While I agree, I also think that sticky jumping has a lower skill floor than rocket jumping, (demo mains, this is your cue to smash my head in with a rock) and it would make the caber into an even less fun weapon to use, as you couldn't even bomb in on a pick without thinking to yourself "hmmm, that would have been easier with the market gardener..."
Kind of reminds me of a fanmade weapon concept I heard about called the Ammo Reserve, which Heavy could open to reload his minigun, but also give to Engineer for metal.
Also, let's not forget that the rescue ranger is essentially a crossbow, rather than a standard shotgun. I feel like many classes could make good use of a longer range shotgun, even if numbers-wrangling made the damage falloff or whatever more balanced.
Funny technicality: If spy had the pda he still wouldn't be able to build since the ability to build buildings is actually granted by a hidden weapon of engineers; the toolbox.
Just port the hidden building weapons over to Spy and add a fix to the build console commands that check if you have the Construction PDA equipped in the first place. You would already have to have added them either way since the Engineer might cloak instead of going Destruction PDA, so you could port modified code to the construction PDA to make it multiclass.
Spy with the destruction PDA which we can pretend let's you destroy enemy buildings. Basically becomes a better sapper with the caveat that you can't cloak.
@@gamerdomain6618 I see one problem with that: While I'm not entirely sure, I'm going to take an educated guess and say that slot is filled by the disguise kit
The Solemn Vow would make Scout an even bigger pick class, letting him know which enemy has enough health to be one-shot for example and would make him more strategic
ENDEREMERALD JUMPSCARE IN GREAT BLUE COMMENTS SECTION WHAAAAT that aside imagine engineer with the Force a nature, he might legit get some use from it for pushing spies away from his buildings
More importantly, Engineer would be able to engage at midrange without having to use the Rescue Ranger or a secondary, meaning that he can have a wrangler and be annoying from a distance on his own *and* maybe even have a Powerjack for mending kills and quicker escapes from harm. *_AND_* he can cloak because he reverse-engineered a spy watch to fit into his PDA_2 slot. A bit frightening, in all honesty.
@@gamerdomain6618 sniper with a revolver secondary ...hang on if we remove like, one mag, this is actually kinda balanced ...sort of. the damage of a revolver is still a little ecessive, but like bwhack+jar combo exists hmmm
I think a tide turner Demoknight with the bushwaka would remove the reason the tide turner only grants minicrits ,so it might be one of the most broken combos to ever exist in tf2
A bonked heavy might actually be terrifying. He'd be able to get into a position completely unharmed and he already has the health to survive one or two hit unlike scout when it wears off. And the slow after taking damage wouldnt matter if he revs up anyway.
pushing the cart by ur self even wen it weres off you hav 300 health also medics would also be good with it cuz thay might not be able to heal but thay can pop it and run away from danger like back to there team
@@Valsorayucorrect, there's this youtuber name shounic who ran this experiment (here's the link ruclips.net/video/OjHOAfHokqk/видео.htmlsi=zXbP1sKBTUY15oTY) but to summarise the meta: scout rules everything with the loadout of direct hit - any banner - gun slinger, combo. The direct hit countered buildings and is easy to aim with scout's speed, the gun slinger is utility support for health and building repairs as well as upgrades (they didn't allow the ability for non engis to build buildings), and the banners are great utility and support. Other combinations that are broken are the phlog scouts and the back burner - sticky scouts.
Dude. What if Spy's invis watch was replaced with a PDA that could only build teleporters? It'd be so much harder to get behind the enemy, but when you manage to do that... the whole team gets to reap the benefits.
Ooooohhhh! That sounds like an interesting trade-off. High Risk,High Reward! You could also pair it with the "your eternal reward" to make spy unplayable!
you still get the ability to disguise, so you could get behind enemy lines a bit easier then just materialize teleporters maybe you could fool enemies by disguising as their engineer?
2 things What if he could place a 2 way teleported along with a SECOND mini teleporter that takes longer for someone to get through but hey at least you have a backup (Oh and also just to make it better the teleport has a sap resistance and slightly more health
scout with the escape plan would actually be so frustrating to fight against, it would turn scout into a glass cannon at 1 hp with the abillity to crit on demand with the escape plan
A bonked Heavy sounds amazing, especially since scout could only use a melee based taunt kill meanwhile Heavy has a taunt kill that works from far away. Also considering Heavy is already the slowest class in the game the downside of when the bonk runs out to be easily ignored, not to mention his 300 health.
The Heavy would actually sponge up damage faster than the Scout (he's bigger and slower), and a Heavy that's practically forced to stand still could well end up being a sitting duck. (Also, if you can't dodge a taunt kill I suggest putting maybe three hours into developing your game sense and movement mechanics.)
A Heavy with bonk would also fit a bit of the same niche that the fist of steel does for crossing sight lines safely, replacing a sandwich to sort of have both the GRU and fist of steel sounds like something some players would like.
I don’t think people realize how scary a soldier-knight would actually be. With the booties and shield, you’re looking at a solider with 260 hp and is slightly faster than a medic by 3%. *This still doesn’t take into consideration that he can use any rocket launcher of his choosing.*
true, so that then leaves the escape plan and disciplinary action, but just image a soldier with that loadout at 1hp bloody zooming all over the place haha
One small thing: Scout's melee weapons aren't really "standard" compared to the other classes. They swing faster but only deal 35 damage per swing. But he can use multi-class melees unlike Spy and Engineer...
I was just assuming throughout the video that any melee the scout would equip would have that same debuff. So if he equipped the pain train it would swing faster but only do 35
That makes Scout using the Holiday Punch even more lethal. His melee does pitiful damage as is, so more swings on a weapon that replaces Crits with a laughing enemy would be stupid.
@@PyrrhaNikos115 Aren't random crits affected by firerate? Which is why it feels like Heavy's minigun never crits but the slow swinging KGB feels like it always crits.
@@Skipsenberg Not sure, but I know the crit rate ramps up with damage dealt. The more damage you deal, the higher the chance you instantly delete someone.
Could you IMAGINE the amputator on a scottish resistance demo? You're already spending tons of time watching traps, so getting to heal your team during that time while also potentially being able to set off traps mid-taunt means you'd basically be a walking engie nest
I like to imagine that a demo-Amputator would share the same taunt with the Scottish Resistance, so Demo heal his team by shaking what his blind mother gave him.
Now I’m just imaging an Engineer montage of launching people with wrangled lvl 3 sentry rockets and then meat-shotting them where the sun don’t shine with the reserve shooter.
Baby faces blaster, bonk and the gloves of running You'd be across some of the smaller maps in less than 30 seconds Imagine zooming through Badwater and behind enemy lines after charging your speed from spawn only to spawn camp the very same guy you killed 15 seconds ago
Its frightening to know that if demoman won the war update, one of the most iconic soldier items that allows for rocket jumping to be more prevalent in his gameplay wouldn't be his
You wanna know what confirms that the other 8 classes have 100 metal hidden away? The way metal is gained from ammo boxes dropped by dead mercs depends on how much metal they had when they died. When an engineer takes an ammo box dropped by a dead engineer he'll gain the metal the engineer had when he died, but there's a cap of 100 metal. So as long as the engineer died with at least 100 metal or higher then the engineer will get the full 100 metal from that dead ammo box, unless he has the eureka effect and then the cap becomes 80 instead of 100 like he would picking up an actual medium ammo box
This is doubly proven in MVM. If you increase your metal capacity, medium ammo boxes will give you half of your increased metal pool (large will still give you full etc). However, when a random player dies, you still only get 100 metal, since each class was only carrying 100 metal. In normal TF2 this is unnoticeable due to the fact 100 is half of 200, the normal metal cap. However when an engineer dies with full metal, you will get their metal, or half of your capacity. Whichever is lower. It's really quite neat to see this tiny oversight.
