The Ilusion Master I thought they should be almost switched. Health packs in MvM while useful in some situations, don’t compare to how much use most classes can get from ammo packs.
@@bobbyferg9173 , still , Scout is usually the closest one to the enemies , so only he could get any use out of that ammo (unless if there's a phlog pyro).
I actually do have a few upgrade ideas for the Baby Faces Blaster. Three of them, in fact. Though, I think I’ll leave it up to you what the cost and number of upgrades would be. 1. Boost loss reduction: pretty much what it says, shores up the BFB’s major weakness by reducing the ridiculous amount of boost loss from damage and double jumps. That’s one way to mitigate it, since another option is: 2. Gain boost from money. Either of these two should help a BFB scout keep full boost at all times. 3. Speed up...sort of. See, I say speed, but the actual idea is for a max upgrade of this to revert the boost back to the old days, where a full boost scout can outrun their hitbox. This would mean a scout can bring the BFB basically as a way to avoid/negate incoming damage.
10:49: For the gunboats (and any other backpack/foot items) I have a couple ideas for upgrades and or game play mechanics 1. Upgrade that increases money collection range. 2. Upgrade that passively regenerates ammo 3. Equipping an item like soldier boots, sniper backpacks, demo shields or other passive weapons (weapons that cannot be switched to) now halves the cost of upgrades in the class menu (the one where you buy resistances)
Shortstop: - Add Crits vs Shoved Opponents Baby Face’s Blaster: - Damaging Opponents reduces their speed as you build yours up Soda Popper: - Add +25% Jump Height (up to 4 upgrades) Mantreads: - Add +10% move speed B.A.S.E. Jumper: - Add Cannot be headshot while deployed All Flare Guns: - Add Flares Crit burning players in a radius
It also got its air steer control reduced, which is like the whole point of the item. It's already a huge opportunity cost of a grenade launcher or a Soldier secondary, I don't know why Valve thought it was so broken. Also sick of them balancing for competitive. Like 100 people have played the in-game one and UGC is scared shitless of any unlock that's not the Kritzkrieg. You can't playcate those people.
Regardless of MvM, I can already see some of these upgrades or base concepts for these upgrades be put onto the actual stats of the weapons like the Shortstop's increased shove force, Righteous Bison's increased damage and the Gas Passer explosive gas.
If we toned down the gas passer's explosion damage we could see it in game. Sneak up with the gas and pop a medic before he can uber, and hurt everyone else. That or potentially make it a lower cooldown utility a pyro can use with the Dragon's Fury, thereby actually leaving targets ignited for normal time and making the Fury temporarily a straight upgrade. Of course we wouldn't be talking about this if they hadn't overhauled and basically gutted all the old weapon swap strategies on Pyro.
How about in addition to the "Super Charge Shot", the Cow Mangler could also have an upgrade that reduces the charge time? Double down on the idea and become a more support oriented Solly.
I studied in ornament school for 7 years to get my doctorate in ornaments and I remember my professor (Smart guy, been doing this for 43 years). He said that ornaments could never be balls. I remember hearing this, being a younger person myself who believes in much more equality, went home and looking through my large collection of ornaments. Finally, I found it, a bauble. I ran to school the next day and threw it at him. It shattered and he started bleeding. He was shocked by both the ball ornament and all the blood loss. He was fired for discrimination the next day. Fun Fact: I am what the wrap assassin is based upon.
Baby Face's Blaster: Decreased Boost Loss: Decrease the amount of boost lost from taking damage or double-jumping by 20%. Can be upgraded a maximum of four times for 250 credits.
im a little late to the party, but i also have an ideia: by doing damage, you could fill a boost bar, just like the soda popper, but instead of running faster at full boost, you could activate the boost and run as fast as a boot-wearing, charging demoknight for 10 secs or something. the downside could be you run 10% slower like nowadays or a no double jump/triple jump thingy. (if you are using the atomizer you could still double jump)
@@crocogator5305 nice necro. And secondly I was saying (at the time), that an upgrade would add a earthquake type bar/banner that can be activated after a certain amount of damage delt. I understand the gunboats arent a banner and was simply sugesting a fun upgrade that mayhaps would allow them to compete with the meta.
What if you gave the Bonk an upgrade that turned the Scout into a sentry buster? Something like: when the Bonk is used up, the Scout creates an explosion around him. Just for fun.
7:25 I was thinking more like a shrapnel that would deal like 40 damage and damage 4 targets in a 5 foot area, mainly for clearing large groups of low tier bots. It would have 1 max upgrade and have a 50% chance to trigger. And it would cost 300 credits. Also I think an upgrade for pyros flamethrowers that would increase damage towards tanks by 25% with four max upgrades would be nice since pyro can't really do any reliable damage to tanks without running out of ammo and be stuck with the homewrecker
"I didn't really think people cared about mvm that much anymore" bruh I joined admittingly in 2013 but one of my first few games was an MVM bigrock match and I fell in love with the whole concept of the game mode. I found it fun as hell to fight against robots to get money to splurge on upgrading. I really just like the idea I guess of defending something from a siege or something. I'm dissapointed the game mode only ever got 2-3 updates but damn I've enjoyed my experiences with it.
Give Gunboats one upgrade that grants full immunity to rocket self-damage, and another upgrade that grants immunity to fall damage. Wouldn't be very useful outside of pairing it with the Air Strike, but carefree rocket jumps would be fun as hell. And it would also make the Direct Hit truly the best melee weapon I guess.
That would actually be a pretty cool side mode. Maybe standard KOTH, with larger maps to compliment it. Based on a mix between your team's lead or lack there of, and your own KD, every once in a while you'd receive some credits. And no, not UberUpgrades. It's too imbalanced for Valve.
worst thing about mvm is that you need to pay for it to get rewards they should make a free tour but the items you get can't be expensive/australium, just be like a little pin that goes on your chest or smthing
*The satisfaction of a job well done is its own reward.* *A lot of veterans disconnect at the last minute to save their ticket. Replaying the same mission before completing a tour achieves the same effect, and in fact you can get free stuff if some noob used a Squad Surplus Voucher.*
“Scout doesn’t really do damage in mvm” I see you haven’t discovered the “Damage Scout” upgrade, only costs a few resistances and instantly increases scout fun level by 300%, however it does take a fair amount of skill to pull off due to your needing to get money without resistances.
@@insertname252 Scout is good for collecting money and debuffing robots. Upgrading the primary weapon is quite costly, so it should be the last thing to upgrade. The other classes are just better at dealing damage. Oh, and if you're talking about the penetration upgrade, it's bugged and not worth buying.
Cinex 20 1. Not talking about penetration 2. Scout can collect money, debuff giants, and do damage at the same time 3. The only other thing you’d be spending credits on besides your primary is resistances and milk, and resistances you don’t need (besides crit resistance) if you can dodge and absorb the occasional hit with your 750 overheal. 4. Yes, the other classes are better at dealing damage but who says you can’t do damage too? And if the people playing the other classes are incompetent then you’ll often find that you’ll outdamage them as scout TL;DR scout can multitask
Maybe the soda popper could get an upgrade, in which every jump after your initial jump causes some kind of explosion under your feet that damages the robots. IDK how much damage it would do or the explosion radius, but, it's an idea.
