Meet the sandvich tells us two important things: scout can remain conscious with no blood, and heavy's normal melee damage after eating a sandvich is strong enough to knock all the blood out of someone
Fun fact: In Meet the Scout, The Heavy is seen with both a Sandvich and Shotgun, meaning that either The Heavy can now have 2 secondary slots, or all classes can
Likely all of the classes can. Would be useful for Demoman, since you cannot have the sticky launcher if you have the Chargin' Targe equipped in your secondary.
Sniper being able to slowly stack stored Jarates in his inventory the longer he camps in 1 spot would be a bit scary. Imagine the enemy Sniper gets in a high, hard to reach spot, owning your team, then he lobs Jarate after Jarate at anyone who dares to get too close
And imagine this: the Jarate effects STACK. And, additionally, if you were hit by enough Jarate from one sniper, like 5 or 8, it plays a 3rd person cinematic of the class shooting themselves in the head with their weapon, killing them instantly as they would rather die than suffer that fate.
There is a comedic turnabout from this, since he can't carry them all a stationary sniper would get the same role as artillery. Team needs to push? throw 15 jarate and let the minicrits rule. Also spies would have a laugh as well because he can't carry them the moment sniper is unscoped, not crouching, not standing still , he would be wasting his stash. Meaning spy targetting sniper would be not only viable but necesary.
The throwable Sapper is interesting because Anton adapted that as an actual function for the "Meat Fortress" Spy kit in 'Hot Dogs, Horseshoes & Hand Grenades'.
Maybe you can grab bread using the same prompt to pick up dropped weapons, then teleport it. It spawns a reskinned pipe that homes in on any nearby players (and do damage to anyone there, teammates, yourself, and enemies included)
TBF, for Meet the Heavy, he claims Sasha shoots at 10,000 rounds per minute. In game Sasha shoots 4 bullets 10 times a second, meaning that in-game he shoots only 2400 rounds per minute. So if it was accurate, heavy's rate of fire would be over quadrupled.
Actually Heavy's minigun shoots slightly less than 10 times per second. It shoots once per .105 second, which means it shoots 2284 bullets per minute. It's becaus of the game's tickrate, and minigun shoots once per 7 ticks (tickrate of the game is about 66).
I remember when you used to be able to detonate stickies while taunting. Fun times... it's a shame you can't do it anymore because blowing up an enemy as you taunt them is hilarious, but I understand why they did it. Also, Meet the Spy introduces friendly fire.
That's one of the things that fall under plot rather than gameplay though. I mean the game does sorta have a day night cycle in that night versions of many maps exist, it's just that no match lasts long enough for it to matter.
For Pyro I think it's interesting that he used his axe to lock a door and trap a Medic in. How would it work, if in the game you could sacrifice your melee to temporarily block a door?
@@BananaHoovyJ.Rabbit idea: certain melees block certain doors Long blocks the doors in the mtp video when he kills the medic Short can do the oppisite and open doors that are blocked by breaking them somewhere, heavy basically is all combined, can break doors, lock them with his hands, and can open them normally
Since soldiers are immune(?) to sentries now I think it's fair to buff the sapper massively otherwise soldier becomes the new close-range sentry counter.
@@retrobat1631 Rain is quite effective at large fires, though this would be a small, just intense fire. Might be a close match. In truth I just forgot about the rainm
Could lead to a funny unintentional nerf to the Wrangler of you’re spreading your sentries out, though. All or nothing on the Wrangler, so using it with one sentry still disabled the rest and lets the enemy punch some holes wherever you aren’t. Maybe the shield wouldn’t be as broken in that case. Though if a player grouped their four sentries together, it’d go back to being busted.
Just wanted to point out that, spy who was disguised as scout, touches the briefcase without his disguise dropping while picking it up, so spy would ALSO have the ability to not drop disguises when touching the intelligence since the briefcase moves when he does, he would be able to pick it up while disguised.
The bit in Meet The Sniper where demo falls into the pit and it blows up sounds pretty accurate. Do you remember how many times Valve had to patch out a payload finale getting set off by exploits that dropped some random entity into the hole? Because it was a lot. At least two or three times, minimum.
One last thing apparently touching the intelligence doesn't automatically undisguise spies. When the Blu Scout (Red Spy) touches the briefcase he doesn't instantly drop his Scout disguise.
He also doesn't pick it up, so instead the change is probably that disguised spies can't pick up intelligence at all (rather than dropping their disguise immediately).
@@kickin_ass Yeah but that's one of those things that is more explained by it being a video, not a game, rather than an actual difference in feature. He specifically said that he wasn't going over things that were plot related and this is definitely one of those. You just don't have the option to touch the intelligence without picking it up in game for fairly obvious reasons.
Two notes: 1. Demoman used to be able to detonate stickies while taunting. This was removed. 2. Just because Sniper can _produce_ multiple Jarate does not mean that he can _carry_ multiple Jarate.
11:50 I would like to add, Pyro clearly blockades the Medic inside the barn with his fire axe before lighting it ablaze. Implying that barricading doors with your melee is now a part of Pyro's moves or a part of TF2 in general.
interesting thing to note: due to the dead ringer and your eternal reward existing now, blu spy could technically have been red spy all along in meet the soy
I could imagine a mix of TF2 and some kind of real time strategy conquering game. Capturing territory, moving supplies, fighting on battlefields with the classes, it could be cool.
In meet the scout heavy uses shotgun and the sandwich at the same time, so heavy gets a buff of getting 2 different slots - one for lunchbox and other for shotguns
@@TF-Boom So basically the TF2 heavy briefly got replaced with a Planetside 2 heavy, since it is possible for a Planetside 2 heavy to carry 2 primaries, which can mean the TR chaingun+a pump action shotgun, a stimpack (obligatory for Planetside 2 heavies, they're all addicted), and a knife. TR also has a black and red color scheme so obviously this makes perfect sense.
I just realized for the Soldier avoiding sentries thing: What if it's partially based on facial recognition? If they had programmed the sentries to just shoot at blue targets that were moving then it'd end up targeting things like water, moving props, or the bomb cart, so they'd also have to add a second layer, which would be facial recognition. Since Soldier covers half his face all the time, and the sentries would be based on his un-helmeted appearance, then the sentries wouldn't be able to tell it was him. Facial recognition on its own wouldn't work, since the Red and Blu variants of both teams look exactly the same (minus colors obviously). And no, the sentry didn't kill him in Meet the Engineer, unless they were trying to shoot past him and he got caught in the crossfire (which granted doesn't make the most sense given the angles it was shooting at but whatever, good enough).
wouldnt they also have to make pyro be ignored since their mask obstructs their face and isnt team colored? or maybe its because soldier was too crazy to get a good picture of his face
In Meet the Spy, when he disguises as the medic, he doesn't get the glasses. I always thought it could be added to the game that he cannot replicate the glasses. Can make for a funny interaction when trying to tell apart a spy that is disguised as a medic.
He already does that just more obvious. I don't know if it would solve the disquse kit tho. Remove all weapon cosmetics, small acsesorries such as glasses, scars and what not. It would probably result in better spy gameplay as a whole.
I actually think Demo was supposed to have a constant trail of explosions behind him as they’re also present in the scene right after the first interview segment. I could only imagine they were removed for the obvious reason of hard countering spy or some other balance reasons
@@caoistico669 "meet the heavy" was the first video in the series, which is why little to nothing happens in it (understandable, it's a perfectly good first SFM video) and why it's most accurate to what playing Heavy is like. Pyro was the last class to get a video which is why it got so much cinematography.
Collectively, it seems, we all forgot Scout wall-jumping before the final hit on the Heavy. While this can be chalked up to him simply double-jumping, he visibly grabs onto the crate before jumping off, meaning there are at least minimal parkour elements to Scout now.