I'd use Pain Train on basically every class in the game. I'd also love running around as Scout with Dalakos & Iron Fists, while abusing super jumps from Soda Popper
The dalokah's bar doesn't give heavy 50 overheal according to the stats, it gives him 1/6 of his base health, so if we follow the same rule scout would have around 145 health, the fists of steel giving a class who is already pretty hard to hit with your melee a blatant 40% resistance would mean: Scout + Fists of steel + Dalokah's bar = 174hp
@@duncanchillake8024 that still raises your max health up to 145 (or 146 depending on how the rounding works), which crosses at least two common damage thresholds that I can think of, and probably more: 1. It now takes three 65 dmg melee swings to kill you from full hp instead of two swings, assuming the opponent doesn't get a le funny random crit. Not a big deal unless you're facing demoknight, but still nice to have. 2. you can no longer get oneshot from full hp by the direct hit, which does 140 damage at max ramp-up. That's HUGE, as it doubles the amount of rockets the soldier now needs to land if they want to kill you. Sure, you'll be left with a crumb of hp after that first rocket, but that's WAY better than being dead, especially for a class as volatile as scout.
@@lazyrug5386ocket jumper heavy and thermal thruster engineer would be two very terrifying combos. Yes rocket is primary but flying heavy put the idea in my head.
One thing I think was failed to mention is what if we added scout to the shotgun sharing? The shotguns he has are all similar even though he doesn't currently share any. The Baby's sounds good on paper but if the fastest class in the game already struggles to stay undamaged long enough to do something with the boost I can't imagine the others doing any better especially when two of them are Heavy and Soldier, the Pyro could chip damage to build boost then rush in with a flamethrower but that would not be much better than firing the scorch shot down range so meh. The back scatter and the shortstop are already barely good choices for the class it's on let alone for the ones it isn't. Pyro could maybe do something with more accurate hitscan damage in his secondary slot but also meh. The Soda Popper would actually be pretty good for it's hype meter, giving the classes a ton of vertical mobility would do them wonders as silly as it would look, engie could make it to higher spots without needing to setup a damn launch pad and so could heavy without needing 9 years to circle around to get up there. Pyro and Soldier could more easily divebomb enemies so they'd also benefit immensely. The F-a-N would accomplish the same but to a lesser degree. But the scattergun would straight up be a direct upgrade to stock as it is literally designed to be "Default shotgun but better" since it's stats do no carry a single thing weaker than the shotgun. Scout on himself on the other hand doesn't get much, the stock shotgun as previously stated is literally a direct downgrade to stock scattergun, the reserve shooter wouldn't accomplish anything, the Panic Attack would certainly be a weapon that fires bullets but the family business would be a nice sidegrade. Further on if the scout were to get the base jumper it would certainly be an unlockable item that is equippable and funtions in-game. Not much else to day. Oh and the Bison, no one cares.
Baby face on Pyro would be broken though assuming you paired it phlog mmph Back scatter would also be nice for skilled rocket jumping soldiers who can make it to the Back of the map while they move at moc 10 50ft in the air it'd be great for taking out single targets and could be a nightmare for spies, scouts, snipers and Pyros who'd struggle to survive the first hit or two allowing you to save your rockets for larger groups or more rocket jumps As for pretty much any class the rescue ranger would be great seeing as they could repair buildings at any time if the engie dies or leaves The pomson I feel is the only other thing that might work for scout possibly the same with the bison and I ONLY say that because of his crummy ammo capacity If you live longer for 3 minutes as scout you'll be on life support for ammo pretty much the whole time because a lot of it is spent barrel scuffing shots into people
Demoman with market gardener would be extremely terrifying since he has two weapon slots that both give him far more mobility than a rocket jumper does.
I will say one thing you discredited quickly could be interesting if it ever got buffed. The Pompson on a more combat oriented class? It might ACTUALLY drain medic Uber and spy cloak lol.
Engie is already faster or tied with the other classes that can use a shotgun and with the gunslinger, he has a respectable 150 health bar. The pompson is just too slow
Randomizer mod is amazing, but imagine a "Classless Grabbag" mod where you could choose any inventory loadout with 1 to 1&1/2 minute rounds. *UTTER MAYHEM*
I agree, it'd be like Shounic's video where he let every class use every weapon, and just let people have at it. It's the best way to get hard data, too. Just watch and see what "meta" evolves after hours of gameplay, and from there you can figure out which combos would be broken or not.
I'm surprised you didn't touch on how good giving the Market Gardener to Demo would be. Much like the Gunboats, giving him the meme spoon would open up entire new gameplay styles for the class.
Widowmaker would be useable on Heavy and Pyro since they both have their primary weapon's ammunition count set to 200, so imagine each Widowmaker shot costs 30 flamethrower and minigun ammo
I actually think for the most part this works out pretty well and would be good for the game in general. I'm not saying make heavy or scouts melees all class but I am saying sharing the gunboats, Pompson, family business, or sandvich around would really shake things up for the better
Bison and Pomson on other classes would actually be interesting since they shoot projectiles, if they were good they'd be neat high-skill sidegrades for midrange engagements. Pestering people with Rescue Ranger works surprisingly well already.
i still stand by my point that if the volcano fragment was an all-class (except maybe like med spy and engi) we'd see a lot more mileage out of it than pyro will ever dream of volcano knight, anyone?
@stephendev Idea; an Ullapool Caber sidegrade-sidegrade that replaces it with a Molotov... that demoman still uses as a melee weapon- in this case causing a fiery blast on hit rather than an explosive blast.
@@crazyabe4571 Considering Demoman already uses glass bottles filled with alcohol as his default melee weapons, and at least the starting one is already capable of breaking (I don't remember if the one reskin that is actually a bottle also breaks or not), I'm pretty surprised this doesn't already exist. Maybe just give it some decent AoE so you can run in and blast a whole group with flames since you'd probably be doing less burst damage with the initial hit.
@@msgameandcake628 The caber already has a decent range, but the blast falloff hampers it immensely. All things considered, they could give the caber a natural -50% explosion radius falloff and remove the swing speed penalty and the weapon would be fixed and unable to one-shot Medics while still bullying Sniper and Scout. Then remove that radius falloff buff from the Molotov and add a damage penalty with maybe a small holster speed penalty since the caber would now be better to use in a panic and both would be balanced pretty well, theoretically.
Couple quick points: 1. The pyro has the reserve shooter because it used to combo with airblast. 2. The Engineer has several methods of vertical mobility other than wrangler rockets. He's got regular wrangler bullet boosting, jumping off of buildings, and short circuit jumping.
@@SimoneBellomonte Yeah it used to mini-crit with anytime the oponent was mid air, jumping off of buildings, jumping, anything. But then they nerfed it. I still think it should be able to combo with airblast.
Those engineer ways of moving around are still pretty limited. Bullet boosting requires a sentry and still takes a lot of health, jumping off of buildings also requires metal, so does the short ciruit AND you need an enemy to practically be in melee range. So the winger would still be very useful.
I miss the old pre jungle update reserve shooter degreaser combo. Air blasting and switching to RS was a viable strategy since a major bug involved guaranteed mini crits from being in the air by any means
@@SimoneBellomonte Yeah it used to mini-crit all airbone targets but people whined about Pyro actually being able to do anything but W+M1 so Valve nerfed the shit out of it and made it utterly useless 100% of the time for both classes and then also did the same to the axetinguisher for good measure.
even though they're kind of different weapons, I'd love to see the Scout's primaries on other classes. Fat Scout with a Force of Nature or a Soda Popper would be pretty interesting
4:15 "Only other form of vertical mobility Engineer has access to requires a level 3 sentry setup already be setup where you want to jump" -Guy who doesn't play much engie lol in all seriousness though mini sentry and level one sentries do give engineer some decent verticality as well, they're just a lot harder to pull off than sentry jumping
Maybe debuff it to have Dispenser radius tags but far larger, so that you can't hide it at spawn or under the point and cap at four times speed with the pain train or a single scout. The sentry could be a minisentry that shoots nothing but level three sentry rockets at a slightly faster rate and the teleporters could be directional blast jumps that deal roughly forty damage and push multiple people at the same time. (Jumper 1 & Jumper 2 instead of Entrance & Exit)
maybe instead of increase cap rate maybe the flags could be like placeable buff banners that would bestow a buff of some kind to nearby allies that could possibly linger a bit on them for a curtain amount of time when they leave the flag's radius and also the flag itself could be able to either have a duration timer and/or could be damaged/destroyed by enemy attacks.