I love how in MVM, Pyro using any of the flare guns at max fire speed looks like he’s fan hammering it, which wouldn’t work with any of the flare guns since they don’t really have hammers, but it still looks cool.
what I would love is for the axtinguisher to scale to the total damage possible for afterburn. By that I mean if you upgrade afterburn duration it does more damage for the longer the afterburn lasts the same goes for afterburn damage upgrades. The idea behind the stat seems to be that the weapon does all afterburn dmg at once so if you fully upgrade them to do four times the damage the ax should do all that at once.
Here are my opinions: Scout: The Back Scatter and the Crit-A-Cola upgrades are a bit OP, but hey, they're good upgrades for "meh" weapons For the Baby Face's Blaster and Soda Popper, how about this: A upgrade that costs around 200 to 300 that makes your cash-collecting increase your Hype/Boost. IOnly has one level, but since it costs quite a bit, it's ok for me. It could also has more levels, that each level increases the Hype/Boost added per cash, but then the cost should be around 100 to 150 (I mean, you could be spending the money on better stuff, and spending like 600 cash for some passive effect that you can already get from dealing damage is almost pointless IMO) Also, a upgrade that the Soda Popper could have is, deal Mini-Crits on Hyper (costs 350 or 400, only one upgrade) EDIT: Another upgrade for Baby Face's Blaster could be one that decreases Boost lost on hit by 25% and on double jump by 5%, with 4 upgrades. Costs 150 Soldier: I don't really know how a projectile penetration would work for a freaking rocket, but whatever man. I was thinking on an upgrade that makes rockets unreflectable (by Pyros), but I don't think this should be a thing either. How about a stomp radius buff for the Mantreads to be able to compete with Pyro's Thermal Thruster crash? The stun and the crits on kill would also benefit from this upgrade (a cost of 250 to 350 would be fine by me) Pyro: The Third Degree is a direct upgrade of the stock, and everyone knows that. But the upside is almost insignificant. And I thought, how about an upgrade for the Third Degree in MVM? Drains Medics Ubercharge (10% Uber, costs 350 to 400, one upgrade to a max 20% Uber) Stun medics hit by the weapon (5 secs if directly hit, 3 secs if hit through the heal beam, 450 to 500, no upgrades, giant medics are slowed down and will lose connection for a second, penetrates Ubercharges) Not related to the video, but wanted to share anyway Something I noticed while playing Canteen Crasher, is that the "ball marks targets" for the Sandman also makes you mark the robots on hit with the weapon itself. Dunno if it's a bug, but that makes the Fan O' War almost useless. If wasn't for the cost and the Health penalty.... Another fun fact: The Half-Zatoichi has a Damage upgrade and crits on kill if worn by the Demoman, but if worn by the Soldier, said upgrades won't be available. For some reason, upgrading said weapon with said upgrades with the Demoman, and switching to Soldier, equiping the Half-Zatoichi will retain the "unavailable upgrades" for him. Weird One last thing. The recharge upgrade for the Dragon's Fury was removed from being OP AF. You can check Dewill's video where he shows how the weapon was before that. I wouldn't complain if said upgrade was re-added, either with a huge cost, a huge nerf or only working for the Airblast
There’s plenty of “quick switch” exploits like the half-zatoichi one (that work a bit differently) like firing speed on soda popper, firing speed on Scottish Resistance, ubercharge rate on vaccinator, reload speed on shortstop, etc.
Why not have a scout primary that either increases a timed money collect bonus, so when you shoot and it hits; the money gained will be increases, encouraging the use of it to get more money. Another idea is, while the primary is out; the money attraction radius is bigger and/or pulls the money towards him like a magnet. Since scout is the mvm money gather, make the primary help towards it while out; that way you have a weapon to gather money more, another weapon to boost yourself or team while fighting and a melee to hit robots more; balancing all roles.
@@greenoftreeblackofblue6625 Not a bad idea, although maybe have both? One being a scout upgrade and have another for when the scattergun is out. So collecting money is easier upgraded and with the gun out; the bonus money is far more often. Maybe instead of a bonus, with the scattergun, maybe an update that highlights existing money via outlines while out? That way it will have a reason beyond damage dealing. Besides that I can't see a use for the gun more than a tank buster; although a bonus against tanks might be another, more useful method for it..
Here's an idea, and its a reference to the thumbnail somewhat. Give scout the ability to mantread robots 4 upgrades 25% damage each 225 each because I like that number
Medic: +25% damage upgrade for syringe guns and crossbow with 4 points. Mad milk syringes for just syringe gun: Has 4 points, each point increases milk duration by 1 second, final point slows enemies down. Minicrits on headshot for just the crossbow: Also applies to healing teammates. Here are my ideas to help make battle/combat medic viable in mvm.
I always figured the thermal thruster, manntreads, and gunboats should have a “splashdown” upgrade, so even if you dont land on a robot, you create an explosion around you that gets bigger with each upgrade
Actually, the ROBLOX TF2 “remake” has a stat for the Liberty Launcher exclusive to the game: Plus 25% push force. It’s useful for rocket jumping. Maybe that could be used in MvM?
Upgrade Ideas of my own: Babyface: -20% boost loss (200 credits/max 4 times) Bonk: User can use melee weapons (400 credits/max 1 times) Shortstop: shoving robots into other robots will push them back aswell and damage both = 50 damage (200 credits/max 4 times for the damage)
Base jumper could use ability to redeploy infinetly like it did, it's perfect combo with airstrike. Now its hard to dodge accumulate robot rocket fire nad dodge it and avoid fall damage at the same time. That nerf should only be for non MvM modes.
I think it would be really cool if the Man Treads had: - Explosive Stomp! Damages nearby targets to the landing spot or enemy and has a slight AOE knockback effect. Cost: 500 Credits Cooldown: 3 seconds
@@badideagenerator2315 Hmm... Although it'd remove the purpose of rocket jumping in the first place and bounce him for all eternity. I think that'll be fun!
Extra jumps on soda popper. Cost: 100 Max: 4 Extra Jumps Extra Cash Collect Radius (All Classes) Cost: 200 per metre. Red Tape Recorder Shrinks Giants Also increases cooldown by 100% Cost: 1000 credits.
