🤖 Install Mech Arena for FREE here ☑️ clik.cc/hglLO and get a special starter pack to help kickstart your game! ⭐️ This video took way too long to make. I think the oldest alias I use in this video is Banana Man, and I used that when "What Exactly Is Wrong With Sniper" was in production, so about 4 months of practicing with the Syringe Guns until I felt like I could actually say my piece with confidence. Hopefully one single episode won't take this long again. I also felt like I rambled in the script a lot, once I saw just how long this episode ended up being, I realized I probably could have trimmed it down some. Even then there's things I missed talking about like how they're great for countering the Dragon's Fury. I'll probably get there in a future video. Hope you enjoyed this one.
Since this video was quite troublesome to make, the next one for the series could be Sharpened Volcano Fragment as you've mentioned once that it would be the easiest episode to make.
A reminder that the Crusader Crossbow came out during the Australian Christmas update to go with the new medieval mode to give medic a proper healing option and is now effectively the only choice for a medic primary
xbow is like the only weapon in the game that was MORE balanced in the development phase, as the healing bolts were special secondary fire. Of course they could also apply debuff on enemies, so in a way, it was more versatile, if less consistent.
I still love Medieval mode. I wish there were more maps. There aren't even any community servers that aren't Degroot Keep! Can you imagine the utter stupidity of medieval CTF? MEDIEVAL 2FORT?
geting killed by syringe gun in real live hurts more and less the getting killed than this stock weapon. it mentaly hurts by dying to the stock syringe gun.
A while ago the Blutsager was better than the Pretty Boy’s Pocket Pistol. But now that the PBPP got so many buffs that it became a direct upgrade from the stock pistol for Scout… the PBPP is now WAY better than the Blutsager… IMAGINE THAT.
I mean the blutsager is also pretty much a direct upgrade from stock but it’s a direct upgrade in the same way that Pyro’s melee stock has a direct upgrade in the weapon which shall not be named
You forgot to mention something important that makes the syringe gun projectiles even worse. Latency. See when the projectile is fired, it creates a fake projectile you see on your screen instantly, where the real projectile (which is invisible on your side) comes in a split second later depending on your latency. Basically this creates syringes that even though it looks like it hit the enemy, didn't actually hit the enemy.
Really? Hmm, maybe cause they're rapid fire and Valve didn't wanna overly confuse high-pingers like myself. Cause I see very different results with Soldier or Demo. The only other time I saw what you said apply in any way is with Pyro's flamethrowers, but that's because those flames are client-side particle effects and the actual projectiles are invisible (or so I'm told).
@@puppieslovies No, smg and syringe are both really darn good at finishing off enemies, which is all that sniper and medic should ever need, as any enemy reaching them should already be wounded from simply getting to them. Just because nobody in TF2 can track doesn't mean the weapons aren't good, just that the playerbase can't use them.
Even if the Crusaders Crossbow didn't have the healing benefit I would still use it. The way the syringe gun fires is so awkward. Easyer to do consistent damage with the Crossbow
And sucks in close range, but like everything the crossbow is not perfect, and I'm a medic main, i use this weapon like 10 of the time of my gameplay because she is that good, but the Blutsauger is another good weapon and the overdose... I can't say anything, i don't have this one.
My rebalance idea for the Syringe Guns was simply to boost the projectile speed. That way, it doesn't require anime-level future prediction to land a single shot. Then, they'd reach their full potential, which is a solid, perfectly balanced. 120 DPS.
@@WaterBisquitte It literally doesn't change the DPS of the syringe guns. This is their current capability. The only change is that it's possible to even get close to that because you're actually allowed to aim your shots.
As a medic main, the literal only time I use overdose is if i feel like playing Medi-Knight, I don't use blut, awful aim with crossbow, and stock just sucks
I give you a recommendation for extreme fun Grab quickfix, overdose and the statue head thing (or literally any other melee that's not ubersaw) Your job is to keep your team alive, always trust in your quickfix a little more than you should, if you fuck up with %92 uber, you can still whip out the overdose and run away, it's also really funny to see some scout struggling to reach you which he thought was a free kill Btw I'm not at all a medic main so feel free to not do this
@@xboi3607 exactly, I still think it's speed should be buffed very little to make you almosy match with a scout, but still, I accomplish a lot more with overdose than I do with anything else because I just love using jt
@@he3004 Idea: Speed boost and fire rate boost of 5% to 25% while deployed and 3% to 12% while not Boost goes back to the default over 10 seconds after the ubercharge is finished -2 health per second (to 1 hps) + 5% ubercharge on kill -30% damage -10% ubercharge rate
@@ADUSN well yeah, but as people discovered how to use rocketjumps to their highest potential it made sense to add an item that lets you do it without losing most of your health in the process. Ergo: a game design upgrade
@@Dough_Dough4 The thing is, though, is that there are more serious threats to worry about than self damage from rockets. Things like rushing Scouts, airblasting Pyros and having to reload rockets can really fuck you up if you don't have a hitscan weapon to back it up. This is why Shotguns are very good for Soldiers, as they can deal with Scout easier as well as having a larger clip size for sustained fights and countering Pyros that airblasts your rockets.
@@Dough_Dough4 the shotguns for three of the classes you mentioned are very useful, especially on soldier. on pyro the shotguns are great for combo pyro if you can't aim your flares all that well, and while on heavy, the shotguns are pretty weak, but they're at the very least capable of outputting some decent damage. of course, for soldier, there's also the banners.
@play gray If you have decent aim, and especially if you're far away, yes. The lack of fallof is easily the crossbow's most underrated stat. I can take out snipers with it fairly consistently.
@play gray If a soldier is right in front of you, and they aren't complete trash or hurt, they will almost always win regardless of your primary. Scouts I'll give you. I do find scouts much easier to take out with syringes than crossbow bolts. I think the crossbow is one of the best weapons in the game for dealing with spies. You can check people by if they're healed incrediblly easily. In combat it might not quite hold up to the syringes but on balance I'd say it beats out syringes against spies. If a demoknight is charging at you, and isn't severely injured, you will die either way. It's a similar story with pyro. If they're in range to hurt you, they'll kill you before you kill them. Besides, superior range is how to counter pyros, and crossbow outranges syringes. I'd rather try for a saw and run away on an unprepared heavy than spray them with syringes and hope they miss long enough to finish them off. Same with demos really. If you try to spray them down with syringes, you run the risk of them turning round and deleting you. Might as well go for a saw, and either crit them or force them to take splash damage. The syringes do have use cases. In my opinion you've identified one situation where the syringes clearly outdo the crossbow without debate. I don't know, 1/10 classes doesn't seem appropriate...
I love using the overdose as an "escape plan" with the quick fix for the faster heal rate (to compensate for less HPS without xbow) and faster uber charge rate to synergize with the overdose's effect. You move faster and syringe guns are perfect for killing chasing enemies.
Absolutely. When I started in TF2 I chose Medic so I wouldn't have to aim so well, but I learned quickly how to track with the syringe gun and pick fights I could win, or at least get close to winning. That, coupled with understanding how to spread heals, meant with about 100 hours in the game I had people thinking I had over 1000. Later, I believed the (largely true) hype over the Crusader's Crossbow and began training with it, but I lost my touch with the syringe guns. Nowadays, I really really miss the consistent DPS I used to be able to put out to punish people, so I'm trying to go back.
You know, I remember seeing the Blutsauger's passive healing reduction and thinking that it replaced the Medic's passive heal with passive HP Drain, meaning that it necessitated a frantic playstyle of constantly sticking people with syringes just to stay alive, like a polyphagic vampire or something.
@@tdoyr That was the case before they fixed Medic's passive health regen in 2015. This was proven by the fact you could never use the Blutsauger in x10 servers because you would die instantly after respawning.
In the end the crusaders and the blutsauger were never meant to be truly offensive weapons. The bow is strongest for healing as a primary while the blutsauger is strongest for last resort damage as a primary. If you want to deal damage but heal your teammates at the same time just go engineer or scout with the mad milk.
@@puppieslovies I've watched medics whiff crossbow shots at point blank against stationary targets it's a gun that's good if your are good with it otherwise you are better off with one of the syringe guns cause volume of fire will make up for your shit aim and short distance
blutsauger suck for last resort damage as well: you would be better with Ubersaw if your Uber is almost ready (e.g. 1 or 2 hits and you can use Uber and thus run away safely) or with Crossbow because it is much better weapon even at close range.
The crossbow coming on to the screen with the glasses and explosion was such a great edit, combined with your narration and the music change made me laugh for a bit, holy shit lmao
I just wanna say I'm glad that someone out there has finally made a proper and up-to-date guide on using the syringe guns. You don't really see any good ones other than ArraySeven's outdated battle medic guides and that one that Rob made that was more of him pressuring Medic Mains to use the crossbow.
First of all either all medic weapons reload when stowed or none of them should. Secondly give the syringe guns an effect when hitting teammates. For stock it could give a minor heal, for blut it should heal the medic as it does now and for the speedy syringe speed boost allies and/or yourself on hit. That way theyre never the main thing you use but usable at least with stock still being a downgrade from xbow but not functionally obsolete.
Or make it so the blutsauger applies mad milk. It does basically the same as normal, but now as long as you are fighting with your team they'll get healing too.
I'm still wondering why the blutsauger, the weapon that is only used by battle medics, got the aussie treatment and not the ubersaw, the universal medic melee option
@@fabrix199 it used to be part of an item set that gave passive healing, cause it used to be just the heal taunt for no downside other than it’s a taunt. It used to be a straight upgrade from stock, but the new version technically isn’t due to the damage penalty they added when they got rid of set bonuses and applied the effects to the weapons
You barely get any more healing. 1hp per second until it ramps up is barely worth it. I wish the amputator was a bit better (like being able to move slow as heavy while taunting or having a passive rechargable taunt that charges with regular healing and you can pop on the move sort of like a banner)
@@lyell63 yeah, holding it for that regen is only really useful when you're alone on low health and also when you have afterburn or bleed or whatever on you, which, if you're a good med, you probably won't be in such a situation, but it gives you just a little bit more of a chance to survive So it's really not that useful
9:47 I think it’s reasonable to say that their BOTH overpowered in different ways. Medic can demolish teams with ubercharge, give teammates an edge before fights start with overheal, and help hurt teammates get back in the fight with healing. That’s really strong. Sniper can kill people in a very short amount of time from any range. Also very strong, but in different ways. I think the main reason people want to nerf sniper and not medic is because medic can only heal 1 person at a time, and must heal them for multiple seconds in order for the effect to be noticeable, whereas sniper can kill 5 of the 9 classes from far away at any range. Your right, medic is overpowered, but sniper is too.
It's amazing how much a single weapon can change a class's whole dynamic. Before, Medic was a class that didn't require much mechanical skill. The most was being able to surf off of rockets into safety, and basically everyone should know how to do that. But now Medic has one of the highest skill ceilings in the game.
Honestly at this point I would lose my mind if ANY new Australiums were added to the game, even the stock syringe gun. I'm completely serious in saying if they gave us a golden syringe gun I would use it. It would be goddamn hilarious and humiliating (for the other guy) to kill someone with a freakin' Australium needlegun
Well, only a few. Brass beast, gas passer, Scottish resistance, phlog, and even the sandman are great in mvm But some bad weapons really have no purpose, even in mvm, such as the quickie bomb, bison, pomson, etc
@@ilikewindows3455 What do you mean the Quickie-Bomb is bad in MvM? You can do a quick burst of damage & can allow you to remake your trap if you are forced to detonate faster than any other Sticky Launcher. & the Bison can be paired with the Beggars to fight off any robot
@@ilikewindows3455 I don't know about MvM but I thought the quickie bomb launcher is potentially better than stock? I also wouldn't call the scottish resistance nor the phlog bad weapons in regular TF2.
@@OutlawedPoet the quickie bomb isn't that good because you only get 4 stickies, and they have to be charged in order for them to get the extra damage bonus. The weapon is designed to be a long range artillery...thing. The problem is, this is only good against sentry's, and even then the stickies are easily reactable, meaning the engie literally has the time to pack up his gun, or just wrangle the sentry to tank the hits. Plus, sticky spam is objectively the most powerful thing out of the launchers, and the stock does it the best, which is the reason why no one uses the Scottish and quickie bomb, because Scottish has a delay between the stickies, and the quickie requires charging and has half a clip. That is not to say the launchers are bad, I mean they're still launchers, meaning they can absolutely wreck your shit. It's just, the stock launcher is more easier to use, and is arguably more effective at doing what it needs to be doing The phlog isn't as powerful as many people think. Without a medic, it's pretty shit. Phlog pyros get absolutely shit on by soldiers, demos, and nests, even with the scorch shot in mind. There's a reason the phlog is rarely seen outside of Dustbowl, because without airblast, Pyro becomes a shitty skinny heavy
@@777Plushy because if you need to do a quick burst of damage, just use your primary. And if you need to reset your trap, there's literally no reason to not use the Scottish. And why in God's name would you use the bison over the banners? With how expensive it is in the first place for soldier to be viable, you're just hurting your team more than helping if you're using that shit weapon
I honestly suck with the crossbow so much that I just use the syringe guns, and using them so much has caused me to actually get sort of good with them, specifically playing battle medic wirh Blutsauger. As long as you know when the situation is safe to switch to your primary it can be pretty terrifying.