I was going to say "backpack weapons", but I don't know if it would be that interesting, having base jumper for sniper, and the cozy camper for demo and soldier.
Technically stuff like the razorback counts as a shield, so maybe it could be for demo? But it still wouldn't be that useful. Cozy camper perhaps purely for surviviability, and it would be a worse conch for soldier.
Idea for scout with wrangler Scout:what does this thingy mo bobber do? (scout messes around with the wrangler) The wrangler starts buzzing loudly and a nearby sentry explodes Scout gets one wrangler and needs to stay in line of sight to activate and it takes 5 seconds. It can instantly destroy buildings or at least a good amount of damage Once the wrangler is used, you can't use it until ammo is received
I've been wanting the heavy to have a widowmaker equivalent for ages, rather than pulling from his "metal" reserve, it would use and refill the minigun ammo pool. It would provide an interesting fat scout role, and could make for some fun plays where you pop it out to refill ammo off a good meat shot or two
How about making videos like "how to improve class wars" or "how to improve randomizer" or something about RTD. It would be really cool to see more content about those gamemodes.
Community servers just need to get rid of RTD. its very frustrating to have the success or downfall of your team literally depend on a roll of the dice.
@@binbows2258 it was probably supposed to be an equalizer for unfair matchups like scout vs spy, but that is undermined by the advantaged team being able to use it too. there should probably be something in place to make games more fair though. all engie on defense is practically invincible
My improvement for RTD would be to limit the amount of rolls that a team can get, for example a team can only roll one powerplay per match, and so on for the other overpowered rolls.
Vulcano Fragment should get a small redesign to be larger, and give it the sword attribute of no random crits and larger range, but it has no switch penalty. Maybe remove the damage penalty as well or add some downside that does not come into effect while in direct combat, like for example maybe 20% less healing from medkits or 50% less secondary ammo on wearer.
thinking about "backpacks". soldier wouldnt care that too much about the snipers equilivent, but the other way around could be good. let the support class fullfill the requirement for the backup/buff banner. while letting the soldier run shotgun. the sniper could pop off the banners, and still be relativity save in the back of the pack, while still being close enough to give the buff to your team. and as for the pyros "backpack". as that opens a whole new can of problems with soldier being airborn, without using a rocket to jump. or sniper to get out of bad senarios fairly easy or push front lines with some "xXsicktrickshotXx" with either bow or rifle ahaha
4:37 would be a benefit for scout to deny against rockets and pills. Though its drawback should be that he can only fire once per full charge, so be aggressive can reward you for scavenging fallen ammo packs from enemies and allies.
2:05 The family business is supposed to make heavy more centralized around shotguns. If you give it to Engineer he just has a straight upgrade for example. Edit: I forgot to mention yes of course Engineer might prefer the rescue ranger in situations where he wants to play more defensively, or the widowmaker if he feels particularly confident, but compared to stock or the panic attack the Family business outclasses them.
here’s an idea: swap out the classes that use the sun on a stick and the sharpened volcano fragment. scout gets to set people on fire with his melee, and pyro gets a side grade to the axtinguisher. (a rework maybe required for one or both weapons, but thats for the best.)
also, arent heads and kills from the airstrike counted as the same thing? imagine a soldier getting a massive health and speed bonus from using the air strike on the objective, pair that shit with a banner and he would become a speedy tank with heavy team support capabilities
That is nothing compared to the Persian Persuader which fills charge from Ammo Packs. You know, for the 3 banners... which provide team wide minicrits, healing, and damage reduction in an area. Soldier would likely become meta unless you trap them in spawn.
a funny thing that i thought in the past, was what if you gave Demoman the Sharpened Volcano Fragment? i feel it could breath new life into it with a Demoknight that could deal burn damage as he hits you
If we just took the sharing to the extreme and make it so any class can equip any weapon, then load outs like Demoman with a Shotgun, Scout with a Flamethrower and Heavy with a Sniper Rifle would just break the game
I’m just imagining an alternate realm where Heavy was the sniper by default. Just picture like 4 lined up on 2 fort, all scrunched up looking through their tiny little scopes.
I personally now have want to run my engineer with the family business and PBPP and roleplay a mafia Engineer. Also Imagine a bonked heavy running out you with the powerjack screaming, I AM BULLET PROOF! Absolutely insanity
Escape plan baby face scout would literally break the game because he would just be able to leave any situation before the enemy even realized the scout existed at all
When he talked about spy and engineer being able to share PDAs it made me question Sensei engineer already has the line "let's do this Texas style", and has a pistol do you think he would be able to share any of the spy's revolvers?
Something I have thought about is how you were able to backstab with certain weapons. Since Spy's knives all have the ability to backstab, having a Scout equip one and start flanking the entire opposition would be pretty ridiculous. Since scouts run fast, and don't need to worry about the lack of mobility options, there would be no escape from a backstab if they find you.
it would basically be the big earner without the health penalty, and even then the mobility options of this scout are more than what the big earner would offer spy by default.
Giving up the skill and reliability of blending in with the enemy, in favor of using flank routes and terrain to get behind the enemy seems like a good trade. But how fast could Scout go if he got the speed boost with a fully charged Baby Face?
Well following the summer update of 2024 the gas passer has been reworked so it combined with the neon annihilator more or less means Pyro does have a jarate bushwacka combo now albeit from what I have seen and heard it’s fairly niche and depends on the situation but Pyro does have a throwable item weapon combo now
If spy mains are complaining about Pybros now, imagine Heavy with rescue ranger and homewrecker. Heavy already hangs out nearby dispensers, so him being able to both remove sappers AND heal buildings feels.... Good
Frankly its as clunky and counterproductive as it gets but id still love to see what nonsense an engineer could do trying to combo people with a lvl3 sentry, a wrangler and the reserve shooter
I know that the medi gun and sandwich would technically take the same slot, but imagine if you could replace your syringe gun for a healing item. I can now imagine medic saying ooh yummy before taking a bite into a sandwich
Medic with black box, conch and candy cane He ultimate self heal loadout Alternatively you could give scout the medi gun and ubersaw while keeping either the baby faces blaster or force-a-nature
Ahem. Give a cloak to battle engie. PDA 2: The Quiet Before The Storm -cannot destroy buildings -teles have a 50% longer recharge +pressing 5 will turn you invisible, with some amount of time displayed on a meter. Cloak consumes 1 metal per second. You cannot fire while invisible, you must deactivate cloak first. _BRING ON THE HORROR MOVIE TEXAN_
@@binbows2258 correct: I think they have a point though. 200 seconds as an invisible Texan is quite powerful, especially as ninjaneer. Maybe make it match time as spy, or around that ballpark: 5 metal may be a good compromise, especially including the limited teleporter use, and inability to destroy your builds.
Honestly isn't a horrble idea to allow engineer to use some of spy's revolvers for his whole cowboy thing. In exchange, it would take up both secondary and primary slots
I think Scout with the sandvich wouldn't be that bad an idea. It'd certainly pair well with that heavy dominating voice line. "I. Eat. Your. Sandwiches! I eat 'em up!"
Well, Scout’s strongest ability is his speed. I don’t really think any Scout mains would need the sandwich except for giving them, wich heavy does better since he is often with a teammate. Heavy with the bonk however could be a very interesting idea with some tweaks here and there, since Heavy at 100 health is very weak.
@@bawower8905the idea is to use it for team support. Scout working around their medic to toss sandviches when they get low & soften up/clean up whoever the med's main heal target is fighting. I've played like that before, but honestly I dunno if Id drop the pistol for it. It was really good at finishing pyros
The Sandvich and Second Banana are okay options for Scout, with the Banana being better for Scout since his play style is all about speed. But the Dalokas Bar is the most interesting one, since it raises Scout’s squishy health to that of a Pyro. And Buffalo Steak Sandvich is basically Crit-a-Cola but worse.
