TF2 - Thoughts on the Ullapool Caber
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- Опубликовано: 15 сен 2024
- The Ullapool Caber is the best worst weapon in TF2. In this video I have fun trying out the Caber Knight, Caber Gardening and just using the caber as the stock Demoman. We discuss why this weapon is fun but trash and how we could make it better.
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4:45 was the most painful thing I have ever watched
Indeed
I felt that hurt for a while.
What was the song at that time?
@@giyutomioka6630 titanic theme music
Man, I felt that. Oof.
Caber should mini crit when sticky jumping, then it can become the market guardener for demo that everybody wants
i think it just shouldnt explode normally and do big damage when you land that air hit.
Just use the pan fucking crits all the time so why not?
Cheers! I’ll drink to that!
The roblox knock off has that and has a recharge meter
@@frozone2366 hOnEy WhErE iS mY sUpEr SuIt?!?!?!?!
I can tell they wanted this to be a "if I die I'm taking you with me." So reworking it should be faster pull out speed, hella slow holster, and a more consistent explosion so bigger radius maybe? All while keeping the slow swing speed.
This is why I use it. I suck at melee, so if I am going to die, everyone in the vicinity will suffer
And you should be able to kill with the taunt.
or, more damage from the explosion the less hp you have
It used to be pretty decent at that before they nerfed the hell out of it, I remember that if you were going to lose a fight at melee range you could just smack the ground with the caber and take out any wounded enemies.
Give it a reload
I say go all in on the theme, double damage, both dealt and self inflicted
Go big or go home
Toofty Go big and go home
@@maximilianklinger2712 k
@@Toofty go big jddjjd go home
It used to be better but the meta at one point was sticky jumper pick demos to kill enemy meds and chunk whoever was nearby. it did like 140 or smth
IT'S A KABOOM STICK, BUT IT DOES LESS DAMAGE THAN A SWORD
"Kaboom stick"
@@xxgearboxxx It is
The axe is more viable because you can oneshot everything not a heavy and 2 shot a heavy
Tf2 logic everybody 👏👏
Random Dude well to be fair... there's magic teleporters and heal beams. axes which do 10% more damage than a heckin EXPLOSION isn't too far off
I'm still pretty dang upset at the horrid nerf it got 5 years ago, around the time where they were working on the official competitive mode, and so reworked a lot of weapons to "better" fit a competitive environment... except what they did was nerf weapons that were already bad and nobody used in competitive settings, but were just there to be fun silly things. And now it 's barely usable even as a silly thing.
The caber was a problem in comp though, because it allowed you to one shot medics
@@melc311 I'm pretty sure saying they ruined it "forever" is a bit dramatic. They can change it at any time.
@@theinternetpolice2078 they can but they just won't probably for a long time, valve takes a whole century to update tf2
@@melc311 but a medic can avoid sniper sight lines, and demoman can just sticky jump right to the medic, killing him before his team can kill you
@@Idk22223 getting in melee range is extremely risky especially with tf2 hitreg not to mention the medic isn't completely defenseless with his crossbow and saws
Flying caber demos were the scariest thing in TF2 until uncle dane revealed the market pardoner flying engi technique to us
yes indeed, everyone has yee'd their last haw now
imagine a wrench that lowered sentry blast damage and crit when blast jumping
sOnd smiT might have to make another gardening tutorial series
soop can Or a shotgun Version of that and buff the wrangler so you take no sentry damage
Easy fix:
It's supposed to be a "if I'm dying I'm bringing someone with me" type of weapon so a slower draw speed makes no sense, if anything they should make it draw faster. Also, please for the love of all that's holy, Valve, make it 1 shot light classes again, PLEASE!!!
That's kinda what I liked about the old panic attack it was gimmicky yes but it made sense with the name
The scorch shot can one shot a light class if you have the tiniest amount of skill.
The scorch shot is supposed to be a less-aim-required detonator/pyro sniper, Not a Scoot B Gone.
The Caber cannot one shot light classes
It is intended to be a "I'm takin' you with me" weapon
Valve Y U do dis.
About the scorch shot comment, I am a pyro main.
