostedlyre countercounterpoint: You can't be overhealed with the razorback.
Its because a sniper with the classic wouldn't be up close with the pyros anyway. Hes countering something he already counters through sheer range. And being in danger of spies is much more dangerous than being in danger of pyros. Only one of these classes can one shot you, especially considering you need to sit still with the classic to charge, and you dont have the option to avoid trickstabs with the smgs
I would think the equalizer would be worse then the escape plane but then I realized you can choose between inconsistent damage or marked for death
Diet trolldier
Isn’t Equalizer a damage boost by taking damage? Wouldn’t that add an advantage for solider’s damage power when the escape plan doesnt
The equalize is better in this loadout because the escape plan is just giving something redudant (because rocket jumper) while the equalizer actually gives a benefit that the entire loadout doens't have (damage).
@@hakai1014yeah but for the escape plan you can run away and if you use the equaliser you will get easily killed
@@Unwantedchickenleg Run away and...do what? The escape plan is your only source of damage, so your only source of damage is a tool you use to run away. Furthermore, you already have a fast escape tool...the rocket jumper, and you're not marked for death while using that. Using the equaliser could at least potentially get you a kill or two, with the escape plan you're just not doing anything.
The escape plan’s reduced healing actually has an upside: it helps medics build up uber faster
Ok but consider if the loadout has any other use
@@idkhonestly7163 tilting. Imagine if somehow, someone managed to dominate you with this awful loadout. Upsetting, right? You get upset, causing your play to become more reckless and unaware. Now the entire enemy team has an easier time fighting you.
@@internetidiot4206 If you get dominated by a soldier using only an escape plan you weren't a threat to the enemy team to begin with.
@@TH3W0LF100why'd you need to call me out like that
Assuming you don’t die when you go in you normally help build Uber passively but there is no actual way to deal damage to yourself
personally i would suggest the razorback over the darwin's for the sniper loadout. strictly speaking the darwin's is a worse item with less utility, but the razorback specifically nullifies the classic's only real advantage in its increased situational awareness. with the darwin's you'd at least get your fire resistance and afterburn immunity, but because of how your primary works the only thing the razorback is doing for you is removing your overheal.
Also any good spy main would just gun you down if you use the razor back it doesn't even do its job right
Also Spy has a gun so if the Spy see you with Razorback, he can just whip out his gun (especially Ambassador). At least The DDS can tank the Scorch Shit Pyro.
as a heavy main, I'm gonna say that you can do much worse. Here is why/how.
although the brass beast is not great i believe that there are worse options + it can kinda work with the steak to get to the front faster. the steak is pretty bad but with the warriors spirit it can do a shit tone of damage making it not the worst (although it is still not that usefull). i would say that the worst heavy loadout is: brass beast, steak and eviction notice. because if you use brass beast (wich i do) you will struggle quite a bit without a shotgun. but you cannot fall back on secondary/melee in a close range defense situation because, steak takes a while to eat and deals no damage and the eviction notice deals very little damage and drains your health. wich also means that you can basically never use steak to get to the front.
Watch the video
I'm also a heavy main and this is tone deaf from a particular video from someone attempting to make the brass beast seem usable in any situation. The brass beast & shotgun combo is terrible loadout as you're giving up the ready on command damage of the minigun, the team and self healing utility of any of the sandwiches, and leaving you an easy pick for snipers and spies, or any other heavy that gets the jump on you.
However don't get me wrong, the brass beast is usable in very niche situations, like Swiftwater last, with a dispenser.
Exactly. Eviction Notice is disposable in favor of the GRU and it will do NOTHING during a close range encouter. At least Warrior Spirit can ensure you'll win once somebody will get cocky and try to melee you. So yeah, I'll say that TheWhatShow still got outsmarted.
@@mysoncrumphaseveryinjury3853 Eviction notice does have the speed boost if you get a hit which lets you run after the person you're meleeing
@@dotplusdot5961 while playing the slowest and largest class. Even with the speedboost this isnt Scout's Academy of Evading Attacks we're talking about and that damage is pretty much worthless
What about switching out the Tribalman's Shiv with the Bushwacka? In that loadout, it has literally no benefit and gives you damage vulnerability. The random crit point you made also applies to the Bushwacka.