I one time I played on a randomizer server and I got a soldier with the family business as a secondary. Apparently I can do a default taunt with the Family business so I guess at some point valve was considering having certain weapons like the family business be shared on certain classes.
Dude honestly i love th "TF2 What if " series you made. I rewatch all the videos recently and i find it's really i cool way of exploring the game design and balance. Keep it up man :)
the level of pedantry we could get into here is large but i feel like the fact that both soldier and pyro (and also demo technically) have weapons that take up the "backback" slot, giving pyro banners and giving soldier the thermal thruster
And Sniper! Oh god! Yeah… some broken combos are beginning to show themselves: - Thermal Thruster on Sniper would allow him to reach practically any vantage point he’d ever want or need. - Battalion’s Backup on Sniper lets him win sniper duels by simply pressing 2 while in cover - A fully charged Machina headshot instantly charges the Concheror - Imagine a Pybro with the Razorback lmao - Soldier unfortunately gets the shorter end of the stick, but there could be merit to pulling out the jetpack if you can’t effectively rocket jump, say, in open air tl;dr sniper with other backpacks is dumb
No, I care about the Righteous Bison. You may be asking "Why do you care about one of the worst weapons in the game" to which my response is, it works like a pistol, which links scout to this weapon trading organization (and adds Engineer back in, allowing him to dual wield Shotguns, Pistols, or Revolvers). You want to know what else is similar to pistols? That's right, revolvers! This means that Spy should be able to use a shotgun, engineer should be able to dual-wield revolvers, and Heavy TF2 should be able to use a pistol!
Soldier should be able to uses the *family* business since he's Heavy's Brother-in-Law
Haha I read comic therefore this is funny ahahahahahshgshahsvnddnxjdmclpcl
Speaking of the comics, Soldier needs a Zhanna cosmetic.
That would make more sense than the pyro having the reserve shooter
@@Damnation115 An ear necklace!
@@ethanlivemere1162 pocket zhanna?
The fact that demo and soldier share a surprising amount of melee weapons but the market gardener is not one of them is quite simply a travesty
fr
While I agree, I also think that sticky jumping has a lower skill floor than rocket jumping, (demo mains, this is your cue to smash my head in with a rock) and it would make the caber into an even less fun weapon to use, as you couldn't even bomb in on a pick without thinking to yourself "hmmm, that would have been easier with the market gardener..."
I guess you could say it's quite a Tavish-ty
I still want Gunboats on Demo and I'm not even good at Sticky jumping
Demoman already has his own melee-only subclass, he need not also steal soldier's
Actually, given heavies tend to hang around dispensers, having a rescue ranger healing heavy would be like having sandvich for the engie's buildings.
Kind of reminds me of a fanmade weapon concept I heard about called the Ammo Reserve, which Heavy could open to reload his minigun, but also give to Engineer for metal.
Also, let's not forget that the rescue ranger is essentially a crossbow, rather than a standard shotgun. I feel like many classes could make good use of a longer range shotgun, even if numbers-wrangling made the damage falloff or whatever more balanced.
thats a good point
engineer can use all class like saxxy necromash golden pan and spy too (no necromash)
And it would be a godsend in MVM
imagine how terrifying a heavy using the baby face blaster and the escape plan would be
Speevy
@@sentientlvl.5mortar886”Heavy is speevy guy now”
We can now play as the true Fat Scout.
@@taylorevandale4261give it the purple drink scout has and **OP SPEEVY**
*yeet*
Heavy using his sandvich eating animation to use the bonk and crit a cola would be absolutely hilarious
He's using his teeth to open the can
How _real_ men drink BONK:
The can gives extra flavour and nutritional value
Cromch
Cromch
Funny technicality: If spy had the pda he still wouldn't be able to build since the ability to build buildings is actually granted by a hidden weapon of engineers; the toolbox.
Just port the hidden building weapons over to Spy and add a fix to the build console commands that check if you have the Construction PDA equipped in the first place. You would already have to have added them either way since the Engineer might cloak instead of going Destruction PDA, so you could port modified code to the construction PDA to make it multiclass.
shut up.
Spy with the destruction PDA which we can pretend let's you destroy enemy buildings. Basically becomes a better sapper with the caveat that you can't cloak.
@@gamerdomain6618 I see one problem with that: While I'm not entirely sure, I'm going to take an educated guess and say that slot is filled by the disguise kit
Funny technicality: everyone is able to build and repair. All classes except the Engineer have 100 Metal.
The Solemn Vow would make Scout an even bigger pick class, letting him know which enemy has enough health to be one-shot for example and would make him more strategic
actually viable comp strat
Honestly this would fit scout more then medic
I play Spy like this, finishing everyone with revolver
You got yourself the most op character in the game then.
@@bawower8905 sniper's already in the game though
Just imagine Engineer being able to shove people into the path of his sentries. Unlikely, but really funny!
ENDEREMERALD JUMPSCARE IN GREAT BLUE COMMENTS SECTION WHAAAAT that aside imagine engineer with the Force a nature, he might legit get some use from it for pushing spies away from his buildings
Ah yes, Shovengineer
He probably kicks them forward instead of shoving.
More importantly, Engineer would be able to engage at midrange without having to use the Rescue Ranger or a secondary, meaning that he can have a wrangler and be annoying from a distance on his own *and* maybe even have a Powerjack for mending kills and quicker escapes from harm. *_AND_* he can cloak because he reverse-engineered a spy watch to fit into his PDA_2 slot. A bit frightening, in all honesty.
@@gamerdomain6618
sniper with a revolver secondary
...hang on
if we remove like, one mag, this is actually kinda balanced
...sort of.
the damage of a revolver is still a little ecessive, but like
bwhack+jar combo exists
hmmm
Imagine an engineer with a rocket launcher, he’d be almost impossible to stop
He brought more gun
He engineered his limit
Engineer?
Yeah I’m *ENGINEERING MY FUCKING LIMIT*
Then a skilled Pyro comes out and airblast his rockets.
@@taylorevandale4261 Then the engineer respawns with a minigun
I think a tide turner Demoknight with the bushwaka would remove the reason the tide turner only grants minicrits ,so it might be one of the most broken combos to ever exist in tf2
But less swing range, so less margin for error
@@Demopans5990 the EXTENDER
Or, KGB. Or Fists of Steel.
It would be seriously stupid how tough they would be to kill with FistsOfSteel
@@nacl4988 unless it becomes a Demoknight vs Demoknight duel
extender only applies on extended melee range weapons@@cewla3348
Heavy with crit-a-cola sounds insane considering that mini-crits ignores damage fall off, pair it with tomislav and the long range dps would be nuts.
The Heavy Sniping Guy
That would be a NIGHTMARE.
marked for death wouldn’t really balance it out either, he’s a class with 300 health what do you think piss numbers will do to him?
mini crits multiply by 1.5x right? Then one quick scope headshot will deal like what... 300?
@@sentientlvl.5mortar886 35%, still a significant increase in damage taken but not cripplingly so
A bonked heavy might actually be terrifying. He'd be able to get into a position completely unharmed and he already has the health to survive one or two hit unlike scout when it wears off. And the slow after taking damage wouldnt matter if he revs up anyway.
Brass beast, bonk, gru
@@sentientlvl.5mortar886 Oh god, imagine just an invincible heavy running behind enemy lines, revving up and shredding everything.
Would he also be grinning the same way as Blue made him?
pushing the cart by ur self even wen it weres off you hav 300 health also medics would also be good with it cuz thay might not be able to heal but thay can pop it and run away from danger like back to there team
mini-uber
Imagine if engineer could only use the panic attack, stock shotgun, family business and reserve shooter
No.
imagine if soldier could only use the widowmaker, pomsom, frontier justice, and rescue ranger
reserve shooter would be nice on engie since your sentry could shoot them up and you can kill them that way
@@dimples9746 pomson + bison, game breaking combo
I'd have fun running family business on battle engie
I'd love a gamemode where any class can use any item. Scout with a stock shotty, battalions backup, and eyelander feels like it would be amazing
would be fun for the first few days then a broken meta would appear and it would no longer be fun.
Someone did that, the meta was scouts with the direct hit, battalion's backup, and the gunslinger.
