The Sydney Sleeper has “No random critical hits” because when it used to have random criticals because it couldn’t headshot. They had to manually remove it later on.
8:54 During Halloween, I put on the Mk50 helmet when playing pyro with the napalmer on the off-chance that I run into a scout running the alien loadout. It's only happened once, but the real kick in the jaw was that we were on the same team when it happened.
8:09 During the pyro update, there was a sort of scavenger hunt and if you equipped that set on medic, it help you find clues by changing certain item descriptions.
The increased damage against scouts wearing the alien set technically makes the nostromo napalmer a direct upgrade, even if the chance you get to use it is so astronomically small. It does look pretty slick, though
@@breadspy5974 yes, scout will insta kill you with a melee weapon that normally deal 35 damage. Which mean: stock bat, the sandman, any stock reskin, and the boston basher. When was the last time you see a scout running at you with their melee out insteal of ANY scatter gun in a serious game? Youre a pyro, fuck over melee class is like, your thing, so even if that scout is meming he wouldnt want to come near you Unless he is in a Dewill video lmao
the real reason the nostromo is a direct upgrade to stock is that the model is so much shorter. normally a pyro around a corner or thin wall can be given away by the long flamethrower model, but the nostromo's is uniquely shorter by a substantial margin. you can door camp without having to face perpindicular to the door, and reduce the enemies time to react very slightly when rounding a corner.
@@45.chuminh81 Yeah, Scout being one of my favorite classes, there’s a good chance I have the atomizer and I prefer keeping my distance and using my pistol against pyros anyways.
The Eliminating the Impossible set used to change the descriptions of some of the craft items added in the days leading up to Pyromania, however these items don’t exist anymore so yeah, it does nothing
I will stand by this, the shortstop shove is good for one thing and one thing only. In MVM, it makes it so you don’t have to run a pyro to pit giants, air blast meds or prevent super scouts from capping. I’m not kidding, I was playing two cities the other day and the shortstop shove literally saved a cap by a super scout that leaked through lmao.
IMO, IF Valve were to give the mercs a light rework with mouse 2 and mouse 3 for abilities(stock items getting alt fires that are appropriate, or just a " hold R with shotgun/rocket launcher/sticky bomb you can load 1 more shot or scattergun/grenade launcher for 2 more shots, no random crits have to reload when whole mag is empty" or a "third hit with stock melee does XYZ on enemy" and definitely alt fire on medic primary and melee items does burst healing with med kits for syringe guns(throwables) and injector syringes(plus 33% range melee hit buffers that give 25% HP that can overheal) as upsides.) I see the Shove as a mouse 3 ability, if it was improved and the Shortstop gets the 20% healing boost when active back. I would make the shove be 15 damage instead of 1 damage and minicrits are crits, as well as make it the Humiliating ability, by which I mean SHOVE HIT and SHOVE KILL are to be seen in the kill feed. as well as "when airborne: shoves do kicks, which are plus 100% damage(meaning 30 damage kicks), can also turn minicrits into crits and can kick off surfaces and drop kick players" plus KICK HIT and KICK KILL in the kill feed.
On the other hand, it's generally regarded in the MvM community that knockback is a gimmick at best and fucks up everyone trying to shoot the bots in most cases.
I feel so bad about the shortstop, I forgot about the 80% knockback, dude we used to launch the map, one dude on the enemy team with a force a nature and one of us with a shortstop. I miss it
7:20 fun fact, the sudney sleepers "no random critical hits" is not useless, beacuse in release sydney sleeper didn't had this atribute, which made that sydney sleepr COULD ACTUALLY SHOOT A RANDOM CRIT. Valve later added this atrubute to remove these random crits from it.
7:09 the crossbow has the no headshots stat not JUST because it used the huntsman arrow model but it also used to actually headshot because the crossbow used the huntsman as a basis for its mechanics so there was a short time were the crossbow did headshots (like a sniper rifle or the huntsman) Edit: Yea Nvm I'm Dumb
You people really need to read the wiki before posting whatever you think is true The crossbow did at one point use the huntsman arrow model. It also used to have 75 base damage instead of 50 with reverse falloff, but it never did headshots.
@@puppieslovies Yeah it was more a warning of "I know this looks the same, but it can't headshot" rather then something added in after it could originally
@@eevee_mon nope, it never had any headshot stat. It would be even more busted if it did The crossbow was not really designed as an offensive tool even though it does damage. It's much better for healing and you can't get a critical heal lol
There is exactly one situation where the fire vulnerability is an issue, and that's Uber Dragon's Fury pushes. The DF does exceptional building damage, and doesn't need a pause to reload between killing buildings and people unlike rockets and pipes. and because it penetrates targets the engineer is likely to melt if he tries to Dispenser armor, making it REALLY hard for him to use the Wrangler and/or Recue Ranger to save the nest/stall the push long enough for his team to counter. Bear in mind, this is also assuming his team is completely absent, and there isn't a single allied pybro ready and willing to stuff with airblast, or demo with stickies to punish a premature push.
Even with a demo he can air blast or use a shotgun/scorch shot stickies away if he’s got the reaction time, also depending on the range a pybro might not be able to save everything or the engineer
The Shortstop knockback vulnerability thing can actually come into play in MvM sometimes. When you have the bullet/blast and crit resistance and you're being flung around from crockets and Heavy-bot lasers like a ragdoll before you've even died, the 20% can add up quickly. Though at the same time, you'll be knocked back like a fucking launching missile either way so eh. Also sondsmit said shove good because shove funni so therefore shove good
IMO, IF Valve were to give the mercs a light rework with mouse 2 and mouse 3 for abilities(stock items getting alt fires that are appropriate, or just a " hold R with shotgun/rocket launcher/sticky bomb you can load 1 more shot or scattergun/grenade launcher for 2 more shots, no random crits have to reload when whole mag is empty" or a "third hit with stock melee does XYZ on enemy" and definitely alt fire on medic primary and melee items does burst healing with med kits for syringe guns(throwables) and injector syringes(plus 33% range melee hit buffers that give 25% HP that can overheal) as upsides.) I see the Shove as a mouse 3 ability, if it was improved and the Shortstop gets the 20% healing boost when active back. I would make the shove be 15 damage instead of 1 damage and minicrits are crits, as well as make it the Humiliating ability, by which I mean SHOVE HIT and SHOVE KILL are to be seen in the kill feed. as well as "when airborne: shoves do kicks, which are plus 100% damage(meaning 30 damage kicks), can also turn minicrits into crits and can kick off surfaces and drop kick players" plus KICK HIT and KICK KILL in the kill feed.
The fact that the alien items stats against each other isn't just flavor text and is actually a real mechanic is one of those little things that makes TF2 that much more awesome.
The Mysteries Solved stat used to be good back when Valve still cared about ARGs and making cool updates because it actually helped solve a Pyro related ARG. It was actually great.
@@KingKayro87 Basically youget clues form somewhere that you have to get in real life, like a scavenger hunt but the clues are online sometimes and you sovle puzzles to go to real life places.
If you ask me, the widowmaker amage bonus helps reach the threshold of you doing enough damage to gain more metal than you're using. So I wouldnt say it's that useless when talking thresholds.
It doesn't make that much of a difference considering Its just 9 more damage. Plus it always let you gain enough metal than you shoot its why everyone thinks its the straight upgrade.