Also (excluding things I've seen other commenters mention): -Pyroland makes the entire map nearly invisible -Pyro can block doors with their axe -Breaking Demo's bottle during a taunt blinds him -Heavy's new emblem could just be a cosmetic -Engi can place more than 2 teleporters (Demo goes through one in Expiration Date, and comes out the other with beer sometime later, meaning the first tele's exit must have taken him where the beer is and he used a separate one to get home) -Sentries shoot enemy gibs (if they're moving) -Players get bandages added to their char model at low health -Damage causes negative status effects as it accumulates (Scout is forced to crawl, Demo is forced into a wheelchair) -Either all of the Soldiers in MtM were at low health, the Quick-Fix gives a damage boost as well (perhaps its Über now also gives Kritz), the low-damage Homing Rocket also increases damage taken/reduces HP on the wearer, or Heavy's damage is increased -Spy's knife remains inside ragdolls after a backstab and must be retrieved or replaced -Spy is not targeted by sentries, even when not disguised -Spy (or all players) can choose not to take the enemy intelligence when touching it -Swearing in-game is bleeped (perhaps by voice detection AI) -Players are 50/50 RED team and BLU team in MVM -Game is more gory altogether -Melee attacks might deal headshot damage (Soldier in MtSo, Pyro in MtP, Scout in MtM, and Spy in MtSp [but not with the knife] all killed someone in one hit by melee attacking their head)
And heavy states his gun does 10000 rounds/minute. And currently, it only shoots 4 rounds every .105 seconds, or 2284 rounds per second. Enjoy mauling anyone in line of site
The bandages mechanic could be pretty cool actually Imagine you get damaged, and when you heal up by medkits instead of Medic's medigun, you would get bandages on your player model, until you're healed by medic or die and respawn And to make it funnier, bandages would cover more and more of body, until it would completely cover the whole model in bandages on top of bandages
1:24 fun fact, the sandvich's mechanics do reference this (as far as tf2 wiki is concerned) as when a sandvich is specifically dropped due to its user dying it I think heals scout specifically 75 health while only 50 to other classes.
I remember when I first saw "Meet the Medic". Back then I had no proper knowledge of Valve or the game, ao I assumed that it had a mechanic in which, as you took damage, your character would summon medical equipment to hold themselves together.
I’m so torn because the videos as they are are all so entertaining, iconic and i wouldn’t have them being any other way but man it would’ve been nice to see a more in-depth and accurate display of Engineers’s capabilities.
A gameplay accurate Meet the Engineer would have him rush everywhere in a near constant state of panic while desperately trying to maintain and rebuild his buildings.
One thing for meet the demo tho: you used to be able to taunt while exploding your stickies, it was changed after an update to fix issues with looping taunts that change when you press your mouse buttons.
I thought it was just high-five trolling or because they would use it to look around corners. 3000 hours in the game but I was today years old when I learned that there are taunts that use mouse inputs.
@@DoABarrelRol1l looking back into it, it might be possible for that to be the cause or a rare case of valve fixing an issue before it became a problem, unless there was a mouse key taunt before Mannrobics. As a note, clicking the right or left mouse buttons while using mannrobics will play different animations, assuming you're currently in the one where the arms are clapping. There are some more taunts since that use mouse keys but I can't remember the names of them
Also, Meet the Demoman came out to coincide with the game's release in 2007, so it's likely that they were indeed playing the beta. The endcard of the video even jokes on it.
The Scout's bat strangle attack sounds like it would work like L4D2's Jockey's ability, making him able to yank his victim around (and in the line of fire of allied sentries/players or into environmental hazards).
The ubercharge duration in Meet The Medic is also MUCH longer than the one in-game. I'm also curious just how much faster Heavies minigun would fire if the actual RPM was accounted for.
9:39 One thing I would like to point out is that like with Soldier the sentry doesn’t detect an uncloaked spy from behind. In the normal game when you walk up behind a sentry undisguised no matter what position you are in it will always detect and fire on you. Another thing of note is that the sapper disables the sentry without it actually touching the sentry first
Meet the Sandvich does have one thing that doesn't exist ingame and is also mentioned in Poker Night at the Inventory: the Sandvich makes Heavy go into an uncontrollable murderous rage, including against what seems like friendlies. Additionally, Scout wields the Pain Train in Expiration Date, and Demo gets a shotgun in Mann Vs. Machine, but that's probably nitpicking at that point.
Heavy punches out all of Scout’s blood so I’m going to make him trigger multiple stacks of Bleed on crit, and Scout automatically becomes immune to bleed if he’s below a certain health threshold, until death.
Soldier's dialogue taunted Heavy when he's attempting to break his spine, calling him RED team ladies. In other words, Soldier and Scout were from BLU.
One thing blue either missed or straight up ignored is that in the meet the spy video, heavy is clearly running in his normal speed while having his gun revved up.
We wouldn't be able to play the game if it happend. Also heavies fire rate was decreased in game. If what he says is true heavy would melt his foe within miliseconds.
Seeing the Spy stats gave me an idea for a new disguise kit: Attacking while disguised doesn't remove it, instead makes it flicker in and out slightly between the Spy and the disguised class for 2-3 seconds for enemy to just barely be able to see it, it also has a tiny sound que for audibility too. (Only takes effect when not swapping class disguises, so you'll have to be undisguised first for it to work(?)).
@@Aaa-vp6ug You have a chance of being seen if you attack, that's what the flickering between the disguise and yourself is. But I understand your concern that it'd be op if done poorly or too subtle. It would (hopefully) take/need a trained eye to spot it out. But if the flicker wouldn't work because of Source engine limitations, then maybe it'd just be a smoke effect like when Spy normally disguises. (Edit: Plus, like I suggested in my original comment, there would be an audio cue too, so even if you don't see it you can at least hear when it happens. Another thing is, you'd still be able to hear the revolver shooting noise too).
@@Aaa-vp6ug I guess, another thing I realized is that Enforcer gunspies... lol. So here's a way to prevent overusing it, it only works for 3 shots, and after the 3rd shot it'd act as normal until a cooldown recharges. If that's not good enough, then maybe either less damage while disguised and/or less ammo on pickup. I never really put to much thought into the downsides since I never really put the time to come up with them, as it was just a basic concept. But yeah, it really would just be a direct upgrade without any of those downside I just came up with. Again, it was just a basic concept so it obviously would need some tweaking to be just right and not be op, but I still think it'd be nice to shake up Spy's gameplay than just backstabbing all the time, and instead actually kinda tried to be like the "Meet The Spy" kinds of stealth. (Thank you for questioning about downsides, or else I may not have even thought about fleshing it out more or what would be needed to balance it out).
@@Aaa-vp6ug Another thing, I was wondering if there'd need to give the user marked for death after attacking for a couple/few seconds, but then it'd just be obvious who shot you. But other than the less damage while disguised and less ammo pickup, I'm not sure what other downside would be needed to balance it properly. (Edit: Actually, I just came up with something: About my "after the 3rd shot it acts normally", what if instead it would just undisguise after, and there would be a cooldown needed to redisguise back? I also want it to be after the 3rd because of the "3rd strike you're out" kinda rule). (Edit 2: Also, meleeing would (maybe/probably) just undisguise the like normal, though again I'm not if the Source Engine would be able to do that. I'm probably just being dumb about it though).
I like how every single realistically fatal blow to an enemy is explained as a "random crit", because of how we got used to these weird game mechanics lol Edit: Ok that might be cheating, but heavy in meet the scout is CLEARLY eating a sandwich while holding a shotgun at the same time, which should grant heavy a second secondary slot (yeah I know.) reserved for lunchbox items and/or other consumables, while the other one is only for the shotguns
i think you missed the detail in meet the scout where scout jumps off a walk to bring the final blow to the heavy. I mean you can kinda get the same effect by just double jumping but I think it'd be cool (but very unbalanced lol) if he could use walls for an extra jump or so
I imagine it like this: if scout jumps to a wall he sticks to it until he makes a jump and only one and he can't stick to wall again until he land on horizontal surface
Actually I have a idea for the sandwich/heavy. Because of the “he punched out my blood” line. What if heavies melee had a chance to cause bleeding depending on health, the higher your health the higher your chance, this would reward players for playing safely and smartly, and encourage teamwork with the medic, engineer, pyro for being able to put out flames, and scout for mad milk
10:43 I’m personally interested in the formation of the robot demos and soldiers in the sound of medicine video. Having these unique formations would’ve been interesting even if it was for certain map/missions.