A good upgrade for the Baby Face would be to have an upgrade that reduces how much boost you lose on hit. It would decrease the amount of boost lost by 25% with a maximum of four slots. The starting price would be $200 and would increase by $100 for each slot purchased. Made it expensive because maximum boost in TF2 in general is really powerful. Another upgrade for the Baby Face would be immunity to losing all of your boost for $500, but you still lose 10% for every double jump. Again, expensive because it’s very powerful. For the Soda Popper, have the same thing as the Force-A-Nature idea with the 100% critical hits on launched targets. Another thing for the Soda Popper would be 25% more hype per hit with four slots, $200 initially and increases by $100 for each slot. Expensive because it’s powerful. For the Shortstop, a shove could stun enemies upgrade for $500, as in only stunning single targets, good for giant robots. The stun would be like the old Sandman, completely makes the robot unable to move.
Manntreads - No fall damage - 700 credits. Would be useful when having to rocket jump to bomb carrier - explosive landing -500 credits. Does a radius of (small number of hammerunits here) of explosive damage to robots.
Well I had an idea for the Axtinguisher because it exists, why not make a 500 credit upgrade to allow it to not extinguish targets? And make an upgrade for it to get +2s crits on kill? Just think of the possibilities... Demoknights? Nah. Pyroknights? Hell yeah.
Perhaps for the Soda Popper, you could have an upgrade, similar to Medic's upercharge rate up, that charges the Hype meter for less damage. That would be good to help Scout's get more payoff for attacking.
Idea for baby faces blaster and any weapons in the future that lose charge on damage would be an upgrade that mitigates that. Like for example -25 charge drain from damage for 3-400 credits with a max of three or four upgrades depending on what is fun. For the mantreads add an explosive stomp upgrade and a increase damage upgrade.
I think a Mildly Interesting Facts about MvM might be a good video to do for you bro. I like the Mildly Interesting Facts vids and I think MvM might have enough Mildly Interesting Facts to do a vid on.
Maybe give the gunboats a special ability that make your regular jumps count as rocket jumps. Even without jump heighr upgrades you could atleast be stupid and market garden a robot in your face.
I think it would be better if the property of the charged shot requiring and consuming your entire clip to requiring and consuming specifically 4 shots.
I think the mantreads should get an explosive landing upgrade, making it so that whenever you stomp a robot it does an explosion that does about the same damage of a rocket but does t harm the player, I think it should have 3 max upgrades, which each upgrade either increasing the damage or he blast radius, I don’t really know for sure since both seem like they could be abused
what if you kicked with the boots it will do 150 damege but with the gunboots it will do 250 damege but its like a botal range with demo sorry for bad spelling
I will always be bitter about the sandman and guillotine nerf. Shortstop too. I was an absolute demon with those three, and had the strange pro killstreaks.
The idea of Liberty Launcher having greater push force should just be a base stat rather than an MvM upgrade. It woud pair better with reserve shooter and almost actually compensate for its mediocrity.
With the baby faces blaster and soda popper there could be a damage resistance buff upgrade that scales with how much the respective meters have filled. It would be something like 10% at full meter and 0% when its empty. Due to the already existing specific damage resistances you can buy normally and this being an inconsistent buff, at least with the blaster, the upgrade would be pretty cheap at 150 or 200 credits. Maybe it could also be upgraded again to 20%, but scout is plenty tanky as is. This would help keep the baby faces boost higher as you take less damage. And the soda popper its just a striat buff as you barely use its meter anyways. Another upgrade could be "Using a canteen fully fills your meter". Pretty self explanatory and would be again, around 150 - 200 credits.
soda popper: extra jump with hype for 150 credits, 3 upgrades babyface blaster: reduce boost loss 200 credits, reduce boost lost by 25% per upgrade (applies to damage taken and double jumping), 3 upgrades (with all 3 upgrades double jumping will actually give you 5% boost)
the atomizer would also have increased jump upgrades, 3 to be exact, costing 125 (cause it has to be out) part of me wants an insta-kill upgrade for the holy mackral that costs 5000 credits but eh an upgrade to the candy cane that boosts the strength of the health kit (2 upgrades), costs 350 credits, the candy cane would also grant a ammo pack on kill upgrade, also 2 (small and medium) I feel the bonk could also have a duration upgrade the crit-a-cola could have a "remove mark for death upgrade (350 credits) the boston basher could have a bleed immunity upgrade (200 credits) explains itself, along with a reduce self damage by 20% upgrade for 150 credits (3 upgrades) the sun on a stick could have an ignites targets upgrade (200 credits, 2 buffs, 1 does afterburn, 2 makes afterburn mini-crit), along with a fireball upgrade (basically a fireball spell that recharges), use via alt-fire, costs 500 credits, mini-crits burning targets
I have an extra idea for the Dragon’s Fury, an upgrade I call Explosive Fire. I’d say it would have...let’s say two upgrades for 400 credits each. Basically, with this upgrade purchased, once a Fury shot either hit something or reached the end of its range, the fireball would explode, with a radius 100% bigger than the main ball for each upgrade. However, the fire within that added area of effect would only do 50-75% of the main shot (I’ll leave that up to you), while still afflicting full afterburn. It won’t be as OP as straight tripling the size of the fireball, but it should still make the Fury effective for crowd control.
Actually.... Scout has one other use in MvM. Tank busting. Upgrade the Shortstop to max damage, reload, firing speed, and I think ammo? Give him Crits, and he will SHRED tanks like a hot knife through butter.
Fan O'War: +1 additional enemy marked for death (4 upgrades), +25% mark for death duration (2 upgrades) Sun-on-a-stick: afterburn resistance, engulfing target in flames Atomizer: grants third jump on wearer (does mot need to be an active weapon) and always mini crit while doing third jump. Beggar's Bazooka: decrease random projectile deviation (3 upgrades) Equalizer: +100% more damage as the health decreases Pain Train: after killing the bomb carrier the bomb will have 25% less time to return (2 upgrades) Disciplinary action: +25% lorger range (2 upgrades), +25% boost duration (2 upgrades) Phlogistonator: +25% "mmmph" duration (2 upgrades), it applies to other weapons as well Detonator: +100% secondary explosion radius (4 upgrades) Manmelter: +100% additional damage to crit shots after extinguishing teammates Sharpened volcano fragment: each kill with this weapon increase your afterburn damage by 25% (up to 4 times) Hot hand: speed boost duration increase +100% (4 upgrades)
I think the Phlogistinator could have an extra upgrade. While it doesn't NEED it, it would be cool and make up for the fact that the other flamethrowers get an airblast upgrade. The Phlog could have an upgrade that made MMMPH last longer. It could be 4 upgrades, 25% longer MMMPH per upgrade, and $400 per upgrade.