It's also a very useful stat in MvM because you can get upgrades to increase your survivability, and thus help out your sentry kill giants faster. Keep in mind, the Widowmaker is just a shotgun with no Reload downtime against giants and tanks
imagine a game mode where one (or a group of) pyro wearing the astronaut set must fight against an horde of scouts wearing the alien set. The scout obviously can respawn while the pyro can't. That would be nice, at least in my head.
On the topic of cosmetics that give you stats, “the bootie time” a set of elf boots for scout has the negative downside of “jingle all the way”, every time scout walks with it equipped, there’s a jingling noise.
i know of a few cosmetic items that make the player leave a trail of flames or other effects when moving... now imagine trying to play as a SPY that way!
@@ericb3157 Actually, disguised players don't have these trails or sound effects- this makes it really easy to spot spies, so they're banned in competitive whitelists.
I’d say the Manmelter’s projectile speed increase is pretty useless. Flares are already faster than the Direct Hit so there really isn’t a need for it.
I actually find myself hitting more shots than I do with the Flare Gun since I'm used to tf2 mobile bullets (virtual hitscan but not actually hitscan) so unlike others, this actually helps me play more effectively!
2:24 "The Pomson, Bison, and Manmelter can be hurt by the damage penalty, specialy if they are your long range option but they mainly have that stat for the sake of consistensy" But the Manmelter has no "Only does 20% damage to buildings" stat despite being a laser weapon, same applies to the phlog.
The no random crits is explained in a recent video about weapons with the no critical hits stat. It is because it was able to random crit for a while. No headshots is probably there because the crusaidors is based on the huntsman in some way.
The reason they needed to specify that Sydney sleeper can’t random crit is because it could actually random crit at first. The only reason snipers can’t random crit is because they crit on headshots, so because Sydney sleeper can’t headshot, it was never given that no crit virtue. You can probably understand why am infinite range 450 damage body shot could be considered unbalanced, so they specified that the sleeper can’t random crit.
I mean, given the slow firing speed and how you can't plan around a random crit because they're, you know, random, I'd say a rifle that can randomly deal 3x damage is more fair than one that can consistently deal 3x damage if the sniper has halfway decent aim. IMO, no random crits isn't a significant enough downside for ranged weapons due to how low crit chances are for them. The only ranged weapons you can make an argument for no random crits being a major downside for are explosive weapons due to how crits nullify explosion falloff, but the only explosive ranged weapon that can't crit is the cow mangler, and that goes one step further and is flat-out incapable of dealing critical damage period. Because of this, I think that all ranged weapons with the no random crit stat should also get the Cow-Mangler's "cannot be crit-boosted" stat.
Where did you hear the Sydney’s Sleeper used to be able to random crit? I’ve seen multiple comments like this now and I’m curious if it’s actually true, I’ve been playing the game for a long time and don’t recall that mechanic.
8:00 Actually a weird thing here - "Imbued with an ancient power" is listed as an upside, but Spy-cicle's "Backstab turns victim to ice" is listed as a downside, even tho both do almost the same thing - turn the corpse into a statue after kill
I think it's because when you see a golden statue you just think "oh someone has a golden weapon cool", but ice statues make you go "ok the enemy team has a spy so I'll be on the lookout for one", which genuinely can make the spies job a bit harder
1 hit point difference adds up pretty quickly actually. In Overwatch devs IIRC increased S76 primary damage from, what 23 to 24 I think? And he went from "Mediocre meh DPS" to "Mustpick Meta". Given Syringe gun clip size 1 damage per projectile is quite a chunk of damage.
The mystery solving stat actually did do something. Before the pyromania update a bunch of items were added such as the scorched diary and when equipping the set, the description of these items changed
I will argue that the 10% damage from the sentry target is relevant in MvM, and it does boosts the engi’s damage by a noticeable amount if you decide to whip out the widowmaker
The Southern's fire vulnerability gets me killed more times then I would have imagined by fire magically going through my buildings or the several times a cow mangler charge shot hit my dispenser and lit me on fire in the process. Burning me to death before I could get back to the resupply.
Reduced mystery solving was used in an ARG for a pyro update; I think it was the pyromania update but anyway. Basically it changed specific item descriptions of no longer existing pyro weapons that together created a poem. Remnants are the slightly melted capacitator and the fire prove diary. So back then it was useful but today it really just like that apple hat with an arrow through it that reduces hunger.
8:45 if my memory serves, technically it does so something, as the tombstone doesn't spawn on deadringing spies, meaning you can tell they did it (of course you can do this with the enemy death list on the HUD but y'know)
I've found that the shortstop shove can actually be pretty useful, in the sense that you can push enemies away from vulnerable teammates and/or off the map. It's nice to keep the medic alive.
4:25 a lit huntsman arrow counts entirely as 'fire damage', as opposed to it usually being 'bullet damage', and would make you take 20% more damage from the arrow as well. This means a fully charged bodyshot arrow goes from 120 damage to 144 damage + immediate afterburn.
Something I've found rather redundant is the Homewrecker's double damage to buildings stat. I don't find it useless, but removing the stat wouldn't do much of anything considering everybody just uses it to destroy sappers. I have a similar reasoning for questioning the Neon Annihilatior's destroying sappers bonus because people only use it to get crits on wet enemies.
It's pretty useful on the Homewrecker because sappers are technically buildings for code purposes and the extra damage to buildings lets Pyro destroy them in one hit
having an intelligent medic amongst a bad team can be a niche for homewrecker. I've used mine before at end of ubers when sentry is still alive/wrangled/blocked/etc. 1 hit is usually enough for your team to destroy it after you, and only 2 to kill. Other than that I use it to clean up nests as I gotta raise those strange part stats somehow
It also lets the homewrecker instagib minisentries; And while that isn't revolutionary, it's hardly uncommon to get use from when you're playing aggressively. Sure, you COULD W+M1 the minisentry from slightly longer range, but when you do find yourself in melee range of engineer buildings it's the perfect option to mix into your degreaser combos. Just like you weave in flaregun shots to destroy people more quickly.
The Widowmaker's 10% damage against your sentry's target was (according from Lister's History of Engineer) introduced to encourage players to build sentries, since at first they ignored them and just spent the metal on shots 😮
7:14 - The Sydney sleeper did actually have a secondary weapon viewmodel made and it's been leaked for a while now. It was actually so far into development alongside a scrapped Revolver sniper that the QC file for Snipers animationset referenced it up until it was removed in the "Fixed crash caused by Sniper trying to eat his gun" bug.
And not just any comp scene, the 6s comp scene; notorious for its inflexibility (biggest weapon blacklist, smallest map pool, non-existent gamemode variety, etc.) Like come on! 6s isn't even consistent in its restrictions! "Only 1 of any given class on a team, except for scout, soldier, pyro, & heavy, who you can have 2 of."
the 10% bonus damage against your sentry's target on the widowmaker actually also applies to the metal you gain. It's supposed to encourage using your mini sentry instead of going full shotgun engineer, by making the mini pay itself off.
@@donovanjoseph737 Okay. So how come the weapon that makes you lighter allows you to push any class around with a shove? I'd argue that you would need to be heavier for that
Widow Maker: it incentivizes you even more to target the enemies targeted by the sentry gun because you will get 10% MORE METAL BACK PER SHOT as well as 10% more damage.
7:30 the Sydney Sleeper could originaly randomly crit because it is the only sniper rifle without any form of guaranteed crits but this was later changed because of balance
I don't get it. How is a rifle that has a 2-15% chance of dealing 3x damage instead of being able to consistently deal 3x damage if the user has halfway decent aim unbalanced? Was this before they lowered the crit rates for ranged weapons?