@@gwainexe9065I thought it was phlogistinator scout with battalions backup and gunslinger
this happened, the DH scout *_will_* kill you
@@Valsorayucorrect, there's this youtuber name shounic who ran this experiment (here's the link ruclips.net/video/OjHOAfHokqk/видео.htmlsi=zXbP1sKBTUY15oTY) but to summarise the meta: scout rules everything with the loadout of direct hit - any banner - gun slinger, combo. The direct hit countered buildings and is easy to aim with scout's speed, the gun slinger is utility support for health and building repairs as well as upgrades (they didn't allow the ability for non engis to build buildings), and the banners are great utility and support. Other combinations that are broken are the phlog scouts and the back burner - sticky scouts.
Dude. What if Spy's invis watch was replaced with a PDA that could only build teleporters? It'd be so much harder to get behind the enemy, but when you manage to do that... the whole team gets to reap the benefits.
Ooooohhhh! That sounds like an interesting trade-off. High Risk,High Reward! You could also pair it with the "your eternal reward" to make spy unplayable!
Ninjaneer is already a thing.
you still get the ability to disguise, so you could get behind enemy lines a bit easier then just materialize teleporters
maybe you could fool enemies by disguising as their engineer?
2 things
What if he could place a 2 way teleported along with a SECOND mini teleporter that takes longer for someone to get through but hey at least you have a backup
(Oh and also just to make it better the teleport has a sap resistance and slightly more health
oh god yes. i want the spy to prove that he's worthy of his name and support role and isn't just a class that can instakill
scout with the escape plan would actually be so frustrating to fight against, it would turn scout into a glass cannon at 1 hp with the abillity to crit on demand with the escape plan
that's the equalizer
@@ashleycd6487 Trust me mate, the Escape Plan crits more often than the equalizer.
Gru:
and if you drink crit a cola it'll be even more bonkers
@@ashleycd6487 well i mean yeah the equalizer does more damage then the escape plan but the escape plan would make scout incredible fast
My favorite part of the video has to be 11:20 - 14:41 , truly changed my life. Thank you Great Blue.
same bro
Bitch you linked both the ads
The other videos popping up at 14:25 was the best
It cures my sugma
@@garbotoxin_enthusiast my updog finally doesn't get bothered by ligma!
A bonked Heavy sounds amazing, especially since scout could only use a melee based taunt kill meanwhile Heavy has a taunt kill that works from far away. Also considering Heavy is already the slowest class in the game the downside of when the bonk runs out to be easily ignored, not to mention his 300 health.
At that rate, you’d have the same movement speed of when Heavy revs up the Brass Beast once that Bobk runs out.
The Heavy would actually sponge up damage faster than the Scout (he's bigger and slower), and a Heavy that's practically forced to stand still could well end up being a sitting duck. (Also, if you can't dodge a taunt kill I suggest putting maybe three hours into developing your game sense and movement mechanics.)
A Heavy with bonk would also fit a bit of the same niche that the fist of steel does for crossing sight lines safely, replacing a sandwich to sort of have both the GRU and fist of steel sounds like something some players would like.
@@andy12345678912
Bonk with the GRU sounds like a good way to get to the front quickly without worrying about the GRU's downsides.
BONK HEAVY WOULD BE AMAZING
1:28 ah yeah, righteous bison for pyro.
I don’t think people realize how scary a soldier-knight would actually be. With the booties and shield, you’re looking at a solider with 260 hp and is slightly faster than a medic by 3%.
*This still doesn’t take into consideration that he can use any rocket launcher of his choosing.*
Shield would undoubtedly be a primary for soldier. What the demo has as a primary the soldier wears in the secondary ((parachute, shoes. ))
true, so that then leaves the escape plan and disciplinary action, but just image a soldier with that loadout at 1hp bloody zooming all over the place haha
god rocket jumping shield charging trolldier knight is scary
285 if he and Demo also shared the Eyelander.
Soldier with the booties also has super good air control, especially paired with the whip, coz move speed affects your air strafing
One small thing: Scout's melee weapons aren't really "standard" compared to the other classes. They swing faster but only deal 35 damage per swing. But he can use multi-class melees unlike Spy and Engineer...
I was just assuming throughout the video that any melee the scout would equip would have that same debuff. So if he equipped the pain train it would swing faster but only do 35
That makes Scout using the Holiday Punch even more lethal. His melee does pitiful damage as is, so more swings on a weapon that replaces Crits with a laughing enemy would be stupid.
@@PyrrhaNikos115 very terrifying indeed.
@@PyrrhaNikos115 Aren't random crits affected by firerate? Which is why it feels like Heavy's minigun never crits but the slow swinging KGB feels like it always crits.
@@Skipsenberg Not sure, but I know the crit rate ramps up with damage dealt. The more damage you deal, the higher the chance you instantly delete someone.
Could you IMAGINE the amputator on a scottish resistance demo? You're already spending tons of time watching traps, so getting to heal your team during that time while also potentially being able to set off traps mid-taunt means you'd basically be a walking engie nest
demo drinking the bonesaw
Would be interesting
@@superplushtiman7ti075 Pfp Sauce (Artist)? 🗿
I like to imagine that a demo-Amputator would share the same taunt with the Scottish Resistance, so Demo heal his team by shaking what his blind mother gave him.
Combine with gunboats in primary for ultimate cancer.
Now I’m just imaging an Engineer montage of launching people with wrangled lvl 3 sentry rockets and then meat-shotting them where the sun don’t shine with the reserve shooter.
Scout laughing as you can imagine the horror he could cause is peak cinema
Baby faces blaster, bonk and the gloves of running
You'd be across some of the smaller maps in less than 30 seconds
Imagine zooming through Badwater and behind enemy lines after charging your speed from spawn only to spawn camp the very same guy you killed 15 seconds ago
7:39 I mean soldier and demo are canonically best friends so that makes sense
Golden Pan can be used by all classes. But the regular one is off limits to Engi and Spy. Right, then
this proves that tf2 is a pay to win
Panspy
gold pan on spy works because he can turn people into australium instead of stabbing them
gold pan on engineer I have no idea
@@gamingmaster6377 how
YEAH THAT SEEMS ABOUT RIGHT
Its frightening to know that if demoman won the war update, one of the most iconic soldier items that allows for rocket jumping to be more prevalent in his gameplay wouldn't be his
On the other hand, Soldierknight
@@callumbreton8930 solid knight
@@callumbreton8930 the idea of the american soldier yelling out knight crap with loud AMERICAAAAAS and lolud screams at the end is way too funny to me
You wanna know what confirms that the other 8 classes have 100 metal hidden away? The way metal is gained from ammo boxes dropped by dead mercs depends on how much metal they had when they died. When an engineer takes an ammo box dropped by a dead engineer he'll gain the metal the engineer had when he died, but there's a cap of 100 metal. So as long as the engineer died with at least 100 metal or higher then the engineer will get the full 100 metal from that dead ammo box, unless he has the eureka effect and then the cap becomes 80 instead of 100 like he would picking up an actual medium ammo box
This is doubly proven in MVM.
If you increase your metal capacity, medium ammo boxes will give you half of your increased metal pool (large will still give you full etc).
However, when a random player dies, you still only get 100 metal, since each class was only carrying 100 metal. In normal TF2 this is unnoticeable due to the fact 100 is half of 200, the normal metal cap. However when an engineer dies with full metal, you will get their metal, or half of your capacity. Whichever is lower. It's really quite neat to see this tiny oversight.
7:07 that is just nightmare fuel
6:44 I think your over looking the fact that scout is 1: the fastest class in the game. 2: he has the crit a cola, yea enough said
omfg
Little Mac loadout
4:37 Scunt with Short Circuit would be a real nightmare
Oh god!
scunt with jarate and bushwacka
And scout with wangler would just be funny.
He would actually be able to use it once since he'll be left with 35 metal, the idea is still terrifying on paper though.
Pfp Sauce (Artist)? 🗿
I'd use Pain Train on basically every class in the game.