I think it'd be neat if the syringe guns had an alt-fire to shoot a healing dart, like a baby version of the crossbow's healing bolts. (aka how the medic class weapons work in Killing Floor lol)
As a medic main with well over 1.5k hours on him, it stings how one note medic’s options are to be serious, so I end up pulling the other options occasionally for fun. Stock syringe gun is a meme weapon, not because its good, but because actually killing with it and dying to it is hilarious / infuriating Blutsauger is the best option as its downside of lower passive regen is negated by healing injured teammates as your regen is boosted when you do so. If you want an alternative, this is the next best option. Overdose is kinda underwhelming but with one simple change it’d become a genuine viable alternative. Make it passive. Heck, make only half the boost passive and have the full effect occur when active, then it becomes a genuine alternative.
@@grammajam3682 That's nothing, people have spent hundreds of thousands, probably even millions, of hours playing tf2. It has been out for 15 years now
There is a possible way to buff the Blutsager, remove the health on hit and replace it madmilk on hit that is in MvM. you miss out on the first shot's health but you're getting more health on hit and your team could use it if you spray it into a crowd of enemies. Just nerf the health on hit so it isn't the 60% it is now.
honestly making all the syringes do something like that wouldn't be a bad idea Blutsager milks the enemies Overdose, i dunno it's idea is speed from uber % so i guess it builds uber on hit Stock can just...i dunno, slow enemies? poison enemies?
Keep stock the same since it's job is to teach new medic that you shouldn't shoot, you should heal with the Blutsager being Medic milestone one it is the games way of telling you "You understand this class now, have some actual defense now" If the Overdose was to have a secondary affect then it could probably be a speed boost on patient depending on uber % with the speed being the old 10% increase.
You really should. The beginning may be frustrating because TF2's gameplay isn't like the other arena shooter's but it's worth spending time in it. If your deciding to play then, have fun! 👍
9:50 Challenge accepted. In terms of why I think Sniper is OP, I’d say I hold the same opinion as Uncle Dane’s comment on your “What’s wrong with sniper” video. The only thing I might add is that in that video, you seem to define “OP” as being both really strong and also being easy to use, which I don’t think is why most people call him OP. So I think your definition of OP is kind of coloring your perspective on the issue for starters. Dane brings up that there is virtually no counterplay to a Sniper that is that good, and your response is you’d be okay with quick scope time being lengthened, but don’t really address the current lack of counterplay for snipers playing at that level. Now what does this have to do with Medic? Well I think Medic matches your definition of OP, as an unskilled medic can certainly have a big impact on a game, way more than an unskilled sniper. But an amazing sniper can have a bigger impact on a game than an amazing medic because of the counterplay issue mentioned earlier, particularly if they are on opposing teams. If a sniper can just quickscope a medic the second he pushes with his team, it doesn’t matter how good the medic is because there’s very little he or his team can do about it. He can’t even really ubercharge to avoid it, because he’d have to know where the sniper is beforehand when sniper can reposition and quickscope with ease. Likewise, if one team has an amazing medic and the other team just has a good medic, the worse medic can still “counter” the other medic by healing the classes that are more adept at countering medic. Sniper isn’t really like that, in part because the best way to counter sniper is with another sniper who is as good or preferably better. It doesn’t matter how good at sniper you are if the enemy sniper is better, because he can kill you almost every time and you have little hope of killing him, so to contribute to the game you just have to hope you don’t run into him. Tl;dr While a bad medic contributes more than a bad sniper, a good medic has more counter play than a good sniper and your contribution as medic isn’t invalidated by there being a better medic on the enemy team in the same way there is with sniper.
that is the main issue that has been cited multiple times. outside of being a better sniper, the only way to outplay sniper relies on him missing his shots. the entire team can play around a skilled sniper and he will be nearly unbeatable (pocket medic to make him immune to quickscopes, and potentially a pocket pyro to make him spyproof)
100% agree, time to whip out my own doctorate-degree thesis - whether or not you die to a sniper is entirely dependent on the enemy sniper's skill, and not your own. while you can theoretically crouch, try to move unpredictably, and do hitbox-adjustment shenanigans, there simply isn't a way to "dodge" hitscan - either the sniper hits, or he doesn't. also, the argument of "just don't go in sniper sightlines" i see a lot is kinda... ehhh? the area where a sniper is dangerous is, effectively, everywhere in front of him. if you get in a heavy or scout's danger zone, that's A: your fault or B: clever flanking/positioning by that enemy --- a sniper's danger zone extends as far as the map lets it, so even with a braindead team, a good sniper can always lock down an entire portion of the map by just existing nearby... medic is extremely powerful and makes his team as a whole harder to deal with via healing, but sniper makes his whole team harder to deal with by staying behind them and instakilling anyone he's good enough to hit - while in a vacuum, sniper is definitely easier to kill when he's distracted or caught off-guard, there's nothing actually stopping him from simply being good enough to headshot you... even if that's technically unrealistic, medic, for instance, is a sitting duck unless you walk in to his syringes or ubersaw RNG slaps you in the face. demoman and soldier are ridiculous damage-dealing powerhouses whether they're alone or not, but you can potentially dodge anything they throw out, and simply outdamage them before you get blasted by 100-damage projectile after 100-damage projectile. ...and then sniper either misses and you win, or he aims good and you lose. i think a lot of people hate sniper for the same reason everyone reasonably hates random crits - you instantly die to something that, while you can TECHNICALLY overcome, is 99% out of your control.
Yea imma be honest i love this guy's vids but as far as balance goes with sniper he's just a sniper main who wants people to think sniper doesn't need an overall nerf
Oh hey, I made a comment about this too. Just gonna copy and paste this here: "Come at me Sniper is overpowered crowd". Okay. I will. No salt here, I just can't stand the pompous self denial here. Get ready for a few paragraphs; I type everything in long form and hopefully you do get a laugh out of this because I like ya: It wasn't the Medic getting spammed by Bots as a means of harassing people into leaving servers. Believe it or not, your low skill ceiling high yield class isn't immune to reality. Love your videos, but c'mon. We're talking about a class where, with a little bit of skill in AIMING in a FIRST PERSON SHOOTER, you can one shoulder every class in the game except the Heavy. In matches where the rest of your team is, at the very least, applying PRESSURE to the enemy team, you can effectively become an unstoppable nuisance. Being that I have watched all your other videos, I know you have this perception that there is such a thing as "Honorable Sniping", but that's just a genuinely cringey gesture. There is no scummier gesture in any game than being instantly killed without hope of something called, and say it with me, "Counterplay", by some dude a mile away you either can't see or can't focus on due to people around you. And TF2 is especially bad because 9 times out of 10, you WILL see them but legitimately can't do anything by the time you do because closing the distance means getting closer to the enemy team. Or running down a corridor. There is zero honor there. That is the WHOLE POINT of playing a Sniper; you effectively achieve the same effect as the Spy but at a safe range. Now I'm not saying it needs to be nerfed or changed, once again, the whole point of being Sniper is what I just established. But to say Medic is the most overpowered class? PFFFFFFFF. Medic is a playmaker. He has tools that temporarily and VERY situationally make you and a single teammate the most overpowered characters. He is, by all definitions, a Support. Helpless on his own, a target while with allies. There's a reason no one likes playing him. And, most ironically of all, his biggest counter is, say it with me: "HoNoRAblE sNiPErS". Get dumpstered on my man. Just own the fact that you play a scumbag class. I do it all the time in other games."
Medic and Sniper are equally overpowered. The entire competitive scene is based around these two classes, and you literally need to build your entire game plan around them, and the best counter for both is themselves. Hell, Sniper debatably is one of Medic's few counters And last I checked Medic Bots aren't what's making the game borderline unplayable sometimes.
Yeah about that... okay look I cheat with medic A LITTLE BIT, let me explain; a SLIGHT aim bot, not a full on aim bot just a small pull my healing beam weapon TOWARDS the class I'm trying to heal because sometimes it's annoying when I'm trying to heal the person and I BARELY miss them, I BARELY miss the chance to heal them!!! The people cheating with medic aren't cheating, cheating because if you're a cheating medic you're going to be using subtle cheats, not full on cheats.
@@igorigor3960 The sniper needs to be balanced like have a recoil system and a slight sway system; something to force the sniper not to have instant reload, and have slower reloads so that way bots are NERFED!
Its ashame that these weapons suck as much as it does, the Blutsauger is my favourite medic weapon design, the overdose is a real good escape tool or getting to certain places faster, but the crossbow is the meta because the amount of things it can do is kinda crazy
@@tezcanaslan2877 A slower firing speed, longer reload time or a hard reload is a good way to nerf it, the steomgest part about it is that it can heal and deal damage pretty relatively quick a slowing it down makes it even more skill based and missing will be even more devastating, while still keeping the dopimane of actually hitting those shots
@@Nameless_Cat_IsAGoodGame med main here , imo the best way to balance it is probably a slower firing speed , i love the crossbow to heck but i do think that the fire rate is pretty fuckin nuts for how much it heals , it also outheals the quickfix if the medic is an aim god too (47hp/sec - 94hp/sec) , giving it a hard reload kinda handicaps the crossbow instead of balancing it tbh
@@JrdnKritz Its pretty cool that medic mains are coming in with their own thoughts on the crossbow, and what its capable of, it is really broken now that I think of it
@@Nameless_Cat_IsAGoodGame now that you think about it its broken though , but remember if you miss with the crossy cream , you miss with the crossy cream , it requires good aim and strategy so yea
9:45 Whilst yes, Medic is the strongest, I honestly find it okay that he’s at the power level he is, as opposed to Sniper simply being.. unfun when too strong
I disagree. Without teammates nearby Medic is useless and a waste of a slot, if there are teammates and they're bad then medic is slightly less useless, but still not worth playing. No other class needs to rely on having a teammate nearby to contribute to the team.
@@ariamae2034 alright, then I guess scouts and demos are equally overpowered by that logic. He's not the strongest, but he can keep his team in a fight and change the outcome of a game. Without a decent team he's unable to get uber charges, coordinate pushes, etc. The engineer is the most overpowered class in my opinion. He can hold his ground with or without his team and also support them. Don't believe me? Ask yourself the number 1 reason why medics use Uber charges to begin with.
@@cfroi08 "medic is terrible without teammates" that's awful logic for a TEAM fortress 2. That's like saying Engineer is worthless without building and water is wet. No shit a non-functioning thing doing absolutely nothing is terrible.
18:55 This is actually my exact thought process with the Natascha. If you are somebody who can track well with the stock minigun, then the Natascha is objectively just a damage downgrade. If a heavy player is able to be effective using the Natascha, he will become a walking catastrophe once he switches to stock.
Natascha is fine. It's not just training wheels. Sometimes that slow prevents an enemy from escaping. Having time to put several more rounds into an escaping target is going to cause it to outdamage stock. But like most other options it fills a niche and shouldn't always be used.
No, it's the opposite, if you have the tracking capabilities to use the stock (or even more so the Tomislav, since the tighter spread and slower firing speed force you to track better), you're not gonna miss a shot once you swap to Natascha. Still not missing a shot with Natascha is worse than missing one fifth of your shots with Stock.
Personally, I’d say that I guess we could reduce the arc on the syringe guns and reduce the crossbows damage ability to make them better, since many people have pointed out that even if the crossbow didn’t deal damage, people would still use it.
@@puppieslovies The syringes need to suck less to use, plain and simple. Make them arc less, and fly much faster. That alone will make them more useable. Add in a passive reload maybe and they will already feel less awful to use.
The arc is weird to me, because it feels like it should be a nailgun style weapon, but that flew straight, so it doesn’t feel that much like the nailgun at medium range.