I mean. The only unfairness I can think of would be it being stronger in pubs compared to competitive, but even that I think would be balanced out by the lack of coordination in pubs making the weapon's main gimmick less useful.
If I had to guess, the widowmaker sentry damage is there not as any kind of actual buff, but a way to encourage a certain playstyle to new players. Like you said, using the widowmaker with the mini sentry is a good idea regardless of the damage buff. The listed stat helps encourage people to try out said playstyle.
The stat on the loose cannon that says the projectile travels 20% faster is useless because of the shorter fuse time and how the cannonballs travel slower then default pills due to source stuff.
Fun fact about weapon switching: on weapons with a switch speed penalty, it doesn't actually activate unless the weapon you switched from was pulled out all the way. A similar thing happens with honorbound on the half-zatoichi, as putting it away won't damage you unless it's fully unsheathed.
The Widowmaker's 10% damage to Sentry targets doesn't cross thresholds by itself, but remember that you're shooting your Sentry's target. As in, the Sentry is already dealing damage, so the thresholds aren't as high. 10% damage could easily be the difference between an enemy getting away and getting shot down by the Sentry. Also, it's a SHOTGUN. Not all the pellets are gonna hit, so more damage gives you more leeway.
The Widowmaker's damage boost is actually really good. It's not super noticeable on level 1 sentries or minis, but a level 2 starts killing like a level 3 and a level 3 kills pyros and demos fast enough where they can't escape once they start getting shot and continue to get shot for about half a second, much like how a scout gets instantly vaporized by level 3s at close range. There's still one other sneaky effect from this, but I don't want to say what it is. Even what I just said makes the sentry into a nightmare. I would know, I use it a lot now.
I remember I got killed by a Nostromo Napalmer Set Pyro as the Alien Scout one time in my near 1000 hours of playtime on Tf2. I’ll never forget when his flames licked me and I died instantly lmao.
6:21 I’m the hardcore Shortstop user with a really strong opinion on the stat. Credentials: 7365 kills on the only strange unusual shortstop in the game. I love the knockback increase. I’ve done some insane damage surfing that only barely got me to a ledge which reaffirms that it was the knockback that did it, and I find that being AWAY from knockback/damage sources is pretty beneficial after a first hit. As for pyros on cliffs, it’s an active stat. I can just switch to the Atomizer (ever-present in my loadout) to stay afloat for a bit, best case scenario.
Back in the old days of TF2 crusader's crossbow had huntsman arrows that would crit on headshot, hence why valve changed that and it would still confuse some people thinking the weapon could headshot There some trivia for you folks
The “reduces mystery solving time by 88%” was related to the fireproof diary I believe. Also I’m pretty sure the Nostromo stats actually do a LOT more damage
the nostromo stats are really big (iirc he said +200% and +500% damage which is fucking HUGE) but you're almost never gonna use them, since an emeny scout has to use the other full set
crossbow has the "no headshots" stat because it uses the huntsman as a base, which can sidney sleeper has the "no random crits" stat because (likely) the "crits on scoped headshot" part of stock is removed, but includes the "no random crits" in that stat itself
I think the Sniper Rifle's inability to randomly crit is tied to its headshot attribute, so when they removed that attribute for the Sydney Sleeper, it also removed the property that prevented it from randomly critting, so they had to add an additional attribute to re-disable random crits for the weapon after the bug got reported.
On the topic of the Shortstop's Shove, I think I maybe, possibly, kinda see what Valve was going for, due to one thing: The weapon's size. It's not even a contest in the sense that it's Scout's smallest primary weapon, and while he does properly fire it with two hands, it almost looks like the kind of thing he could fire with one hand, like the Engie's pistol. MAYBE Valve was going for a weapon that allowed for a sort of Primary-Melee hybrid with two potential sources of damage, as opposed to the usual formula of Scout Primaries, which consists of "Big Gun Go Big Bang" - heck, the weapon's description even touts it as a tool for "high attitude, break-action personal defense", which kind of implies getting up close and personal, if you twist it a little bit. I think it'd be cool if the Shove was traded for a simple left-hook Punch that Scout could use to clock someone upside the head.
Shortstop is a mvm game changer if used right. If bots are about to cap even giant bots you can stand in the center aim at them and shove them for just enough time for your teammates to kill before they can cap. It’s insane how many times we’ve been saved because of it.
Good MvM Engineers can make use of the extra 10% damage on Widowmaker to squeeze out a bit more tankbusting DPS in since it's such an easy target. Using the Wrangler and crit canteens is redundant since the sentry firing speed caps at 3x (the canteen actually boosts sentry firing speed to the max), so running Widowmaker in that instance makes more sense.
the thing about the shortstop is that the shove lets you get back to the midrange situation that the short stop is nice for, and the nock back speed is a debuff because if you get knockbacked less, you don't get hit into the range that the shortstop likes best.
I think the increased knockback actually helps with keeping your distance, which is important for this weapon as I'm pretty sure it's classed as a pistol in the code, since it doesn't have the Scattergun's 33% increased damage ramp-up stat.
@@ashtongiertz8728 TF2 treats shotgun attacks as a single large attack, not multiple smaller ones. It just factors in how many of the hitscan lines connected when calculating how much damage that attack should do (this is also why multiple shotgun pellets connecting always shows one damage number even if you don't have cumulative damage numbers enabled; it's only one instance of damage). This means the number that gets multiplied by 10% is the _total_ max damage of 90, not the individual per-pellet damage. 90 * 1.1 = 99. Plus, even if the damage boost was applied per-pellet, TF2 only rounds after _all_ calculations when dealing damage, rather than after each step. So it wouldn't be 9.9 damage per pellet, rounded to 10, times ten pellets for a total of 100. It would be 9.9 damage per pellet times ten pellets for a total of 99, at which point you already have a whole number and don't need to round. So the result is the same even if the boost was per-pellet. (Besides, even if it was actually ten damage, that's still barely anything considering the specific context that it would be happening in.)
Frankly, in MvM, I only notice the 10% bonus damage as really useful against tanks. It helps out a tiny, tiny bit; because of the sheer amount of shots you bust into a tank + usually being at point blank, the slight damage increase builds up over time. Really, though, it matters very little anyway. Wow, 99 damage instead of 90.
3:30 well yes and no, if you want to play further away from your sentry ( I:e aggressive engineering), getting lit ablaze is a lot more concerning 7:15 also this thing could random crit on release
I say the widowmaker stat is useful in some scenarios especially if you are a gunslinger engie which you should be with the widowmaker. When you are battle engie you have 50% of the damage and your sentry 50% of the damage. So when you are tag teaming an enemy doing more damage with your shotgun helps a lot. Especially because once you slam down a sentry you have less metal for your shotgun to fire so more damage means more metal back.
The Windowmaker's damage bonus isn't meant to be significant, it's supposed to communicate to new players how the weapon is best used. It's actually pretty smart.