You might get kills if you team up with a Jarate sniper on your team though.
it's still a consistent 65 damage.
@@gregorymirabella1423 I'd say Bushwacka is still worse. I don't think dealing 65 damage is worth 20% damage vulnerability while active, not having random crits, and not having bleed.
I think the shiv is being treated a bit too harsh, not good but it is nowhere near as bad as the other weapons in the same tier in his worst weapon videos
@@Recarsonated It’s about worst synergies, not worst weapons, the tribal manshiv does not do enough damage for a sniper rifle that is only good for medium range and not having a tunneled view.
I loved the eye catch stand like for the loadouts, the mercs looks like actual stands
2:37 Engineer Loadout
4:05 Medic Loadout
5:18 Scout Loadout
8:03 Sniper Loadout
10:29 Heavy Loadout
13:05 Pyro Loadout
14:40 Spy Loadout
16:49 Demo Loadout
20:16 Soldier Loadout
correction:
2:37 Engineer Loadout
4:05 Medic Loadout
5:18 Scout Loadout
8:03 Sniper Loadout
10:29 Heavy Loadout
13:05 Pyro Loadout
14:40 Spy Loadout
16:49 Demo Loadout
20:16 Soldier Loadout
correction:
2:37 Pyro Loadout
4:05 Pyro Loadout
5:18 Pyro Loadout
8:03 Pyro Loadout
10:29 Pyro Loadout
13:05 Pyro Loadout
14:40 Pyro Loadout
16:49 Pyro Loadout
20:16 Pyro Loadout
I love the engineet
"soldoer"
engineet
So, here's the issue with the Scottish Resistance + Base Jumper. That combination _actually_ does work on its own. The SR's arming time is a drawback when you're on the ground, however when you're high up in the air floating you're basically firing at opponents at long range so your stickies have time to arm. And it also gives you a birds-eye view of the battlefield. As a result you basically can repeatedly set up and detonate sticky traps as needed while staying out of the thick of combat. It's really the Persian Persuader that makes this loadout go from "kinda good, if gimicky" to "garbage" due to the fact that you can't grab ammo.
the one thing that boggles my mind; is that valve has a way of just forgetting about some weapons because they were so broken; they decide to kneecap them and call it good. sure there's probobly something in Valve land that demands alot of other peoples attention; but sitting down and looking how a weapons been doing over the years of "this weapon went from S to F in a matter of seconds" something back when there still were more then just 1-3 persons working on this game, would have been a hell of a thing; being that we're not a community of deserate TF2ers where even the slightest update means we're giddy like school girls.
Your thoughts on the whip are right. I used to play roamer a lot, and I noticed that when I pulled my melee out in fights I actually survived way more of then with the whip than the escape plan. The longest melee range in the game is pretty good on a class with low ground movement.
Slap their ass? No. Slap them WITH YOUR ass.
That little screen showing the class and their stats on speed, power, ext looks so clean.
I mean, it was pretty well made. Despite the fact that this was ripped straight from Jojo yet uses stats that don't exist (S, specifically), it was pretty well done
@@vabajaba it's a Jojos reference
I think the worst loadout for sniper would be the same but with the razerback because spies can just shoot you and if the enemy team doesn't have a spy you don't have a secondary. and the danger shield is a huge insult to pyros (Wich people play more than spy) making you almost untouchable
What about the Widowmaker (a shotgun that uses metal for ammo), Short Circuit (a weapon that also uses metal for ammo), and the Eureka effect (a wrench that causes the Engineer to gain less metal from ammo crates) as the worse Loadout, since you're simultaneously making yourself over reliant on metal *and* making it harder to stay topped up on it.
Eureka Effect can also teleport you back to spawn, where you can instantly refill your ammo. Also, you're an Engineer. If you're performing your class functions to the best of your ability, chances are you'll have a conveniently-placed dispenser somewhere. Sure it takes longer to get the metal from the dispenser, but only by like 1 or 2 extra "dispenses". On top of all that, the whole idea of the Widowmaker is that the damage you deal is returned to you in metal. If you're a good enough shot, you can actually make the short circuit synergize with it. Shoot an energy orb to absorb rockets, swap to widowmaker and shoot at close enough range to recoup most of your metal losses (65 for energy, 30 for widowmaker shot, 95 total metal spent), rinse and repeat. iirc the Eureka Effect doesn't affect the Widowmaker's metal return mechanic.