I want huge formations of Robot Soldiers who use muskets like it's the revolutionary war. It would take a long time for them to reload, but can put out massive bursts of damage. Only problem I see is how the robots would react to being pushed out of formation via airblast or splash damage. Would they somehow return to formation or would they get some knockback immunity?
Maybe also add the consistent pattern like the panic attack, but half of the cluster is really close to the centre in a filled-in circle, and the rest just do regular shotgun pellet thing
Something to note.. In the original. ( IE, The old Quake Team Fortress mod ) Pyro COULD set the ground on fire. While Engineer could not make more than one sentry, they could make one connected to a wall or ceiling. ( IE, a sentry that is upside down, or one that is on the side. ) Spy also originally had a grappling hook. A few other things here and there as well.
This is making my head spin a bit. Basically, just tf2 without game balancing for the most part. Still though, Nearing 20 years and still finding out new things about tf2. Nothing short of amazing.
3:10 right after the cut, there are two mercs who were killed by the stock axe and the axtinguisher. Not only does pyro have 2 axes, but they were stuck in the enemies' heads
Idea: Have the Scout bat grab, the kukri taunt kill, and spy's melee parry be part of an Arkham series-style takedown kill mechanic. It would be basically be like Spy's backstab but if you press the taunt and attack button at the same time when you're behind someone, you do a neat little kill animation! Granted you'd probably be excecuted on the spot once its finished but it would be worth it.
Well, it's based on how long these animations are going to be. If they're going to be too short, then they will become a mess. Just imagine a Heavy with pocket Medic, fully overhealed to 450 health, just running towards and then a Scout or a Sniper going this "taunt kill" and kills one of the duo instantly.
@@_the_spy_8867 even better if a sniper and a scout coordinates and do a double takedown, it would be quite op but all people watching woul collectivly lose their fucking marbles
The takedown should have a health limit. If the enemy's health is above a certain threshold, the taunt kill is void. Imagine how stupid it would be for a fully overhealed heavy to get strangled by a scout for 5 seconds and then die? Unless the animation can be stopped with enough damage and the length of the animation scales as the enemy's health does. This is not viable for casual nor competitive.
If I recall in the Meet the Pyro trailer, the hole in Soldier's chest was produced when shrapnel from one of Engineer's buildings exploded. You can see some sentry gibs in the shot where soldier takes the wound. The sentry's super far away, but the gibs are moving fast. This could entail one of two things: 1. Building blast radius is super far, and buildings do enought damage to at least kill a low health soldier. 2. Building gibs deal damage using physics, the faster they go, the more damage they do to the colliding player. Personally, I'm a fan of option 2.
If ragdolls had collision, I could imagine a friendly 2fort server, where people just kill bind to make a giant staircase of ragdolls, so others can get up to the bridge's roof, the lights on the sides of the bases, and other spots
2 fort would be flooded after 2 hours of gameplay in no respawn time servers. Killbinding in to chokepoints to clog up the enemy advance would be interesting and dustbowl ,oh lord dustbowl. Attackers would be unable to attack as all dustbowl spawns have a moat or they are lower level. One can imagine after locked in 5 minutes inside they would be unable to get out of spawn or die because they spawned inside the pile.
12:10 Now hear me out, imagine if the Medic have a Medigun that can grant infinite (or really extended) über to a patient with the only downside being that you are still vulnerable, the medigun doesn't recharge (unless you go to spawn) and you need to keep M1 pressed so the über doesn't get interrupted (preventing the Medic give über to more than one patient).
I found two different changes 1. A miscellaneous change, in meet the medic during the Uber charge scene heavy kills way more than twelve soldiers before any of them could have respawned not to mention that when he’s standing on the pile of corpses he’s still shooting implying there are way more enemies to deal with this could mean that you can fit way more than twelve people on one team 2. A demoman change in meet the sniper when sniper shoots the bottle it breaks in the demoman’s face inflicting bleeding damage so that means if you shoot demoman’s bottle whilst in his hand it breaks in his face similar to the wrap assassin bauble
Spy would also be able to touch the enemy intel without breaking disguise too, other than friendly fire. Since the range of level 3 sentries are greatly increased, I think it's also safe to say spy also cannot be targeted by sentries
6:43 don’t forget, this detail bugs the hell out of me. The engineer’s level 3 sentry fires his rockets and causes a scout to lose his arm but the arm to land near the engineer is a snipers
Fun fact, when I first saw the meet the spy video, I never actually had seen Tf2 gameplay, so the idea of disguising as an enemy made me think that you’re team would see you as an enemy and they could deal damage to you. Kinda glad that wasn’t the case, but kind of an interesting thought.
For Meet the Demo, those extra stickies could have been laid by other Demomen who detonated their stickies while he was taunting. This could also explain the fact that they didn't all explode at once, since each Demoman would probably detonate their respective traps at slightly different moments. I still don't understand how the Blu players still in the tunnel were hit, though.
i think being able to outrun sentries would be a really interesting mechanic actually. it would definitely nerf sentries pretty hard, but if they could only hit targets moving tangentially to the sentry at say, 375 hammer units per second or less, it could provide a really cool way of fighting sentries and make fighting sentries feel a lot more fair you would still have to move very well, but it could allow for rocket jumping past sentries and to keep demoknight and scout from getting so hard countered by them it would also keep sentries strong against choke points, since people would be moving towards the sentry and not able to easily dodge it
By the way since the characters are seen walking around out of bounds part of all maps would mean that the game would be free roam meaning you could go anywhere which would be fun to see.
It feels like Medic's uber also charges ridiculously fast in his meet the team video, and seems to last far longer than it should. Additionally, while Heavy himself isn't doing anything out of the ordinary in his video, something that always did stick out to me is that it doesn't really seem like he's getting targeted much, but rather is just mowing down bots/players who are otherwise ignoring him. This could potentially be taken literally to suggest that something is going on to make simply avoiding Heavy the better option unless absolutely necessary. I would say that it could be a massive boost to his health to give him more tanking power, but this is discredited by other videos in which he goes down easily enough so I'd probably lean more towards a buff to his damage. As a final few notes, the Sniper video suggests that round limits don't exist based on how long he's depicted in his sniper tower and Spy's video suggests that the announcer would announce to your team if an enemy spy enters your base.
But in Meet the Spy, he takes ten stabs before dying. So he has a minimum of 360 Health, if the last was a backstab. Or if it was a butterknife, 400. And he stated his weapon does 10,000 rounds per second, ingame, he has a fire rate of about 2284. He basically gets to shred anything in Minigun range
@@Aaa-vp6ug In Meet the Heavy the actual quote is that his minigun fires 10,000 rounds per minute, not second. "She weighs 150 Kilograms and fires $200 custom tool cartridges at 10,000 rounds per minute." Still a lot faster than the in-game rate, but 60 times slower than what you said.
Once met a f2p spy who tried throwing sappers at buildings got confused switched to demo and has surprisingly good pipe aim
Of course i know him, he’s me!
That was a demomain trapped in a spy’s body
@@blondeepartygirlI cannot
@@blondeepartygirl is that your fetish or something?