*FTFY:* *"...NOOB Scouts don't really use weapons in Mann vs. Machine."* *The Meta Scout playstyle is so specialized and weak. It's one of the most hilarious ways that Casuals shoot themselves in the foot when they play. You trade this versatile, high-mobility, high-DPS class with fast respawn and special money-healing buffs for a meek support class whose tactics might not really even help depending on the map/mission/team balance, all in the name of making the skill floor as low as possible.* *I know that other classes have higher theoretical DPS when robots spawn in large groups, but in the messy real world of This Team Is Good Enough To Have a Chance But Bad Enough For Strategy To Matter, I find that having Good DPS and being everywhere at once can be better than having Great DPS but being less mobile. Especially when your team is leaning on you really hard for the carry. You can pick off an Uber Medic that the Demoman missed, run back to "help" the Pyro kill the tank (jk I'm doing all the work because I have better upgrades), then return to the front and solo a Giant Heavy because WASD is the best Resistance. All while collecting money without even think about it.* ruclips.net/video/h8YDk_EOOGc/видео.html ruclips.net/video/3MWbfGIu63k/видео.html steamuserimages-a.akamaihd.net/ugc/710780098920054976/E85DDF0206C99E543411FC262E5486D33B0B88A6/ steamuserimages-a.akamaihd.net/ugc/838142710784902100/D0FA438B8DD450DF9561E4F15232E76762F7123B/ steamuserimages-a.akamaihd.net/ugc/622969459009198564/8C47B4D90BF2A134E5FF472CA3B71C2D2AD8FBE6/ *Mad Milk is a really powerful weapon in the right circumstances, and while not actually necessary, it's hard to argue that something else is actually a better Secondary. But Fan O War is super-overrated. Don't use it except against Bosses or against Wave 1 Giants that may as well be bosses because your team doesn't have upgrades yet. I much prefer the Atomizer.*
Every advanced mvm player would tell you that these upgrade ideas are useless and that nobody would use them in a serious mvm match. You also don't seem to have a great understanding of MvM in the first place, Scout is already a great damage class with a proper loadout and upgrade path. Also, Pyro was a viable damage dealer even before the gas passer came out. Your inability to play these classes correctly doesn't justify new upgrade ideas. Judging from your playstyle in these clips I'm quite sure that you are one of those players who likes to piss around in a team and not pull his weight.
This was boot camp. Have you ever played boot camp? I can tell you that like half the people in it have no idea what they're doing and if you have even the slightest idea how to play you can be useful with any class and any weapons on easier missions. That was the whole point of the gameplay. To showcase underused weapons. I thought that was obvious to...anyone. And nobody would use them in a serious match? You dont say. I thought that was pretty much explicitly said in the beginning of the video. I've played MVM since it came out. It's not hard even on hard missions. Using the same thing every single game is boring. What's the point? Just to win? If you've already done every mission as multiple classes that starts losing its appeal.
@@SquimJim Try "random class/loadout each wave, all class X, only 3 players, speedruns, etc." or any of the potato.tf contracts. The opportunities are available. But even with your suggested upgrade ideas, it wouldn't be much different than it already is. Sure, a shotgun with damage upgrades would be amazing but still inefficient compared to anything else you could use. Some weapons are just not meant to be used for this game mode, but that's normal at this point.
Not sure what you mean, "Not good enough as is right now" seeing that it costs $350 for a weapon that requires you to be alive to get maximum use out of it. Explode is an upgrade that's too good for it, making your secondary your primary, and your primary your gas charger if you don't buy the 15 second AFK recharge upgrade
I have an extra idea for the B.A.S.E. Jumper, give it's redeploy back in the form of an upgrade, from my estimate it would cost around 200(?) credits, I can't play so I am only inferring what _might_ be fair. It would make it so it's not _just_ Scout that can redirect agro from teammates!
Scout upgrades: Outlined money, 100 credits: Outline missing credits Increase collection range, up to 4 ticks, 150 credits each: Increase collection range by 15% (up to 60%) Increase heal on collect, up to 4 ticks, 150 credits each: Increase health gain on collect by 15% (up to 60%) Soldier upgrades: Primary upgrades: Mini-crit while blast jumping, 300 credits Increase knockback on hit, up to 4 ticks, 200 credits: Increase knockback by 25% (up to 75%) Projectile can't be reflected, 250 credits Pyro upgrades: Primary upgrades: Destroy projectile, up to 2 ticks, 300 credits: Acts kinda like heavy's destroy projectile Airblast fire rate, up to 3 ticks, 200 credits: Reduce airblast cooldown by 25% each ticks (up to 75%) Reduce airblast cost, up to 3 ticks, 150 credits: Reduce airblast cost by 25% each ticks (up to 75%) Demo upgrades: Grenade launcher upgrades: Increase explosion radius, up to 3 ticks, 300 credits: Increase explosion radius by 25% each tick (up to 75%) Sticky upgrades: Increase explosion radius, up to 3 ticks, 300 credits: Same as the above +1s of mini-crit on kill, up to 4 ticks, 200 credits Heavy upgrades: Primary upgrades: Increase resistance when spun-up, up to 3 ticks, 350 credits: Increase resistance when spun-up by 15% (up to 45%) Increase spinning-up speed, up to 3 ticks, 300 credits: Increase spin-up speed by 25% (up to 75%) Engineer upgrades: Wrangler upgrades: Increase damage resistance while wrangled, up to 3 ticks, 300 credits: Increase resistance by 15% (up to 45%) Building upgrades: Increase repair rate, up to 2 ticks, 250 credits: Increase repair rate by 50% (up to 100%) Increase building deploy speed, up to 3 ticks, 200 credits: Increase building speed by 25% (up to 75% Medic upgrades: Secondary upgrades: Instant revive on übercharge, 300 credits Crits on über, 400 credits: Also increase übercharge rate by 15% Kritzkrieg upgrades: Über on top of crits, 400 credits: Also increase übercharge rate by 10% Sniper upgrades: Primary upgrades: Increase headshot damage on giant, up to 4 ticks, 200 credits: Increase damage by 25% (up to 100%) Damage pierce übercharge and resistance, 500 credits: Übercharged robots take 50% of damage instead Spy upgrades: Knife upgrades: Damage pierce übercharge, 400 credits Sapper upgrades: Increase recharge rate, up to 3 ticks, 200 credits: Increase recharge rate by 25% (up to 100%) All class upgrades: Heal on collecting money, up to 4 ticks, 150 credits: Heal 15 hp per tick (up to 60 hp), can overheal Ammo regen, up to 4 ticks, 150 credits: Regen 25% of ammo (up to 100%) every 5 seconds
Try adding extra time to HYPE when activated (Soda Popper) O O O $100 Deal Minicrits when deployed (B.A.S.E Jumper) O $300 10% Speed Boost when deployed (B.A.S.E Jumper) O O $200 Keep Air Crits from Market Gardener when deployed (B.A.S.E Jumper) O $500 Some sugestions for those
Baby-Face - -25% Boost lost when hit. 4 Steps. 200 or 250 Credits each. Fully upgrade for the pre-nerf Baby-Face's former glory. Gunboats - Rockets mini-crit while rocket jumping.