I'd also love running around as Scout with Dalakos & Iron Fists, while abusing super jumps from Soda Popper
least tankiest scout class loadout on tf2
The dalokah's bar doesn't give heavy 50 overheal according to the stats, it gives him 1/6 of his base health, so if we follow the same rule scout would have around 145 health, the fists of steel giving a class who is already pretty hard to hit with your melee a blatant 40% resistance would mean:
Scout + Fists of steel + Dalokah's bar = 174hp
@@duncanchillake8024 that still raises your max health up to 145 (or 146 depending on how the rounding works), which crosses at least two common damage thresholds that I can think of, and probably more:
1. It now takes three 65 dmg melee swings to kill you from full hp instead of two swings, assuming the opponent doesn't get a le funny random crit. Not a big deal unless you're facing demoknight, but still nice to have.
2. you can no longer get oneshot from full hp by the direct hit, which does 140 damage at max ramp-up. That's HUGE, as it doubles the amount of rockets the soldier now needs to land if they want to kill you. Sure, you'll be left with a crumb of hp after that first rocket, but that's WAY better than being dead, especially for a class as volatile as scout.
Could you imagine every secondary being shared by ANYONE? (I mean like a scout with the Thermal Thruster or Spy with Sandvich)
Why does the thought of spy decloaking behind someone just to chuck a sandwich at their head before disappearing crack me up so much.
@@OneEdgyAngerSniper spoi
Oh my god, I forgot about the thermal thruster. Could you imagine HEAVY with the thermal thruster???
@@lazyrug5386 Heavy birb now will fly
@@lazyrug5386ocket jumper heavy and thermal thruster engineer would be two very terrifying combos. Yes rocket is primary but flying heavy put the idea in my head.
One thing I think was failed to mention is what if we added scout to the shotgun sharing? The shotguns he has are all similar even though he doesn't currently share any.
The Baby's sounds good on paper but if the fastest class in the game already struggles to stay undamaged long enough to do something with the boost I can't imagine the others doing any better especially when two of them are Heavy and Soldier, the Pyro could chip damage to build boost then rush in with a flamethrower but that would not be much better than firing the scorch shot down range so meh.
The back scatter and the shortstop are already barely good choices for the class it's on let alone for the ones it isn't. Pyro could maybe do something with more accurate hitscan damage in his secondary slot but also meh.
The Soda Popper would actually be pretty good for it's hype meter, giving the classes a ton of vertical mobility would do them wonders as silly as it would look, engie could make it to higher spots without needing to setup a damn launch pad and so could heavy without needing 9 years to circle around to get up there. Pyro and Soldier could more easily divebomb enemies so they'd also benefit immensely. The F-a-N would accomplish the same but to a lesser degree.
But the scattergun would straight up be a direct upgrade to stock as it is literally designed to be "Default shotgun but better" since it's stats do no carry a single thing weaker than the shotgun.
Scout on himself on the other hand doesn't get much, the stock shotgun as previously stated is literally a direct downgrade to stock scattergun, the reserve shooter wouldn't accomplish anything, the Panic Attack would certainly be a weapon that fires bullets but the family business would be a nice sidegrade.
Further on if the scout were to get the base jumper it would certainly be an unlockable item that is equippable and funtions in-game. Not much else to day.
Oh and the Bison, no one cares.
Baby face on Pyro would be broken though assuming you paired it phlog mmph
Back scatter would also be nice for skilled rocket jumping soldiers who can make it to the Back of the map while they move at moc 10 50ft in the air it'd be great for taking out single targets and could be a nightmare for spies, scouts, snipers and Pyros who'd struggle to survive the first hit or two allowing you to save your rockets for larger groups or more rocket jumps
As for pretty much any class the rescue ranger would be great seeing as they could repair buildings at any time if the engie dies or leaves
The pomson I feel is the only other thing that might work for scout possibly the same with the bison and I ONLY say that because of his crummy ammo capacity
If you live longer for 3 minutes as scout you'll be on life support for ammo pretty much the whole time because a lot of it is spent barrel scuffing shots into people
Demoman with market gardener would be extremely terrifying since he has two weapon slots that both give him far more mobility than a rocket jumper does.
I will say one thing you discredited quickly could be interesting if it ever got buffed. The Pompson on a more combat oriented class? It might ACTUALLY drain medic Uber and spy cloak lol.
or you could just fuckin shoot them
20 damage and -10% uber < 150 damage and -100% uber
Engie is already faster or tied with the other classes that can use a shotgun and with the gunslinger, he has a respectable 150 health bar. The pompson is just too slow
@@kolinaspronok pomson would be a secondary on others.
Randomizer mod is amazing, but imagine a "Classless Grabbag" mod where you could choose any inventory loadout with 1 to 1&1/2 minute rounds.
*UTTER MAYHEM*
pyro with phlog, sticky launcher, and powerjack
@@bside4131 scout with tomislav, dalokas bar, and powerjack. also phlog scout, rocket scout, sniper scout... Sticky scout oh god
medic with rocket launcher, conch, and back scratcher
@@jhonthecat5061 Heavy with medigun, crossbow, and powerjack
Someone did that experiment. The best loadout ended up being direct hit scout.
Okay, but imagine the Market Gardener on Demoman. It could open up a whole new Trolldier based playstyle for Demo and that sounds fun as hell!
DemoTroll
Market Gardening but you still has a grenade launcher
@@phucgiang395 Pfp Sauce (Artist)? 🗿
@@SimoneBellomonte bot
Trolldemo?
Crit a cola bushwaka with scouts swing speed sounds terrifying killin everyone in at most 3 fast swings with no other effects
everyone is missing the greatest possible combo, the holy mackerel and engineer, you can slap buildings with a fish to do things.
This sounds like a great idea. For a custom gamemode.
*waves at Randomizer at the corner*
I agree, it'd be like Shounic's video where he let every class use every weapon, and just let people have at it. It's the best way to get hard data, too. Just watch and see what "meta" evolves after hours of gameplay, and from there you can figure out which combos would be broken or not.
I'm surprised you didn't touch on how good giving the Market Gardener to Demo would be. Much like the Gunboats, giving him the meme spoon would open up entire new gameplay styles for the class.
I could also see Degreaser Pyro getting some mileage out of it with the Detonator or possibly the Thermal Thruster, since you switch weapons so fast.
9:12 And people mocked me for eating my lunchboxes; little did they know that was the proper use of them all along!
Widowmaker would be useable on Heavy and Pyro since they both have their primary weapon's ammunition count set to 200, so imagine each Widowmaker shot costs 30 flamethrower and minigun ammo
I actually think for the most part this works out pretty well and would be good for the game in general. I'm not saying make heavy or scouts melees all class but I am saying sharing the gunboats, Pompson, family business, or sandvich around would really shake things up for the better
Bison and Pomson on other classes would actually be interesting since they shoot projectiles, if they were good they'd be neat high-skill sidegrades for midrange engagements. Pestering people with Rescue Ranger works surprisingly well already.
i still stand by my point that if the volcano fragment was an all-class (except maybe like med spy and engi) we'd see a lot more mileage out of it than pyro will ever dream of
volcano knight, anyone?
volcano knight sounds like the new meta if it was implemented.
No
@stephendev Idea; an Ullapool Caber sidegrade-sidegrade that replaces it with a Molotov... that demoman still uses as a melee weapon- in this case causing a fiery blast on hit rather than an explosive blast.
@@crazyabe4571 Considering Demoman already uses glass bottles filled with alcohol as his default melee weapons, and at least the starting one is already capable of breaking (I don't remember if the one reskin that is actually a bottle also breaks or not), I'm pretty surprised this doesn't already exist. Maybe just give it some decent AoE so you can run in and blast a whole group with flames since you'd probably be doing less burst damage with the initial hit.
@@msgameandcake628
The caber already has a decent range, but the blast falloff hampers it immensely. All things considered, they could give the caber a natural -50% explosion radius falloff and remove the swing speed penalty and the weapon would be fixed and unable to one-shot Medics while still bullying Sniper and Scout. Then remove that radius falloff buff from the Molotov and add a damage penalty with maybe a small holster speed penalty since the caber would now be better to use in a panic and both would be balanced pretty well, theoretically.