Take it from someone who mains engie and has experimented with a _significant multitude_ of gimmick loadouts, what TheWhat says about engie not having a bad loadout is %100 true.
The widow maker gives you infinite ammo and no realoading if you dont miss, the short circuit gives you a way to deal with explosive classes, and the eureka effect is effectively a resupply cabinet you can access, even if you are overreliant in metal, you re an engineer, you re gonna be always hovering around ammo packs and dispensers
Still better than the pomson
I use this loadout all the time it's completely viable and pretty good too if played properly
As long as and Engineer can still build and upgrade, he’ll never be a BAD class to play… just less optimal.
In defense of the Danger Shield, you can use the jarate to put yourself out once, but then the pyro can light you up again and airboats you to keep away.
With the Danger Shield, at least when you get airblasted away you have the option to use that distance to turn and run.
yeah, idk why everyone thinks the jarate can compete.
You cant equip them both
@@LunaExpiX yes, that’s why I’m promoting the Danger Shield, which offers better fire protection
The funny thing about the demo loadout is that without the Persian persuader, it would be pretty good.
Yeah, the base jumper + Scottish resistance means you can keep an eye on all your traps at once. It's not good, but not awful either.
I wouldn't call it "pretty good" but Scottish resistance + Base jumper is a different and unique way of playing demoman, and it can be pretty solid if there aren't any snipers on the enemy team. Otherwise it is just...okay. Not bad, but not specially good either.
@@szarekhthesilentking7043 There's also the fact that the BASE Jumper kind of cancels out the weak points of the Scottish Resistance by putting you a huge distance from the enemy. Normally, the Scottish Resistance has the problem that it's near-useless at close range since stickies will take forever to arm, but with the BASE Jumper, if you fire it at the apex of your jump, they'll arm pretty much the moment they hit the ground.
funny other thing? the suggestion of replacing scottish resistance with sticky jumper is literally just trolldemo, trolldier's less known mildly less powerful but still really fun cousin
10:21 NO! PLEASE DON'T SEND ME TO THE SHADOW REALM!!!
**proceeds to fall into a star made entirely of light**
Every bright light casts a dark shadow
What's fun is that the spy loadout you said happens to be the EXACT meta for spy on shounic's 50v50 server.
15:30 I have been cooking up a theory trying to use the dead ringer, and the strategy I thought of was: the support spy
In this strat you stay WITH your team, and when they get in a fight you use your dead ringer to get behind the enemy which either distracts them or allows you to stab them, and with the Your Eternal Reward you get to have a disguise and use the enforcer.
YES, FINALLY SOMEONE HAS THE SAME IDEA
I used to play spy years ago a lot with the DR + YER combo. This was when you could NEVER disguise as the YER, but this was also when the DR was OP. It was pretty dang good because of the DR being OP, all you needed to do was get a single pick and then you could go on massive sprees where you could get insane chainstabs and nobody would notice because of the silent killing of the YER.
Haven't played TF2 in a long time. I wonder if your loadout idea is as bad as you make it out to be. I might try it!
The good old days.
It wasn't OP tho, like at all op.
Like to the point it wasn't banned in comp
@@danielsurvivor1372 that's because spy is one of the worst classes in comp because teamwork basically shuts down any sneaking attempts, so an overpowered weapon on a bad class cancels each other out. Compare that in pubs where teamwork is basically a dice roll, so the dead ringer is overpowered because spy can be a terror without teamwork
I don't think the loadout is anywhere near as bad as this guy is making it out to be, hell, just look at the background footage, he was able to get a 10 killstreak with this and he isn't even that good. Someone that's good at spy could easily get a godlike.
I'm pretty sure even back then you could still disguise with the YER. You just needed to do it with another knife, and then switch to it and refresh your loadout on a resupply locker, same as when you want to switch Soldier banners without losing charge.