Also a timer for refilling the explosive
caber pro tip: if you crouch, you can one shot
"Its a pile of trash but its a really fun pile of trash."
most of the bad weapons in tf2
*cries in dragon's fury projectile that literally disappears upon touching any other projectile*
*TF2 in general at this point
@@randomcatdude also makes some people lag
Yeah that just kinda tf2 rn
The clever and the wrap assassin is fun for me
Really want to see this as a "if I'm going down your coming with me" type of thing
There’s also the problem with the fact the explosion doesn’t register a good 90% of the time
@gottfer the caber is doubly bad though, as you can get the melee hit and damage, only for the explosion to only hurt you (it basically fails to register the explosion server side).
The amount of times I've hit someone but all that happened was me taking the self damage makes me cry
@spokystoki XD You're a kid aren't you? Probably new too and kill friendlies.
Here let me help, dont use voice chat, you probably a squeaker and people tend to hate em. Start really trying to get good at the game, it's hard but there's definitely people who will get mad at you for basically being useless. Don't kill friendlies, particularly when an entire server is friendly. TF2 isn't call of duty or battlefield, you don't just kill everyone you see.
Hope this helps, best of luck.
@spokystoki XD what?
8:44 - that one frustrating moment, when you're this close to getting a taunt kill, and then out of the blue, your teammate kills your victim.
By the way that Sniper is lag af.
I remember one time in Degroot Keep I was a attacker charging the last point with the caber. There was 6 defenders on the point, but with one kritical swing from my caber I unleashed the might of Zeus on the poor mercs gibbing all of them and winning the match.
South africa
Catalan
why is this comment section not relating to the actual comment at all?
@@carteriffic1681 yes
@@carteriffic1681 lol, you should ride the bike
It can also be a mobility tool that damages you slightly less than stickies, i use it all the time to get to the enemy battlements on 2fort
This thing was so much more fun when it could deal just over 125 damage.
Launching myself across the map to pick off that camping sniper was both satisfying for me and for them when they managed to shoot me in mid-air.
At least we can still do this with Double Donks but still, such a shame...
Dude I still do this to snipers on 2fort.
It's so much fun~
I miss the days.
Nothing anoyed me more than the time they nerfed the loch and load to do 124 damage with a direct hit, they _knew_ what they were doing and it really felt like a kick in the teeth
plz valve
That was terrible and it's a good thing they changed that. If an attack requires no proper setup and no skill then it probably shouldn't one-hit people.
Caber explosion used to do 300 damage. I miss it so much. It was a last last resort option too so you could take people down with you
Idea: Turn the Caber into the Demoman's Market Gardener. Oh, and give it a tauntkill.
The Allahpool caber shall blow up the enemy team with great dignity.....
through taunting.
The taunt it already has should be a tauntkill.
some games that are inspired from TF2 did this change
probably not market gardener, cuz market gardener already exists
@@chillyconmor not for demo
There are two things this weapon lacks, reason to use it, and consistency. Lets fix that.
New stats:
Explodes on first hit
Recharges after 15 seconds
Deals 50 self-damage on explosion (Slightly down from 52-56)
-15% damage (Hidden passive from live)
20% slower firing speed (Same as live)
This weapon deploys 50% slower (Down from 100%)
Mini-crits instead of random critical hits (Instead of completely disabling random crits)
While these are major buffs... it's still worse than stock bottle usually, but retains that powerful first hit and gets it back every 15s.
Here's the break down:
Base dmg is 130 on explosion/55 otherwise, vs 65 stock.
And a minicrit on busted deals 74, far below stock crit 195. (-61.5 dmg less on average after first hit, based off 30% crit rate)
A minicrit explosion would do slightly less damage than a regular crit on stock. (185 vs 195)
This gives it the one niche that on average, the first hit deals an extra 65 dmg on non-crit but -10 on (mini)crit. (42.5 more dmg on first hit on average)
The biggest perk of this weapon is the ability to 1-shot shield bash crit an over-healed heavy (which is currently in live, but requires going all the way back to spawn to get back) at the cost of 50 hp, a 15 second recharge, 20% slower attackspeed, and -62 less dmg avg subsequently, most notably not being able to 2-hit light classes w/o crit.
Outside shield bash its 130 dmg hits can 1 shot light classes w/o crit, at the cost of 50 hp though, 15s recharge, 20% slower attackspeed, and not being able to 2-hit light classes w/o crit.