You know what would be interesting? A dedicated "battle medic" subclass. You get a new medi-gun, and in doing so medic's coat turns black like he's one of the Empire's operators in Star Wars (the guys wearing all black and having those giant helmets). The coat is so you are visibly distinct from a regular medic, so players will anticipate for you to not be as helpful as one. As for what you get out of it battle-wise, an increase in the rate at which you self-heal would be interesting, and increased damage from your primary as well. Increased syringe speed would be important. The medi-gun itself would have the ability to heal in large bursts. When you start healing someone, a big bulge will appear in the heal beam and they will get healed significantly, but then the beam fades away and they stop getting healed. The heal beam is still locked on and a second or so later another burst of healing comes out of the medi-gun. The overall healing is lower than stock and even the burst is not overly impressive; this medi-gun is mainly to let the battle medic quickly heal someone up a bit and get back to what they were doing. Also you are likely not using crusader's crossbow with this medi-gun unless you want to be sniper, and this still has that burst healing. Ubercharge? Instead of gaining uber by just healing, you could also gain uber by dealing any damage. You can still heal for uber, but that is reduced. The ubercharge, when activated, makes only the battle medic invincible, but they do not need to have the medi-gun selected to have it active on them. That is to say, the uber is purely for the medic and allows him to be completely invincible even while using his primary or melee. All of those combined into stats (the numbers might be ridiculously good or bad how would I know, I'm just making them up): [Battle Medi-Gun] > Heals players in bursts of 35 health every two seconds (each burst gives 2% uber, or 1% if the target is not injured) +2 Self-healing per second +15% Damage on primary +50% Syringe speed +Ubercharge remains active even while medi-gun is not active -No overheal -Cannot ubercharge teammates
Sounds nice. Would fit me well. Though I prefer having an ubercharge in order to self-ubercharge to take the intelligence and zip out as the turrets hammer me.
Sounds cool, also i though that you could buff the syringe guns by making them heal as well, just a little, like 5 for stock, 3 for the overdose and 2 for the blutsuager. Also making the proyectile travel on a straighter path.
That's a good idea! Maybe a little too good, I think it would be better to make parts of the coat team colored for better recognition. (Also there is some potential to style this off of a broken medi gun cuz the healing is in bursts.) Anyways here my tweaks for this weapon +Mouse2 (tap or hold for less than 0.5 seconds): release a burst of healing which lasts for 0.3 seconds and increases healing to 10 times the healing of stock (72 health and has a cooldown of 5 to 6 seconds) +On ubercharge(hold mouse2 for 1 or 1.5 seconds) : user gains healing of 300 per second and burst healing cool down is decreased to 2 seconds +Primary projectiles are 40% faster (includes crossbow) +50% max primary ammo on wearer +Dealing above 40 damage reduces burst cooldown by 20% +gain Uber by dealing damage(something high like 700 or 750) -regular non burst healing is decreased by 83% (4 health per second) -20% damage vulnerability while active -Ubercharge gained from healing is reduced by 75%
Kicking people for only using the syringe gun in CASUAL, is something that just boils my blood man... That's the "0 score soldier > 100 score battle medic" mindset. Like who tf is gonna tell me I can't enjoy using the syringe gun from time to time? Yeah it's bad, but so what? It ain't ranked... Just because im playing a medic, does not mean you're inclined to receive healing from me 24/7 , I just wanna play how I enjoy man ... All games just gotta have that fun police.....
@@GogiRegion I say this because there was a video where a weapons expert reacts to the weapons in tf2, and in the second one iirc, he says the crusaders crossbow isn’t actually a crossbow and is actually a gun with a crossbow prod attached to it, since there’s no string on the bow, etc.
I've said it for years, but why not make the other syringe guns reload passively? Seems kinda weird that the Crossbow has so much utility, a lower skill floor, a higher skill ceiling, and _it_ reloads passively, but the syringe guns don't.
prolly just how they handle single shot weapons, and if they really want syringes to be worth using give em a slight uber gain per hit, so they will still be terrible compared to crossbow but not entirely only useful for self defense
@@ThatguycalledJoe Meanwhile Demoman has had 1 nerf (reduced clip size) to his grenade launcher and 2 (reduced blast radius on spam and falloff on spam) to the stickybomb launcher.
@@neutraldalek4222 Yeah, that's weird in't it? But we all know what the real answer is. Valve just doesn't care. That's also why the Grenade Launcher still has six barrels and the Demoman just shoves all the grenades into a single barrel anyway.
I like using Overdose as a gap closer to the wounded teammates so i can heal them with my Quick-fix. I know that with a Crossbow you can heal people from the safe distance but: 1. Im not that good with it, 2. In more closed maps, where open spaces are more rare, and where there is more corridors i prefer to quickly run to my teammate rather that slowly approach to them with crossbow and risk them dying. I really like using Overdose.
@@scouttf2143 What i meant by that is, when my teammate is fighting around a corner i cant shoot him with na arrow, but with Overdose i can quickly approach the end of that corridor and begin healing them faster than with the normal medic speed. That scenario happens more often im closed maps.
I'll never forget when I managed to solo a heavy with my blutsauger and ubersaw. He just kind of appeared behind me, and I think he was just as surprised as I was.
How to fix the syringe guns: +Double the projectile speed +Let syringes heal teammates (only for like 2 or 3 though, so that it doesn't make the Crusader's Crossbow bad) +Remove the arc from the needles
its crazy to think that the Blutsauger was added in the same update as the Kritzkreig and the Ubersaw, and all of them have seen next to no changes in their lifetime. the blutsauger was nerfed to have -2 hp regen (to replace the "no random crits" meme debuff) shortly after it was released and the kritzkreig has actually been buffed once or twice. pretty impressive considering how long theyve been around; sure they're simple concepts but the lack of adjusting means they really nailed it the first time
idea to make the crossbow less ubiquitous; give it a tiny movement speed penalty, and make it so that medics with the crossbow can't match their medigun patient's movement speed - this way, the crossbow itself is still just as fun and bonkers to use, but equipping the crossbow means sacrificing the ability to get to the front lines easier + escape danger easier through medigun shenanigans... the syringe guns would definitely still need some sort of buff alongside this, but hey, it's something. also 9:46 i WILL fight you in hand-to-hand combat over this and probably lose because my arms and legs are like uncooked spaghetti
An idea to balance the syringe guns Is that teammates heal equal to damage you would’ve done from syringes . This keeps the crossbows clutch and long range healing while making the syringes more useable. Hell, the blutsager can heal when hitting teamates, with a downside of slower projectiles to make both battle medic and self heal harder.
A medic that can fight just as well as they can heal is how we end up with team fortress classic medic, which is basically just team fortress two scout
I had an idea for a new syringe gun. I don't have a specific concept for the name, but I know I want it to reference chemical warfare in WWI. Essentially, every hit inflicts poison, a status that's essentially the same as bleed, but every tick of damage causes a significant flinch. The duration would be cumulative, increasing with each hit syringe. There would be two major uses: self-defense and weakening dangerous threats. If you fire off some shots while running away, the enemy's aim getting thrown off with poison could give you the chance to slip away or survive long enough to kill them. On a more offensive role, the weapon would be able to mitigate the threat posed by the likes of a pocketed Heavy. If you manage to land some hits before Uber goes off, the flinch could mess them up enough for your team to survive and push. Poison can be cured by health packs, but not Medi-guns. Granted, it wouldn't last long even at max duration. Maybe 12 seconds at most for hitting 10 shots in rapid succession, and the duration would have ramp-up and falloff as well. The major downside is that it would be the weakest syringe gun for raw damage-like 80 DPS at close range before poison-and that an enemy could learn to cope with poison. Edit: obviously, this would have to be balanced. I don't think this pitch would work if it was implemented verbatim. Maybe the duration should be more because the syringe gun is hard to aim, maybe the damage should be changed, maybe the poison should do less than 4 damage a tick, or maybe it should have a different secondary effect rather than the flinch.
I always thought it would be interesting if they added an afterburn-like mechanic to the syringe gun called "poisoned" or something like that, since they are supposed to have something in them. It wouldnt do much damage but it would slowly drain health until you pick up health (or get healed) or some time passed.
I've got the idea of making a syringe gun, that will deal much more damage, but only after a few seconds passed from hitting target. It would be nice replication of poison effect.
The thing is: The syringe gun isn't meant to be a propper killing tool, it's more of the "Get ze Fuck Away from Me" gun. ~ Unfortunately for the syringe guns: The Cursaders Crossbow , (despite the trade-off of one round-per-shot), is not only More effective in that regard at further ranges; it also has healing usage; and is, (ironically), one of the deadliest weapons in tf2 if you're really good at leading your shots.. or god forbid, you crit-charge it
Is sniper overpowered? Yes. Is medic overpowered? Also yes. The thing is that at the highest level of play, the enemy team’s sole healer is always going to be more centralised than any other class, unless that class is able to one shot anyone at any distance with consistency. So to put it in a way that actually makes sense, medic is more op than sniper, but sniper being op is more frustrating and unhealthy than medic being op due to his role in the game.
Medic is the type of player that everyone wants a really good one on their team, whereas Sniper, while still being nice to have, just isn’t the thing every person asks for if there isn’t one. I’ve mentioned in team chat that there’s no Medic, and had people kill themselves to switch to Medic. Nobody would care enough about having a Sniper on their team.
Every syringe gun in nutshell: normal: im only good in x10 servers, blutsauger: i heal alot and negative doesnt even work, overdose: build uber, keep uber, run from danger (just watch zesty jesus video to understand better)
The fact that the crusader's crossbow is the ONLY Primary you're "allowed" to use as Medic, is the *exact* reason I don't like to use it. I don't like being pigeon holed into using any weapon, no matter how strong they are. I don't play this game to minmax my performance. But I also dont play 6v6 or highlander so I'm probably not the guy to be yelling at if I run Blut.
normal medic mains: " *my life is terrible, the heavy doesn't give me sandvich, the scout steals my health pack while i'm burning, every one focus fires me, and my team puts the fault on me when they lose...* " while that happens battle medics: *died 43 times* "yup, today i'm doing pretty good huh?"
About that tier list, I noticed several of the weapons you said you would maybe cover, like the jetpack and mantreads, were in the same tier of weapons you did cover, like the shortstop and brass beast. Does this mean that the jetpack, neon annhilator, dalokohs bar, mantreads, claideamh mohr, and candy cane are all definitively getting BWA episodes, a more mixed review like the backpacks or phlog, or no currently planned video like with the solemn vow. I want to say "don't cover the jetpack or claideamh mohr they're really fun", but you already confirmed an episode for the Sydney Sleeper, my favorite sniper rifle to use, so if you do plan on making BWA for those two, go ahead.
C tier encompasses a lot of weapons, and the lower end of C tier is what I'd call the useable bad weapons. I didn't actually order them by how useful they are, I just kind of lumped them into the tier I think they best fit in, and even then that was just a sort of initial judgement. Basically, I still don't really know. I feel like some of them deserve an episode, or at least a video.
Neon Annihilator is pretty damn good, but it's map dependent. If you're not on a map where water is pretty readily available to walk into, you have no use for it. Most of the time you even see this weapon is on 2Fort, which is where it's the strongest and most usable. A good Pyroshark can lock down the entire water portion of 2Fort.
"I don't know how to buff the syringe guns without making medic too strong" Giving the medic a more powerful syringe gun isn't making him too strong. As a medic main I can tell you that it doesn't matter how strong the syringe gun is, anytime you're using it you are wasting time you could have spent healing your teammates and building über (which is why the amputator's active effect is near useless). No the medic is not the most overpowered class, if there's no teammates around me (which happens a lot because people think medibeams give them immunity to damage) I'm basically useless. No other class relies on having a teammate nearby to be useful. Oh, I can make someone overpowered with medi gun charge? Useless without my teammates making sure I can get to 100%. Even then, you may have to pop it when you least want to just to survive. Would I use any syringe gun if they gave them more damage? Probably not, because it doesn't matter how much damage it can deal, it can't heal teammates. So again, there's no way Valve could reasonably buff the syringe guns to make Medic overpowered, and if you think that medic is overpowered, you should look back at TFC with all of his weapons and grenades while being completely balanced.
Medic is the most overpowered in a team comp and metagame perspective. If you gave both teams the option to ban a class for the other team, I don't doubt medic would be the first pick.
@@Lakius Yes, when you surround the medic with very good comp players he is the MVP, what happens when you surround a pro medic with mediocre or bad players?All of that skill equates to nothing. Scout on the other hand has high DPS, can pick medics, and can capture the objective much faster all on his own. Scout is the most overpowered class in comp especially compared to his TFC counterpart. They gave medic two of the best weapons in TFC and it was completely balanced. The fact is that TF2 is a dumbed down reworked version of TFC and that's not a bad thing; but it creates a community of people who can't think outside the box.