For the Pyro loadout, I'd replace the Phlog with the Degreaser. The airblast can be useful, but the Phlog actually gives you damage unlike the Degreaser, and the switch speed is meaningless in this loadout
Nah, those airblasts can make you a good demoknight counter or trolldier counter, and you can also threaten demoman and soldier normally thanks to reflecting their projectiles, which gives you an effective longer range. Also you can help your team by extinguishing them. The phlog cannot make you useful at all except when you have the hmmph meter charged, and even then you HAVE to get close to your enemies and hope to God you survive enough to do meaningful damage
@@szarekhthesilentking7043 This is true. However, the burn penalty really hurts when ur trying to do damage. I think these are interchangable.
@@Ulmanlaiku Ehh, I like afterburn for finishing off targets who killed me, but are still on fire. But other then that yea, afterburn is still pretty useless.
@@Ulmanlaiku Yea that's why I think their interchangable.
@@williamgrant3231 Airblast is far above burn damage, cause with airblast there's a fair chance you make it out of the matchup alive since you can deflect the projectile or make the opponent die to fall damage or even just blast them away so their weapons don't deal full damage ramp-up, wheras just holding down m1 doesn't help against any classes even the spy, medic or scout who are said to be the weakest classes with pyro even being spy's 'counter' (unless it's knife spy, where pyro would probably win though the spy would still have a chance to backstab them.
The base jumper and Scottish resistance actually aren't awful together. Being high up means your stickies travel farther and therefore have less time between hitting the ground and being armed, which means you can midigate the downside while taking advantage of having more stickies you can detonate individually and fire faster. The Persian persuader's downside does still hurt this loadout, but it's not enough to make it unusable, especially considering you get extra ammo from the resistance. If you're on an open map where you can soar above everyone reasonably well, it can actually be pretty fun.
You just straight up copied fishstick on a sticks opinion and both of your viewpoints are invalid because the parachute is useless either way and your slow activation time makes sticky jumping more difficult.
@@painiscupcakegaming1204 Changing your opinion on something when someone presents their own, different idea and you follow their logic and agree with it is a good thing, that's what you're supposed to do. The slow arm time is a pain, but it only makes it slower, not more difficult, and the parachute helps greatly because you can use it to remain in the air when you otherwise would fall onto your enemies and get bodied.
Glad to see at least one other person on earth rocking the nostalgia critic spy. Not the most cursed outfit but an underrated one to be sure.
I would argue the quick bomb launcher is a worse option as it has less ammo, so you need to reload more, as well as the quicker arm time not mattering if your in the air, which kinda is negated on the Scottish resistance
2:06 this killcam is perfect
As someone who has frequently played melee heavy with the spirit and steak I can say it is genuinely one of the best loadouts I have used. Then again I do believe it was the best because it was some of the most FUN I’ve had with heavy, maybe not the BEST.
the spy loadout is like a really bad version of what soundsmith reccommended for spy, the rapier flintlock type item. it allows you to use the your eternal reward to disguise fast when backstab then you can use the enforcer for extra damage.
only issue is that it is like 10x worse than what he was talking about, especially with the fact it is just better to attempt to chainstab.
As LazyPurple said, the Scottish Resistance and Base Jumper have good synergy since the bombs arm in the air and are done arming by the time they reach the enemies. Then the demo got sniped, but it's kinda something.
Yeap, but the PP really kills the Scottish resistance
@@Hello_World_not_taken yeah, the PP is definitely lethal
Definitely would argue that the Degreaser is worse than the Phlog in this particular loadout, given that the swap speed is basically useless. All you're left with is a flame thrower that does less damage and has more expensive airblasts.
And while airblast is incredibly strong, I don't think it necessarily trumps guaranteed crits, since for airblast to deal damage, it requires a soldier or demo to be on the other team and at least some amount of skill.
Baby face blaster, crit -a-cola and sandman. You will have less effective health than a kunai spy when using crit-a-cola, you will lose the boost faster when using the crit-a-cola, you will be left slower and with a worse scatter gun and the sandman just makes your HP equivalent to paper.
just don't get hit 4head
The fact with this is that the crit a cola can make you build your meter faster by doing more damage, and the sandman can do damage from a decent range.
15:10 the way you made it lag made it 10x better
16:33 I think calling it Daddy Scout is more fitting
Looking back at this video, I’m curious to know what would happen if you have a server full of players that use these loadouts. Just have at least one of every class on both teams and see which classes perform the best at their worst.