Couple quick points:
1. The pyro has the reserve shooter because it used to combo with airblast.
2. The Engineer has several methods of vertical mobility other than wrangler rockets. He's got regular wrangler bullet boosting, jumping off of buildings, and short circuit jumping.
used to?
@@SimoneBellomonte Yeah it used to mini-crit with anytime the oponent was mid air, jumping off of buildings, jumping, anything. But then they nerfed it. I still think it should be able to combo with airblast.
Those engineer ways of moving around are still pretty limited. Bullet boosting requires a sentry and still takes a lot of health, jumping off of buildings also requires metal, so does the short ciruit AND you need an enemy to practically be in melee range. So the winger would still be very useful.
I miss the old pre jungle update reserve shooter degreaser combo. Air blasting and switching to RS was a viable strategy since a major bug involved guaranteed mini crits from being in the air by any means
@@SimoneBellomonte Yeah it used to mini-crit all airbone targets but people whined about Pyro actually being able to do anything but W+M1 so Valve nerfed the shit out of it and made it utterly useless 100% of the time for both classes and then also did the same to the axetinguisher for good measure.
1:40 I swear it looks like pyro fired that pill. I was rewatching that for like 5 minutes
What WHAT
Soldier as the new fat scout
Demo’s booties
Heavy’s family business
Scout’s atomizer
even though they're kind of different weapons, I'd love to see the Scout's primaries on other classes. Fat Scout with a Force of Nature or a Soda Popper would be pretty interesting
force-a-nature being used as soldier's secondary
@@domi-no1826 that would cancel any fall damage from the rocket jump at worst. Imagine all the possible movement tech
@@PrivateDaisy minigun scout
@@domi-no1826 "I think i'll take Sasha..."
@@domi-no1826Minigun + Buffalo Steak Sandvich = one of the Scout -> Heavy domination lines
4:15 "Only other form of vertical mobility Engineer has access to requires a level 3 sentry setup already be setup where you want to jump"
-Guy who doesn't play much engie
lol in all seriousness though mini sentry and level one sentries do give engineer some decent verticality as well, they're just a lot harder to pull off than sentry jumping
Idea for the construction PDA on soldier: instead of placing buildings it places a flag, the flag gives double capture rate for the whole team
Maybe debuff it to have Dispenser radius tags but far larger, so that you can't hide it at spawn or under the point and cap at four times speed with the pain train or a single scout.
The sentry could be a minisentry that shoots nothing but level three sentry rockets at a slightly faster rate and the teleporters could be directional blast jumps that deal roughly forty damage and push multiple people at the same time. (Jumper 1 & Jumper 2 instead of Entrance & Exit)
maybe instead of increase cap rate maybe the flags could be like placeable buff banners that would bestow a buff of some kind to nearby allies that could possibly linger a bit on them for a curtain amount of time when they leave the flag's radius and also the flag itself could be able to either have a duration timer and/or could be damaged/destroyed by enemy attacks.
I think soldier should build a spawn(Wich has the delay of a teleporter)
@@gearhooves5996 that's an overwatch ability
I was going to say "backpack weapons", but I don't know if it would be that interesting, having base jumper for sniper, and the cozy camper for demo and soldier.
Technically stuff like the razorback counts as a shield, so maybe it could be for demo? But it still wouldn't be that useful. Cozy camper perhaps purely for surviviability, and it would be a worse conch for soldier.
Idea for scout with wrangler
Scout:what does this thingy mo bobber do?
(scout messes around with the wrangler)
The wrangler starts buzzing loudly and a nearby sentry explodes
Scout gets one wrangler and needs to stay in line of sight to activate and it takes 5 seconds.
It can instantly destroy buildings or at least a good amount of damage
Once the wrangler is used, you can't use it until ammo is received
that sounds like a nnightmare for engies and for balance
I've been wanting the heavy to have a widowmaker equivalent for ages, rather than pulling from his "metal" reserve, it would use and refill the minigun ammo pool. It would provide an interesting fat scout role, and could make for some fun plays where you pop it out to refill ammo off a good meat shot or two
Engineers being able to cloak with the Cloak and Dagger would revolutionize Ninjaneer load outs.
How about making videos like "how to improve class wars" or "how to improve randomizer" or something about RTD. It would be really cool to see more content about those gamemodes.
Community servers just need to get rid of RTD. its very frustrating to have the success or downfall of your team literally depend on a roll of the dice.
@@binbows2258 it was probably supposed to be an equalizer for unfair matchups like scout vs spy, but that is undermined by the advantaged team being able to use it too. there should probably be something in place to make games more fair though. all engie on defense is practically invincible
My improvement for RTD would be to limit the amount of rolls that a team can get, for example a team can only roll one powerplay per match, and so on for the other overpowered rolls.
The title of this video never had me realize how badly I wanted to be a scout with a rocket launcher and a medi gun until now
You can play tfc medic XD.
5:40, hold up, is that a game of pass-time with an actually filled lobby? Nfw
3:04
That actually sounds kinda fun I want to somehow use that loadout in game
The realization that Sun on a Stick would now be a straight upgrade to the Axtinguisher on Pyro hurts my soul.
Rip axtinguisher:Killed for the sins of the degreaser.
Vulcano Fragment should get a small redesign to be larger, and give it the sword attribute of no random crits and larger range, but it has no switch penalty. Maybe remove the damage penalty as well or add some downside that does not come into effect while in direct combat, like for example maybe 20% less healing from medkits or 50% less secondary ammo on wearer.
I would totally demoknight with the fragment.
@@CoralCopperHead What if for demoknight we keep the damage penalty but give minicrits on burning oponents?
"Please do not cut the fat man's hands off, it would ruin the game" is a top tier quote and how is nobody else mentioning this
3:45 the shortstop, which is technically defined as a pistol because spaghetti code, is not mentioned here
thinking about "backpacks". soldier wouldnt care that too much about the snipers equilivent, but the other way around could be good. let the support class fullfill the requirement for the backup/buff banner. while letting the soldier run shotgun. the sniper could pop off the banners, and still be relativity save in the back of the pack, while still being close enough to give the buff to your team.
and as for the pyros "backpack". as that opens a whole new can of problems with soldier being airborn, without using a rocket to jump. or sniper to get out of bad senarios fairly easy or push front lines with some "xXsicktrickshotXx" with either bow or rifle ahaha
Phlog pyro with the conch sounds terrifying
what would be a bigger nightmare? buff banner pyro, battalion pyro, or conch pyro?
snipers with the soldier backpacks woukd a literal no brainer, especially when you can combo Conch and a full charged headshot against heavy
Conch.
Source: Use Direct Hit Conch Escape Plan, I am hell to kill
@@Underworlder5 conch pyro
4:37 would be a benefit for scout to deny against rockets and pills. Though its drawback should be that he can only fire once per full charge, so be aggressive can reward you for scavenging fallen ammo packs from enemies and allies.
2:05 The family business is supposed to make heavy more centralized around shotguns. If you give it to Engineer he just has a straight upgrade for example.
Edit: I forgot to mention yes of course Engineer might prefer the rescue ranger in situations where he wants to play more defensively, or the widowmaker if he feels particularly confident, but compared to stock or the panic attack the Family business outclasses them.
5:25 imagine scout with the gloves of running urgently I am terrified
You'd probably be able to breath on him to kill him.
NO...
here’s an idea: swap out the classes that use the sun on a stick and the sharpened volcano fragment. scout gets to set people on fire with his melee, and pyro gets a side grade to the axtinguisher. (a rework maybe required for one or both weapons, but thats for the best.)
9:54 There was actually a glitch a long time ago where Spies could build dispensers and it was hilarious
4:00 I always wondered about why engineer only has 3 secondaries I think pretty Boys pocket pistol could be useful
Winger. Take it or leave it
its bad because its not the wrangler
He forgot about eyelander soldier. Soldier who can rocket jump and use the shotgun to combo with the eyelander. That would be busted!
also, arent heads and kills from the airstrike counted as the same thing? imagine a soldier getting a massive health and speed bonus from using the air strike on the objective, pair that shit with a banner and he would become a speedy tank with heavy team support capabilities
@@TokyoDrift456 oh god
That is nothing compared to the Persian Persuader which fills charge from Ammo Packs.