@@quirkyperson125help himmmm
Or her
Meet the sandvich tells us two important things: scout can remain conscious with no blood, and heavy's normal melee damage after eating a sandvich is strong enough to knock all the blood out of someone
Scout is ragdolled when below 10 hp and Heavy gets damage buffs from food items
According to lore scout cannot die until certain day or something
@@-keksikcek-526 he will go to heaven until he gots bitches
Buffalo steak sandvich?
And Heavy can break people's spines.
Well since the Blu Soldier was able to kill the Blu Spy, this could mean that there’s friendly fire in the game
You can already toggle friendly fire on.
@@testaccount4830 I like spreading misinformation online.
@@Caffeine_Factor it's literally a console command
@@Caffeine_Factor mp_friendlyfire
Was about to say, don't forget that friendly fire is possible now!
Fun fact: In Meet the Scout, The Heavy is seen with both a Sandvich and Shotgun, meaning that either The Heavy can now have 2 secondary slots, or all classes can
Or he can equip the sandvich as a secondary
@ytk2508 What I meant was he had both the Sandvich and the Shotgun out at the same time.
Likely all of the classes can.
Would be useful for Demoman, since you cannot have the sticky launcher if you have the Chargin' Targe equipped in your secondary.
@@ChaseMC215I doubt it since heavy is the biggest and is called heavy *WEAPONS* guy
More likely to comic/animation canon, slots don't exist, and all weapons are always usable, the same way you might have for real life.
Sniper being able to slowly stack stored Jarates in his inventory the longer he camps in 1 spot would be a bit scary. Imagine the enemy Sniper gets in a high, hard to reach spot, owning your team, then he lobs Jarate after Jarate at anyone who dares to get too close
And imagine this: the Jarate effects STACK. And, additionally, if you were hit by enough Jarate from one sniper, like 5 or 8, it plays a 3rd person cinematic of the class shooting themselves in the head with their weapon, killing them instantly as they would rather die than suffer that fate.
There is a comedic turnabout from this, since he can't carry them all a stationary sniper would get the same role as artillery. Team needs to push? throw 15 jarate and let the minicrits rule. Also spies would have a laugh as well because he can't carry them the moment sniper is unscoped, not crouching, not standing still , he would be wasting his stash. Meaning spy targetting sniper would be not only viable but necesary.
@@JohnnyofTheSevenSeasand if it's from an explosive weapon, splash damage
Not surprised Engi can have 4 turrets, if Soldier is not targeted, Demo can force a turret to shoot his projectiles and Spy can throw sappers.
'Use more gun.'
So we're not going to talk how in Meet the Engineer, Soldier just dies while walking onto it, right?
That was a spy.
@@_the_spy_8867 he can't be detected but dies instantly if he enters within close proximity to a sentry gun
@@_the_spy_8867 He had a heart condition.
Fun fact: As a child I thought that sniper had the special power to climb up designated towers because of meet the team.
Okay but that would be cool
old VSH had that
@@RayTC new vsh has that
@@RayTCwhat is vsh
@@didyoubringthemilk vs saxton hale
To be fair, Soldier banking his entire strategy on a 1/50,000 chance is exactly what Soldier would do.
"So you're telling me it's possible?"
if you do more damage beforehand that 50,000 goes down. it maxes out at 60%. that's a 7.7777 % chance if he just slaughtered other people.
@@yoursleepparalysisdemon1828 for just melee.
maybe those number specifically, but its similar for other weapons, no?
@@yoursleepparalysisdemon1828 Melee random crit percentages in general are much higher, so not exactly.
The throwable Sapper is interesting because Anton adapted that as an actual function for the "Meat Fortress" Spy kit in 'Hot Dogs, Horseshoes & Hand Grenades'.
I was waiting for someone to bring up Meat Fortress.
And I feel it could totally work. But if you throw it, you can't use it anymore, because you just threw away your zapper and need to get a new one.
@@HappyBeezerStudios Spy has infinite amount of them anyway.
You forgot about the soldier's ability to teleport bread and make a bread monster.
Though he DOES have a 1/3 chance to spawn bread when exiting a teleporter, as opposed to the other classes 1/22 chance.
@@SSBBPOKEFANIt should be 100% chance... after all, he's done nothing but teleport bread
Maybe you can grab bread using the same prompt to pick up dropped weapons, then teleport it.
It spawns a reskinned pipe that homes in on any nearby players (and do damage to anyone there, teammates, yourself, and enemies included)
@@SSBBPOKEFANthe irony being 1/3 is that he teleported nothing but bread for 3 days
@@SSBBPOKEFAN I get it on heavy alot for some reason
TBF, for Meet the Heavy, he claims Sasha shoots at 10,000 rounds per minute. In game Sasha shoots 4 bullets 10 times a second, meaning that in-game he shoots only 2400 rounds per minute. So if it was accurate, heavy's rate of fire would be over quadrupled.
Wow now the tomislav is actually balanced!!!!
Someone recently made a video of sasha shooting at 6000 rounds per minute and yeah it is pretty strong despite only being 60% of the canon power
Ammo go poof
Actually Heavy's minigun shoots slightly less than 10 times per second. It shoots once per .105 second, which means it shoots 2284 bullets per minute. It's becaus of the game's tickrate, and minigun shoots once per 7 ticks (tickrate of the game is about 66).
@@thelastmlg2699 really, where? What is the name of this video?
I remember when you used to be able to detonate stickies while taunting. Fun times... it's a shame you can't do it anymore because blowing up an enemy as you taunt them is hilarious, but I understand why they did it. Also, Meet the Spy introduces friendly fire.
FF is a server setting you can toggle actually, most just don't do it for obvious reasons lol
@@dooplon5083 yeah but its not a default gameplay setting, you're missing the point
Friendly fire now enabled on official valve servers
@@Blucario90 "most don't do it for obvious reasons" kinda implies that I understood the point better than you think lol
@@dooplon5083 I apologize if I misunderstood the goal of what you were saying. I just think it should have been mentioned in the video regardless.
Meet The Sniper also seems to imply that the game has a day-night cycle, as you can see the sun get lower in the sky in the jarate scene
It looks like he was there for hours though, so it probably only affects 2Fort in practice.
Which also implies that in exchange for being able to stock multiple Jarates, Sniper takes *much* longer to recharge them.
That's one of the things that fall under plot rather than gameplay though. I mean the game does sorta have a day night cycle in that night versions of many maps exist, it's just that no match lasts long enough for it to matter.
@@comexk He can recharge them pretty fast. It's just that the day-night cycle speeds way up while he's doing it.
I mean double cross has a very distinct night sky so I guess it made into the game.
For Pyro I think it's interesting that he used his axe to lock a door and trap a Medic in. How would it work, if in the game you could sacrifice your melee to temporarily block a door?
What doors though?
@@BananaHoovyJ.Rabbit idea: certain melees block certain doors
Long blocks the doors in the mtp video when he kills the medic
Short can do the oppisite and open doors that are blocked by breaking them somewhere, heavy basically is all combined, can break doors, lock them with his hands, and can open them normally
Well that’s one use for the stock fire axe at least
as engie you can already block narrow hallways with a dispenser, not the same but it is similar
C 13:48
Someone needs to make this a community server
"lore accurate TF2"
There's gonna be 2 types of players: those why try to roleplay the classes and Demomen.
one Engineer could probably cover the entire map with sentries given enough time and metal lmao
2 sides: engineer taking over map and demo trying to reclaim map
S O L D I E R C R I T
Honestly the spy sapper being buffed works well with engi being able to place 4 sentries and all the other bits.
Since soldiers are immune(?) to sentries now I think it's fair to buff the sapper massively otherwise soldier becomes the new close-range sentry counter.
@@DoABarrelRol1l Not to mention how Demo's rollers distract sentries.
@@DoABarrelRol1l Yeah, but Sentries auto-kill Soldier if he gets within very close range.