So what do you think? Plenty of drawbacks, but its first hit packs a punch. Viable among knights and normal for two different reasons.
that sounds great. trades viability on succeeding hits for a gigantic chunk of first-hit damage, as well as being a "im bringing someone down with me" kind of weapon
I'm a caber main with 60k kills on it, and so I am going to give a few tips that were not stated in the video:
. Use the "boop" in order to land on your opponents head/behind them. People never expect this, and hence it grants you a great element of surprise.
. If you are using stickys, then switch to your off weapon right before switching to your caber. This will negate the switch bonus.
. Though not caber exclusive, you can pogo off of cannonballs that you shoot as a getaway mechanism (eg, you shoot it at the ground, switch to caber, then sync the canon going off with the boop to get very comidic escapes.).
. A fully charged crit can kill most anything. You used to be able to configure your controls as being a controller to do insane charge trimp gardens. Even now you can use a non-tide-turner shield and canon jumping to get fully charged caber crits.
. The caber can also be used as a movement tech. The "boop" can add some insane height to trimps if you hit the ramp just before you fly off. It can also be used to add more horizontal height by hitting a wall you are flying against.
. As Toofty showed in this video, you can use the boop to knock people off of cliffs/ into the ground.
. The loose canon synergises well, due to the fact that the 30 damage mid-air explosions can act as a perfect method for cleanup.
. If facing off against a demoman with pipes, if you let them hit you with a pipe at melee range, they should be at low enough health to be 1 shot by the caber.
. Again with movement techs, putting down two sticky jumper stickys and hitting the ground/a wall at the same time as you detonate will grant you with extra momentum.
. If faced in a melee 1v1 at close range where you and the other player are both at low health, you can hit the ground to blow you both up before they have a chance to melee you.
These are all of the ones I can think about right now. I will edit if I can remember any more.
fuckin hell 60k?How long did it take?
You, sir, are madman.
I discovered how awesome it was (paired with Charge'n'Targe) just three days ago and still can't get enough.
Ah yes, the Caber main. For the type of player that likes to go all in every round in Poker Night.
jesus christ
@@theandrzej2890 About 6 years. Most of them were in the first 5 however.
I love that at 4:58 even with the full critical hit from the charge, it still only does 132 damage, wheras just about any other melee pick would have done 195.
Wrong. The melee attack and the explosion are 2 distinct damage source and not 1 same attack, with a crit caber, you can do 350~ damage and 150-180 if you only hit with the splash damage.
So basically, you have a melee pipe that can be crit boosted, neat.
The damage is inconsistent.
At 4:28 you can see yellow colours say he did over 300 dmg.
But then it shows in white colours -188
I mostly see 165 damage which makes sense, 55*3=165.
But sometimes I see 200+ dmg, and 126?
Wtf is wrong with caber? Why it does inconsistent dmg?
I remember when Caber didn't have all these de-buffs on it .-. Caber use to have no damage reductions and regular switch speed.
Gives me Bison Feelings :(
Thank the almost non-existent competitive scene for that and for a lot of "balancing" that sought to minimize "cheese" loadouts in competitive gamemodes, and valve's attempts to make an oficial competitive mode within the game despite it being really unpopular. I'll always say that comp players killed a lot of aspects that made TF2 the wacky game it used to be.
@@SnzyBat
I agree
@@SnzyBat Remember when the sticky jumper didn't have that decreased sticky bomb limit? Remember you could carry the intelligence with it? I am still pissed off about it.
@@SnzyBat respect.
I miss the old caber so much
bruh that clip jumping across suijin about to caber the entire team and flubbing it is the definition of anticipation and disappointment, a true rollercoaster of emotions
Ah, the Boom Stick that doesnt Boom half the time. Truly the best weapon, am i right guys?
Unrealistic representation of German engineering lol
Boom stick but without the boom
Works 50% of the time, all of the time.
@@yesno8273 sooo its a stick
I have used this weapon religiously for years, and have never had it not detonate when I hit an enemy
caber changes i wanted
-drop a satchel of grenade upon death that deal large explosive damage after 2 second, the damage is scaled to the recharge bar
-have it regent with ammo boxes, like the sandvich
-have 3 multiple uses based on the bar
-have a 1,5 second cool down after explosion/hit
If they fix the Caber, Demo will basically have no bad items in his kit.
@SuperSansCraft 1212 Pain Train is used quite often in competitive.
Pain Train is niche, but not bad. It's viable in CP, Attack Defend, and Payload. Caber is barely even good for memes.