@@cfroi08 You don't need very good players to show the medic is the best class. With 2 teams of equals skill, if one has a medic and the other doesn't, the one who doesn't is at a massive disadvantage. It's the only class capped in comp because otherwise, most teams would run 2 medics to be meta, and this is true for at any level of skill. Of course like most support, they only enhance the performance of the players around them (and thus, if there is a huge disparity of skill, it's not a good idea for the best players to play medic), but when you make 2 peoples perform 3 times better, you have earned your best class award without discussion.
@@antcig if there's two teams of equal skill and one has a medic and one doesn't, that means that other team could have an extra pick class which can kill the medic, or DPS class which can negate healing. I like your argument, and I love playing medic, but overpowered is not what I would call Medic. He fulfills his role but that's it. He's just as necessary as a DPS or pick class. Overpowered implies Medic can do more than what his role requires or that his abilities are unfair which is not the case.
It’s really interesting. The syringe guns get used less when the Medic is good because it’s only useful when out of position, but the crossbow is just infinitely stronger when the Medic is good.
To fix the syringes I'd just increase the projectile speed to make them more consistent at dealing damage. Then I'd make the default syringe gun have a more precise syringe spread so It would be the most consistent mid range damage dealer.
the production quality for the first half was easily your best yet. also, whats in your opinion the single worst and least useful weapon or item for sniper?
The Syringe Guns epitomise Medics biggest issue as a class, lack of variety. The only real variable you can choose for the optimal medic loadout is the Medigun, and even then Stock tends to be the most common. If you arent using the Crossbow in your primary and the Ubersaw in the Melee slot you are going to be at a disadvantage because of how broken those 2 weapons are (especially the Ubersaw with its busted ass crit rate.) At least Heavy has an actual choice between his Lunchbox, Secondary, Melee and Primary classes that actually make a difference as to how you play heavy WITHOUT putting you at a major disadvantage, even if some of them are significantly better than others (looking at you Sandvich) each of them are viable in situations another wouldn't, there would be a reason someone chose the G.R.U over the Fists of Steel, or the Tomislav over Stock, or the Dalokohs Bar over the Second Banana. Medic doesnt have this luxury, he has one defined loadout and if you attempt to do something like Battle Medic, you are going to be at a disadvantage to basically everyone because your abilities are hampered in ways that would not be present with the Crossbow.
I know how to fix the syringe guns! :change the crusaders crossbow to be a medigun but it’s a crossbow. Congrats, now you have the syringe gun have an actual use.
I found out that the slower projectile speed can actually do something, so it is NOT meant to use for wide open maps. Remember he said that the enemy thinks that they would get a free kill, try to run away like a freak, use corners and walls as your advantage because the enemy has no choice but to approach you. At the same time, fire this weapon where the enemy is going to go since the projectiles will stay active more than almost other weapons.
i use stock syringe gun (i got 560 kills on it and yes i have no life) and it just stakes a bit of getting used to. once you've used it enough calculating the arc is kind of second nature, you do it without thinking really. and its really good at close to medium range, it bloody shreds people if you have crits. what im saying is syringe gun haters you just got a skill issue. (i also do heal people on the fly with the Quick-Fix as well lol)
13:44 Obi Wan is just a master of mind games. He knows it doesn’t matter what level you’re playing on, it just matters that your opponent THINKS they have a disadvantage.
This is another banger video, FSOAS! I love playing medic sometimes but I always find myself using the crossbow for most reasons you said in the video. Just so satisfying and I don’t want to bother trying to aim those finicky syringe projectiles. Battle medic with blutsauger is fun tho when messing around. Although, that jab at the sniper thing again did feel odd because it felt like stating the obvious. Yeah, the medic is the most overpowered class: SUPPORT wise. A healer that can give buffs will always make the strong players stronger and help sustain pushes and create pushes in the first place. The people who say the things about sniper is about the idea of how sniper does the opposite in an OFFENSIVE way. He can completely stop a push or slow it down with the only barrier being aiming skill and a reload period. A medic can Uber a teammate and create a push, therefore making him overpowered with time. A good counter is an Uber of the enemy as well to create a standstill between them. You know what else can shut down that chance for a push but only takes a second? A headshot cause you dared walk in a sight line of a good sniper and didn’t pop in time cause you didn’t see them. The only variables keeping you from dying to a sniper is staying out of his sight lines (“ah yes don’t walk outside, instant death awaits you”) or their skill level and hope they miss (and then when they’re a good sniper, LMAO good luck and just flick your mouse around to attempt to up your chances.) “The 0.2 second quick scope argument” is stupid on its own yes when you put it like that, but still you have to consider the amount of POWER the sniper has if they can consistently hit shots from far or up close. You can’t hang back in any area they’re watching to try and regroup a push, and you may not even be able to flank them because they’re good at quickscoping (or have bushwaka and jarate.) When there’s multiple good snipers, that team basically owns a portion of the map cause now you gotta pray that you win the “please miss me” lottery multiple times. Love the videos and agree with you with other things but still find that the brushing off of what people say about the sniper kinda “ehhhh, you sure that’s right?”
I'm so glad someone finally acknowledged the syringe gun's origins as the Quake Nailgun, but you forgot one thing, in TF1, the medic doesn't just have the nail gun, the medic is the only one with the SUPER Nailgun, which fires twice what a normal nailgun does. I honestly prefer classic style TF Medic to TF2 Medic, with med packs and a full arsenal able to stand up for himself, and the ability to infect an enemy player with a disease that they can spread to their teammates, and can only be cured by another medic. Honestly to me the crossbow has nothing on that. I hate playing with the crossbow, I hate how when im trying to heal hurt players with it, they stare right at me and hit ADADADADADAD on their keyboard to try to intentionally dodge my arrows like idiots. I know that's petty of me but it's honestly so fustrating and I have so much more fun speeding into people and using my quake skills to humiliate them with the overdose. I would really love to see the old style of medic return for TF3. As if there's ever any chance of that happening...
I can’t tell you how many fucking times teammates do that to me, they die, and then rage at me in chat for missing an arrow from across the map because they wouldn’t sit still, despite fully knowing not only where I am, but what I’m trying to do.
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This video took way too long to make. I think the oldest alias I use in this video is Banana Man, and I used that when "What Exactly Is Wrong With Sniper" was in production, so about 4 months of practicing with the Syringe Guns until I felt like I could actually say my piece with confidence. Hopefully one single episode won't take this long again. I also felt like I rambled in the script a lot, once I saw just how long this episode ended up being, I realized I probably could have trimmed it down some. Even then there's things I missed talking about like how they're great for countering the Dragon's Fury. I'll probably get there in a future video. Hope you enjoyed this one.
Well that's a rip of time.
no
Since this video was quite troublesome to make, the next one for the series could be Sharpened Volcano Fragment as you've mentioned once that it would be the easiest episode to make.
amaz not late
You know we wont do it.. sponsor money is stonks though
A reminder that the Crusader Crossbow came out during the Australian Christmas update to go with the new medieval mode to give medic a proper healing option and is now effectively the only choice for a medic primary
It's crazy to see how Medieval Mode died while a byproduct of it climbed to be one of the best items in the whole game. What a stark contrast.
xbow is like the only weapon in the game that was MORE balanced in the development phase, as the healing bolts were special secondary fire. Of course they could also apply debuff on enemies, so in a way, it was more versatile, if less consistent.
I still love Medieval mode. I wish there were more maps. There aren't even any community servers that aren't Degroot Keep! Can you imagine the utter stupidity of medieval CTF? MEDIEVAL 2FORT?
@@OlaftheGreat I feel the same way. Medieval mode is fun, but having one map option makes it a complete gimmick.
@@OlaftheGreat Medieval Mann vs Machine. Which isn't just Degroot ported to MvM.
Ah the syringe guns, the "my team isnt protecting me so ill do it myself" weapon. Pair with quick-fix for the "Fuck my team sucks" loadout
add VitaSaw (or maybe an Amputator) for maximum middle finger
Blutsauger especially
I actually have a load out consisting of Blutsauger, Quick Fix and Ubersaw which I’ve nicknamed “FINE THEN! I’LL DO IT MYSELF!”
That's my favorite loadout! But I did not play any ranked so "the team sucks" was a given.
geting killed by syringe gun in real live hurts more and less the getting killed than this stock weapon.
it mentaly hurts by dying to the stock syringe gun.
A while ago the Blutsager was better than the Pretty Boy’s Pocket Pistol. But now that the PBPP got so many buffs that it became a direct upgrade from the stock pistol for Scout… the PBPP is now WAY better than the Blutsager… IMAGINE THAT.
Pretty boys PP
Funny. Syringe gun vs pistol. Ye is good
Now that I think about it all 3 syringe guns are like a pistol but worse
The regular syringe is a worst pistol the blut sauger is a pbpp and the overdose is like the winger because they both have a movement buff
I mean the blutsager is also pretty much a direct upgrade from stock but it’s a direct upgrade in the same way that Pyro’s melee stock has a direct upgrade in the weapon which shall not be named
You forgot to mention something important that makes the syringe gun projectiles even worse. Latency. See when the projectile is fired, it creates a fake projectile you see on your screen instantly, where the real projectile (which is invisible on your side) comes in a split second later depending on your latency. Basically this creates syringes that even though it looks like it hit the enemy, didn't actually hit the enemy.
Really? Hmm, maybe cause they're rapid fire and Valve didn't wanna overly confuse high-pingers like myself. Cause I see very different results with Soldier or Demo.
The only other time I saw what you said apply in any way is with Pyro's flamethrowers, but that's because those flames are client-side particle effects and the actual projectiles are invisible (or so I'm told).
Not even the engine supports the syringe gun.
isn't that for hitscan?
That's for all hitscan weapons
@@not.quite.an.enigma9949 this is why I could never get into TF2. Felt so clunky
14:40 feel bad for that pyro asking politely to be healed
Then he got REKT by that scout
Poor guy
While it is sad to see, the very least that pyro should have done be to find cover instead of stand in the open for a fan scout to bop him.
It simply, why heal a Pyro? They are trash, just like the people that play them, just let them die.
F
Bad as they are, killing a chasing enemy with the blutsauger while retreating is a beautiful thing
Honestly im a bit confused about this. Theyre not that bad (except for stock syringe gun)
@@inferno9132 did u watch the vid?
@@puppieslovies No, smg and syringe are both really darn good at finishing off enemies, which is all that sniper and medic should ever need, as any enemy reaching them should already be wounded from simply getting to them. Just because nobody in TF2 can track doesn't mean the weapons aren't good, just that the playerbase can't use them.
The overdose too, the enemy never espect a medic almost as fast as a scout to run at you while firing siringes
@@unnervingimages4 BATTLE MEDIC
Even if the Crusaders Crossbow didn't have the healing benefit I would still use it. The way the syringe gun fires is so awkward. Easyer to do consistent damage with the Crossbow
Yea
It should shoot like the R3 Cannon
And the reverse damage fall off mechanic is just really fun.
And sucks in close range, but like everything the crossbow is not perfect, and I'm a medic main, i use this weapon like 10 of the time of my gameplay because she is that good, but the Blutsauger is another good weapon and the overdose... I can't say anything, i don't have this one.
I would argue for every seringe gun to be reworked into more crossbow like weapons, like with 5 or 6 shots and the reverse damage falloff
You forgot to cover the most important aspect of the Crynge gun: humilation. Nothing can be more humiliating than being killed by those needles.
Or killed by the pain train
As a F2P medic main, i wish i had the schadenfreude taunt every time my opponent dies to my syringes because he was dumb
@@davisdf3064 we all want that taunt
Well, unless you've played a lot of training mode. God, the bot medics are just plain vicious.
*Fan O’ War has entered the chat
My rebalance idea for the Syringe Guns was simply to boost the projectile speed. That way, it doesn't require anime-level future prediction to land a single shot. Then, they'd reach their full potential, which is a solid, perfectly balanced. 120 DPS.
Thats means a heavy is dead in 2.6 seconds wtf?
@@WaterBisquitte It literally doesn't change the DPS of the syringe guns. This is their current capability. The only change is that it's possible to even get close to that because you're actually allowed to aim your shots.
@@WaterBisquitte 120 dps at max ramp up. Heavy deals 500 dps at max ramp up.
@@WaterBisquitte and he deletes you in ~0.3 seconds
@@WaterBisquitte The Heavy is dead?
14:44 It hurts to watch that poor Pyro's hopes being destroyed.