Engie still has fully leveled sentries and soldier and demo are almost completely without explosives so I think defense would absolutely destroy. AND no stock Uber to force your way through either, oof
@@maxxcurtis4418spy still has sappers
Engineer will still have his sentries, which will pretty much carry both teams
the fact u think heavys only fist of steels when the gru exists is dead wrong unless its a long sight line map
You just aren’t thinking hard enough for engie. His WORST load out is the:
widow maker,
Short circuit,
Eureka effect.
Your weapons all rely on metal, and the eureka effect makes it so you are constantly getting LESS of it. You can’t maintain buildings as fast, you can’t do anything that well.
...
You can Teleport instantly to base with the Eureka Effect, making the Metal Problem, even with the widowmaker, a non issue.
Hell, you're constantly getting metal with the Widowmaker if you're killing people, so really all it's doing is getting rid of one or two shots at most, which is fine, because once you're out of danger or have enough of a repreive, just get out and fully stock up free.
I wanted to write this too
@@MegaKH2fan You couldn't have thought this better. The pomson lacks good damage, that the widowmaker has. The eureka effect synergises way too well with the widomaker.
@@albinskywalker Ok, it only synergizes well if you have good aim. Big BIG caveat. Having to teleport around just to reload your shotgun is a massive pain, and not worth it if you could just use stock.
@@PajamaPantsStudios If aim is your issue in the first place, why are you even using the Widowmaker? The reason the Pomson is bad is that even when you're GOOD with aim, all it does is make you objectively worse at the game because it's just that bad. And even if the teleporting back for free is such a hassle to you, pro tip: Build your Teleporter Exit without the entrance, and hide it somewhere behind Enemy lines. Since there's no sign of teleportation from the Engi, and there's no animation on the Teleporter, that actually makes it pretty hard to find if you know where to hide it, and even when they DO break it, just build another somewhere for almost free. The Eureka Effect is near BUSTED my guy, the slight loss is barely a problem if you actively use the teleport.
i think the real worst sniper loadout is Classic, Razorback, and Bushwacka
if your using the classic you dont really need the razorback because your alot less tunnel-visioned
Bushwacka has no crits + a dmg vulnerbility
the loadout would probably be worse, but not by much
*you're
However you will have a larger area behind where the spy can come from due to being in the medium range because going short is suicidal and long range makes it even more obsolete, I say a much better upside is the damage reduction from Pyros due to you being closer to them and thus a more likely chance for them attack you
@@Predator20357 ok but this is supposed to be the worst sniper loadout, isnt it
@@kass2545 I was just pointing out how there’s a much better reason for why the Razorback is worse just in case. I am in total agreement with you. The Razorback is only really good for long range snipers as the spy is the only one who can really try and kill you and even then, the revolver can still kill a Razorback Sniper making them have to rely on a quick scope to the head which I guarantee, most snipers can’t pull off instantly
Shiv's still worse than Bushwacka. There are enough sources of minicrits in this game that even without jarate or carbine the bushwacka's upside isn't useless.
at first I thought the soldier loadout was going to be the rocket jumper, gunboats, and the pain train. but the escape plan now that I think about it is much worse that the 10% damage vulnerability that the pain train gives you.
The sticky jumper and rocket jumper aren’t meant to be used as *actual* weapons btw, I could think of a lot of other bad weapons for both demo and soldier, like the liberty launcher for Soldier and the tide turner for Demo.
I think the razorback is worse with the classic, as the ability to headshot without scoping in opens up a lot of counterplay against spies and makes the razorback irrelevant.
The funny thing about the whip, it's basically an rng market gardener. And either my luck is high or the whip is the ubersaw of the soldier, you get a lot of random crit.
I think you can make that Heavy loadout worse.
The Buffalo Steak is certainly the worst secondary if you're actually eating it, however its ability to be tossed down as a medium health pack for your team still gives it a very strong utility case.
But there's a secondary that has even less synergy with the Heavy, and with that item set; the Panic Attack.
Now the Panic Attack has some really solid upsides. A faster switch speed, higher damage point-blank in exchange for lower damage at a distance. And Heavy is just not equipped to use any of them.