Loch and load
@@saffronst3612 I think it could be better, but it certainly is still usable. The caber actually bugs out and doesn't work properly at times. And when it does you're just shootng yourself in the foot.
@@saffronst3612 learn to aim and it isn't a bad weapon
Make it that the demo throws the exploded caber away and then he takes out a fresh one
OR
Make the caber 100% kill you but deal MASSIVE damage.
I like the first option more.
I would say a better option than throwing it away would be to give it a recharge time after using, or have it recharge after picking up an ammo crate. having to go back to spawn to recharge is too inconvenient, especially In comp, where that time could be used to push the payload or defend a point
Objection 1: WHY ISNT ITS TAUNT A TAUNT KILL! VALVE FIX THIS!
Valve didn't even fixes the Bots.
It was supposed to be one. It should be like the kamikaze taunt, where it deals a massive explosion with no falloff at point of impact, and then kills the demo.
I think it once was, but they broke it. I remember suicide bombing ourselfs with the boys in the early days
just to note, the caber is also semi-meta for medieval mode. This is because it is a brilliant cap-clearer.
My idea for the weapon is to make it a last resort "IF I'M GOING DOWN I'M TAKIN YA WITH ME" give it 125-140 damage explosion and more importantly a faster switch speed. It would be a one time finisher for someone who's just dodged everything you got and you're out of options. You'd whip this out instead to secure the kill at the cost of your life possible and if not you're left with a weapon with let's say 30 damage swings. Just my idea for a mad Scotsman with nothing to lose and no options left
I think this is the best option.
maybe a 130 - 150 damage explosion instead, idk. also 10% damage boost at lower hp
@@Niiue Don't let it reach 150.
The reason the caber was nerfed in the first place was because Caber + Sticky Jumper broke the competitive scene, because they could sticky jump and trade for a medic at the start of the round, which was basically a trade that was ALWAYS worth it because of the way that Uber Advantage works in high levels of play...
Granted, why it was the Caber that got nerfed and not the Sticky Jumper (considering that demoman is the class with 2 primary weapons basically and it was the ridiculous mobility the SJ gave that broke the caber in the first place)
@@aquamarinerose5405 nice one fsoas
my favorite caber playstyle is a Hybrid Caberknight: Grenade Launcher, Splendid Screen, Ullapool Caber.
It is so fun charging then getting a crit caber killing both a medic and a sniper then turning around shooting grenades at the payload and killing a Pyro
Fixing the caber:
1. Consistent 125 damage on an explosion just for the sake of terrorizing light classes because that’s what people wanted to do with it.
2. Fixing the explosion registration
3. Reduce the deploy time stat from 100% to 25% or get rid of it entirely.
or to make it deal 150 to drop meds
@@matthewhu6157 And cloaked spies, because remember they have an inherent damage reduction under cloak now.
@@matthewhu6157 The entire reason the caber was nerfed in the first place was because it could drop meds in a single hit
I think between 125-140 would be the most balanced.
Add a recharge timer on top and we are golden
fast forward 2 years, and here we now have a custom weapons server on TF2 Classic with the Caber being given the gift of crits while the player is sticky jumping
I just want the Caber reverted
I miss it so much 😢
I personally like the idea of a recharge meter, as it allows you to use it more freely without it exploding multiple times in a fight, I also like the idea of it knocking back yourself and enemies, as it can disorientate them and let you escape similar to the scouts force-a-nature
I’ve said this before, if this weapon crossed the 125 damage barrier but not 150, this would be in a better state. I just want to be able to terrorize snipers and light classes again, that’s really it.
Agreed. I think even just a simple consistent light class one-shot would make this weapon far more usable, and meme-worthy.
Heres an idea for the set synergy:
+200% damage on buildings
Sentries take 2 seconds longer to detect you when taken out
First hit explodes on impact
-10% damage to players
-15% holster speed
Hear me out, the new caber would be for bat-shit crazy plays to destroy a sentry nest. Usually, the caber is useless for taking out sentries because the sentry locks in on them too quickly. So I chose to put a sentry lock-in debuff to make it a "building buster" melee. It wouldn't be useful on sentries 200m away, but it would be more than enough to take out the engie nest on Upward second. Let me know if this idea might make it viable, or even worse.
Would pair nicely with the Sticky Jumper or Tide turner.