The Huo Long's Heater damage penalty Why? A dps penalty, on a dps class, for a dps increase only at practically point blank range (where if you shoot someone there's probably no difference whatsoever) Also the firing speed penalty, the one that the manmelter had Why?
if the Huo Long Heater had a "tap the weapon slot to change firing mode or hold R to change firing mode" and it can choose between Fire ring and Incendiary Ammo(ignite on hit) but it still causes 4 ammo consumption, what that make it better? Also, if stock had a choice between Normal Fire and "tap the weapon slot or hold R to change to Hollow point rounds(bleed on hit)" with the new firing mode using 4 more ammo consumption and no random crits, would that be fine? Manmelter could take all debuffs expect the bleeding(meaning afterburn, mad milk, jarate and Gas passer Gasoline status) since bleeding is solved with surgery/getting healed instead of vacuum cleaners. plus a fire mode switch when holding R between fire bolt and a explosive shot would work.
For the Sydney sleeper, basically the reason snipers don't random crit is because they can headshot, so in dev the SL was probably intended to random crit as it doesn't headshot, but gladly they realized there's other reasons a sniper rifle shouldn't random crit (or any weapon tbh) and gave it a no random crits stat
You’re really close. They didn’t just consider making it random crit, it straight up COULD random crit on release. It only took them a week to remove its random crits, and that downside was listed as a result.
Random crits are more balanced than headshots, so it's more likely that the Sleeper's brief ability to random crit was a bug caused by either Stock's inability to crit being tied directly to its headshot attribute, and after learning about the random crit bug they decided changing the new "no headshots" attribute to also disable random critical hits would be redundant, so they just added the "no random critical hits" attribute to the weapon instead.
The Widowmaker's damage bonus can potentially be insane in MvM, but only against tanks and sometimes against giants. With firing speed fully upgraded and your sentry nearby pitching in damage, the 10% bonus stacks up pretty fast, then add some crit canteens to triple the damage of yourself and your sentry to melt pretty much any tank in the game. Against giants it's a bit less useful since you don't want to be hugging them as Engineer like you would a tank, and a good amount of the time if a giant is in range of your sentry and you're nearby, they're probably aiming at you already.
The mystery solving stat makes the descriptions of the Goldfish, Pocket Lint, Cheese Wheel, Banana Peel, Barn Door Plank, Secret Diary, and Damaged Capacitor to change
what about the thermal thruster extinguishing allies? I've never once used it because you know, airblast exists and using a charge for extinguishing is just a waste, also if you are using the phlog you can just equip the manmelter and actually help your team
Widowmaker and its damage bonus when you shoot the same scout your sentry aims at. No one really use it and either: •leave the heavy-caliber tripod-mounted little-old-number built by engineer do the job •rush like a mad mann toward the target outside of sentry range
I genuinely had no idea the Widowmaker even *had* that particular stat, which should tell you all you need to know about how frequently that came up in my own gameplay. Great video!
The Sydney Sleeper has “No random critical hits” because when it used to have random criticals because it couldn’t headshot. They had to manually remove it later on.
people are pissed off when they die because of a guarantied crit headshot, but imagine getting random crit bodyshot instead...
I love the Sydney sleeper but hitting a really cool shot which would have headshotted just for it to do 68 damage really sucks
@@dabmasterars "people are pissed off" and sydney sleeper, creates a great pun
@@saba-rr8dw guess people are pissed on then
Maybe true, but what's the point of saying that there's no random crits when sniper rifles don't get random crits in the first place?
8:54 During Halloween, I put on the Mk50 helmet when playing pyro with the napalmer on the off-chance that I run into a scout running the alien loadout. It's only happened once, but the real kick in the jaw was that we were on the same team when it happened.
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for once, autobalance would've been nice
Task failed successfully
Same, but for me it was twice
The horror
8:09 During the pyro update, there was a sort of scavenger hunt and if you equipped that set on medic, it help you find clues by changing certain item descriptions.
Damn, it sucks that I missed all this Pyromania update stuff. There was so much things and I couldnt be able to play tf2 all this time :'(
Can you elaborate more on that?
They did this again for the pre release of the mvm update
I really don't get what you three are talking about
@@theburningkitten4019 you misunderstand, KOKLU is illiterate
Short circuit primary fire, need I say anything more?
I think I saw that used one time, and it was when Uncle Dane was talking about engineer vs Demoknight. It shredded demo, but honestly still useless.
aKtuAlly, it's the stock pistol, but you do not have to aim.
Does it do anything? I’ve never hit anyone with it
@@eoetoast its shit
Based
The "mystery solving time" stat was used to tease an update, iirc. It doesn't do anything anymore, but still.
You'd be correct on that! It was used during the Pyormania update ARG
What does “iirc” stand for?
@@Paris_France2005 "If I Remember Correctly"
or possibly "If I Recall Correctly" which means the exact same thing
Remember and recall are not quite the same. Remember is continuous. Recall is when you had forgotten, but you called back the knowledge or memory.
The increased damage against scouts wearing the alien set technically makes the nostromo napalmer a direct upgrade, even if the chance you get to use it is so astronomically small.
It does look pretty slick, though
I would say chance is even higher then you think, bcoz there is a bunch of scouts who wears full alien set bcoz it looks pretty cool
Not a direct upgrade, you take 4x more melee damage from scouts with the set
@@breadspy5974 yes, scout will insta kill you with a melee weapon that normally deal 35 damage. Which mean: stock bat, the sandman, any stock reskin, and the boston basher. When was the last time you see a scout running at you with their melee out insteal of ANY scatter gun in a serious game? Youre a pyro, fuck over melee class is like, your thing, so even if that scout is meming he wouldnt want to come near you
Unless he is in a Dewill video lmao
the real reason the nostromo is a direct upgrade to stock is that the model is so much shorter. normally a pyro around a corner or thin wall can be given away by the long flamethrower model, but the nostromo's is uniquely shorter by a substantial margin. you can door camp without having to face perpindicular to the door, and reduce the enemies time to react very slightly when rounding a corner.
@@45.chuminh81 Yeah, Scout being one of my favorite classes, there’s a good chance I have the atomizer and I prefer keeping my distance and using my pistol against pyros anyways.
The Eliminating the Impossible set used to change the descriptions of some of the craft items added in the days leading up to Pyromania, however these items don’t exist anymore so yeah, it does nothing
Based and wikipilled
Based? Based on what?
@@randommeogamerBased on the hardware that's installed in it
@@randommeogamerbased on the books by R.L Stine
I will stand by this, the shortstop shove is good for one thing and one thing only.
In MVM, it makes it so you don’t have to run a pyro to pit giants, air blast meds or prevent super scouts from capping.
I’m not kidding, I was playing two cities the other day and the shortstop shove literally saved a cap by a super scout that leaked through lmao.
IMO, IF Valve were to give the mercs a light rework with mouse 2 and mouse 3 for abilities(stock items getting alt fires that are appropriate, or just a " hold R with shotgun/rocket launcher/sticky bomb you can load 1 more shot or scattergun/grenade launcher for 2 more shots, no random crits have to reload when whole mag is empty" or a "third hit with stock melee does XYZ on enemy" and definitely alt fire on medic primary and melee items does burst healing with med kits for syringe guns(throwables) and injector syringes(plus 33% range melee hit buffers that give 25% HP that can overheal) as upsides.) I see the Shove as a mouse 3 ability, if it was improved and the Shortstop gets the 20% healing boost when active back.
I would make the shove be 15 damage instead of 1 damage and minicrits are crits, as well as make it the Humiliating ability, by which I mean SHOVE HIT and SHOVE KILL are to be seen in the kill feed. as well as "when airborne: shoves do kicks, which are plus 100% damage(meaning 30 damage kicks), can also turn minicrits into crits and can kick off surfaces and drop kick players" plus KICK HIT and KICK KILL in the kill feed.