@@DoABarrelRol1l a Pyro near sentry reverses that tho
@@matthewr6148 "their vision is based on movement"
Just imagine hightower, upward and other maps with wood getting burnt to the ground by some random F2P pyro running into the enemy team like a lunatic
SAWMILL
That map is almost entirely wood
not to mention FUCKING 2FORT RED BASE
That map IS entirely wood
@@alephcake I dont think smokey the bear would like this
@@alephcake It is raining but that would only stop it a little.
@@retrobat1631 Rain is quite effective at large fires, though this would be a small, just intense fire. Might be a close match. In truth I just forgot about the rainm
Me likey!!
For a non-coordinated team 1 sentry is enough. Also, imagine wrangling all sentries in and evaporating everything within that 1 spot
x10 shenanigans intensify
Could lead to a funny unintentional nerf to the Wrangler of you’re spreading your sentries out, though. All or nothing on the Wrangler, so using it with one sentry still disabled the rest and lets the enemy punch some holes wherever you aren’t.
Maybe the shield wouldn’t be as broken in that case. Though if a player grouped their four sentries together, it’d go back to being busted.
@@blondeepartygirl [in smosh voice] SHUT UP!
Meet the Imprenatrable INTEL ROOM
@@blondeepartygirl [in smosh voice] SHUT UP!
Just wanted to point out that, spy who was disguised as scout, touches the briefcase without his disguise dropping while picking it up, so spy would ALSO have the ability to not drop disguises when touching the intelligence since the briefcase moves when he does, he would be able to pick it up while disguised.
Pretty minor all things considered. It would be confusing but hey you would have another indicator for spies. If they avoid briefcase they are a spy.
He never properly held the intelligence while still being disguised, he just touched it for a second
The bit in Meet The Sniper where demo falls into the pit and it blows up sounds pretty accurate. Do you remember how many times Valve had to patch out a payload finale getting set off by exploits that dropped some random entity into the hole? Because it was a lot. At least two or three times, minimum.
Why didn’t they start with something like ‘if Payload in trigger --> go boom’
@@Aaa-vp6ugbecause as someone currently in coding class…
It’s hard. And tf2 is really fucking hard to code in
@@Potato_the_third oh.
One last thing apparently touching the intelligence doesn't automatically undisguise spies. When the Blu Scout (Red Spy) touches the briefcase he doesn't instantly drop his Scout disguise.
It's because you carry the intel that you drop the disguse, not because you touch it
@@TheZombiewill true, but thats from a lore perspective. this video is from a game perspective
He also doesn't pick it up, so instead the change is probably that disguised spies can't pick up intelligence at all (rather than dropping their disguise immediately).
@@kickin_ass Yeah but that's one of those things that is more explained by it being a video, not a game, rather than an actual difference in feature. He specifically said that he wasn't going over things that were plot related and this is definitely one of those. You just don't have the option to touch the intelligence without picking it up in game for fairly obvious reasons.
You forgot to include “if you’re BLU team, you gain a massive skill issue”
Yeah if you got into the blu team. Its already over at that point
You fell for the propoganda
It's red propaganda, so we don't really know if BLU is good or not
"Meet the amazing" series by piemations disagrees
It's probably why you can't play the blue team in mvm, because they will be unviable
Two notes:
1. Demoman used to be able to detonate stickies while taunting. This was removed.
2. Just because Sniper can _produce_ multiple Jarate does not mean that he can _carry_ multiple Jarate.
8:35 Damn these sniper duels are getting really competitive these days
Don't forget that demoman would also be able to use the shotgun, since he was given one in the MVM trailer
He pointed out that the demoman held a shotgun, but also said the demoman never actually used it in the trailer.
Better than hand held stick granade, a hand help shot gun. Each time he uses it, it shots backwards and can only do that 6 times.
Ah, my favorite part of playing engineer: Seeing my sentry randomly cease to exist the moment a scout appears in its general vicinity.
Probably just self destructed it before hand
- Scouts now demolish sentries that are not targeting them
balance
Huh, it’s usually the reverse.
@@blondeepartygirl no
@@blondeepartygirl no
11:50
I would like to add, Pyro clearly blockades the Medic inside the barn with his fire axe before lighting it ablaze. Implying that barricading doors with your melee is now a part of Pyro's moves or a part of TF2 in general.
heavy barricades doors with his fists
Biblically accurate tf2
if pyro could lock doors in game that be horrorfying
Uuu56 u⁶5tttt4 5
@@Sleepy_Cabbage but would probably be balanced with heavy being able to ram down locked doors
interesting thing to note: due to the dead ringer and your eternal reward existing now, blu spy could technically have been red spy all along in meet the soy
problem is there was no insanely loud decloak noise, as well as the maneuver to get behind them, and take out the scout being difficult at best
@@tonyshum5569 spyjak
lol soy
@@tonyshum5569 *Soy sappin' mah sentry*
Meet the soy
(Dont edit, pls)
10:36 Heavies will now punch out all your blood on a melee crit.
Red paint everywhere and also he baned the soldier. Soldier also should be able to do that.
I could imagine a mix of TF2 and some kind of real time strategy conquering game. Capturing territory, moving supplies, fighting on battlefields with the classes, it could be cool.
its not tf2 themed but i kinda want to try something like that
That would be awesome
I wish someone made a mod like that, or at least the fighting on battlefields part. TF2 as an RTS would be really sweet.
In the early development of tf2 there was a commander class meant to have an overlook of the battlefield and who'd give orders to their team.
Tc_hydro:
Scout being able to strangle people when their back is turned actually sounds like a fun mechanic.
And doing so would briefly activate a button mashing minigame
@@deltainfinium869 You forget that TF2 is not a singleplayer game, this would be unfair to the other player
@@spartanwar1185 No? Both players would button mash and whoever mashes better wins. That's still skill based.
@@deltainfinium869 that would be annoying in 5 minutes tho unless theres a time limit put on either the Scout or the player that got strangled.
Taking after his father, eh? Bit confused but got the spirit.
In meet the scout heavy uses shotgun and the sandwich at the same time, so heavy gets a buff of getting 2 different slots - one for lunchbox and other for shotguns
yes, this
Does he have a minigun in the clip or just 2 secondaries?
That being said i'd be totally fine if heavy got 4 slots in game I suppose.
@@DoABarrelRol1l 1) primary slot
2) lunchbox slot
3) shotgun slot
4) melee slot
@@TF-Boom So basically the TF2 heavy briefly got replaced with a Planetside 2 heavy, since it is possible for a Planetside 2 heavy to carry 2 primaries, which can mean the TR chaingun+a pump action shotgun, a stimpack (obligatory for Planetside 2 heavies, they're all addicted), and a knife. TR also has a black and red color scheme so obviously this makes perfect sense.
if the heavy update ever happens this should happen.
I just realized for the Soldier avoiding sentries thing: What if it's partially based on facial recognition? If they had programmed the sentries to just shoot at blue targets that were moving then it'd end up targeting things like water, moving props, or the bomb cart, so they'd also have to add a second layer, which would be facial recognition. Since Soldier covers half his face all the time, and the sentries would be based on his un-helmeted appearance, then the sentries wouldn't be able to tell it was him. Facial recognition on its own wouldn't work, since the Red and Blu variants of both teams look exactly the same (minus colors obviously). And no, the sentry didn't kill him in Meet the Engineer, unless they were trying to shoot past him and he got caught in the crossfire (which granted doesn't make the most sense given the angles it was shooting at but whatever, good enough).
wouldnt they also have to make pyro be ignored since their mask obstructs their face and isnt team colored?
or maybe its because soldier was too crazy to get a good picture of his face
@@marisakirisame1st they prolly just shoot everyone with a gas mask on
@@l.m.l8598 how about spy?
@@l.m.l8598 AND ENGIE TOO!
this explanation doesn’t work because the sentry targets a disembodied hand, and that wouldn’t work for facial recognition
In Meet the Spy, when he disguises as the medic, he doesn't get the glasses. I always thought it could be added to the game that he cannot replicate the glasses. Can make for a funny interaction when trying to tell apart a spy that is disguised as a medic.