3:27
the 20% slower swing speed does not make the initial swing slower. it only makes the cooldown between swings longer. meaning that 1.3s is inaccurate due to the 20% being added onto it.
this is true, but firing a melee requires a .25 second swing animation before the swing occurs, so reloading is still a hundredth of a second faster than pulling and swinging the caber
Interesting, so attack interval does not apply to the initial swing? Good to know.
Pi! (Oh right, like the market gardener)
@@clockworkombrology8555 this is true, you are correct.
@@Toofty See it as a slower "reload timer" for melee, and not like a slower "firing rate".
Wow... long time fan. it’s awesome to notice the improve in quality on your channel.
"A really fun pile of trash"
Could be said to a lot of things
What if the Loch-n-Load had a stat like the degreaser, faster holstering and deploy speed?
This would do good for the Expert Ordnance set, because it would make the caber a heck of a lot more viable in my opinion (As long as you're willing to give up 25% of your grenade clip)
As long as you're willing to give up a pipe in the chamber, as well as any rollers at all
0:27 I nominate the Gas Passer as the worst weapon in the game. 60 seconds or 750 damage (keep in mind that banners only require 600 at most) for a 1.5 second cloud of... 10 seconds of afterburn, IF the cloud is followed up on with non-fire damage. It also takes up the secondary slot on a class who really needs it - Soldier is not nearly as hindered by losing a secondary, and the Caber, SVF and Sun-on-a-stick all take up melee slots. It's not the worst weapon ever to have existed in the game - that would be an old version of the Eureka Effect - but it's a hard sell as anything but garbage.
I mean the only reason this got nerfed is because it had the same switch to and swing speed as the bottle, but 135 damage which could kill light classes and was basically a direct upgrade in that regard, but there are random crits. I only used the weapon in medieval mode for it's "movement" capabilities, that could allow you to basically get to trimp speed anywhere. And for the fixes, I would probably make it the market gardener for demo, but it would work with shields, stickies and pipes which if you hit the caber you would deal crit damage, but the 165 melee damage and 225 explosive damage would equal to 390 base crit damage, which kills everything except an overhealed heavy. It would have to be nerfed in other aspects as it kills even slightly chipped light classes. So i would change it to the following:
-Base melee damage 20 (crit 60)
-Recharge time 20, but successful cabers drop it to 10 (making the demo insanely vulnerable if the hit is failed)
-Explosion damage 50 (crit 150)
-20% slower swing speed (not changed)
-No random critical hits
-Caber explodes on swing
-50% more knockback
-Shields don't grant crits or mini-crits
-50% slower holster speed ("oh crap I missed better get my grenade launcher out").
You're coming down with me version:
-Explode on swing
-100% faster switch to speed
-100% slower holster speed
-Decreased explosion radius
-Damage increases as health decreases up to 400%
-Base melee damage 0
-Explosion damage 75 (300 max bonus)
-Eye for an eye: deal the same amount of self damage as you did damage
-100% damage vulnerability when equipped
Any Light Class: Noooo you cant just kill me with one swing!1!!!
Demoman: *Haha caber goes boom*
Bruh that's why it was nerfed to only kill unhealed weeb spies and baseball scouts.
Supershadow301 and then baseball scouts got nerfed to barely be used
Merasmus dude, the scout’s been neutered and castrated to the point that Stock is the only viable serious loadout and I hate it.
Proffesional Autist
Broken hitbox: *allow me to introduce myself*
Valve: Haha Caber gets nerfed
it would be a fun thing to have it be like a sticky grenade and stick to the other player then explode after 2 seconds dealing 100 damage but also has a bleed effect for 5 seconds. you get 2 and it recharges at a medium rate and can only stick both on heavy. deals 150 damage to explosive based classes like soldier and other demos. self damage and no random crits like before but you can do the soldier grenade tauntkill with them and have it's own animation.
Add a recharge and make it mini-crit while air-born from blast jumping, then demo will finally have a market gardener.
Everyone: "it isn't overpowered."
Valve: *Nerf*
Everyone: "It's shit now..."
Valve Employee that nerfed it: "Goed I no liek gget killed by it ! ! ! ! !"
My favorite Caber loadout is a set I call the Drunken Jihadi. It is very much a cheap suicide set and mostly used when I'm trolling in servers with instant respawn
B.A.S.E.
Jumper
Caber
Sultan's Cerimonial
All-Father (Thunderstruck Style)
Double Dynamite
Perhaps?