Rip definitely not the better bug
As a medic main, the literal only time I use overdose is if i feel like playing Medi-Knight, I don't use blut, awful aim with crossbow, and stock just sucks
I give you a recommendation for extreme fun
Grab quickfix, overdose and the statue head thing (or literally any other melee that's not ubersaw)
Your job is to keep your team alive, always trust in your quickfix a little more than you should, if you fuck up with %92 uber, you can still whip out the overdose and run away, it's also really funny to see some scout struggling to reach you which he thought was a free kill
Btw I'm not at all a medic main so feel free to not do this
Idk i love the overdose, its not better than the blut but the way i play i tend to get more kills usually
@@xboi3607 exactly, I still think it's speed should be buffed very little to make you almosy match with a scout, but still, I accomplish a lot more with overdose than I do with anything else because I just love using jt
@@xboi3607 I disagree. The speed and no healing penalty puts it above blutsauger for me, especially when you're using Quick Fix.
@@he3004 Idea:
Speed boost and fire rate boost of 5% to 25% while deployed and 3% to 12% while not
Boost goes back to the default over 10 seconds after the ubercharge is finished
-2 health per second (to 1 hps)
+ 5% ubercharge on kill
-30% damage
-10% ubercharge rate
I love how he put the frying pan in the CROSSBOW TIER.
I mean, you got guaranteed random crits and *L O U D* sound, what can you ask more for?
it comfirms that the pan is miles better than the ubersaw
the holy , the nice , the funny , it's the one and only *P A N*
@@davisdf3064 the loud has a value especially if your not using your melee for utility it will let everyone around you know your in melee
well you can 1: shoot the pan from the crossbow or 2: THE'RE THE SAME THING!!!!!!!
thank you for coming to my ted talk
it adds psychological damage
Valve balance logic: makes primary weapon bad on purpose for balance and then adds a weapon that's basically a game design upgrade for the same class.
What you just described applies for: Crossbow, sandvitch, gunboats, flair gun
@@ADUSN well yeah, but as people discovered how to use rocketjumps to their highest potential it made sense to add an item that lets you do it without losing most of your health in the process. Ergo: a game design upgrade
@@Dough_Dough4 The thing is, though, is that there are more serious threats to worry about than self damage from rockets. Things like rushing Scouts, airblasting Pyros and having to reload rockets can really fuck you up if you don't have a hitscan weapon to back it up. This is why Shotguns are very good for Soldiers, as they can deal with Scout easier as well as having a larger clip size for sustained fights and countering Pyros that airblasts your rockets.
@@Dough_Dough4 Shotgun > Flare Gun.
@@Dough_Dough4 the shotguns for three of the classes you mentioned are very useful, especially on soldier. on pyro the shotguns are great for combo pyro if you can't aim your flares all that well, and while on heavy, the shotguns are pretty weak, but they're at the very least capable of outputting some decent damage. of course, for soldier, there's also the banners.
The pyro calling medic staring at you as you kept firing your syringes like he wasn't there absolutely killed me
AND he exploded
14:43 for this
as a medic player, i dont main it but play often, it hurt man
14:40 holy shit that clip perfectly summarizes every syringe gun medic. Completely ignoring 1hp teammate right in front of you and letting him die
The weak perish
The weak are inferior.
@@sideways_chip_eater6420 The weak perish.
@@sideways_chip_eater6420 The weak perish.
@@arandomcommenter412 The weak perish.
Conclusion: if you can aim use crossbow
If you cannot: improve and use crossbow
And if you want to meme then use the syringe guns
@play gray because they suck lmao.
@play gray being fr though, no reason to not use the medic since you are a support class. And the crossbow is the ultimate support weapon.
@play gray If you have decent aim, and especially if you're far away, yes. The lack of fallof is easily the crossbow's most underrated stat. I can take out snipers with it fairly consistently.
@play gray
If a soldier is right in front of you, and they aren't complete trash or hurt, they will almost always win regardless of your primary.
Scouts I'll give you. I do find scouts much easier to take out with syringes than crossbow bolts.
I think the crossbow is one of the best weapons in the game for dealing with spies. You can check people by if they're healed incrediblly easily. In combat it might not quite hold up to the syringes but on balance I'd say it beats out syringes against spies.
If a demoknight is charging at you, and isn't severely injured, you will die either way.
It's a similar story with pyro. If they're in range to hurt you, they'll kill you before you kill them. Besides, superior range is how to counter pyros, and crossbow outranges syringes.
I'd rather try for a saw and run away on an unprepared heavy than spray them with syringes and hope they miss long enough to finish them off.
Same with demos really. If you try to spray them down with syringes, you run the risk of them turning round and deleting you. Might as well go for a saw, and either crit them or force them to take splash damage.
The syringes do have use cases. In my opinion you've identified one situation where the syringes clearly outdo the crossbow without debate. I don't know, 1/10 classes doesn't seem appropriate...
I love using the overdose as an "escape plan" with the quick fix for the faster heal rate (to compensate for less HPS without xbow) and faster uber charge rate to synergize with the overdose's effect. You move faster and syringe guns are perfect for killing chasing enemies.
I usually have the most fun as medic using this loadout (solemn vow too). I think the crossbow is good but not as fun for a scrappy medic like me.
Absolutely. When I started in TF2 I chose Medic so I wouldn't have to aim so well, but I learned quickly how to track with the syringe gun and pick fights I could win, or at least get close to winning. That, coupled with understanding how to spread heals, meant with about 100 hours in the game I had people thinking I had over 1000.
Later, I believed the (largely true) hype over the Crusader's Crossbow and began training with it, but I lost my touch with the syringe guns. Nowadays, I really really miss the consistent DPS I used to be able to put out to punish people, so I'm trying to go back.
@@irregularassassin6380 Yeah, it's all about learning the needle arc, I never had any problems connecting shots as a med when I know thay arc well.
Wow, items in the same set a c t u a l l y have synergy? Preposterous
@@Crux___it’s been two years, do you still type like an annoying little bitch?
You know, I remember seeing the Blutsauger's passive healing reduction and thinking that it replaced the Medic's passive heal with passive HP Drain, meaning that it necessitated a frantic playstyle of constantly sticking people with syringes just to stay alive, like a polyphagic vampire or something.
Blutsauger means vampire in German, ya know? Literally you would translate it to bloodsucker
I also remember seeing that. Could’ve sworn that the blutsauger passively drained health until I actually got one and used it
This actually made me laugh ridiculously hard
sounds like a shitton of fun
@@tdoyr That was the case before they fixed Medic's passive health regen in 2015. This was proven by the fact you could never use the Blutsauger in x10 servers because you would die instantly after respawning.
Can we just please have a moment of silence for that Demo at 4:01? No way he's telling the other souls in hell how he died lmao
I love how the pan is in the tier called "Crossbow Tier"
@@CosmicIsDead yea no thats why crits should go to hell and the random bullet sperad im coming for him next
Imagine a pan that shoots critical hits
In the end the crusaders and the blutsauger were never meant to be truly offensive weapons. The bow is strongest for healing as a primary while the blutsauger is strongest for last resort damage as a primary. If you want to deal damage but heal your teammates at the same time just go engineer or scout with the mad milk.
But no
But I don't want to play healer Scout, I want to play recon Medic.
@@puppieslovies I've watched medics whiff crossbow shots at point blank against stationary targets it's a gun that's good if your are good with it otherwise you are better off with one of the syringe guns cause volume of fire will make up for your shit aim and short distance
"people are unable to aim that makes it bad"
wut
blutsauger suck for last resort damage as well: you would be better with Ubersaw if your Uber is almost ready (e.g. 1 or 2 hits and you can use Uber and thus run away safely) or with Crossbow because it is much better weapon even at close range.
The crossbow coming on to the screen with the glasses and explosion was such a great edit, combined with your narration and the music change made me laugh for a bit, holy shit lmao
I just wanna say I'm glad that someone out there has finally made a proper and up-to-date guide on using the syringe guns. You don't really see any good ones other than ArraySeven's outdated battle medic guides and that one that Rob made that was more of him pressuring Medic Mains to use the crossbow.
First of all either all medic weapons reload when stowed or none of them should. Secondly give the syringe guns an effect when hitting teammates. For stock it could give a minor heal, for blut it should heal the medic as it does now and for the speedy syringe speed boost allies and/or yourself on hit. That way theyre never the main thing you use but usable at least with stock still being a downgrade from xbow but not functionally obsolete.
Or make it so the blutsauger applies mad milk. It does basically the same as normal, but now as long as you are fighting with your team they'll get healing too.
I'm still wondering why the blutsauger, the weapon that is only used by battle medics, got the aussie treatment and not the ubersaw, the universal medic melee option
I was gonna say that theres no melee aussies but then i remembered the axtinguisher
@@thepandrbr eyelander and pan too but they are rare as shit
why u mad bro, blutsauger op as shit
@@thepandrbr also Australian wrench and golden wrench
valve loves giving unused or bad unlockable weapons the aussie treatment
15:10 shout out to the 2 spies that failed like 4 backstabs in a row on a completely distracted heavy
15:58
For anyone that doesn't know, you get the increased regen even if you don't taunt with the Amputator, you just need to hold it.
and i always thought it was passively healing without holding it. Valve descriptions confuse me
@@fabrix199 it used to be part of an item set that gave passive healing, cause it used to be just the heal taunt for no downside other than it’s a taunt. It used to be a straight upgrade from stock, but the new version technically isn’t due to the damage penalty they added when they got rid of set bonuses and applied the effects to the weapons
The amputator taunt doesnt actually change the medics regen, heals literally everyone else in the radius but you
You barely get any more healing. 1hp per second until it ramps up is barely worth it. I wish the amputator was a bit better (like being able to move slow as heavy while taunting or having a passive rechargable taunt that charges with regular healing and you can pop on the move sort of like a banner)
@@lyell63 yeah, holding it for that regen is only really useful when you're alone on low health and also when you have afterburn or bleed or whatever on you, which, if you're a good med, you probably won't be in such a situation, but it gives you just a little bit more of a chance to survive
So it's really not that useful
9:47
I think it’s reasonable to say that their BOTH overpowered in different ways. Medic can demolish teams with ubercharge, give teammates an edge before fights start with overheal, and help hurt teammates get back in the fight with healing. That’s really strong. Sniper can kill people in a very short amount of time from any range. Also very strong, but in different ways. I think the main reason people want to nerf sniper and not medic is because medic can only heal 1 person at a time, and must heal them for multiple seconds in order for the effect to be noticeable, whereas sniper can kill 5 of the 9 classes from far away at any range. Your right, medic is overpowered, but sniper is too.
Yeah... Sniper's balance problems are definitely the most... noticable.
If you're fighting bots, then yes. If you're fighting normal players, then you can kiss your "he kills most classes at any range" theory goodbye.
@@turkishjanitor3666 You've never fought a call of duty player have you?
@@Killer36661 very different games. COD has aim assist, TF2 doesn't.
It's amazing how much a single weapon can change a class's whole dynamic. Before, Medic was a class that didn't require much mechanical skill. The most was being able to surf off of rockets into safety, and basically everyone should know how to do that. But now Medic has one of the highest skill ceilings in the game.
The fact that they gave the Blutsauger an Australium but NOT the Crossbow is freaking heresy.
Crossbow is already clean as hell, imagine it in Australium. Beautiful
Blutsauger came first on TF2 than Crossbow and it's better, thats why
Honestly at this point I would lose my mind if ANY new Australiums were added to the game, even the stock syringe gun. I'm completely serious in saying if they gave us a golden syringe gun I would use it.
It would be goddamn hilarious and humiliating (for the other guy) to kill someone with a freakin' Australium needlegun
Likewise with the Blutsauger not being festivized and the crossbow can. Imo, this is just valves laziness speaking
I mean even If it’s the cheapest Australium it is one of the dopest looking ones
"Damn it's 11:00 o clock I should really go to sleep."
*New bad weapon academy video"
I like how practically all the shit weapons are meta in MvM
Well, only a few.
Brass beast, gas passer, Scottish resistance, phlog, and even the sandman are great in mvm
But some bad weapons really have no purpose, even in mvm, such as the quickie bomb, bison, pomson, etc
@@ilikewindows3455 What do you mean the Quickie-Bomb is bad in MvM? You can do a quick burst of damage & can allow you to remake your trap if you are forced to detonate faster than any other Sticky Launcher. & the Bison can be paired with the Beggars to fight off any robot
@@ilikewindows3455 I don't know about MvM but I thought the quickie bomb launcher is potentially better than stock? I also wouldn't call the scottish resistance nor the phlog bad weapons in regular TF2.
@@OutlawedPoet the quickie bomb isn't that good because you only get 4 stickies, and they have to be charged in order for them to get the extra damage bonus. The weapon is designed to be a long range artillery...thing. The problem is, this is only good against sentry's, and even then the stickies are easily reactable, meaning the engie literally has the time to pack up his gun, or just wrangle the sentry to tank the hits. Plus, sticky spam is objectively the most powerful thing out of the launchers, and the stock does it the best, which is the reason why no one uses the Scottish and quickie bomb, because Scottish has a delay between the stickies, and the quickie requires charging and has half a clip.