THE GUNBOAT'S JUMP HEIGHT AND MOVEMENT SPEED ARE DETRIMENTAL! THEY FUCK WITH YOUR MUSCLE MEMORY OF JUMPING NORMALLY! instead we'd use some even less damage when rocket jumping
My ideas: Scout, Body. -"Money Magnet" Increases money magnetise radius. (250 credits, 4 levels) Scout, Primary. Shortstop: -"Bully shot" Extend any effekts duration by 1/2 second(s) on every fourth consavutive shot. (200 credits, 2 levels) Soda Popper: -"Item Hype" speeds up item regen (Mad Milk, Bonk!, Sand Man etc) when Hype is activated. (200 credits, 1 level) Baby Face's Blaster: -"Semi Bonk!" Give the user up to 25%/50% damage resistence, depending on their Boost. (400 credits, 2 levels) or -"Master Robber" Gain Boost from collecting money. (100 credits, 4 levels) Backscatter: -"Mini-Critsplosion" Creates a small/medium bullet explosion, whenever the gun mini-crits. (550 credits, 2 levels) or -"Speedy Flanker" Gain a speed boost on a backshot. (150 credits, 1 level) Scout, Secondary. Pistols: -"Magnet Shot" Slightly/significally pull money closer to you when shot at. (100 credits, 3 levels) Scout, Melee. Bats -"Knee Breaker" give scout a 15%/25%/35% chance to stun enemies for 3 second. (300 credits, 3 levels)
Candy Cane:
-Health Pack promotion - drops a medium one on first level and a large one on the second
-Additional small ammo pack dropped on kill
That really would help to make the combat Scout, while maybe not as good as the support Scout, a relatively viable option.
The hp pack 500 credits , and the ammo 250 credits , or at least I think it would.
The Ilusion Master I thought they should be almost switched. Health packs in MvM while useful in some situations, don’t compare to how much use most classes can get from ammo packs.
@@bobbyferg9173 , still , Scout is usually the closest one to the enemies , so only he could get any use out of that ammo (unless if there's a phlog pyro).
>makes nearby allies heal the damage they deal
I actually do have a few upgrade ideas for the Baby Faces Blaster. Three of them, in fact. Though, I think I’ll leave it up to you what the cost and number of upgrades would be.
1. Boost loss reduction: pretty much what it says, shores up the BFB’s major weakness by reducing the ridiculous amount of boost loss from damage and double jumps. That’s one way to mitigate it, since another option is:
2. Gain boost from money. Either of these two should help a BFB scout keep full boost at all times.
3. Speed up...sort of. See, I say speed, but the actual idea is for a max upgrade of this to revert the boost back to the old days, where a full boost scout can outrun their hitbox. This would mean a scout can bring the BFB basically as a way to avoid/negate incoming damage.
10:49: For the gunboats (and any other backpack/foot items) I have a couple ideas for upgrades and or game play mechanics
1. Upgrade that increases money collection range.
2. Upgrade that passively regenerates ammo
3. Equipping an item like soldier boots, sniper backpacks, demo shields or other passive weapons (weapons that cannot be switched to) now halves the cost of upgrades in the class menu (the one where you buy resistances)
Shortstop:
- Add Crits vs Shoved Opponents
Baby Face’s Blaster:
- Damaging Opponents reduces their speed as you build yours up
Soda Popper:
- Add +25% Jump Height (up to 4 upgrades)
Mantreads:
- Add +10% move speed
B.A.S.E. Jumper:
- Add Cannot be headshot while deployed
All Flare Guns:
- Add Flares Crit burning players in a radius
man, robots can't headshot at all. It was removed due to the skill level of sniper bots "expert".
How about making ideas about new robots or making it harder for mvm
I can just imagine a giant heavy killing himself with a bonk scout
Depression takes lives, even if they aren't alive to begin with
or the massive waves of soldiers
Challenge Mode: Can you beat MvM with ONLY bonk?
@@intotheindievods8821 would work perfectly well... until the first tank enters the field
Especially in wave 666
MvM upgrade idea
Reserve Shooter: It gets reverted
Thank god the robots got no feelings, mate
Not worth it any ways, and let the poor gass passer have his moment of glory
H
Finally, a reason for gas passer to be unequipped.
I also think re-adding the ability to redeploy it in the air (for the B.A.S.E) would be a nice idea
EDIT: As an MVM upgrade you angry bois
Should just do that in the base game. It was still not the most optimal secondary on its release and they nerfed it THREE times since then.
@@TaRAAASHBAGS it was nerfed in basegame cause soldier's with basejumper where to unpredictable in competetiv.
Rayzuke They could have just had a slight redeploy delay, it wouldn’t be too unpredictable then.
It was to op with the air strike. Maybe add a "take less damage from rocket jumping" buff to even it out?
It also got its air steer control reduced, which is like the whole point of the item. It's already a huge opportunity cost of a grenade launcher or a Soldier secondary, I don't know why Valve thought it was so broken.
Also sick of them balancing for competitive. Like 100 people have played the in-game one and UGC is scared shitless of any unlock that's not the Kritzkrieg. You can't playcate those people.
Regardless of MvM, I can already see some of these upgrades or base concepts for these upgrades be put onto the actual stats of the weapons like the Shortstop's increased shove force, Righteous Bison's increased damage and the Gas Passer explosive gas.
StickMaster500 Yh so can I dude.
IM EARLY
The gas passer is already kind of powerful to be honest on mvm...
If we toned down the gas passer's explosion damage we could see it in game. Sneak up with the gas and pop a medic before he can uber, and hurt everyone else.
That or potentially make it a lower cooldown utility a pyro can use with the Dragon's Fury, thereby actually leaving targets ignited for normal time and making the Fury temporarily a straight upgrade.
Of course we wouldn't be talking about this if they hadn't overhauled and basically gutted all the old weapon swap strategies on Pyro.
Dont forget the liberty launcher, the knockback pairs so well with both the theme and gameplay design of the weapon and its set
How about in addition to the "Super Charge Shot", the Cow Mangler could also have an upgrade that reduces the charge time? Double down on the idea and become a more support oriented Solly.
That’s actually pretty cool
And maybe an upgrade that makes it so the charge shot consumes only 4 ammo instead of a whole clip unless you double tap m2.
Nobody calls him Solly
@@SpunkMayo well suwaku does
I studied in ornament school for 7 years to get my doctorate in ornaments and I remember my professor (Smart guy, been doing this for 43 years). He said that ornaments could never be balls. I remember hearing this, being a younger person myself who believes in much more equality, went home and looking through my large collection of ornaments. Finally, I found it, a bauble. I ran to school the next day and threw it at him. It shattered and he started bleeding. He was shocked by both the ball ornament and all the blood loss. He was fired for discrimination the next day.
Fun Fact: I am what the wrap assassin is based upon.
I was so fucking confused when this started, but it was amazing when it ended.
@@thompsonator4696 Yes
Transform987 xD
r/thathappened
Also this is a shitpost right?
@@Handlesareastupidsystem OF COURSE IT FUCKING IS!
Baby Face's Blaster: Decreased Boost Loss: Decrease the amount of boost lost from taking damage or double-jumping by 20%. Can be upgraded a maximum of four times for 250 credits.