Faster switch sounds good, except you have no reason to switch to the Brass Beast if you need an option immediately and if you're already revved down, you have to unrev your gun before you can even switch weapons. Now this could have some cool synergy with the Fists of Steel, getting some survivability and enticing enemy gamers to move in to melee you for that juicy double damage, only to quickly press your primary and secondary switch-to keybinds in rapid succession (which will remove the holster penalty of the Gloves and give you the Panic-Attack's switch-to bonus speed) for a fast and high-damage point-blank punish. But with the Warriors Spirit that flies right out the window. If you want to get close enough to take advantage of the Panic Attack's higher up-close damage as the slowest class in the game without any options to get closer to opponents or encourage them to get close to you? Just forget it.
You end up eating every downside to the Panic-Attack without any options to utilize its upsides.
The Steak's self-use case is still worse, but I'd argue that it's support use outshines the still-bad self-use case of the Panic Attack.
I still don’t get why the Demoman loadout is so bad, I mean sure the the reduced ammo sucks but as someone who goes base jumper Scottish resistance for fun I think the worst loadout for demo would have to be Base Jumper, Sticky Jumper, Claidheamh Mór.
The Claid give no benefits other then farther reach but has a down side of 15% damage vulnerability, so your only damaging weapon leaves you with 148 effective health, and even with the insane free mobility the base and sticky jumper combo gives you once you actually get to where you’re going you can’t do much without and quick gap closer if your enemy backs up.
I think it’s because if you use the claid, you can still use SR while in the air effectively since your ammo isn’t cut, but your close quarters combat is effectively kneecapped.
If you use the persians, your close combat is still kneecapped, probably even more so, since you can’t set up as many traps around you, and your playstyle in the air is less effective.
I guess you could make the argument that claid is worse if there is no dispenser around to help you.
@@matthewsusilo8698 that’s why I said I would pair it with the sticky jump, that way you are forced to use the clad for combat.
@@captainnomekop5056 That's fair. I mean, there's not really a worst demo loadout. One is just a crappy market gardener, while the other is basically just a mosquito.
15:45 That is, if you're an idiot and are using your damn revolver (especially the goddamn enforcer) with the Dead Ringer-Your Eternal Reward combo. While these seem like a bad choice, the Dead Ringer can get you behind your enemies way easier than any other invis watch mostly due to the speed boost+no bumping for 3 seconds after activating, and if you don't butterknife or shoot your revolver (i.e. use the L'etranger for this loadout) you don't ever go undisguised. You will be extremely vulnerable when undisguised without a full cloak meter, but if you can avoid that situation it is one of the strongest spy loadouts due to it's quick deployment and very hard to notice backstabs.
18:53 demoman had to take a moment and think about what just happened
I think you overestimated engieneer. I think something like the Widowmaker, Short Circut, and Eureka Effect may be a worse loadout since you'll constantly be short on ammo and have almost no way to defend yourself OR be supportive. Either way I loved the video
Ok, but consider: the Widowmaker is also a really good weapon. Once you get set up, you have sv_infiniteammo
You can use the Widowmaker exclusively as engi and still be effective
It is still very good.
I feel called out here, that Engie loadout (Pomson, Short Circuit, Southern Hospitality) is unironically my usual loadout. Pomson (originally was to help me get back into the groove and re-find my grooves) for the projectile, Short Circuit to search for spies or seriously annoy soldiers/demos, Southern Hospitality for the Bleed on spies or anyone else dumb enough to get close. why you gotta do this
To be fair, while the playstyle is valid, the Pompson, on servers that don't allow random critical hits, are outclassed by every weapon except maybe the panic attack on specific maps. The Short Circuit is suitable for a flashbang and spam punisher but is severely outclassed by the Wrangler, which can stuff Uber charge and force enemies to coordinate a push just to destroy your gun. Finally, while the Southern Hospitality is technically better than stock, but is outclassed by the Jag, which can set up a level 3 nest in less than a minute, and the Eureka Effect, which can allow you to manage your teleporter, gain infinite metal supply with health and literally set your spawn anywhere on the map. I can't bash, I main Heavy and use the Brass Beast offensively, so I'm a lover of bad weapons.