That is not to say the launchers are bad, I mean they're still launchers, meaning they can absolutely wreck your shit. It's just, the stock launcher is more easier to use, and is arguably more effective at doing what it needs to be doing
The phlog isn't as powerful as many people think. Without a medic, it's pretty shit. Phlog pyros get absolutely shit on by soldiers, demos, and nests, even with the scorch shot in mind. There's a reason the phlog is rarely seen outside of Dustbowl, because without airblast, Pyro becomes a shitty skinny heavy
@@777Plushy because if you need to do a quick burst of damage, just use your primary. And if you need to reset your trap, there's literally no reason to not use the Scottish.
And why in God's name would you use the bison over the banners? With how expensive it is in the first place for soldier to be viable, you're just hurting your team more than helping if you're using that shit weapon
I honestly suck with the crossbow so much that I just use the syringe guns, and using them so much has caused me to actually get sort of good with them, specifically playing battle medic wirh Blutsauger. As long as you know when the situation is safe to switch to your primary it can be pretty terrifying.
Pfp Sauce (Artist)? 🗿
@@SimoneBellomonteDonkey Kong (Miyamoto)
I hate the crossbow because 150 healing bolts are crimes so I use the syringe guns and I've actually gotten pretty good at predicting with them
I think it'd be neat if the syringe guns had an alt-fire to shoot a healing dart, like a baby version of the crossbow's healing bolts. (aka how the medic class weapons work in Killing Floor lol)
As a medic main with well over 1.5k hours on him, it stings how one note medic’s options are to be serious, so I end up pulling the other options occasionally for fun.
Stock syringe gun is a meme weapon, not because its good, but because actually killing with it and dying to it is hilarious / infuriating
Blutsauger is the best option as its downside of lower passive regen is negated by healing injured teammates as your regen is boosted when you do so. If you want an alternative, this is the next best option.
Overdose is kinda underwhelming but with one simple change it’d become a genuine viable alternative. Make it passive. Heck, make only half the boost passive and have the full effect occur when active, then it becomes a genuine alternative.
holy crap dude that's over 62 days of just medic
I agree with the passive overdose
@@grammajam3682 That's nothing, people have spent hundreds of thousands, probably even millions, of hours playing tf2. It has been out for 15 years now
@@thunderspark1536 hundred thousand hours is 11 years and million is more than 100 years
@@imthaddeus2919 Alright mr math, here to ruin my funny time. Hundred thousand hours then.
There is a possible way to buff the Blutsager, remove the health on hit and replace it madmilk on hit that is in MvM. you miss out on the first shot's health but you're getting more health on hit and your team could use it if you spray it into a crowd of enemies. Just nerf the health on hit so it isn't the 60% it is now.
Good idea and it exists in the game so it wouldn't be a coding issue
honestly making all the syringes do something like that wouldn't be a bad idea
Blutsager milks the enemies
Overdose, i dunno it's idea is speed from uber % so i guess it builds uber on hit
Stock can just...i dunno, slow enemies? poison enemies?
Keep stock the same since it's job is to teach new medic that you shouldn't shoot, you should heal with the Blutsager being Medic milestone one it is the games way of telling you "You understand this class now, have some actual defense now"
If the Overdose was to have a secondary affect then it could probably be a speed boost on patient depending on uber % with the speed being the old 10% increase.
@@Pengairxan overdose could just apply while sheathed and it already becomes competitive.
A weaker healing version, Mild Milk
I've never played tf2 but I love your in depths on the weapons, its so interesting hearing exactly each weapons works and how its utilized.
You really should. The beginning may be frustrating because TF2's gameplay isn't like the other arena shooter's but it's worth spending time in it. If your deciding to play then, have fun! 👍
@@tonydiemaccaroni5934 100%
Also, with time you will be able to hold your own and shred the enemy to bits.
I bought a PC just to play TF2
@@burgerking3763 nice
you should, it's free
Syringe guns are very underrated, they are a lot of fun to use. Just not the most effective weapon for medic.
14:57 arent we going to discuss that heavy just came straight out nowhere
I love the idea of baiting people into an unsuspecting ambush with the stock syringe gun. That sounds like the perfect thing to do as a gibus medic.
9:50 Challenge accepted. In terms of why I think Sniper is OP, I’d say I hold the same opinion as Uncle Dane’s comment on your “What’s wrong with sniper” video. The only thing I might add is that in that video, you seem to define “OP” as being both really strong and also being easy to use, which I don’t think is why most people call him OP. So I think your definition of OP is kind of coloring your perspective on the issue for starters. Dane brings up that there is virtually no counterplay to a Sniper that is that good, and your response is you’d be okay with quick scope time being lengthened, but don’t really address the current lack of counterplay for snipers playing at that level.
Now what does this have to do with Medic? Well I think Medic matches your definition of OP, as an unskilled medic can certainly have a big impact on a game, way more than an unskilled sniper. But an amazing sniper can have a bigger impact on a game than an amazing medic because of the counterplay issue mentioned earlier, particularly if they are on opposing teams. If a sniper can just quickscope a medic the second he pushes with his team, it doesn’t matter how good the medic is because there’s very little he or his team can do about it. He can’t even really ubercharge to avoid it, because he’d have to know where the sniper is beforehand when sniper can reposition and quickscope with ease.
Likewise, if one team has an amazing medic and the other team just has a good medic, the worse medic can still “counter” the other medic by healing the classes that are more adept at countering medic. Sniper isn’t really like that, in part because the best way to counter sniper is with another sniper who is as good or preferably better. It doesn’t matter how good at sniper you are if the enemy sniper is better, because he can kill you almost every time and you have little hope of killing him, so to contribute to the game you just have to hope you don’t run into him.
Tl;dr While a bad medic contributes more than a bad sniper, a good medic has more counter play than a good sniper and your contribution as medic isn’t invalidated by there being a better medic on the enemy team in the same way there is with sniper.
that is the main issue that has been cited multiple times. outside of being a better sniper, the only way to outplay sniper relies on him missing his shots. the entire team can play around a skilled sniper and he will be nearly unbeatable (pocket medic to make him immune to quickscopes, and potentially a pocket pyro to make him spyproof)
100% agree, time to whip out my own doctorate-degree thesis - whether or not you die to a sniper is entirely dependent on the enemy sniper's skill, and not your own. while you can theoretically crouch, try to move unpredictably, and do hitbox-adjustment shenanigans, there simply isn't a way to "dodge" hitscan - either the sniper hits, or he doesn't.
also, the argument of "just don't go in sniper sightlines" i see a lot is kinda... ehhh? the area where a sniper is dangerous is, effectively, everywhere in front of him. if you get in a heavy or scout's danger zone, that's A: your fault or B: clever flanking/positioning by that enemy --- a sniper's danger zone extends as far as the map lets it, so even with a braindead team, a good sniper can always lock down an entire portion of the map by just existing nearby...
medic is extremely powerful and makes his team as a whole harder to deal with via healing, but sniper makes his whole team harder to deal with by staying behind them and instakilling anyone he's good enough to hit - while in a vacuum, sniper is definitely easier to kill when he's distracted or caught off-guard, there's nothing actually stopping him from simply being good enough to headshot you... even if that's technically unrealistic, medic, for instance, is a sitting duck unless you walk in to his syringes or ubersaw RNG slaps you in the face. demoman and soldier are ridiculous damage-dealing powerhouses whether they're alone or not, but you can potentially dodge anything they throw out, and simply outdamage them before you get blasted by 100-damage projectile after 100-damage projectile.
...and then sniper either misses and you win, or he aims good and you lose. i think a lot of people hate sniper for the same reason everyone reasonably hates random crits - you instantly die to something that, while you can TECHNICALLY overcome, is 99% out of your control.
OP you are 100% correct.
Yea imma be honest i love this guy's vids but as far as balance goes with sniper he's just a sniper main who wants people to think sniper doesn't need an overall nerf
Oh hey, I made a comment about this too. Just gonna copy and paste this here:
"Come at me Sniper is overpowered crowd". Okay. I will. No salt here, I just can't stand the pompous self denial here. Get ready for a few paragraphs; I type everything in long form and hopefully you do get a laugh out of this because I like ya:
It wasn't the Medic getting spammed by Bots as a means of harassing people into leaving servers. Believe it or not, your low skill ceiling high yield class isn't immune to reality. Love your videos, but c'mon. We're talking about a class where, with a little bit of skill in AIMING in a FIRST PERSON SHOOTER, you can one shoulder every class in the game except the Heavy.
In matches where the rest of your team is, at the very least, applying PRESSURE to the enemy team, you can effectively become an unstoppable nuisance. Being that I have watched all your other videos, I know you have this perception that there is such a thing as "Honorable Sniping", but that's just a genuinely cringey gesture. There is no scummier gesture in any game than being instantly killed without hope of something called, and say it with me, "Counterplay", by some dude a mile away you either can't see or can't focus on due to people around you. And TF2 is especially bad because 9 times out of 10, you WILL see them but legitimately can't do anything by the time you do because closing the distance means getting closer to the enemy team. Or running down a corridor.
There is zero honor there. That is the WHOLE POINT of playing a Sniper; you effectively achieve the same effect as the Spy but at a safe range.
Now I'm not saying it needs to be nerfed or changed, once again, the whole point of being Sniper is what I just established. But to say Medic is the most overpowered class? PFFFFFFFF. Medic is a playmaker. He has tools that temporarily and VERY situationally make you and a single teammate the most overpowered characters. He is, by all definitions, a Support. Helpless on his own, a target while with allies. There's a reason no one likes playing him. And, most ironically of all, his biggest counter is, say it with me: "HoNoRAblE sNiPErS".
Get dumpstered on my man.
Just own the fact that you play a scumbag class. I do it all the time in other games."
Medic and Sniper are equally overpowered. The entire competitive scene is based around these two classes, and you literally need to build your entire game plan around them, and the best counter for both is themselves. Hell, Sniper debatably is one of Medic's few counters
And last I checked Medic Bots aren't what's making the game borderline unplayable sometimes.
@@puppieslovies Yeah snipers are kinda out of place in tf2
Yeah about that... okay look I cheat with medic A LITTLE BIT, let me explain; a SLIGHT aim bot, not a full on aim bot just a small pull my healing beam weapon TOWARDS the class I'm trying to heal because sometimes it's annoying when I'm trying to heal the person and I BARELY miss them, I BARELY miss the chance to heal them!!! The people cheating with medic aren't cheating, cheating because if you're a cheating medic you're going to be using subtle cheats, not full on cheats.
@@igorigor3960 The sniper needs to be balanced like have a recoil system and a slight sway system; something to force the sniper not to have instant reload, and have slower reloads so that way bots are NERFED!
@@soundrogue4472 nobody asked
@@thesmashor4396 so you don't care I'm using aim assist with medic; well.... thank you!!!
I love how the pan is at the same tier as the crossbow
When the Blutsauger first came out its only downside was no random crits, which made it functionally superior to the syringe gun.
Its ashame that these weapons suck as much as it does, the Blutsauger is my favourite medic weapon design, the overdose is a real good escape tool or getting to certain places faster, but the crossbow is the meta because the amount of things it can do is kinda crazy
I’m a medic main and i think it should have at least a hard reload
@@tezcanaslan2877 A slower firing speed, longer reload time or a hard reload is a good way to nerf it, the steomgest part about it is that it can heal and deal damage pretty relatively quick a slowing it down makes it even more skill based and missing will be even more devastating, while still keeping the dopimane of actually hitting those shots
@@Nameless_Cat_IsAGoodGame med main here , imo the best way to balance it is probably a slower firing speed , i love the crossbow to heck but i do think that the fire rate is pretty fuckin nuts for how much it heals , it also outheals the quickfix if the medic is an aim god too (47hp/sec - 94hp/sec) , giving it a hard reload kinda handicaps the crossbow instead of balancing it tbh
@@JrdnKritz Its pretty cool that medic mains are coming in with their own thoughts on the crossbow, and what its capable of, it is really broken now that I think of it
@@Nameless_Cat_IsAGoodGame now that you think about it its broken though , but remember if you miss with the crossy cream , you miss with the crossy cream , it requires good aim and strategy so yea
9:45 Whilst yes, Medic is the strongest, I honestly find it okay that he’s at the power level he is, as opposed to Sniper simply being.. unfun when too strong
I disagree. Without teammates nearby Medic is useless and a waste of a slot, if there are teammates and they're bad then medic is slightly less useless, but still not worth playing. No other class needs to rely on having a teammate nearby to contribute to the team.