@Mathcoolb agreed
im a little late to the party, but i also have an ideia: by doing damage, you could fill a boost bar, just like the soda popper, but instead of running faster at full boost, you could activate the boost and run as fast as a boot-wearing, charging demoknight for 10 secs or something. the downside could be you run 10% slower like nowadays or a no double jump/triple jump thingy. (if you are using the atomizer you could still double jump)
that would be perfect
Gunboats:
earthquake banner
-small radius of knock back and damage on use of full rage meter.
gunboats arent a banner
@@crocogator5305 nice necro. And secondly I was saying (at the time), that an upgrade would add a earthquake type bar/banner that can be activated after a certain amount of damage delt. I understand the gunboats arent a banner and was simply sugesting a fun upgrade that mayhaps would allow them to compete with the meta.
@@Aaron-fh6hd oh okay, i just thought you got the gunboats mixed up with a banner
What if you gave the Bonk an upgrade that turned the Scout into a sentry buster? Something like: when the Bonk is used up, the Scout creates an explosion around him. Just for fun.
SashiTheSushi Maybe make it take all the damage taken while bonked and give the damage to the robots with an explosion when the bonk ends
I sent a letter to the P.O. Box containing weapon ideas so I hope they get added
lot fat chance but i admire the dedication
7:25
I was thinking more like a shrapnel that would deal like 40 damage and damage 4 targets in a 5 foot area, mainly for clearing large groups of low tier bots. It would have 1 max upgrade and have a 50% chance to trigger.
And it would cost 300 credits.
Also I think an upgrade for pyros flamethrowers that would increase damage towards tanks by 25% with four max upgrades would be nice since pyro can't really do any reliable damage to tanks without running out of ammo and be stuck with the homewrecker
The dragon's fury does the "on fire" damage boost to the tanks though.
"I didn't really think people cared about mvm that much anymore"
bruh I joined admittingly in 2013 but one of my first few games was an MVM bigrock match and I fell in love with the whole concept of the game mode. I found it fun as hell to fight against robots to get money to splurge on upgrading. I really just like the idea I guess of defending something from a siege or something. I'm dissapointed the game mode only ever got 2-3 updates but damn I've enjoyed my experiences with it.
It's the only TF2 game mode I play, hell of a lot more fun than casual (For me anyway)
Baby face blaster:
Teamwork
+25% of speed from baby face blaster is shared with allies around you
4 upgrades
150$ each
3:17
The team: trying to outlive waves of murderous giant robots equipped with high caliber guns and bats
The engie: *YIPPIKIYAHEHEYYOOOOOOY AAAAYOY*
WOO-HOO, YEEEHAAW
*Gulp* Life'o reilly
Give Gunboats one upgrade that grants full immunity to rocket self-damage, and another upgrade that grants immunity to fall damage. Wouldn't be very useful outside of pairing it with the Air Strike, but carefree rocket jumps would be fun as hell. And it would also make the Direct Hit truly the best melee weapon I guess.
does anyone want to see how messed up pvp would be if you could have these upgrades? Maybe on a MGE server?
That would actually be a pretty cool side mode. Maybe standard KOTH, with larger maps to compliment it. Based on a mix between your team's lead or lack there of, and your own KD, every once in a while you'd receive some credits.
And no, not UberUpgrades. It's too imbalanced for Valve.
I watch after breakfast
Before breakfast
Madman
R/madlads incoming
worst thing about mvm is that you need to pay for it to get rewards
they should make a free tour but the items you get can't be expensive/australium, just be like a little pin that goes on your chest or smthing
They could also let you turn scrap into MvM tickets since they need a metal sink of some sort.
@@edfreak9001 would be nice for example 2 reclaimed for coaltown
*The satisfaction of a job well done is its own reward.*
*A lot of veterans disconnect at the last minute to save their ticket. Replaying the same mission before completing a tour achieves the same effect, and in fact you can get free stuff if some noob used a Squad Surplus Voucher.*
Yeah I think something like the showdown badge could work with the robot version of the class you are playing on it
Potato.tf is third party, but does have operations where you can earn a badge for free, you need to work really hard to get the top tier badges though
“Scout doesn’t really do damage in mvm” I see you haven’t discovered the “Damage Scout” upgrade, only costs a few resistances and instantly increases scout fun level by 300%, however it does take a fair amount of skill to pull off due to your needing to get money without resistances.
See also: Bringin' the Pain contract on Potato.tf.
He litterally has no crowd damage options in a gamemode that's all about fighting against large hordes of robots.
Cinex 20 “Giants and tanks don’t exist, it’s impossible to deal damage to groups of robots without splash, damage scout is bad” I’m assuming?
@@insertname252 Scout is good for collecting money and debuffing robots. Upgrading the primary weapon is quite costly, so it should be the last thing to upgrade. The other classes are just better at dealing damage. Oh, and if you're talking about the penetration upgrade, it's bugged and not worth buying.
Cinex 20
1. Not talking about penetration
2. Scout can collect money, debuff giants, and do damage at the same time
3. The only other thing you’d be spending credits on besides your primary is resistances and milk, and resistances you don’t need (besides crit resistance) if you can dodge and absorb the occasional hit with your 750 overheal.
4. Yes, the other classes are better at dealing damage but who says you can’t do damage too? And if the people playing the other classes are incompetent then you’ll often find that you’ll outdamage them as scout
TL;DR scout can multitask
Baby face :
Less charge lost when taking damage
It has 4 charges
As an ornament school graduate, it’s nice to see a fellow ornament school student
Jetpack: Make a firey AoE where you land. Enemies already on fire will take critical damage, heal for each kill you get.
Oh man i cilck on this video instead of the other one and it was worth it
*His voice is perfect like his content*
I accidentally tapped on the notification, realized it was After Breakfast, not really and accident to me now
“There are no accidents” -Master Oogway
Q
Maybe the soda popper could get an upgrade, in which every jump after your initial jump causes some kind of explosion under your feet that damages the robots. IDK how much damage it would do or the explosion radius, but, it's an idea.
Maybe it would be a landing attack and each jump makes it stronger
I love how in MVM, Pyro using any of the flare guns at max fire speed looks like he’s fan hammering it, which wouldn’t work with any of the flare guns since they don’t really have hammers, but it still looks cool.
what I would love is for the axtinguisher to scale to the total damage possible for afterburn. By that I mean if you upgrade afterburn duration it does more damage for the longer the afterburn lasts the same goes for afterburn damage upgrades. The idea behind the stat seems to be that the weapon does all afterburn dmg at once so if you fully upgrade them to do four times the damage the ax should do all that at once.