The very first thing I'd do to change the Caber would be making the explosion originate at the point of impact, because right now there are some shenanigans going on where the actual explosion comes from the very center of the player, which is why you always get launched straight up and also why the damage is so inconsistent. Changing that would give it consistent damage as well as making it more suited to blast jumping which I definitely think is the niche it should occupy. Recharging is also a must.
What ideas do you guys have for making this weapon better? :)
Fix the melee hitboxes :)
It doesn't explode all the time you hit it, if it could be fixed to do that, that would be great. And make the taunt a taunt-kill.
Make a Caber Jumper
No damage, longer melee range, doesn't cancel charge, handbound (zatoichi style?) I mean, I think that'd be a good new weapon
As for a buff, a recharge meter for the explosion... Also, less self damage would be nice but a bit op imo
make it recharge normally or with ammo packs
Be able to throw it
I learned from FishStickOnAStick's video that using it with Iron Bomber and Splendid Screen makes it actually usable. There's a shield to boost it with a mini-crit/crit, and a grenade launcher so you can actually deal ranged damage and grenade jump.
it constantly sits in my inventory but only comes out when i've cornered someone.
gimme a kritz charge tho and i can clear a point
thats my favorite rap line
i like too. Because its a troll/funny wep. Like the garden for the solly.
This are my fixes to the wep: -Increase the radius of explosion by 25% , 15% more speed swing , but does less damage when is broken (normal damage when it's not broken) , pushes you and the target u hit away like 10/15 metres.
The Caber is my favorite bad TF2 weapon. I found a couple of stratages with it.
1. If you use the Loose Cannon as your primary you can reset the caber as a Hybrid Knight. Takes some practice (and health) but you can make it back to the resupply cabinet pretty quickly on smaller maps or on defense.
2. If you hit the floor with the caber you can launch yourself into the air. It's kind of a wonky mechanic but if you do it right you can fly over your enemies heads. You can either use it as an escape tool or a surprise follow up attack with the grenade launcher. Whenever I do this my opponent never expects it.
3. This one rarely works but if you hit the ground with the caber you can kill 2 low hp enemies with the explosion, without actually hitting them.
4. If you are a caber knight always use the Splendid Screen. You can charge towards important targets like Medics and Heavys and most likely end up getting the kill, since the Screen can deal a ton of damage.
here's a neat idea! molotov! this would be kinda just like the cabernet but it deals no self damage and sets the enemy on fire. when it breaks it deals maybe 10-30 less damage. the fire will also cover the area in a similar gas to the gas passer. It will help those pyros sun on a stick scouts and much more people get a coordinated crit
just make the caber like the equalizer, the end.
No.4 my favorit of how stupid it is
Caber garden knight
You do jumps with the caber explotion and use your shield to move to were you want to go (recommende map harvest the wooden wall on the right of the spawn the jump crouch on the wall with the caber to do a jump then turn around and charge to the roof)
(Only benefit you have a shield.
That is it)
I always played around the idea of you being able to throw that thing, and have your melee slot replaced by fists, that do the same damage as an exploded caber.
that would be more threatening...why? *you try a fist fight with a drunken scotsman lol*
you should use it as a final option knowing you will die but also knowing your opponent is low too, higher than 65, throwing your caber and taking them down with you
How to fix the caber:
Recharge meter
Increase damage to 125 (snipers can one-shot everyone as well)
TAUNT KILL!!!
I'll be completely honest, I only watch videos like yours, podcasts, or news stuff at 2x anymore. It allows me to watch the entire video without losing interest. The only things I keep at 1x are songs and for long let's plays I watch at 1.5x.
It would be fun if it would explode for once when you hit a player.
@Sightless_Seeker Point taken. Still frustrating.
I remember ages ago I thought of this gimmick idea for the caber. Not sure how others would feel about it, but I think it would be a nice edition considering its description.
What if the Caber had a sober meter. The longer you live with the pre-detonated caber in your melee slot, the more sober you become. When you become fully sober, you can throw it.
After all, the description already says "A sober person would throw it".
It wouldn't really add much viability wise, but maybe it could add a bit of a final solution for the caber if you're going on a massive killstreak, run out of ammo against a mid to close range target, and throw this thing at them like it's a fifth pill in the grenade launcher.
An Idea, remove the "No Random Crits" line and replace it with "Mini-Crits when it would normally Crit" line.