@@cfroi08 However, in competitive servers Medic is *vital* to victory. The team without a Med loses to the one with a Med 99 times out of 100
@@ariamae2034 alright, then I guess scouts and demos are equally overpowered by that logic. He's not the strongest, but he can keep his team in a fight and change the outcome of a game. Without a decent team he's unable to get uber charges, coordinate pushes, etc. The engineer is the most overpowered class in my opinion. He can hold his ground with or without his team and also support them.
Don't believe me? Ask yourself the number 1 reason why medics use Uber charges to begin with.
@@cfroi08 "Ask yourself the number 1 reason why medics use Uber charges to begin with."
um... they like watching their teammates glow?
@@cfroi08 "medic is terrible without teammates" that's awful logic for a TEAM fortress 2. That's like saying Engineer is worthless without building and water is wet. No shit a non-functioning thing doing absolutely nothing is terrible.
18:55 This is actually my exact thought process with the Natascha. If you are somebody who can track well with the stock minigun, then the Natascha is objectively just a damage downgrade. If a heavy player is able to be effective using the Natascha, he will become a walking catastrophe once he switches to stock.
Natascha is fine. It's not just training wheels. Sometimes that slow prevents an enemy from escaping. Having time to put several more rounds into an escaping target is going to cause it to outdamage stock. But like most other options it fills a niche and shouldn't always be used.
Its fun to use on trolldiers
No, it's the opposite, if you have the tracking capabilities to use the stock (or even more so the Tomislav, since the tighter spread and slower firing speed force you to track better), you're not gonna miss a shot once you swap to Natascha. Still not missing a shot with Natascha is worse than missing one fifth of your shots with Stock.
Heheh, scout go snail speed
passive reload + faster needles on all syringe guns = perfect syringe gun
YOU CALLED THAT [soldier tf2] A BIG SHOT. DID YOU KNOW THAT [you too] CAN BECOME A BIG SHOT [with 3 specil payments of] 1997 KROMER?
they are not bad, its just that the ✨Crusaders Crossbow✨ outclasses every single other primary
Now that I think about it, that’s actually very true
stock is bad tho
aka, needs a nerf
fuck the crossbow, all my homies hate the crossbow
@@leonardo9259 aka, everything else needs a buff
Medic be like "NO! I ORDERED THE SYRINGE MINIGUN!"
I said DART gun not FART--
That is gonna be my syringe gun’s description. Hey, I already named it “Humiliation Device”, so what do I got to lose?
Personally, I’d say that I guess we could reduce the arc on the syringe guns and reduce the crossbows damage ability to make them better, since many people have pointed out that even if the crossbow didn’t deal damage, people would still use it.
@@puppieslovies The syringes need to suck less to use, plain and simple.
Make them arc less, and fly much faster. That alone will make them more useable. Add in a passive reload maybe and they will already feel less awful to use.
increasing their projectile speed to be somewhat faster is another idea
The arc is weird to me, because it feels like it should be a nailgun style weapon, but that flew straight, so it doesn’t feel that much like the nailgun at medium range.
@@kubaGR8 they also need to glow because you cant see them past 5 feet making aiming even harder
You know what would be interesting? A dedicated "battle medic" subclass. You get a new medi-gun, and in doing so medic's coat turns black like he's one of the Empire's operators in Star Wars (the guys wearing all black and having those giant helmets). The coat is so you are visibly distinct from a regular medic, so players will anticipate for you to not be as helpful as one.
As for what you get out of it battle-wise, an increase in the rate at which you self-heal would be interesting, and increased damage from your primary as well. Increased syringe speed would be important.
The medi-gun itself would have the ability to heal in large bursts. When you start healing someone, a big bulge will appear in the heal beam and they will get healed significantly, but then the beam fades away and they stop getting healed. The heal beam is still locked on and a second or so later another burst of healing comes out of the medi-gun. The overall healing is lower than stock and even the burst is not overly impressive; this medi-gun is mainly to let the battle medic quickly heal someone up a bit and get back to what they were doing. Also you are likely not using crusader's crossbow with this medi-gun unless you want to be sniper, and this still has that burst healing.
Ubercharge? Instead of gaining uber by just healing, you could also gain uber by dealing any damage. You can still heal for uber, but that is reduced. The ubercharge, when activated, makes only the battle medic invincible, but they do not need to have the medi-gun selected to have it active on them. That is to say, the uber is purely for the medic and allows him to be completely invincible even while using his primary or melee.
All of those combined into stats (the numbers might be ridiculously good or bad how would I know, I'm just making them up):
[Battle Medi-Gun]
> Heals players in bursts of 35 health every two seconds (each burst gives 2% uber, or 1% if the target is not injured)
+2 Self-healing per second
+15% Damage on primary
+50% Syringe speed
+Ubercharge remains active even while medi-gun is not active
-No overheal
-Cannot ubercharge teammates
Sounds nice. Would fit me well. Though I prefer having an ubercharge in order to self-ubercharge to take the intelligence and zip out as the turrets hammer me.
Sounds cool, also i though that you could buff the syringe guns by making them heal as well, just a little, like 5 for stock, 3 for the overdose and 2 for the blutsuager.
Also making the proyectile travel on a straighter path.
That seems like a really good medigun for the battle medic subclass
@@carolinapacheco8498projectile speed makes it go in a straighter line.
That's a good idea! Maybe a little too good, I think it would be better to make parts of the coat team colored for better recognition. (Also there is some potential to style this off of a broken medi gun cuz the healing is in bursts.)
Anyways here my tweaks for this weapon
+Mouse2 (tap or hold for less than 0.5 seconds): release a burst of healing which lasts for 0.3 seconds and increases healing to 10 times the healing of stock (72 health and has a cooldown of 5 to 6 seconds)
+On ubercharge(hold mouse2 for 1 or 1.5 seconds) : user gains healing of 300 per second and burst healing cool down is decreased to 2 seconds
+Primary projectiles are 40% faster (includes crossbow)
+50% max primary ammo on wearer
+Dealing above 40 damage reduces burst cooldown by 20%
+gain Uber by dealing damage(something high like 700 or 750)
-regular non burst healing is decreased by 83% (4 health per second)
-20% damage vulnerability while active
-Ubercharge gained from healing is reduced by 75%
Kicking people for only using the syringe gun in CASUAL, is something that just boils my blood man... That's the "0 score soldier > 100 score battle medic" mindset.
Like who tf is gonna tell me I can't enjoy using the syringe gun from time to time? Yeah it's bad, but so what? It ain't ranked... Just because im playing a medic, does not mean you're inclined to receive healing from me 24/7 , I just wanna play how I enjoy man ... All games just gotta have that fun police.....
Random thought. Considering you can see the crossbow shoots syringes, wouldn’t that technically mean it’s a syringe gun?
I wouldn’t call a crossbow a gun, but technically yes.
@@GogiRegion I say this because there was a video where a weapons expert reacts to the weapons in tf2, and in the second one iirc, he says the crusaders crossbow isn’t actually a crossbow and is actually a gun with a crossbow prod attached to it, since there’s no string on the bow, etc.
He called it a syringe gun in the video…
I've said it for years, but why not make the other syringe guns reload passively? Seems kinda weird that the Crossbow has so much utility, a lower skill floor, a higher skill ceiling, and _it_ reloads passively, but the syringe guns don't.
Because changing stock weapons is sinful or something.
prolly just how they handle single shot weapons, and if they really want syringes to be worth using give em a slight uber gain per hit, so they will still be terrible compared to crossbow but not entirely only useful for self defense
@@bruschetta7711 That would encourage medics to ignore their teammates more. Easily one of the worst ways to buff it.
@@ThatguycalledJoe Meanwhile Demoman has had 1 nerf (reduced clip size) to his grenade launcher and 2 (reduced blast radius on spam and falloff on spam) to the stickybomb launcher.
@@neutraldalek4222 Yeah, that's weird in't it?
But we all know what the real answer is. Valve just doesn't care. That's also why the Grenade Launcher still has six barrels and the Demoman just shoves all the grenades into a single barrel anyway.
I like using Overdose as a gap closer to the wounded teammates so i can heal them with my Quick-fix. I know that with a Crossbow you can heal people from the safe distance but:
1. Im not that good with it,
2. In more closed maps, where open spaces are more rare, and where there is more corridors i prefer to quickly run to my teammate rather that slowly approach to them with crossbow and risk them dying.
I really like using Overdose.
Same!
The crossbow should be the ideal weapon in closed maps, it would be far easier to hit than in an open space
@@scouttf2143 What i meant by that is, when my teammate is fighting around a corner i cant shoot him with na arrow, but with Overdose i can quickly approach the end of that corridor and begin healing them faster than with the normal medic speed. That scenario happens more often im closed maps.
I'll never forget when I managed to solo a heavy with my blutsauger and ubersaw. He just kind of appeared behind me, and I think he was just as surprised as I was.
I'm that Medic that uses the stock syringe gun. I've been called scary for that, because I was particularly aggressive in that match.
4:12 To the first Thanksgiving, to take turkeys, OFF the menu
How to fix the syringe guns:
+Double the projectile speed
+Let syringes heal teammates (only for like 2 or 3 though, so that it doesn't make the Crusader's Crossbow bad)
+Remove the arc from the needles
The healing wouldn't be worth anything because you already have a secondary that heals over time and doesn't use ammo.
@@schniemand the secondary has a limit to its range.
"remove the arc from needles"
just play quake if you wanna play quake lmao
The point of the syringe is that its bad so that you focus on healing teamates
@@masterdeetectiv9520 The syringe guns should be usable though.
Love the nine inch nails playing in background of the 90s segment lmao
its crazy to think that the Blutsauger was added in the same update as the Kritzkreig and the Ubersaw, and all of them have seen next to no changes in their lifetime. the blutsauger was nerfed to have -2 hp regen (to replace the "no random crits" meme debuff) shortly after it was released and the kritzkreig has actually been buffed once or twice. pretty impressive considering how long theyve been around; sure they're simple concepts but the lack of adjusting means they really nailed it the first time
idea to make the crossbow less ubiquitous; give it a tiny movement speed penalty, and make it so that medics with the crossbow can't match their medigun patient's movement speed - this way, the crossbow itself is still just as fun and bonkers to use, but equipping the crossbow means sacrificing the ability to get to the front lines easier + escape danger easier through medigun shenanigans... the syringe guns would definitely still need some sort of buff alongside this, but hey, it's something.
also 9:46 i WILL fight you in hand-to-hand combat over this and probably lose because my arms and legs are like uncooked spaghetti
I find it humorous that Hammer Units Per Second abbreviates to the icon Quake classic of HUPS
An idea to balance the syringe guns
Is that teammates heal equal to damage you would’ve done from syringes . This keeps the crossbows clutch and long range healing while making the syringes more useable. Hell, the blutsager can heal when hitting teamates, with a downside of slower projectiles to make both battle medic and self heal harder.
14:57
Jesus, look at the timing of the transition and the reloading of the blutsager. That shit was smoother than butter
Something that isn't smooth is that shirt
@@poopyjoe7435 I made this comment 5 months ago and get roasted 5 months later about my wrinkly shirt :(
The editing was so good in this video! Nice job fish :)
A medic that can fight just as well as they can heal is how we end up with team fortress classic medic, which is basically just team fortress two scout
"lets go back to 1996"
*beat from closer starts playing*
thank you for this
I had an idea for a new syringe gun. I don't have a specific concept for the name, but I know I want it to reference chemical warfare in WWI.
Essentially, every hit inflicts poison, a status that's essentially the same as bleed, but every tick of damage causes a significant flinch. The duration would be cumulative, increasing with each hit syringe.
There would be two major uses: self-defense and weakening dangerous threats.
If you fire off some shots while running away, the enemy's aim getting thrown off with poison could give you the chance to slip away or survive long enough to kill them.
On a more offensive role, the weapon would be able to mitigate the threat posed by the likes of a pocketed Heavy. If you manage to land some hits before Uber goes off, the flinch could mess them up enough for your team to survive and push.
Poison can be cured by health packs, but not Medi-guns. Granted, it wouldn't last long even at max duration. Maybe 12 seconds at most for hitting 10 shots in rapid succession, and the duration would have ramp-up and falloff as well.
The major downside is that it would be the weakest syringe gun for raw damage-like 80 DPS at close range before poison-and that an enemy could learn to cope with poison.
Edit: obviously, this would have to be balanced. I don't think this pitch would work if it was implemented verbatim. Maybe the duration should be more because the syringe gun is hard to aim, maybe the damage should be changed, maybe the poison should do less than 4 damage a tick, or maybe it should have a different secondary effect rather than the flinch.
TFC medic but worse is still TFC medic
0:19 He said the funny, now laugh.