Fair point, it’d still be nice if they made it so at least you can upgrade the push force for credits.
@@harrogeorge7878 make it push force and damage.
And them there’s me, shoving a sentry buster into our heavy, medic, and pyro. It was an accident I swear
On the other hand, it's generally regarded in the MvM community that knockback is a gimmick at best and fucks up everyone trying to shoot the bots in most cases.
I feel so bad about the shortstop, I forgot about the 80% knockback, dude we used to launch the map, one dude on the enemy team with a force a nature and one of us with a shortstop. I miss it
I miss its increased healing effect, running it with the Candy Cane was a neat combo I used to use all the time
@@mothichorror446 same...I think that was the issue honestly 😆
7:20 fun fact, the sudney sleepers "no random critical hits" is not useless, beacuse in release sydney sleeper didn't had this atribute, which made that sydney sleepr COULD ACTUALLY SHOOT A RANDOM CRIT. Valve later added this atrubute to remove these random crits from it.
Ye because on release they either did the mistake of giving it random crits or it was based of a weapon that could random crit
@@Aspilm249 It was more Valve forgot that a weapon incapable of headshots is automatically eligible for random crits
I mean I’m pretty sure you can add an attribute _without_ adding the flavor text.
@@Davtwan they could, but when weapon had random crits since release it would be confusing for some players, that it can no longer random crit
Gag comment?
7:09 the crossbow has the no headshots stat not JUST because it used the huntsman arrow model but it also used to actually headshot because the crossbow used the huntsman as a basis for its mechanics so there was a short time were the crossbow did headshots (like a sniper rifle or the huntsman)
Edit: Yea Nvm I'm Dumb
@@RdTrler it was when the crossbow was first added so i'm not quite sure myself
You people really need to read the wiki before posting whatever you think is true
The crossbow did at one point use the huntsman arrow model. It also used to have 75 base damage instead of 50 with reverse falloff, but it never did headshots.
@@puppieslovies Yeah it was more a warning of "I know this looks the same, but it can't headshot" rather then something added in after it could originally
@@puppieslovies oh really? though it did at one point
@@eevee_mon nope, it never had any headshot stat. It would be even more busted if it did
The crossbow was not really designed as an offensive tool even though it does damage. It's much better for healing and you can't get a critical heal lol
There is exactly one situation where the fire vulnerability is an issue, and that's Uber Dragon's Fury pushes. The DF does exceptional building damage, and doesn't need a pause to reload between killing buildings and people unlike rockets and pipes. and because it penetrates targets the engineer is likely to melt if he tries to Dispenser armor, making it REALLY hard for him to use the Wrangler and/or Recue Ranger to save the nest/stall the push long enough for his team to counter.
Bear in mind, this is also assuming his team is completely absent, and there isn't a single allied pybro ready and willing to stuff with airblast, or demo with stickies to punish a premature push.
Even with a demo he can air blast or use a shotgun/scorch shot stickies away if he’s got the reaction time, also depending on the range a pybro might not be able to save everything or the engineer
Dragon fury can also tend to melt other pyros quite well (provided they cant time their airblasts)
yeah but nobody ever uses the dragon's fury
@@cheddartaco I do :(
@@cheddartaco god have mercy on your soul should you encounter one of us
The Shortstop knockback vulnerability thing can actually come into play in MvM sometimes. When you have the bullet/blast and crit resistance and you're being flung around from crockets and Heavy-bot lasers like a ragdoll before you've even died, the 20% can add up quickly.
Though at the same time, you'll be knocked back like a fucking launching missile either way so eh.
Also sondsmit said shove good because shove funni so therefore shove good
IMO, IF Valve were to give the mercs a light rework with mouse 2 and mouse 3 for abilities(stock items getting alt fires that are appropriate, or just a " hold R with shotgun/rocket launcher/sticky bomb you can load 1 more shot or scattergun/grenade launcher for 2 more shots, no random crits have to reload when whole mag is empty" or a "third hit with stock melee does XYZ on enemy" and definitely alt fire on medic primary and melee items does burst healing with med kits for syringe guns(throwables) and injector syringes(plus 33% range melee hit buffers that give 25% HP that can overheal) as upsides.) I see the Shove as a mouse 3 ability, if it was improved and the Shortstop gets the 20% healing boost when active back.
I would make the shove be 15 damage instead of 1 damage and minicrits are crits, as well as make it the Humiliating ability, by which I mean SHOVE HIT and SHOVE KILL are to be seen in the kill feed. as well as "when airborne: shoves do kicks, which are plus 100% damage(meaning 30 damage kicks), can also turn minicrits into crits and can kick off surfaces and drop kick players" plus KICK HIT and KICK KILL in the kill feed.
funny weapon = good weapon
I do remember bonking my head on the skybox several times on wave 666 while using the Shortstop...
Wouldn't the shove actually be pretty decent in MvM since you could use it to push back bomb carriers, even into pits of death?
@@digiquo8143 outshined by airblast
The fact that the alien items stats against each other isn't just flavor text and is actually a real mechanic is one of those little things that makes TF2 that much more awesome.
And one of the little things that make it frustrating is that the Alien set for Scout is halloween-restricted
While the Pyromania ARG was still a thing, some items that don't exist anymore would have their item descriptions changed to clues for the ARG.
Shortstop shove: exists.
Force of nature: look what they need to mimic a fraction of our power!
The Mysteries Solved stat used to be good back when Valve still cared about ARGs and making cool updates because it actually helped solve a Pyro related ARG.
It was actually great.
what's arg?
@@incog0956 Alternative Reality Game.
@@nothere1578 and that means?
@@KingKayro87 Basically youget clues form somewhere that you have to get in real life, like a scavenger hunt but the clues are online sometimes and you sovle puzzles to go to real life places.
If you ask me, the widowmaker amage bonus helps reach the threshold of you doing enough damage to gain more metal than you're using.
So I wouldnt say it's that useless when talking thresholds.
It doesn't make that much of a difference considering Its just 9 more damage. Plus it always let you gain enough metal than you shoot its why everyone thinks its the straight upgrade.
It's also a very useful stat in MvM because you can get upgrades to increase your survivability, and thus help out your sentry kill giants faster.
Keep in mind, the Widowmaker is just a shotgun with no Reload downtime against giants and tanks
IT HELPS YOU SUPPORT YOUR GUN!
WORKING WITH YOUR GUN HELPS YOU KEEP IT UP AND RESTOCK IT!
Plus, it only requires your sentry to be targeting them. Even if it's out of ammo you still get that damage bonus.
imagine a game mode where one (or a group of) pyro wearing the astronaut set must fight against an horde of scouts wearing the alien set. The scout obviously can respawn while the pyro can't.
That would be nice, at least in my head.
that just sounds like a modified zombie fortress, but a good one nonetheless
some tf2uber did that a couple times before, search it up
@@Emrirwastaken yep.. its dewill. he made it a few months ago
warning: if you want to watch it, reduce your volume..
Sounds like a better Aliens Colonial Marines. Don't tell Randy Bitchfork I said that.
@@the_furry_inside_your_walls639
Why would I need to say anything when he's already at your house?
On the topic of cosmetics that give you stats, “the bootie time” a set of elf boots for scout has the negative downside of “jingle all the way”, every time scout walks with it equipped, there’s a jingling noise.
i know of a few cosmetic items that make the player leave a trail of flames or other effects when moving...
now imagine trying to play as a SPY that way!