That's like the worst possible idea
Crit explosions with charge is what still makes it somewhat usable and fun asf, and you suggest to kill this possibility for having RANDOM minicrits, which will still deal less damage than random crit of stock melee (max caber damage is like at 130? 130x135%=175.5 < 195=65x3)
So, there is a style i use with the caber is a last resort type of deal. where you are about to lose the objective and you run in with a shield charge. You can have a primary so it can help with other enemies. Also, everytime you crit, its somewhat has a critical hit explosion radius. it's not like a crocket, but it can kill lower health classes.
What if u can throw it??
And it recharges like a flying gilotine
Now That whuld be cool
Okay this is epic.
It a bird
It a plane
No i-
*Kaboom*
1. Recharge bar after the first use
2. Less self damage
3. Crits when explosive jumping
4. Taunt kills
5. On explosive hit all enemy within a small radius get a stun effect applied for 4 seconds
[obligatory "im early and cant think of anything funny" comment]
Yeah, same thing over here.
Oh man, I remember that I made a group revolving around the use of the Caber way back when they added it to the game. We usually referred to it as The Suicide Stick, for obvious reasons, and my favorite technique was just charging into incoming groups for a crit, then quickly switching to pipes, trying to deal as much damage as possible before I hit the ground.
I remember using the Caber before the sticky jumper came out, using it to boost yourself up a wall for a ledge or something small was great.
My thoughts?
-Recharges after 20 seconds.
AND
+Enemies hit directly with the caber explosion take +20% explosive damage for 3 seconds, signified by a cracked bomb above their head.
OR
+The explosion deals mini crits while airborne.
-A Stuka dive-bomber sound effect is played while blast-jumping, which is louder than normal.
If this could be thrown and rechargeable, medieval mode would be more chaotic then it would be already.
Ideas on How to Fix the Ulapool Caber:
1. Taunt Kill
2. Recharge Meter
3. An optional ability that functions identically to the Sandvich. By right clicking while wielding the Ulapool Caber, you can throw it a short distance, having it explode on impact like the grenade it is. For a more hilarious and interesting optional, on right click the caber is thrown BEHIND the Demoman, allowing for some escape plan shenanigans such as: dropping it and jumping to function essentially as a single Quickiebomb, dropping it with enemies chasing you as a sort of anti-backstab/backburner/etc precaution, or as a way to be a bombing asshole by jumping from one balcony on 2Fort to the other, setting a sticky while in the air, then turning and dropping the caber before jumping away again for even faster bombing runs.
I own a Collector's Prof. Killstreak Caber that I use with a Hybrid Knight loadout. imagine how fucking horrifying it is to see a Caber Knight just delete half your team because they decided to be on the control point.
Only really old players will remember the lochnload/chargin targe/ullapool caber combo and how good and fun that was. Having the loch oneshot 125hp classes and then charging around with the caber oneshotting classes was so hilariously fun. A nightmare if you played any light classes lmao
1) Laughed probably too much during this vid
2) Caberknight + Degroot Keep + Final Point being capped = Devastation
My favourite explosive Demo loadout *was* :
-Loch & Load
-Charging Targe
-Caber
It was before all the """balance""" nerfs, and the way I used it was to take the enemy killing me with me when I knew I couldn't survive anymore. Super fun.
I think a good fix is to add a recharge meter that takes 10 seconds and recharges 1 second for a medium ammo pack and 2 seconds for a large ammo pack. Add mini crits when sticky jumping, a taunt kill and fix the bugs and it'd be perfect.
Machete and the frying pan.
What are they?
Well they are the crit lords.
The 20% slower swing speed only affects the time between swings, not on its first hit. It only takes 1 second to switch to the caber plus the time for a melee hit to register.
the music starting at 7:28 is
Jeremy Blake - Powerup.
So I have been collecting the caber since November of 2021. It is my favorite weapon as I main caberknight. Through my collecting I am currently at 1 collectors prof caber, 1 vintage caber, 1 strange caber, and 2586 normal cabers. I love this crappy weapon. An idea I have is of course the recharge bar but when the caber is broken, give it a faster swing speed or maybe apply bleed to enemies hit by it. Also make it deal 65 on base melee hit.
I think the recharge is fine though, what makes it so bad when jarate can?