Here are my opinions:
Scout:
The Back Scatter and the Crit-A-Cola upgrades are a bit OP, but hey, they're good upgrades for "meh" weapons
For the Baby Face's Blaster and Soda Popper, how about this:
A upgrade that costs around 200 to 300 that makes your cash-collecting increase your Hype/Boost. IOnly has one level, but since it costs quite a bit, it's ok for me. It could also has more levels, that each level increases the Hype/Boost added per cash, but then the cost should be around 100 to 150 (I mean, you could be spending the money on better stuff, and spending like 600 cash for some passive effect that you can already get from dealing damage is almost pointless IMO)
Also, a upgrade that the Soda Popper could have is, deal Mini-Crits on Hyper (costs 350 or 400, only one upgrade)
EDIT: Another upgrade for Baby Face's Blaster could be one that decreases Boost lost on hit by 25% and on double jump by 5%, with 4 upgrades. Costs 150
Soldier:
I don't really know how a projectile penetration would work for a freaking rocket, but whatever man.
I was thinking on an upgrade that makes rockets unreflectable (by Pyros), but I don't think this should be a thing either.
How about a stomp radius buff for the Mantreads to be able to compete with Pyro's Thermal Thruster crash? The stun and the crits on kill would also benefit from this upgrade (a cost of 250 to 350 would be fine by me)
Pyro:
The Third Degree is a direct upgrade of the stock, and everyone knows that. But the upside is almost insignificant. And I thought, how about an upgrade for the Third Degree in MVM?
Drains Medics Ubercharge (10% Uber, costs 350 to 400, one upgrade to a max 20% Uber)
Stun medics hit by the weapon (5 secs if directly hit, 3 secs if hit through the heal beam, 450 to 500, no upgrades, giant medics are slowed down and will lose connection for a second, penetrates Ubercharges)
Not related to the video, but wanted to share anyway
Something I noticed while playing Canteen Crasher, is that the "ball marks targets" for the Sandman also makes you mark the robots on hit with the weapon itself. Dunno if it's a bug, but that makes the Fan O' War almost useless. If wasn't for the cost and the Health penalty....
Another fun fact: The Half-Zatoichi has a Damage upgrade and crits on kill if worn by the Demoman, but if worn by the Soldier, said upgrades won't be available. For some reason, upgrading said weapon with said upgrades with the Demoman, and switching to Soldier, equiping the Half-Zatoichi will retain the "unavailable upgrades" for him. Weird
One last thing. The recharge upgrade for the Dragon's Fury was removed from being OP AF. You can check Dewill's video where he shows how the weapon was before that. I wouldn't complain if said upgrade was re-added, either with a huge cost, a huge nerf or only working for the Airblast
There’s plenty of “quick switch” exploits like the half-zatoichi one (that work a bit differently) like firing speed on soda popper, firing speed on Scottish Resistance, ubercharge rate on vaccinator, reload speed on shortstop, etc.
for the issue of the direct hit penetration upgrade, see the BTD6 hydra rocket pods 030 dartling gunner upgrade.
I just realized Pyro's jetpack looks like an Ork Rokkit from 40k...
IZ DA FIERY BOYZ ALL ORKZ IN DASGIZE DEN?!??
Why not have a scout primary that either increases a timed money collect bonus, so when you shoot and it hits; the money gained will be increases, encouraging the use of it to get more money.
Another idea is, while the primary is out; the money attraction radius is bigger and/or pulls the money towards him like a magnet.
Since scout is the mvm money gather, make the primary help towards it while out; that way you have a weapon to gather money more, another weapon to boost yourself or team while fighting and a melee to hit robots more; balancing all roles.
No just make that a scout upgrade itself
@@greenoftreeblackofblue6625 Not a bad idea, although maybe have both?
One being a scout upgrade and have another for when the scattergun is out. So collecting money is easier upgraded and with the gun out; the bonus money is far more often.
Maybe instead of a bonus, with the scattergun, maybe an update that highlights existing money via outlines while out? That way it will have a reason beyond damage dealing.
Besides that I can't see a use for the gun more than a tank buster; although a bonus against tanks might be another, more useful method for it..
Here's an idea, and its a reference to the thumbnail somewhat.
Give scout the ability to mantread robots
4 upgrades 25% damage each
225 each because I like that number
It would be very op
Kjajo the gas passer exists. So I think it will be fine
No update?
...You haven't heard of Potato MvM?
Medic: +25% damage upgrade for syringe guns and crossbow with 4 points.
Mad milk syringes for just syringe gun: Has 4 points, each point increases milk duration by 1 second, final point slows enemies down.
Minicrits on headshot for just the crossbow: Also applies to healing teammates.
Here are my ideas to help make battle/combat medic viable in mvm.
I always figured the thermal thruster, manntreads, and gunboats should have a “splashdown” upgrade, so even if you dont land on a robot, you create an explosion around you that gets bigger with each upgrade
Actually, the ROBLOX TF2 “remake” has a stat for the Liberty Launcher exclusive to the game: Plus 25% push force. It’s useful for rocket jumping. Maybe that could be used in MvM?
I watch After Breakfast after Good Mythical Morning
Why do I see you everywhere
@@jellodaddy3902 Because reasons
@@flowler60 What type of reasons?
@@a.person1805 Ones that make sense
@@flowler60 seems legit ( My normal response is "Very good ones" )
Upgrade Ideas of my own:
Babyface: -20% boost loss (200 credits/max 4 times)
Bonk: User can use melee weapons (400 credits/max 1 times)
Shortstop: shoving robots into other robots will push them back aswell and damage both = 50 damage (200 credits/max 4 times for the damage)
Base jumper could use ability to redeploy infinetly like it did, it's perfect combo with airstrike. Now its hard to dodge accumulate robot rocket fire nad dodge it and avoid fall damage at the same time. That nerf should only be for non MvM modes.
Baby face more damage with more boost? Or less loss on damage
I think it would be really cool if the Man Treads had:
- Explosive Stomp! Damages nearby targets to the landing spot or enemy and has a slight AOE knockback effect.
Cost: 500 Credits
Cooldown: 3 seconds
What if a manntread stomp kill launched soldier back into the air so he could land another stomp.
@@badideagenerator2315 Hmm... Although it'd remove the purpose of rocket jumping in the first place and bounce him for all eternity. I think that'll be fun!
The crits against launched targets could also be applied to shortstop shoves.
Extra jumps on soda popper.
Cost: 100
Max: 4 Extra Jumps
Extra Cash Collect Radius (All Classes)
Cost: 200 per metre.
Red Tape Recorder
Shrinks Giants
Also increases cooldown by 100%
Cost: 1000 credits.
A good upgrade for the Baby Face would be to have an upgrade that reduces how much boost you lose on hit. It would decrease the amount of boost lost by 25% with a maximum of four slots. The starting price would be $200 and would increase by $100 for each slot purchased. Made it expensive because maximum boost in TF2 in general is really powerful.
Another upgrade for the Baby Face would be immunity to losing all of your boost for $500, but you still lose 10% for every double jump. Again, expensive because it’s very powerful.
For the Soda Popper, have the same thing as the Force-A-Nature idea with the 100% critical hits on launched targets.