@@ericb3157 Actually, disguised players don't have these trails or sound effects- this makes it really easy to spot spies, so they're banned in competitive whitelists.
I’d say the Manmelter’s projectile speed increase is pretty useless. Flares are already faster than the Direct Hit so there really isn’t a need for it.
It's actually a very real downside, since it fucks with your muscle memory
it was actually in response to the community saying the manmelter was slower than the rest of the flareguns
@@joaopedrosambatti2474 very true and learing new muscle memory just for it itsnt worth it as much as i like the man melter
I actually find myself hitting more shots than I do with the Flare Gun since I'm used to tf2 mobile bullets (virtual hitscan but not actually hitscan) so unlike others, this actually helps me play more effectively!
It’s the Direct Hit of the flares.
Except it’s just bad.
2:24
"The Pomson, Bison, and Manmelter can be hurt by the damage penalty, specialy if they are your long range option but they mainly have that stat for the sake of consistensy"
But the Manmelter has no "Only does 20% damage to buildings" stat despite being a laser weapon, same applies to the phlog.
probably another hidden stat tbh
@@riversimms8652 nah, manmelter still does that 30dmg it does to players to buildings
@@riversimms8652it does full damage against buildings
I think they just stopped caring when it came to Pyro's Groidberg set. I mean. They didn't even give the Manmelter a reload animation!
The no random crits is explained in a recent video about weapons with the no critical hits stat. It is because it was able to random crit for a while.
No headshots is probably there because the crusaidors is based on the huntsman in some way.
The reason they needed to specify that Sydney sleeper can’t random crit is because it could actually random crit at first. The only reason snipers can’t random crit is because they crit on headshots, so because Sydney sleeper can’t headshot, it was never given that no crit virtue. You can probably understand why am infinite range 450 damage body shot could be considered unbalanced, so they specified that the sleeper can’t random crit.
I mean, given the slow firing speed and how you can't plan around a random crit because they're, you know, random, I'd say a rifle that can randomly deal 3x damage is more fair than one that can consistently deal 3x damage if the sniper has halfway decent aim.
IMO, no random crits isn't a significant enough downside for ranged weapons due to how low crit chances are for them. The only ranged weapons you can make an argument for no random crits being a major downside for are explosive weapons due to how crits nullify explosion falloff, but the only explosive ranged weapon that can't crit is the cow mangler, and that goes one step further and is flat-out incapable of dealing critical damage period.
Because of this, I think that all ranged weapons with the no random crit stat should also get the Cow-Mangler's "cannot be crit-boosted" stat.
Where did you hear the Sydney’s Sleeper used to be able to random crit?
I’ve seen multiple comments like this now and I’m curious if it’s actually true, I’ve been playing the game for a long time and don’t recall that mechanic.
0:19 HOLY F###### S*** IS THAT UNCLE DANE
8:00 Actually a weird thing here - "Imbued with an ancient power" is listed as an upside, but Spy-cicle's "Backstab turns victim to ice" is listed as a downside, even tho both do almost the same thing - turn the corpse into a statue after kill
I think it's because when you see a golden statue you just think "oh someone has a golden weapon cool", but ice statues make you go "ok the enemy team has a spy so I'll be on the lookout for one", which genuinely can make the spies job a bit harder
How about the Overdose's damage penalty? It brings a single syrige's damage from 10 to 9
1 hit point difference adds up pretty quickly actually. In Overwatch devs IIRC increased S76 primary damage from, what 23 to 24 I think? And he went from "Mediocre meh DPS" to "Mustpick Meta". Given Syringe gun clip size 1 damage per projectile is quite a chunk of damage.
@@exploertm8738 How good are you with hitting your syringes? More than five are pretty good if the enemy is not running in a straight line
@@wing-glider9982 depends on range, close to mid are relatively easy to land.
You hit one - you hit them all
@@unityofvitality-5875 ?
The mystery solving stat actually did do something. Before the pyromania update a bunch of items were added such as the scorched diary and when equipping the set, the description of these items changed
I will argue that the 10% damage from the sentry target is relevant in MvM, and it does boosts the engi’s damage by a noticeable amount if you decide to whip out the widowmaker
Given it is something your sentry is shooting at, hitting them for the bonus damage could up ttk on light classes.
8:47 I love how there's just a random t-posing scout in the bottom corner of the scope
9:28 Scottish Resistance destroying stickies is one of the best stats of that weapon
The Southern's fire vulnerability gets me killed more times then I would have imagined by fire magically going through my buildings or the several times a cow mangler charge shot hit my dispenser and lit me on fire in the process. Burning me to death before I could get back to the resupply.
The Alien reference stat does actually work in game, courtesy of After Breakfast's vid on the highest possible Pyro damage.
Reduced mystery solving was used in an ARG for a pyro update; I think it was the pyromania update but anyway.
Basically it changed specific item descriptions of no longer existing pyro weapons that together created a poem.
Remnants are the slightly melted capacitator and the fire prove diary.
So back then it was useful but today it really just like that apple hat with an arrow through it that reduces hunger.
8:45 if my memory serves, technically it does so something, as the tombstone doesn't spawn on deadringing spies, meaning you can tell they did it (of course you can do this with the enemy death list on the HUD but y'know)
also in the same vein as the spycicle it makes you less stealthy, but i'd imagine this only ever comes up for scout and maybe pyro
Hmm, there's a buff idea. What if when a spy dies, the dead player counter shows the icon of whatever class Spy was last disguised at.
The most unused stat is the ambassadors headshot ability.
Uuuhhh what why
I've found that the shortstop shove can actually be pretty useful, in the sense that you can push enemies away from vulnerable teammates and/or off the map. It's nice to keep the medic alive.
The Sydney Sleeper says no random crits because it used to have random crits for several days after it was released.
0:34 Uncle Dane's ultimate guide to battle engineer made this part somewhat age like milk
like… *mad milk?*
@@ArrowPandaFode well mad milk's a good weapon
and the widowmaker's a good weapon
so yeah I'd say that's right, transitive property en all
@@ArguablyNormal I meant- it was like it aged like milk and uh.. the mad milk.. like works there and it’s a tf2 thing so like it’s a joke idk
@@ArrowPandaFode oh I know, I was just being very literal about it
4:25 a lit huntsman arrow counts entirely as 'fire damage', as opposed to it usually being 'bullet damage', and would make you take 20% more damage from the arrow as well.
This means a fully charged bodyshot arrow goes from 120 damage to 144 damage + immediate afterburn.
Something I've found rather redundant is the Homewrecker's double damage to buildings stat. I don't find it useless, but removing the stat wouldn't do much of anything considering everybody just uses it to destroy sappers. I have a similar reasoning for questioning the Neon Annihilatior's destroying sappers bonus because people only use it to get crits on wet enemies.
Sappers count as buildings, which is why the Homewrecker oneshots them whilst the Neon Annihilator requires two swings.
It's pretty useful on the Homewrecker because sappers are technically buildings for code purposes and the extra damage to buildings lets Pyro destroy them in one hit
maybe its because the neon annihilator has to do with electricity so it overloads the sapper and it gets destroyed
having an intelligent medic amongst a bad team can be a niche for homewrecker. I've used mine before at end of ubers when sentry is still alive/wrangled/blocked/etc. 1 hit is usually enough for your team to destroy it after you, and only 2 to kill. Other than that I use it to clean up nests as I gotta raise those strange part stats somehow
It also lets the homewrecker instagib minisentries; And while that isn't revolutionary, it's hardly uncommon to get use from when you're playing aggressively. Sure, you COULD W+M1 the minisentry from slightly longer range, but when you do find yourself in melee range of engineer buildings it's the perfect option to mix into your degreaser combos. Just like you weave in flaregun shots to destroy people more quickly.