(I'm new to TF2 btw)
@@Jpeg_skeleton I think it should recharge, the fact that it can't is a problem
How to make it work with the Loch & Load:
When hitting someone with the caber, the switch speed is much faster, allowing you to make a boop --> mid-air grenade combo.
I think a way to fix it would be removing the ridiculous melee switch and swing penalties and either increase the base damage (while restricting crits to x2 dmg, or removing them like Cow Mangler) or knockback (in which case, reduce self-damage) of the thing.
It saddens me than many weapons in tf2 are just average-bad or meaningless side grades. I wish the community wouldn't complain at everything they lose against. I miss the Sandman and Bison, man... It really was better before in those cases, in my opinion.
A cool idea could be to give it massive damage to buildings. This way, a demo knight would have a semi viable method of shutting down a sentry nest. It should also have a recharge that is based off of distance traveled and damage done. Perfect for demo.
I think making it a Demo version of the Market Gardener would work. Critical explosion on hit when blast-jumping, maybe increase the range a bit to compensate for hit-reg, etc.
Also making the taunt like Soldier's kamikaze if it hits.
My pick would be to give it a sort of recharge meter, but have it recharge on both time and Ammo packs. Like, 30 seconds to recharge, a full ammo pack, or a combination of Ammo and time, like 15 seconds and a medium ammo box.
To fix it, or at least make it more fun, I would give it a guaranteed mini crit on the first hit. It already throws you around so any time you need to get a second hit is extremely hard. Sure it'll one hit weak classes, but it already does 120 health in most situations, 5 health is basically nothing
I remember in the melee only castle map on its early days, a charging caber demo would clear an entire point when it crits explodes.
20 second recharge
Give it a bizarre bargain like effect, where each pill landed directly increases its damage and splash size. Self damage also increases though!
Boom, synergy with all launchers, but especially the loch n load, and made more viable while still being hilariously suicidal.
How about a mechanic that allows you to use your melee while still having access to your primary. Like, if you hit Alt-Fire while holding your primary, Demoman will swing the Caber. You said if yourself that the damage and self damage from the caber is very similar to a firing a pill, but comes out slightly faster. It could be used as a quick surprise finisher to a fight were the opponent has closed the distance and you're low on grenades. It would also pair with the Loch since it would essentially give you 4 pills in specific situations and allow a Demoman to explosive jump without switching and laying a sticky.
Maybe if you middle click?
If I'm going to spitball random ideas that I put 5 seconds thought into the first thing I would think of is this:
The post exploded grenade does 100% mini crits on targets for 3 seconds after you hit them with an explosive from you and it switches faster until the grenade comes back. That would turn it into a "you're getting too close to me" weapon that would add a synergy to not go full demo knight with it with some risk/reward because you can take splash damage trying to maximize it.
Solarlight playing Caberknight: *TACTICAL NUKE INCOMING*
have a metal meter, grenade is repaired at certain level of metal, and perhaps heal on hit with broken caber, so the strat would be get the damage out of the first hit, heal with consecutive broken hits, enough to keep you alive, and then either pick up the metal of dead people or resuply to get boom back.
Went from _what the fu_ *BOOM* to Aloha snackbar
I’ve found that the swing speed really does effect the weapon. I’ve lost tonnes of fights because someone was able to swing frist and kill me after I took t self damage
A few of ideas to fix this weapon.
1. Give it a gauge that charges up as you take explosive damage. Increasing its damage the more explosive damage you receive, yes this includes self damage. In exchange it needs to "ramp up" before you can actually cause an explosion. Just to prevent easy "1 for 1" panic swinging easy kills for the demo.
2. Give it an average draw time and swing speed if number 1 is implemented.
3. If the explosion damage isn't enough to kill the demo. The left over part of the Caber can deal bleeds on hit.
*How to fix*
Make the explosion do more damage the closer the wielder is to death.
This will discourage fly-byes with the sticky jumper, and is more likely to result in suicide kills. Or if you're really crazy, you could hit the floor when you're really close to dying to create a mini-nuke.
*Demoknight:* _"Haha… Caber goes BOOM!"_
how i would fix it:
-add a recharge time
-make it deal 125 damage
-completely remove the switch speed penalty
-remove the swing speed penalty.
-gives you 20%damage resistance to explostions when active.
Weapon's explosive capability replenished on acquiring a kill with the explosion (maybe also add the recharge bar), and increase the knockback effect.