He already does that just more obvious. I don't know if it would solve the disquse kit tho. Remove all weapon cosmetics, small acsesorries such as glasses, scars and what not.
It would probably result in better spy gameplay as a whole.
Slightly imperfect disguises sound interesting. Especially when randomly spychecking wouldn't be possible, like with friendly fire.
I actually think Demo was supposed to have a constant trail of explosions behind him as they’re also present in the scene right after the first interview segment. I could only imagine they were removed for the obvious reason of hard countering spy or some other balance reasons
Funny how the older meet the teams are generally more accurate than the newer ones
New meet the team?
@@caoistico669 he means the older videos the new starts from the spy whem they first animated it fully
@@caoistico669 "meet the heavy" was the first video in the series, which is why little to nothing happens in it (understandable, it's a perfectly good first SFM video) and why it's most accurate to what playing Heavy is like. Pyro was the last class to get a video which is why it got so much cinematography.
@@helenanilsson5666 oh, yeah, never stopped to think about it, its actually makes sense, like how medic don't get an uber while Überring
Collectively, it seems, we all forgot Scout wall-jumping before the final hit on the Heavy.
While this can be chalked up to him simply double-jumping, he visibly grabs onto the crate before jumping off, meaning there are at least minimal parkour elements to Scout now.
Honestly, I would love a Parkour-Focused Scout. Probably not in TF2 itself, but in a different TF2 inspired shooter game.
and wall jumping isn't impossible in source.
I think the "homing rockets" are more of an arcing situation, the ones in Meet the Medic having been fired to arc toward Scout.
Even then, rockets in-game don't even arc
scrapped version of Rocket Launcher do shoot arcing projectiles. You can still see it in TF2C
The ones that came in from the sides hit the scout at weird angles if they really didn't home in.
He also shot three rockets at once somehow.
@@mrmasterball217 nah three individual soldiers shot at once.
Also (excluding things I've seen other commenters mention):
-Pyroland makes the entire map nearly invisible
-Pyro can block doors with their axe
-Breaking Demo's bottle during a taunt blinds him
-Heavy's new emblem could just be a cosmetic
-Engi can place more than 2 teleporters (Demo goes through one in Expiration Date, and comes out the other with beer sometime later, meaning the first tele's exit must have taken him where the beer is and he used a separate one to get home)
-Sentries shoot enemy gibs (if they're moving)
-Players get bandages added to their char model at low health
-Damage causes negative status effects as it accumulates (Scout is forced to crawl, Demo is forced into a wheelchair)
-Either all of the Soldiers in MtM were at low health, the Quick-Fix gives a damage boost as well (perhaps its Über now also gives Kritz), the low-damage Homing Rocket also increases damage taken/reduces HP on the wearer, or Heavy's damage is increased
-Spy's knife remains inside ragdolls after a backstab and must be retrieved or replaced
-Spy is not targeted by sentries, even when not disguised
-Spy (or all players) can choose not to take the enemy intelligence when touching it
-Swearing in-game is bleeped (perhaps by voice detection AI)
-Players are 50/50 RED team and BLU team in MVM
-Game is more gory altogether
-Melee attacks might deal headshot damage (Soldier in MtSo, Pyro in MtP, Scout in MtM, and Spy in MtSp [but not with the knife] all killed someone in one hit by melee attacking their head)
Heavy has 400 health, he gets stabbed 10 times during Meet the Spy’s outro before dying
And heavy states his gun does 10000 rounds/minute.
And currently, it only shoots 4 rounds every .105 seconds, or 2284 rounds per second.
Enjoy mauling anyone in line of site
The bandages mechanic could be pretty cool actually
Imagine you get damaged, and when you heal up by medkits instead of Medic's medigun, you would get bandages on your player model, until you're healed by medic or die and respawn
And to make it funnier, bandages would cover more and more of body, until it would completely cover the whole model in bandages on top of bandages
@@prosto_a_user
You'd become The Abominable Bandageman lol
@@Aaa-vp6ugyou actually counted?
10:02 so basically it's realistic spy gameplay
My theory is that we see sentries in expiration date, and engie needs those to stay up to protect red, so he only has one spare for combat
Finally, Scout can follow in the footsteps of his father with his new ability
Who's his father?
@@accountwontlastlong1 the Spy from Team Fortress 2 (it's in the official comics)
@@stellasolaris no it's that bob ross disco looking guy i forgor his name
@@holl7w
spy disguised as tom jones to tell scout that he is scout's father
@@marisakirisame1stno God said it's tom jones
dont forget the pyros ability to lock the barn doors with his fire axe
Very specific, but useful
spy throwing his sapper should be like heavy throwing his sandvich but with more momentum the longer you hold it down, like demoman's stickys
1:24 fun fact, the sandvich's mechanics do reference this (as far as tf2 wiki is concerned) as when a sandvich is specifically dropped due to its user dying it I think heals scout specifically 75 health while only 50 to other classes.
I never knew the sandvich dropped on death
@@AnarqismThey don't hold it dying as fas as i know.
I remember when I first saw "Meet the Medic". Back then I had no proper knowledge of Valve or the game, ao I assumed that it had a mechanic in which, as you took damage, your character would summon medical equipment to hold themselves together.
technically a genius, hypothetical gimmick but that would mean the enemies can now tell how many hp they have, lol
I’m so torn because the videos as they are are all so entertaining, iconic and i wouldn’t have them being any other way but man it would’ve been nice to see a more in-depth and accurate display of Engineers’s capabilities.
Like what if his arm got nicked by a bullet but it showed a nearby dispenser healing him?
Maybe having his regular meet the team video intercut with shots of him in the middle of combat, building dispensers and teleporters?
A gameplay accurate Meet the Engineer would have him rush everywhere in a near constant state of panic while desperately trying to maintain and rebuild his buildings.
@@percher4824 Basically the intro to the LazyPurple video
@@TheRealLittleBIGhead Pretty much.
One thing for meet the demo tho: you used to be able to taunt while exploding your stickies, it was changed after an update to fix issues with looping taunts that change when you press your mouse buttons.
I thought it was just high-five trolling or because they would use it to look around corners.
3000 hours in the game but I was today years old when I learned that there are taunts that use mouse inputs.
@@DoABarrelRol1l looking back into it, it might be possible for that to be the cause or a rare case of valve fixing an issue before it became a problem, unless there was a mouse key taunt before Mannrobics. As a note, clicking the right or left mouse buttons while using mannrobics will play different animations, assuming you're currently in the one where the arms are clapping. There are some more taunts since that use mouse keys but I can't remember the names of them
Also, Meet the Demoman came out to coincide with the game's release in 2007, so it's likely that they were indeed playing the beta. The endcard of the video even jokes on it.
And I still hate that change. You can't explode stickies with the primary taunt anymore! >:C
The Scout's bat strangle attack sounds like it would work like L4D2's Jockey's ability, making him able to yank his victim around (and in the line of fire of allied sentries/players or into environmental hazards).
The ubercharge duration in Meet The Medic is also MUCH longer than the one in-game.
I'm also curious just how much faster Heavies minigun would fire if the actual RPM was accounted for.
9:39 One thing I would like to point out is that like with Soldier the sentry doesn’t detect an uncloaked spy from behind. In the normal game when you walk up behind a sentry undisguised no matter what position you are in it will always detect and fire on you. Another thing of note is that the sapper disables the sentry without it actually touching the sentry first
It also directly contradicts the Meet the Engineer video where a sentry is infact able to detect someone sneaking up behind.
@@hedgehog3180 They probably weren't a Spy. Or Soldier.
Gengar needs HUGS
Meet the Sandvich does have one thing that doesn't exist ingame and is also mentioned in Poker Night at the Inventory: the Sandvich makes Heavy go into an uncontrollable murderous rage, including against what seems like friendlies.