18:51 Demoman really contemplating life with this load out.
gotta love new tf2 channels in 2022
hope your channel blows up! ya making consistently good and interesting videos , keep it up 👏
Ok but why did I unironically use the sniper loadout, without even watching this video.
0:10 Voro the russian Demo main used that loadout on a video, it was a pain dude
You could make a series: Each Classes worst loadout.
*...wooooooo....think of the views...woooo*
nevermind, i watched the video... i mean, you could still do it...
bruh the spy has three hands 15:42
Widowmaker, short circuit, and eureka effect. Worst engi loadout, because eureka effect only gains half metal from every source I believe. And those 2 weapons require metal to be used
But you can tele to spawn and refill to full metal at any time, that's why I chose the gunslinger for the sentry you will have to continuously place down
I unironically use the sniper load out you gave because it's so much fun lmfao, slow moving around the map to gib some overhealed pyro and taking no afterburn from him is so goofy
Scottish Resistance and BASE Jumper actually work well together
Yep, but the PP shreds the Scottish resistance… :/
@@Hello_World_not_taken 🤨📸
9:41
You forgot something about the Shiv
It crits SO MUCH
It's damage output is like the Wrap Assassin's ball with a crit: People tend to panic a little bit
I've sucked at sniper a few times and just went in with my bleed knife and made it out alive.
Yes, you could just use stock for a greater benefit in melee fights but posthumous kills are just hilarious to me lol
Yes.
I'm a pyro main
But that doesn't mean I don't play every class (but spy)
11:02
Banan funny gloves tomi loadout superiorityyyyyy!
11:20
If you're using this loadout
It's best to just have a medic...
Brass beast is so good when used in the right situation and the rev up time hasn't killed me yet (That's a lie but hey I mean it's only been like... 10% of the time because I use it right)
And the Steak can be tossed to teammates to heal them...
And the bear gloves... yeah just never touch those...
And you can do just fine with this loadout
Only if you have a medic or don't care about dying
The amount of fear I saw at that first demo loadout is unlike any fear I felt before.
It’s now been another 7 months so it’s time for a sequel
19:32 you are not a glass cannon, you a glass butter knife
nah glass spoon
I have a subclass for soldier that I think is decent, I like to call it "buff flying scout", the loadout is the rocket jumper, a shotgun (preferably stock) and the diciplary action, get a speed boost, jump and shoot
I've heard that loadout called "eagle scout"
Hmmm. I have seen loadout before... Oh yeah. Soundsmith made a video on trolldier secondaries a few years ago that was the same loadout. (almost) AND had the same name. 'You have a subclass'.
I worded my sentence wrong, I was trying to say I've been trying out a loadout not that I created it, and I am going to admit that I got the idea from soundsmith
I don’t know if this would suck since I don’t have these items but I always thought either the BASE jumper or the boots as your primary the sticker jumper and the caper would be demos worst loadout.
8:59
*Why is there an Engineer called Mechawreck*
I know that guy. He’s a trader who’s been tryna collect all of his old items. Kinda like in castlevania 2 when Simon was collecting all of Dracula’s body parts.
I personally don't see why the spy loadout is ranked 3rd worst as at the end of the day you can still play a slightly worse gunspy
0:43 dude holy shit, congrats on the growth. thats crazy inspirational
I never understood people discarding stock minigun, its just as good as Tomislav lmao, better for pockets and defense worse for offense
12:15 something interesting is the vulnerability with the steak doesnt stack with the vulnerability from the warrior's spirit
honestly the enforcer isn't even that bad even when not disguised
You know the diamondback may very well be worse since you will probably never get a stab or sap with that load out, which means you are stuck with a worse stock revolver that is louder than the frying pan.
I mean, it's still worse than stock.