The Widowmaker's 10% damage against your sentry's target was (according from Lister's History of Engineer) introduced to encourage players to build sentries, since at first they ignored them and just spent the metal on shots 😮
Valve should have just added seeing enemy HP to the bonesaw and make the Solemn Vow a reskin.
Or make that a default ability of the medic and make the inability to see enemy health an additional downside for the Übersaw.
7:14 - The Sydney sleeper did actually have a secondary weapon viewmodel made and it's been leaked for a while now. It was actually so far into development alongside a scrapped Revolver sniper that the QC file for Snipers animationset referenced it up until it was removed in the "Fixed crash caused by Sniper trying to eat his gun" bug.
If i remember right, most of the "Balance" changes were based around the competitive scene, of all the horrid things.
And not just any comp scene, the 6s comp scene; notorious for its inflexibility (biggest weapon blacklist, smallest map pool, non-existent gamemode variety, etc.)
Like come on! 6s isn't even consistent in its restrictions! "Only 1 of any given class on a team, except for scout, soldier, pyro, & heavy, who you can have 2 of."
The two sets doing crazy damage against each other could make a fun little minigame
the 10% bonus damage against your sentry's target on the widowmaker actually also applies to the metal you gain. It's supposed to encourage using your mini sentry instead of going full shotgun engineer, by making the mini pay itself off.
5:06 That’s exactly what the purpose of the shove was, according to the tips.
9:57, if you watch the sniper you can see him flick to the scout
The Eliminating the Impossible set has that text since it was used to solve the PyroMania ARG, back in 2011.
6:28 I think that that stat is there because of theming. The shortstop's name implies small size, And smaller things are easier to push back.
Exactly. The shortstop is obviously lighter than the more standard scatterguns, so scout is weighed down less as a result
@@donovanjoseph737 Okay. So how come the weapon that makes you lighter allows you to push any class around with a shove? I'd argue that you would need to be heavier for that
@@M4x_P0w3r ... when you poke someone with the shortstop you turn em into short stuff?
also, the shorter your bounding box the lighter you are
Widow Maker: it incentivizes you even more to target the enemies targeted by the sentry gun because you will get 10% MORE METAL BACK PER SHOT as well as 10% more damage.
7:30 the Sydney Sleeper could originaly randomly crit because it is the only sniper rifle without any form of guaranteed crits but this was later changed because of balance
I don't get it. How is a rifle that has a 2-15% chance of dealing 3x damage instead of being able to consistently deal 3x damage if the user has halfway decent aim unbalanced? Was this before they lowered the crit rates for ranged weapons?
I mean. The only unfairness I can think of would be it being stronger in pubs compared to competitive, but even that I think would be balanced out by the lack of coordination in pubs making the weapon's main gimmick less useful.
If I had to guess, the widowmaker sentry damage is there not as any kind of actual buff, but a way to encourage a certain playstyle to new players. Like you said, using the widowmaker with the mini sentry is a good idea regardless of the damage buff. The listed stat helps encourage people to try out said playstyle.
The stat on the loose cannon that says the projectile travels 20% faster is useless because of the shorter fuse time and how the cannonballs travel slower then default pills due to source stuff.
another "stats" would be
-transports user to pyroland
-only visible in pyroland
-only visible during halloween
Fun fact about weapon switching: on weapons with a switch speed penalty, it doesn't actually activate unless the weapon you switched from was pulled out all the way. A similar thing happens with honorbound on the half-zatoichi, as putting it away won't damage you unless it's fully unsheathed.
Using the Short Circuit to destroy an enemy building is the most passive-aggressive "fuck you, Engineer" in TF2.
this is random but at 3:25 that aim snap to the left when you saw the spy made me giggle
One thing that really sets TF2 apart from other games is the wide variety of weapons you have access to
The Widowmaker's 10% damage to Sentry targets doesn't cross thresholds by itself, but remember that you're shooting your Sentry's target. As in, the Sentry is already dealing damage, so the thresholds aren't as high. 10% damage could easily be the difference between an enemy getting away and getting shot down by the Sentry.
Also, it's a SHOTGUN. Not all the pellets are gonna hit, so more damage gives you more leeway.
The Widowmaker's damage boost is actually really good. It's not super noticeable on level 1 sentries or minis, but a level 2 starts killing like a level 3 and a level 3 kills pyros and demos fast enough where they can't escape once they start getting shot and continue to get shot for about half a second, much like how a scout gets instantly vaporized by level 3s at close range.
There's still one other sneaky effect from this, but I don't want to say what it is. Even what I just said makes the sentry into a nightmare. I would know, I use it a lot now.
2:37 I mean, the short circuit shoots electricity so I guess in real life electric doesn't hurt something powered by it as much.
I remember I got killed by a Nostromo Napalmer Set Pyro as the Alien Scout one time in my near 1000 hours of playtime on Tf2. I’ll never forget when his flames licked me and I died instantly lmao.
6:21 I’m the hardcore Shortstop user with a really strong opinion on the stat.
Credentials: 7365 kills on the only strange unusual shortstop in the game.
I love the knockback increase. I’ve done some insane damage surfing that only barely got me to a ledge which reaffirms that it was the knockback that did it, and I find that being AWAY from knockback/damage sources is pretty beneficial after a first hit. As for pyros on cliffs, it’s an active stat. I can just switch to the Atomizer (ever-present in my loadout) to stay afloat for a bit, best case scenario.
0:45
I have had this stat come into use ONCE
Mvm tanks
1:25 OH, TANK + SENTRY + WIDO MAKER
Back in the old days of TF2 crusader's crossbow had huntsman arrows that would crit on headshot, hence why valve changed that and it would still confuse some people thinking the weapon could headshot
There some trivia for you folks
The “reduces mystery solving time by 88%” was related to the fireproof diary I believe.
Also I’m pretty sure the Nostromo stats actually do a LOT more damage
the nostromo stats are really big (iirc he said +200% and +500% damage which is fucking HUGE) but you're almost never gonna use them, since an emeny scout has to use the other full set
The crusaders crossbow has the "no headshots" thing because someone might think it can because it kind of works like the sniper rifles
crossbow has the "no headshots" stat because it uses the huntsman as a base, which can
sidney sleeper has the "no random crits" stat because (likely) the "crits on scoped headshot" part of stock is removed, but includes the "no random crits" in that stat itself
I think the Sniper Rifle's inability to randomly crit is tied to its headshot attribute, so when they removed that attribute for the Sydney Sleeper, it also removed the property that prevented it from randomly critting, so they had to add an additional attribute to re-disable random crits for the weapon after the bug got reported.
On the topic of the Shortstop's Shove, I think I maybe, possibly, kinda see what Valve was going for, due to one thing: The weapon's size. It's not even a contest in the sense that it's Scout's smallest primary weapon, and while he does properly fire it with two hands, it almost looks like the kind of thing he could fire with one hand, like the Engie's pistol. MAYBE Valve was going for a weapon that allowed for a sort of Primary-Melee hybrid with two potential sources of damage, as opposed to the usual formula of Scout Primaries, which consists of "Big Gun Go Big Bang" - heck, the weapon's description even touts it as a tool for "high attitude, break-action personal defense", which kind of implies getting up close and personal, if you twist it a little bit. I think it'd be cool if the Shove was traded for a simple left-hook Punch that Scout could use to clock someone upside the head.