Additionally, Scout wields the Pain Train in Expiration Date, and Demo gets a shotgun in Mann Vs. Machine, but that's probably nitpicking at that point.
Scout with the Pain Train just feels like overkill
Wait, scout get the pain train in expiration date?
@@discozdisco3566Yes, at the beginning of the bread monster fight
Heavy punches out all of Scout’s blood so I’m going to make him trigger multiple stacks of Bleed on crit, and Scout automatically becomes immune to bleed if he’s below a certain health threshold, until death.
Soldier's dialogue taunted Heavy when he's attempting to break his spine, calling him RED team ladies.
In other words, Soldier and Scout were from BLU.
Also, as seen at 0:04, the Heavy can apparenttly equip both a Shotgun and a Sandvich at the same time
One thing blue either missed or straight up ignored is that in the meet the spy video, heavy is clearly running in his normal speed while having his gun revved up.
We wouldn't be able to play the game if it happend. Also heavies fire rate was decreased in game. If what he says is true heavy would melt his foe within miliseconds.
@@temkin9298 That would be a very good character concept honestly
Demo actually used to be able to det his stickies while taunting, but they removed that sometime around the rock-paper-scissors era
Surprised you didn't mention how the Heavy in Meet the Scout his holding both the Sandvich and the Shotgun at the same time
I guess you could balance engineer by saying that he just had a building limit of 4, so you could have 4 sentries or 4 dispensers for example
4 teleporter entrances
One teleporter entrance, three teleporter exits. Players who go through it must now control three characters at once.
@@ChristmasPterodactylNow you’re thinking with portals!
I remember Uncle Dane complaining about Meet the Engineer only having sentries
Perhaps the Kukri taunt would be a taunt kill when you do it standing behind someone.
Seeing the Spy stats gave me an idea for a new disguise kit: Attacking while disguised doesn't remove it, instead makes it flicker in and out slightly between the Spy and the disguised class for 2-3 seconds for enemy to just barely be able to see it, it also has a tiny sound que for audibility too. (Only takes effect when not swapping class disguises, so you'll have to be undisguised first for it to work(?)).
What’s the downside?
@@Aaa-vp6ug You have a chance of being seen if you attack, that's what the flickering between the disguise and yourself is. But I understand your concern that it'd be op if done poorly or too subtle. It would (hopefully) take/need a trained eye to spot it out. But if the flicker wouldn't work because of Source engine limitations, then maybe it'd just be a smoke effect like when Spy normally disguises.
(Edit: Plus, like I suggested in my original comment, there would be an audio cue too, so even if you don't see it you can at least hear when it happens. Another thing is, you'd still be able to hear the revolver shooting noise too).
@@Antroz0n yeah, that’s still a buff over undisguising, unless it’s a rework, it’s literally stock but better and needs a downside
@@Aaa-vp6ug I guess, another thing I realized is that Enforcer gunspies... lol. So here's a way to prevent overusing it, it only works for 3 shots, and after the 3rd shot it'd act as normal until a cooldown recharges. If that's not good enough, then maybe either less damage while disguised and/or less ammo on pickup. I never really put to much thought into the downsides since I never really put the time to come up with them, as it was just a basic concept. But yeah, it really would just be a direct upgrade without any of those downside I just came up with. Again, it was just a basic concept so it obviously would need some tweaking to be just right and not be op, but I still think it'd be nice to shake up Spy's gameplay than just backstabbing all the time, and instead actually kinda tried to be like the "Meet The Spy" kinds of stealth. (Thank you for questioning about downsides, or else I may not have even thought about fleshing it out more or what would be needed to balance it out).
@@Aaa-vp6ug Another thing, I was wondering if there'd need to give the user marked for death after attacking for a couple/few seconds, but then it'd just be obvious who shot you. But other than the less damage while disguised and less ammo pickup, I'm not sure what other downside would be needed to balance it properly.
(Edit: Actually, I just came up with something: About my "after the 3rd shot it acts normally", what if instead it would just undisguise after, and there would be a cooldown needed to redisguise back? I also want it to be after the 3rd because of the "3rd strike you're out" kinda rule).
(Edit 2: Also, meleeing would (maybe/probably) just undisguise the like normal, though again I'm not if the Source Engine would be able to do that. I'm probably just being dumb about it though).
I like how every single realistically fatal blow to an enemy is explained as a "random crit", because of how we got used to these weird game mechanics lol
Edit: Ok that might be cheating, but heavy in meet the scout is CLEARLY eating a sandwich while holding a shotgun at the same time, which should grant heavy a second secondary slot (yeah I know.) reserved for lunchbox items and/or other consumables, while the other one is only for the shotguns
Now I want to see Heavy dual wielding shotguns ingame
i think you missed the detail in meet the scout where scout jumps off a walk to bring the final blow to the heavy. I mean you can kinda get the same effect by just double jumping but I think it'd be cool (but very unbalanced lol) if he could use walls for an extra jump or so
I imagine it like this: if scout jumps to a wall he sticks to it until he makes a jump and only one and he can't stick to wall again until he land on horizontal surface
Or maybe a melee unlock like the atomizer but instead of a triple jump it allows you to jump off of walls.
Sadly we had to wait until Titanfall before someone had the brilliant idea of combining an FPS with parkour.
10:20 this should be a taunt kill as well but when not used on medic spy should steal their hats instead (the stock hats)
Actually I have a idea for the sandwich/heavy. Because of the “he punched out my blood” line. What if heavies melee had a chance to cause bleeding depending on health, the higher your health the higher your chance, this would reward players for playing safely and smartly, and encourage teamwork with the medic, engineer, pyro for being able to put out flames, and scout for mad milk
Yes
this speaks out like what grouch would say
6:31 Soldier just accidently killbinds right there X_X
Or in soldier's words: "IF GOD HAS WANTED ME TO LIVE, HE WOULDN'T HAVE CREATED A HEART ATTACK!"
Don't worry, the Blu soldier just has a kill bind that he likes to use a lot through out the trailers
honestly i wouldn't put it past him lol
10:43 I’m personally interested in the formation of the robot demos and soldiers in the sound of medicine video. Having these unique formations would’ve been interesting even if it was for certain map/missions.
I want huge formations of Robot Soldiers who use muskets like it's the revolutionary war. It would take a long time for them to reload, but can put out massive bursts of damage.
Only problem I see is how the robots would react to being pushed out of formation via airblast or splash damage. Would they somehow return to formation or would they get some knockback immunity?
@@crockstonytprobably regroup
You have no idea how much I want a headshot-focused shotgun for TF2.
when i first saw the 'reserve shooter' i assumed that would be it function
Same. It'd be like Pizza Time.
and it has the hitman's heatmaker effect of making people's heads explode on a headshot
Maybe also add the consistent pattern like the panic attack, but half of the cluster is really close to the centre in a filled-in circle, and the rest just do regular shotgun pellet thing
For the heavy, you could make sasha actually shoot as fast as he says it does.
Something to note.. In the original. ( IE, The old Quake Team Fortress mod ) Pyro COULD set the ground on fire. While Engineer could not make more than one sentry, they could make one connected to a wall or ceiling. ( IE, a sentry that is upside down, or one that is on the side. )
Spy also originally had a grappling hook.
A few other things here and there as well.
Soldier would be a lot more fun to play with low health homing rockets
It’s official, the tf2 community is officially letting the madness set in
The madness set in when we expected another update past 2017
@@YatzeeWillWearAGreenHat laughs in blog post
This is making my head spin a bit. Basically, just tf2 without game balancing for the most part.
Still though, Nearing 20 years and still finding out new things about tf2. Nothing short of amazing.
someone should make a community server with all of these changes
The Pyro would also have the ability to use his melee to lock doors to leave players inside a room, with no way out.
The ending of Meet The Spy insinuates that friendly fire is turned on.