It helps a lot with bullet spread
I like the accuracy because of the slower fire speed
@@sirreginaldfishingtonxvii6149 while stock is the power house of consistency the enforcer is the real chads choice of all revolvers
Why the escape plan qnd not the equalizer? At least the escape plan gives you horizontal movement, the equalizer gives you NOTHING
Why Hot Hand over SVF for Pyro? Yeah it does less damage, but if you’re in melee range as Pyro and looking for Damage, you already have a flamethrower anyways. The SVF would be just that extra bit more redundant because it’s a worse way to apply afterburn than either of your other weapons, has pitiful damage and also you can’t capitalise on the Hot Hand’s speed boost to get out of a bad situation in a pinch (An admittedly incredibly niche use, but a use nonetheless)
I’m glad you brought up how the sticky jumper on demoman isn’t that bad. Ok, it’s bad, but it’s the fun kind of bad. I got my first 20 kill streak as demo with a similar loadout, it’s ridiculously fun to drop on top of unsuspecting snipers, especially if you’re using the eyelander and already have a few heads so you can outrun them.
The Buffalo Steak + The GRU might be worse because you’re restricted to melee only, the speed boosts don’t stack, the damage bonus won’t mean much, and you’ll constantly lose health even when not being damaged.
The eviction notice exists
@@RandomdudewhoexistsIts increased attack speed benefits from the steak's mini cirt boost.
You'll only be doing 35 damage a hit
@@Randomdudewhoexists That's pretty good with the ASPD of the Eviction Notice.
@@mrduck1490 the gru would do 88 damage a punch
with demo wouldnt using the pain train and base jumper be worse? the vunrability would be worse than a ammo downgrade
also no extended range
Worst engie loadout is: pompson, short-circuit, and the gunslinger.
The pompson is useless and the shortcut synergizes worse than thw wrangler with minis and lacks the relative reliability of the pistol.
And the gunslinger because you cant rely on the minisentries as much as the big sentries and it lacks random crits however it will hit a crit on the 3rd consecutive successfull hit
The best loadout has to be the rocket jumper mantreads and the market gardener
8:45 Di- Did you just censor "freaking"?
bruhh
Bruh
bruhhh
RUclips really be like that sometimes
This guy also censored fire retardant and put some actually usable weapons underneath the Sun on a stick
I'd have to try it, but I honestly think the Half-Zatoichi would be worse for the soldier one. The extra mobility of the Escape Plan allows you to get some sweet kills as long as you don't engage directly
16:13-battle Spy
No matter what loadout you use with engi,you cant go below B+ but if the loadout contain pomson then its a straight F-
When the loch n load first came out and was terrible, my worst load out was Loch n Load, chargin targe, caber. You can fire two shots and probably miss, then charge in for a caber hit, and then if you survive you get to run back to spawn to get a new caber. But then they had to buff the Loch n load to the point where the load out became kind of useable and it just wasn’t the same. Whatever you’re thinking of that’s worse I either didn’t have or wasn’t out yet.
8:10 mechawreck sighting
Bloodsauger is direct downgrade to stock if you don’t play aggressively because of passive minus to regen
Worst loadout for medic is
Bloodsauger
Kritzkrieg
Vita-saw
Kritzkrieg is a good medigun but it’s the only Uber that doesn’t increase your survivability, and with 2 other weapons literally making you weaker it’s even more of a problem
Then play aggressively. One of the rules are that you have to actually try with your loadout.
I generally think that when using the pomson, the gunslinger is worse than the southern hospitality, as the pomson's uselessness makes you less able to take advantage of the gunslinger's health boost, and the lack of level threes on gunslinger really hurts given the playstyle the pomson forces you into
4:17 I literally started using Burly Beast and A Brush With Death as my main Medic cosmetic loadout because of this clip
Rewatching this a year later.; gotta say, i really love the title/state cards for each character. Nice touch (and reflects their capabilities realistically).
4:54 look at the chat
15:17 stock family guy death pose
1:18 no am 2 stupid to think of that I thought you will say pine(apple) and apple
Edit:5months later and I still thought the same thing
Edit:2more months later and I still thought the same thing
How you holding up?
Pyro with the fire axe gas passer and rainblower. Would actually be unplayable
No use the base jumper, sticky jumper and the katana which doesn’t let you switch weapons
Homie is actually calling pyro they them
Okay?
weird thing to care about
did no one get the godlike?
11:00 Should've used Tomislav.
I would say huo long heater
The Phlog and Gas Passer combo is only good if you're doing the Gas Passer Contracts.
Or ofc you playing MvM
@@MuichirouTokito416 pyroland contracts not mvm
POV pyros worst load out is basically his best mvm load out