You know, for the 3 banners... which provide team wide minicrits, healing, and damage reduction in an area.
Soldier would likely become meta unless you trap them in spawn.
a funny thing that i thought in the past, was what if you gave Demoman the Sharpened Volcano Fragment?
i feel it could breath new life into it with a Demoknight that could deal burn damage as he hits you
A buffalo steak sandvich bushwacka scout would be terrifying
If we just took the sharing to the extreme and make it so any class can equip any weapon, then load outs like Demoman with a Shotgun, Scout with a Flamethrower and Heavy with a Sniper Rifle would just break the game
I’m just imagining an alternate realm where Heavy was the sniper by default. Just picture like 4 lined up on 2 fort, all scrunched up looking through their tiny little scopes.
Watch shounic's video, basically scout with direct hit, battalion's backup and gunslinger would be the meta
Shounic did that and the meta devolved into classic quake deathmatch with direct hit, battallion, gunslinger scout
heavy with targe would be absolutely terrifying
charges with minigun at extreme speed
@@mm3shadowman982 Having a Heavy charge into the enemy team while revving up a Brass Beast sounds HORRIFYING.
7:16I love this sentence, it's funny
I personally now have want to run my engineer with the family business and PBPP and roleplay a mafia Engineer.
Also Imagine a bonked heavy running out you with the powerjack screaming, I AM BULLET PROOF! Absolutely insanity
imagine scout with the GRU just random crit punching a vaccinator medic to death.
Escape plan baby face scout would literally break the game because he would just be able to leave any situation before the enemy even realized the scout existed at all
When he talked about spy and engineer being able to share PDAs it made me question Sensei engineer already has the line "let's do this Texas style", and has a pistol do you think he would be able to share any of the spy's revolvers?
10:05
buffed ninjaneer
0:27
Not only that, but scout uses *none of them* despite him also having a shotgun type primary.
Scout Shotguns are Lever-action or Break-action. But other classes' are Pump-action.
@이동준 (Dongjun Lee) It would be interesting to see Scout use the non Lever-action Shotguns. I think the Panic Attack would be very powerful on Scout.
Something I have thought about is how you were able to backstab with certain weapons. Since Spy's knives all have the ability to backstab, having a Scout equip one and start flanking the entire opposition would be pretty ridiculous. Since scouts run fast, and don't need to worry about the lack of mobility options, there would be no escape from a backstab if they find you.
it would basically be the big earner without the health penalty, and even then the mobility options of this scout are more than what the big earner would offer spy by default.
Giving up the skill and reliability of blending in with the enemy, in favor of using flank routes and terrain to get behind the enemy seems like a good trade.
But how fast could Scout go if he got the speed boost with a fully charged Baby Face?
Well following the summer update of 2024 the gas passer has been reworked so it combined with the neon annihilator more or less means Pyro does have a jarate bushwacka combo now albeit from what I have seen and heard it’s fairly niche and depends on the situation but Pyro does have a throwable item weapon combo now
If spy mains are complaining about Pybros now, imagine Heavy with rescue ranger and homewrecker.
Heavy already hangs out nearby dispensers, so him being able to both remove sappers AND heal buildings feels....
Good
Frankly its as clunky and counterproductive as it gets but id still love to see what nonsense an engineer could do trying to combo people with a lvl3 sentry, a wrangler and the reserve shooter
3:33 oh sick the combat shotgun from Doom 2016. Instantly recognized it
As an avid doom fan I did too.
@@iforgor8271 this comment is 7 months with 9 likes old how did you find this
ignore that I instantly responded
@@mossfinch7456 the wonders of the universe m8
I've wanted the Winger on Engineer my entire TF2 career, my prayers have been answered
Gru scout with the baby face would be horrifying
thinking about the melee part, i think the homewrecker might get some niche use on demoknights scince their biggest weaknesses are sentry nest tho
I know that the medi gun and sandwich would technically take the same slot, but imagine if you could replace your syringe gun for a healing item. I can now imagine medic saying ooh yummy before taking a bite into a sandwich
Medic with black box, conch and candy cane
He ultimate self heal loadout
Alternatively you could give scout the medi gun and ubersaw while keeping either the baby faces blaster or force-a-nature
Ahem.
Give a cloak to battle engie.
PDA 2: The Quiet Before The Storm
-cannot destroy buildings
-teles have a 50% longer recharge
+pressing 5 will turn you invisible, with some amount of time displayed on a meter. Cloak consumes 1 metal per second. You cannot fire while invisible, you must deactivate cloak first.
_BRING ON THE HORROR MOVIE TEXAN_
The final Ninja-neer
The southern spy
1 metal per second is too little, make it at least 10 or something
@@benjaminbarraza8972 1 metal per seconds is actually a really big deal, since you can't fully upgrade a sentry if you are missing just 1 metal.
@@binbows2258 correct: I think they have a point though. 200 seconds as an invisible Texan is quite powerful, especially as ninjaneer. Maybe make it match time as spy, or around that ballpark: 5 metal may be a good compromise, especially including the limited teleporter use, and inability to destroy your builds.
I feel like Bonk + Pain Train would be a pretty crazy combo on like Soldier or Heavy.
scout with the crit-a-cola and the bushwacka. genuinely terrifying thought.
Honestly isn't a horrble idea to allow engineer to use some of spy's revolvers for his whole cowboy thing. In exchange, it would take up both secondary and primary slots
I think Scout with the sandvich wouldn't be that bad an idea. It'd certainly pair well with that heavy dominating voice line. "I. Eat. Your. Sandwiches! I eat 'em up!"
Well, Scout’s strongest ability is his speed. I don’t really think any Scout mains would need the sandwich except for giving them, wich heavy does better since he is often with a teammate. Heavy with the bonk however could be a very interesting idea with some tweaks here and there, since Heavy at 100 health is very weak.
@@bawower8905the idea is to use it for team support. Scout working around their medic to toss sandviches when they get low & soften up/clean up whoever the med's main heal target is fighting. I've played like that before, but honestly I dunno if Id drop the pistol for it. It was really good at finishing pyros
The Sandvich and Second Banana are okay options for Scout, with the Banana being better for Scout since his play style is all about speed. But the Dalokas Bar is the most interesting one, since it raises Scout’s squishy health to that of a Pyro.
And Buffalo Steak Sandvich is basically Crit-a-Cola but worse.
I one time I played on a randomizer server and I got a soldier with the family business as a secondary. Apparently I can do a default taunt with the Family business so I guess at some point valve was considering having certain weapons like the family business be shared on certain classes.
Dude honestly i love th "TF2 What if " series you made. I rewatch all the videos recently and i find it's really i cool way of exploring the game design and balance.
Keep it up man :)
the level of pedantry we could get into here is large but i feel like the fact that both soldier and pyro (and also demo technically) have weapons that take up the "backback" slot, giving pyro banners and giving soldier the thermal thruster
And Sniper! Oh god!
Yeah… some broken combos are beginning to show themselves:
- Thermal Thruster on Sniper would allow him to reach practically any vantage point he’d ever want or need.
- Battalion’s Backup on Sniper lets him win sniper duels by simply pressing 2 while in cover
- A fully charged Machina headshot instantly charges the Concheror
- Imagine a Pybro with the Razorback lmao
- Soldier unfortunately gets the shorter end of the stick, but there could be merit to pulling out the jetpack if you can’t effectively rocket jump, say, in open air
tl;dr sniper with other backpacks is dumb
No, I care about the Righteous Bison. You may be asking "Why do you care about one of the worst weapons in the game" to which my response is, it works like a pistol, which links scout to this weapon trading organization (and adds Engineer back in, allowing him to dual wield Shotguns, Pistols, or Revolvers). You want to know what else is similar to pistols? That's right, revolvers! This means that Spy should be able to use a shotgun, engineer should be able to dual-wield revolvers, and Heavy TF2 should be able to use a pistol!