3:10 right after the cut, there are two mercs who were killed by the stock axe and the axtinguisher. Not only does pyro have 2 axes, but they were stuck in the enemies' heads
stock axe taunt kill
Idea: Have the Scout bat grab, the kukri taunt kill, and spy's melee parry be part of an Arkham series-style takedown kill mechanic. It would be basically be like Spy's backstab but if you press the taunt and attack button at the same time when you're behind someone, you do a neat little kill animation! Granted you'd probably be excecuted on the spot once its finished but it would be worth it.
Well, it's based on how long these animations are going to be. If they're going to be too short, then they will become a mess.
Just imagine a Heavy with pocket Medic, fully overhealed to 450 health, just running towards and then a Scout or a Sniper going this "taunt kill" and kills one of the duo instantly.
@@_the_spy_8867 even better if a sniper and a scout coordinates and do a double takedown, it would be quite op but all people watching woul collectivly lose their fucking marbles
The takedown should have a health limit. If the enemy's health is above a certain threshold, the taunt kill is void. Imagine how stupid it would be for a fully overhealed heavy to get strangled by a scout for 5 seconds and then die? Unless the animation can be stopped with enough damage and the length of the animation scales as the enemy's health does. This is not viable for casual nor competitive.
Tho spy being able to parry melee attacks into an instant kill would make him nore dangerous to run at than he already is
@@_the_spy_8867 Easy peasy, make Ubered players unable to be "executed"
If I recall in the Meet the Pyro trailer, the hole in Soldier's chest was produced when shrapnel from one of Engineer's buildings exploded. You can see some sentry gibs in the shot where soldier takes the wound. The sentry's super far away, but the gibs are moving fast. This could entail one of two things:
1. Building blast radius is super far, and buildings do enought damage to at least kill a low health soldier.
2. Building gibs deal damage using physics, the faster they go, the more damage they do to the colliding player.
Personally, I'm a fan of option 2.
Ah, when I was watching this video I figured it was pyro's shotgun.
Would bê so funny If the Team was camping a tele and the engi Just destryoys de tele
10:17 Maybe the "Your Eternal Reward" now works even when the kill isn't a backstab?
If ragdolls had collision, I could imagine a friendly 2fort server, where people just kill bind to make a giant staircase of ragdolls, so others can get up to the bridge's roof, the lights on the sides of the bases, and other spots
2 fort would be flooded after 2 hours of gameplay in no respawn time servers. Killbinding in to chokepoints to clog up the enemy advance would be interesting and dustbowl ,oh lord dustbowl. Attackers would be unable to attack as all dustbowl spawns have a moat or they are lower level. One can imagine after locked in 5 minutes inside they would be unable to get out of spawn or die because they spawned inside the pile.
You forgot that Heavy is holding both a Shotgun and a Sandvich in Meet The Scout.
The sapper buff seems pretty balanced considering Engie has like 4 sentries now.
plus the slide might be hard to aim so getting it exactly on the sentry would logically merit extra damage akin to the headshot change.
3:50 I remember seeing this years ago and thinking you could actually do it. I then learned that it wasn't possible at all and was pissed.
You also missed the part where pyro locked the medic in the barn, meaning he could effectively lock some doors, or just custom map shenanigans
7:55
I mean, at least you know the lore to the Quick-Fix, most people don't.
12:10
Now hear me out, imagine if the Medic have a Medigun that can grant infinite (or really extended) über to a patient with the only downside being that you are still vulnerable, the medigun doesn't recharge (unless you go to spawn) and you need to keep M1 pressed so the über doesn't get interrupted (preventing the Medic give über to more than one patient).
8:35 got me laughing so hard for no reason
Broo same.
Still wish Spy could parry and OHKO in disguise like that, any kind of fisticuffs spy would be dope as hell
I found two different changes 1. A miscellaneous change, in meet the medic during the Uber charge scene heavy kills way more than twelve soldiers before any of them could have respawned not to mention that when he’s standing on the pile of corpses he’s still shooting implying there are way more enemies to deal with this could mean that you can fit way more than twelve people on one team
2. A demoman change in meet the sniper when sniper shoots the bottle it breaks in the demoman’s face inflicting bleeding damage so that means if you shoot demoman’s bottle whilst in his hand it breaks in his face similar to the wrap assassin bauble
Spy would also be able to touch the enemy intel without breaking disguise too, other than friendly fire. Since the range of level 3 sentries are greatly increased, I think it's also safe to say spy also cannot be targeted by sentries
6:43 don’t forget, this detail bugs the hell out of me.
The engineer’s level 3 sentry fires his rockets and causes a scout to lose his arm but the arm to land near the engineer is a snipers
That's not an arm. That's a hand and a wrist.
@@autumnusprime88 Forearm
@@autumnusprime88 then why did the scout scream “MY ARM”
@@jackmack4181 Well, were multiple rockets. Could have hit not just Scout out there.
Or it was just an error on Valves part.
@@autumnusprime88 good counter point
Fun fact, when I first saw the meet the spy video, I never actually had seen Tf2 gameplay, so the idea of disguising as an enemy made me think that you’re team would see you as an enemy and they could deal damage to you. Kinda glad that wasn’t the case, but kind of an interesting thought.
Another thing in Meet the engineer none of the classes can lose pieces from there selves without being dead
For Meet the Demo, those extra stickies could have been laid by other Demomen who detonated their stickies while he was taunting. This could also explain the fact that they didn't all explode at once, since each Demoman would probably detonate their respective traps at slightly different moments. I still don't understand how the Blu players still in the tunnel were hit, though.
But he’s the only one placing them, you would see the others if they were there
5:37 Meet the heavy is the oldest meet the team, so it probably is the old model for heavy
i think being able to outrun sentries would be a really interesting mechanic actually. it would definitely nerf sentries pretty hard, but if they could only hit targets moving tangentially to the sentry at say, 375 hammer units per second or less, it could provide a really cool way of fighting sentries and make fighting sentries feel a lot more fair
you would still have to move very well, but it could allow for rocket jumping past sentries and to keep demoknight and scout from getting so hard countered by them
it would also keep sentries strong against choke points, since people would be moving towards the sentry and not able to easily dodge it
you can already do that; you just have to be really close to the sentry to do so.
In meet the scout, the heavy actually had both a sandvich and shotgun
By the way since the characters are seen walking around out of bounds part of all maps would mean that the game would be free roam meaning you could go anywhere which would be fun to see.
So long as you don’t leave the outermost skybox
It feels like Medic's uber also charges ridiculously fast in his meet the team video, and seems to last far longer than it should.
Additionally, while Heavy himself isn't doing anything out of the ordinary in his video, something that always did stick out to me is that it doesn't really seem like he's getting targeted much, but rather is just mowing down bots/players who are otherwise ignoring him. This could potentially be taken literally to suggest that something is going on to make simply avoiding Heavy the better option unless absolutely necessary. I would say that it could be a massive boost to his health to give him more tanking power, but this is discredited by other videos in which he goes down easily enough so I'd probably lean more towards a buff to his damage.
As a final few notes, the Sniper video suggests that round limits don't exist based on how long he's depicted in his sniper tower and Spy's video suggests that the announcer would announce to your team if an enemy spy enters your base.
But in Meet the Spy, he takes ten stabs before dying. So he has a minimum of 360 Health, if the last was a backstab. Or if it was a butterknife, 400.
And he stated his weapon does 10,000 rounds per second, ingame, he has a fire rate of about 2284.
He basically gets to shred anything in Minigun range
@@Aaa-vp6ug In Meet the Heavy the actual quote is that his minigun fires 10,000 rounds per minute, not second.
"She weighs 150 Kilograms and fires $200 custom tool cartridges at 10,000 rounds per minute."
Still a lot faster than the in-game rate, but 60 times slower than what you said.
@@Crow_Rising oh
@@Crow_Rising thanks