The Dual Purpose set’s 13% hungriness reduction stat is actually very useful. I’ve used it to lose over 50 pounds
it also makes you have to take breaks less often, the fruit shoot is busted
Shortstop is a mvm game changer if used right. If bots are about to cap even giant bots you can stand in the center aim at them and shove them for just enough time for your teammates to kill before they can cap. It’s insane how many times we’ve been saved because of it.
There is no way that the damage penalty only affecting the primary fire of the short circuit is on purpose, right?
Good MvM Engineers can make use of the extra 10% damage on Widowmaker to squeeze out a bit more tankbusting DPS in since it's such an easy target. Using the Wrangler and crit canteens is redundant since the sentry firing speed caps at 3x (the canteen actually boosts sentry firing speed to the max), so running Widowmaker in that instance makes more sense.
-10% of hunger
Sniper lmao
would be good for minecraft but minecraft is gay according to tf2 so still useless
the thing about the shortstop is that the shove lets you get back to the midrange situation that the short stop is nice for, and the nock back speed is a debuff because if you get knockbacked less, you don't get hit into the range that the shortstop likes best.
I think the increased knockback actually helps with keeping your distance, which is important for this weapon as I'm pretty sure it's classed as a pistol in the code, since it doesn't have the Scattergun's 33% increased damage ramp-up stat.
It's worth pointing out that the maximum damage boost the Widowmaker gets from the 10% damage boost is nine. Nine damage. That's it.
How? I don't recall the widowmaker having a "-10% pellet count" as a downside. Shouldn't it be 10, an extra 1 damage per bullet?
@@ashtongiertz8728 TF2 treats shotgun attacks as a single large attack, not multiple smaller ones. It just factors in how many of the hitscan lines connected when calculating how much damage that attack should do (this is also why multiple shotgun pellets connecting always shows one damage number even if you don't have cumulative damage numbers enabled; it's only one instance of damage). This means the number that gets multiplied by 10% is the _total_ max damage of 90, not the individual per-pellet damage. 90 * 1.1 = 99.
Plus, even if the damage boost was applied per-pellet, TF2 only rounds after _all_ calculations when dealing damage, rather than after each step. So it wouldn't be 9.9 damage per pellet, rounded to 10, times ten pellets for a total of 100. It would be 9.9 damage per pellet times ten pellets for a total of 99, at which point you already have a whole number and don't need to round. So the result is the same even if the boost was per-pellet.
(Besides, even if it was actually ten damage, that's still barely anything considering the specific context that it would be happening in.)
Frankly, in MvM, I only notice the 10% bonus damage as really useful against tanks. It helps out a tiny, tiny bit; because of the sheer amount of shots you bust into a tank + usually being at point blank, the slight damage increase builds up over time. Really, though, it matters very little anyway. Wow, 99 damage instead of 90.
3:51 was not a random crit that was a Karma Crit in its purest form.
sadly wrong heavy got the wrath of a universes karma crit.
3:30 well yes and no, if you want to play further away from your sentry ( I:e aggressive engineering), getting lit ablaze is a lot more concerning
7:15 also this thing could random crit on release
I say the widowmaker stat is useful in some scenarios especially if you are a gunslinger engie which you should be with the widowmaker. When you are battle engie you have 50% of the damage and your sentry 50% of the damage. So when you are tag teaming an enemy doing more damage with your shotgun helps a lot. Especially because once you slam down a sentry you have less metal for your shotgun to fire so more damage means more metal back.
I love to watch the chat in tf2 videos, the tf2 chat without context is golden.
I remember finding one Isolationist Pack Scout on a Halloween map last year
So i decided to use Natrotomo pack to deal more to him
The Windowmaker's damage bonus isn't meant to be significant, it's supposed to communicate to new players how the weapon is best used. It's actually pretty smart.
I’m surprised you didn’t include the Loose Cannon’s blatantly wrong projectile speed bit
The Huo Long's Heater damage penalty
Why? A dps penalty, on a dps class, for a dps increase only at practically point blank range (where if you shoot someone there's probably no difference whatsoever)
Also the firing speed penalty, the one that the manmelter had
Why?
if the Huo Long Heater had a "tap the weapon slot to change firing mode or hold R to change firing mode" and it can choose between Fire ring and Incendiary Ammo(ignite on hit) but it still causes 4 ammo consumption, what that make it better? Also, if stock had a choice between Normal Fire and "tap the weapon slot or hold R to change to Hollow point rounds(bleed on hit)" with the new firing mode using 4 more ammo consumption and no random crits, would that be fine?
Manmelter could take all debuffs expect the bleeding(meaning afterburn, mad milk, jarate and Gas passer Gasoline status) since bleeding is solved with surgery/getting healed instead of vacuum cleaners. plus a fire mode switch when holding R between fire bolt and a explosive shot would work.
For the Sydney sleeper, basically the reason snipers don't random crit is because they can headshot, so in dev the SL was probably intended to random crit as it doesn't headshot, but gladly they realized there's other reasons a sniper rifle shouldn't random crit (or any weapon tbh) and gave it a no random crits stat
You’re really close. They didn’t just consider making it random crit, it straight up COULD random crit on release. It only took them a week to remove its random crits, and that downside was listed as a result.
Random crits are more balanced than headshots, so it's more likely that the Sleeper's brief ability to random crit was a bug caused by either Stock's inability to crit being tied directly to its headshot attribute, and after learning about the random crit bug they decided changing the new "no headshots" attribute to also disable random critical hits would be redundant, so they just added the "no random critical hits" attribute to the weapon instead.
The Widowmaker's damage bonus can potentially be insane in MvM, but only against tanks and sometimes against giants. With firing speed fully upgraded and your sentry nearby pitching in damage, the 10% bonus stacks up pretty fast, then add some crit canteens to triple the damage of yourself and your sentry to melt pretty much any tank in the game. Against giants it's a bit less useful since you don't want to be hugging them as Engineer like you would a tank, and a good amount of the time if a giant is in range of your sentry and you're nearby, they're probably aiming at you already.
7:38 unlucky spy
The mystery solving stat makes the descriptions of the Goldfish, Pocket Lint, Cheese Wheel, Banana Peel, Barn Door Plank, Secret Diary, and Damaged Capacitor to change
what about the thermal thruster extinguishing allies? I've never once used it because you know, airblast exists and using a charge for extinguishing is just a waste, also if you are using the phlog you can just equip the manmelter and actually help your team
Nice argument but consider this: it funy
8:17 you could see the description on some obscure pyromania items with it on
7:46
That was damn hilarious.
Widowmaker and its damage bonus when you shoot the same scout your sentry aims at.
No one really use it and either:
•leave the heavy-caliber tripod-mounted little-old-number built by engineer do the job
•rush like a mad mann toward the target outside of sentry range
4:45 snippet of what's probably an anti lolicon conversation lol
I genuinely had no idea the Widowmaker even *had* that particular stat, which should tell you all you need to know about how frequently that came up in my own gameplay. Great video!
1:20 i'm sorry but why are you hogging the dispenser when there are two 200 metal boxes practically next to you
Fun fact, fire damage negates level 2 and below dispenser healing entirely due to the heal reduction on it.