ORIGINAL COMMENT WITH [[ARBITRARILY DECIDED WORDS IN DOUBLE BRACKETS]]
I always thought it would be interesting if they added an afterburn-like mechanic to the syringe gun called "poisoned" or something like that, since they are supposed to have something in them. It wouldnt do much damage but it would slowly drain health until you pick up health (or get healed) or some time passed.
I've got the idea of making a syringe gun, that will deal much more damage, but only after a few seconds passed from hitting target. It would be nice replication of poison effect.
That's essentially what the infection ability Medic used to have in TFC was, except it could spread among enemies
The thing is: The syringe gun isn't meant to be a propper killing tool, it's more of the "Get ze Fuck Away from Me" gun. ~
Unfortunately for the syringe guns: The Cursaders Crossbow , (despite the trade-off of one round-per-shot), is not only More effective in that regard at further ranges; it also has healing usage; and is, (ironically), one of the deadliest weapons in tf2 if you're really good at leading your shots.. or god forbid, you crit-charge it
20:50
Ultrakill has a nailgun that is very similar to the quake version
You could consider that to be a "reboot".
The Syringe Gun
Passive - Any hit stops all enemy regeneration for 0.2 seconds (doesn't stack)
Active - Deals 4x more dmg to overheal
Is sniper overpowered? Yes. Is medic overpowered? Also yes. The thing is that at the highest level of play, the enemy team’s sole healer is always going to be more centralised than any other class, unless that class is able to one shot anyone at any distance with consistency.
So to put it in a way that actually makes sense, medic is more op than sniper, but sniper being op is more frustrating and unhealthy than medic being op due to his role in the game.
Medic is the type of player that everyone wants a really good one on their team, whereas Sniper, while still being nice to have, just isn’t the thing every person asks for if there isn’t one. I’ve mentioned in team chat that there’s no Medic, and had people kill themselves to switch to Medic. Nobody would care enough about having a Sniper on their team.
Every syringe gun in nutshell: normal: im only good in x10 servers, blutsauger: i heal alot and negative doesnt even work, overdose: build uber, keep uber, run from danger (just watch zesty jesus video to understand better)
you can absolutely feel the negative if you rely on health regen though
@@OutlawedPoet which one you talkin about
@@eduardpeeterlemming the blutsauger
The fact that the crusader's crossbow is the ONLY Primary you're "allowed" to use as Medic, is the *exact* reason I don't like to use it. I don't like being pigeon holed into using any weapon, no matter how strong they are. I don't play this game to minmax my performance. But I also dont play 6v6 or highlander so I'm probably not the guy to be yelling at if I run Blut.
normal medic mains: " *my life is terrible, the heavy doesn't give me sandvich, the scout steals my health pack while i'm burning, every one focus fires me, and my team puts the fault on me when they lose...* "
while that happens battle medics: *died 43 times* "yup, today i'm doing pretty good huh?"
About that tier list, I noticed several of the weapons you said you would maybe cover, like the jetpack and mantreads, were in the same tier of weapons you did cover, like the shortstop and brass beast. Does this mean that the jetpack, neon annhilator, dalokohs bar, mantreads, claideamh mohr, and candy cane are all definitively getting BWA episodes, a more mixed review like the backpacks or phlog, or no currently planned video like with the solemn vow.
I want to say "don't cover the jetpack or claideamh mohr they're really fun", but you already confirmed an episode for the Sydney Sleeper, my favorite sniper rifle to use, so if you do plan on making BWA for those two, go ahead.
C tier encompasses a lot of weapons, and the lower end of C tier is what I'd call the useable bad weapons. I didn't actually order them by how useful they are, I just kind of lumped them into the tier I think they best fit in, and even then that was just a sort of initial judgement. Basically, I still don't really know. I feel like some of them deserve an episode, or at least a video.
Neon Annihilator is pretty damn good, but it's map dependent. If you're not on a map where water is pretty readily available to walk into, you have no use for it. Most of the time you even see this weapon is on 2Fort, which is where it's the strongest and most usable. A good Pyroshark can lock down the entire water portion of 2Fort.
@@lordpumpkinhead265 what about the sapper removal
3:56 so i guess a pan is a crossbow now
T.Autistic F2P
"I don't know how to buff the syringe guns without making medic too strong"
Giving the medic a more powerful syringe gun isn't making him too strong. As a medic main I can tell you that it doesn't matter how strong the syringe gun is, anytime you're using it you are wasting time you could have spent healing your teammates and building über (which is why the amputator's active effect is near useless). No the medic is not the most overpowered class, if there's no teammates around me (which happens a lot because people think medibeams give them immunity to damage) I'm basically useless. No other class relies on having a teammate nearby to be useful. Oh, I can make someone overpowered with medi gun charge? Useless without my teammates making sure I can get to 100%. Even then, you may have to pop it when you least want to just to survive.
Would I use any syringe gun if they gave them more damage? Probably not, because it doesn't matter how much damage it can deal, it can't heal teammates.
So again, there's no way Valve could reasonably buff the syringe guns to make Medic overpowered, and if you think that medic is overpowered, you should look back at TFC with all of his weapons and grenades while being completely balanced.
Medic is the most overpowered in a team comp and metagame perspective. If you gave both teams the option to ban a class for the other team, I don't doubt medic would be the first pick.
@@Lakius Yes, when you surround the medic with very good comp players he is the MVP, what happens when you surround a pro medic with mediocre or bad players?All of that skill equates to nothing. Scout on the other hand has high DPS, can pick medics, and can capture the objective much faster all on his own. Scout is the most overpowered class in comp especially compared to his TFC counterpart.
They gave medic two of the best weapons in TFC and it was completely balanced. The fact is that TF2 is a dumbed down reworked version of TFC and that's not a bad thing; but it creates a community of people who can't think outside the box.
@@cfroi08 You don't need very good players to show the medic is the best class. With 2 teams of equals skill, if one has a medic and the other doesn't, the one who doesn't is at a massive disadvantage. It's the only class capped in comp because otherwise, most teams would run 2 medics to be meta, and this is true for at any level of skill. Of course like most support, they only enhance the performance of the players around them (and thus, if there is a huge disparity of skill, it's not a good idea for the best players to play medic), but when you make 2 peoples perform 3 times better, you have earned your best class award without discussion.
@@antcig if there's two teams of equal skill and one has a medic and one doesn't, that means that other team could have an extra pick class which can kill the medic, or DPS class which can negate healing. I like your argument, and I love playing medic, but overpowered is not what I would call Medic. He fulfills his role but that's it. He's just as necessary as a DPS or pick class. Overpowered implies Medic can do more than what his role requires or that his abilities are unfair which is not the case.
It’s really interesting. The syringe guns get used less when the Medic is good because it’s only useful when out of position, but the crossbow is just infinitely stronger when the Medic is good.
20% increased projectile speed, 20% reduced effect of gravity on the projectiles, probably makes it feel way better.
To fix the syringes I'd just increase the projectile speed to make them more consistent at dealing damage. Then I'd make the default syringe gun have a more precise syringe spread so It would be the most consistent mid range damage dealer.
the production quality for the first half was easily your best yet.
also, whats in your opinion the single worst and least useful weapon or item for sniper?
How to solve everything about the Syringe Guns: MAKE THEM HEAL TEAMMATES LIKE THE CROSSBOW
Yep
Ikr, they're literal syringes.
Yes
The Syringe Guns epitomise Medics biggest issue as a class, lack of variety. The only real variable you can choose for the optimal medic loadout is the Medigun, and even then Stock tends to be the most common. If you arent using the Crossbow in your primary and the Ubersaw in the Melee slot you are going to be at a disadvantage because of how broken those 2 weapons are (especially the Ubersaw with its busted ass crit rate.) At least Heavy has an actual choice between his Lunchbox, Secondary, Melee and Primary classes that actually make a difference as to how you play heavy WITHOUT putting you at a major disadvantage, even if some of them are significantly better than others (looking at you Sandvich) each of them are viable in situations another wouldn't, there would be a reason someone chose the G.R.U over the Fists of Steel, or the Tomislav over Stock, or the Dalokohs Bar over the Second Banana. Medic doesnt have this luxury, he has one defined loadout and if you attempt to do something like Battle Medic, you are going to be at a disadvantage to basically everyone because your abilities are hampered in ways that would not be present with the Crossbow.
I know how to fix the syringe guns! :change the crusaders crossbow to be a medigun but it’s a crossbow. Congrats, now you have the syringe gun have an actual use.
Well you are stuck with the stock until you unlock the other options as well
I found out that the slower projectile speed can actually do something, so it is NOT meant to use for wide open maps. Remember he said that the enemy thinks that they would get a free kill, try to run away like a freak, use corners and walls as your advantage because the enemy has no choice but to approach you. At the same time, fire this weapon where the enemy is going to go since the projectiles will stay active more than almost other weapons.
i use stock syringe gun (i got 560 kills on it and yes i have no life) and it just stakes a bit of getting used to. once you've used it enough calculating the arc is kind of second nature, you do it without thinking really. and its really good at close to medium range, it bloody shreds people if you have crits. what im saying is syringe gun haters you just got a skill issue. (i also do heal people on the fly with the Quick-Fix as well lol)
If the overdose's effect was passive it would be pretty good.
If it's so op why is it in a weapon academy then?
@@user-gt7wo2bg6i Because crossbow being too good. That's why.
13:44 Obi Wan is just a master of mind games. He knows it doesn’t matter what level you’re playing on, it just matters that your opponent THINKS they have a disadvantage.
4:32 you have no idea how badly i went into fight or flight upon hearing this song
closer by nine inch nails btw
This is another banger video, FSOAS! I love playing medic sometimes but I always find myself using the crossbow for most reasons you said in the video. Just so satisfying and I don’t want to bother trying to aim those finicky syringe projectiles. Battle medic with blutsauger is fun tho when messing around.
Although, that jab at the sniper thing again did feel odd because it felt like stating the obvious.
Yeah, the medic is the most overpowered class: SUPPORT wise. A healer that can give buffs will always make the strong players stronger and help sustain pushes and create pushes in the first place. The people who say the things about sniper is about the idea of how sniper does the opposite in an OFFENSIVE way.
He can completely stop a push or slow it down with the only barrier being aiming skill and a reload period. A medic can Uber a teammate and create a push, therefore making him overpowered with time. A good counter is an Uber of the enemy as well to create a standstill between them. You know what else can shut down that chance for a push but only takes a second? A headshot cause you dared walk in a sight line of a good sniper and didn’t pop in time cause you didn’t see them. The only variables keeping you from dying to a sniper is staying out of his sight lines (“ah yes don’t walk outside, instant death awaits you”) or their skill level and hope they miss (and then when they’re a good sniper, LMAO good luck and just flick your mouse around to attempt to up your chances.)
“The 0.2 second quick scope argument” is stupid on its own yes when you put it like that, but still you have to consider the amount of POWER the sniper has if they can consistently hit shots from far or up close. You can’t hang back in any area they’re watching to try and regroup a push, and you may not even be able to flank them because they’re good at quickscoping (or have bushwaka and jarate.) When there’s multiple good snipers, that team basically owns a portion of the map cause now you gotta pray that you win the “please miss me” lottery multiple times.
Love the videos and agree with you with other things but still find that the brushing off of what people say about the sniper kinda “ehhhh, you sure that’s right?”
6:39 Here's some trivia too: At one point medic's primary was the smg.
I'm so glad someone finally acknowledged the syringe gun's origins as the Quake Nailgun, but you forgot one thing, in TF1, the medic doesn't just have the nail gun, the medic is the only one with the SUPER Nailgun, which fires twice what a normal nailgun does. I honestly prefer classic style TF Medic to TF2 Medic, with med packs and a full arsenal able to stand up for himself, and the ability to infect an enemy player with a disease that they can spread to their teammates, and can only be cured by another medic. Honestly to me the crossbow has nothing on that. I hate playing with the crossbow, I hate how when im trying to heal hurt players with it, they stare right at me and hit ADADADADADAD on their keyboard to try to intentionally dodge my arrows like idiots. I know that's petty of me but it's honestly so fustrating and I have so much more fun speeding into people and using my quake skills to humiliate them with the overdose. I would really love to see the old style of medic return for TF3. As if there's ever any chance of that happening...
I can’t tell you how many fucking times teammates do that to me, they die, and then rage at me in chat for missing an arrow from across the map because they wouldn’t sit still, despite fully knowing not only where I am, but what I’m trying to do.
@@Subject_GR33N For me it's the fact that they let their muscle memory intentionally try to DODGE my healing and remain completely oblivious about it.
The nine inch nails backing track while you talked about the quake nail gun made me alot happier than it should've
same