Another thing for the Soda Popper would be 25% more hype per hit with four slots, $200 initially and increases by $100 for each slot. Expensive because it’s powerful.
For the Shortstop, a shove could stun enemies upgrade for $500, as in only stunning single targets, good for giant robots. The stun would be like the old Sandman, completely makes the robot unable to move.
Manntreads - No fall damage - 700 credits. Would be useful when having to rocket jump to bomb carrier
- explosive landing -500 credits. Does a radius of (small number of hammerunits here) of explosive damage to robots.
Well I had an idea for the Axtinguisher because it exists, why not make a 500 credit upgrade to allow it to not extinguish targets? And make an upgrade for it to get +2s crits on kill? Just think of the possibilities... Demoknights? Nah. Pyroknights? Hell yeah.
Will there be another nvm update and more australiums?I hope!!!
Perhaps for the Soda Popper, you could have an upgrade, similar to Medic's upercharge rate up, that charges the Hype meter for less damage. That would be good to help Scout's get more payoff for attacking.
theyve been replaced by machines, the next update will be saving the real devs.
Idea for baby faces blaster and any weapons in the future that lose charge on damage would be an upgrade that mitigates that. Like for example -25 charge drain from damage for 3-400 credits with a max of three or four upgrades depending on what is fun.
For the mantreads add an explosive stomp upgrade and a increase damage upgrade.
I think a Mildly Interesting Facts about MvM might be a good video to do for you bro. I like the Mildly Interesting Facts vids and I think MvM might have enough Mildly Interesting Facts to do a vid on.
Maybe give the gunboats a special ability that make your regular jumps count as rocket jumps. Even without jump heighr upgrades you could atleast be stupid and market garden a robot in your face.
I think it would be better if the property of the charged shot requiring and consuming your entire clip to requiring and consuming specifically 4 shots.
I think the mantreads should get an explosive landing upgrade, making it so that whenever you stomp a robot it does an explosion that does about the same damage of a rocket but does t harm the player, I think it should have 3 max upgrades, which each upgrade either increasing the damage or he blast radius, I don’t really know for sure since both seem like they could be abused
what if you kicked with the boots it will do 150 damege but with the gunboots it will do 250 damege but its like a botal range with demo sorry for bad spelling
You bet your ass that I went to ornament school.
I will always be bitter about the sandman and guillotine nerf. Shortstop too. I was an absolute demon with those three, and had the strange pro killstreaks.
Soldier should have super market graden upgrade for example: stun on critical hit and big damage
The idea of Liberty Launcher having greater push force should just be a base stat rather than an MvM upgrade. It woud pair better with reserve shooter and almost actually compensate for its mediocrity.
Baby Face Blaster:
Receive less speed reduction from damage
+20 points per upgrade
[has 4 upgrades]
Spy needs the money=health thing
baby face upgrade: less boost lost on being hit.
With the baby faces blaster and soda popper there could be a damage resistance buff upgrade that scales with how much the respective meters have filled.
It would be something like 10% at full meter and 0% when its empty.
Due to the already existing specific damage resistances you can buy normally and this being an inconsistent buff, at least with the blaster, the upgrade would be pretty cheap at 150 or 200 credits. Maybe it could also be upgraded again to 20%, but scout is plenty tanky as is. This would help keep the baby faces boost higher as you take less damage. And the soda popper its just a striat buff as you barely use its meter anyways.
Another upgrade could be "Using a canteen fully fills your meter".
Pretty self explanatory and would be again, around 150 - 200 credits.
For the gunboats I thought that it could have general explosive resist that stacks with the player resistances
New stuff for liberty launcher and reserve shooter could be a nice combo
flying gillotine: explocive radio, like the explosive headshot
BFB should have Speed Boost when picking up money
The bfb should have a damage resistance at full boost maybe 40%
40 = 4 × 10
(Worried Italian Gangstar noises.)
soda popper: extra jump with hype for 150 credits, 3 upgrades
babyface blaster: reduce boost loss 200 credits, reduce boost lost by 25% per upgrade (applies to damage taken and double jumping), 3 upgrades (with all 3 upgrades double jumping will actually give you 5% boost)
the atomizer would also have increased jump upgrades, 3 to be exact, costing 125 (cause it has to be out)
part of me wants an insta-kill upgrade for the holy mackral that costs 5000 credits but eh
an upgrade to the candy cane that boosts the strength of the health kit (2 upgrades), costs 350 credits, the candy cane would also grant a ammo pack on kill upgrade, also 2 (small and medium)
I feel the bonk could also have a duration upgrade
the crit-a-cola could have a "remove mark for death upgrade (350 credits)
the boston basher could have a bleed immunity upgrade (200 credits) explains itself, along with a reduce self damage by 20% upgrade for 150 credits (3 upgrades)
the sun on a stick could have an ignites targets upgrade (200 credits, 2 buffs, 1 does afterburn, 2 makes afterburn mini-crit), along with a fireball upgrade (basically a fireball spell that recharges), use via alt-fire, costs 500 credits, mini-crits burning targets
Give the Phlog an "airblast" upgrade in mvm that works similar to the old Short Circuit, but does not work when Mmph'd.
That description genuinely made me laugh
I have an extra idea for the Dragon’s Fury, an upgrade I call Explosive Fire. I’d say it would have...let’s say two upgrades for 400 credits each. Basically, with this upgrade purchased, once a Fury shot either hit something or reached the end of its range, the fireball would explode, with a radius 100% bigger than the main ball for each upgrade. However, the fire within that added area of effect would only do 50-75% of the main shot (I’ll leave that up to you), while still afflicting full afterburn. It won’t be as OP as straight tripling the size of the fireball, but it should still make the Fury effective for crowd control.
Basically a rocket launcher
I just finished my breakfast, what a coincidence!
Actually.... Scout has one other use in MvM. Tank busting. Upgrade the Shortstop to max damage, reload, firing speed, and I think ammo? Give him Crits, and he will SHRED tanks like a hot knife through butter.
That’s for late waves. Early waves soda popper has more dps for less credits (just shortstop has more upgrades)
My idea for BFB. might be broken, I don't really know.
Speedster: gain 10% more speed when it hits an enemy, and lowers the speed bar when get hit.
Bruh, you are an genius
Soda Popper is easy. MORE JUMPS
Heavy:mmm good stuff
Also heavy: veeeeryyy goood
What is this music from? River city ransom?
Give the wrangler an accuracy upgrade
Soda popper: faster hype build, and longer hype
Maybe crits while airborne
Make sure to hit the bell!!!!!!! 🔔
First
Fan O'War: +1 additional enemy marked for death (4 upgrades), +25% mark for death duration (2 upgrades)
Sun-on-a-stick: afterburn resistance, engulfing target in flames
Atomizer: grants third jump on wearer (does mot need to be an active weapon) and always mini crit while doing third jump.
Beggar's Bazooka: decrease random projectile deviation (3 upgrades)
Equalizer: +100% more damage as the health decreases
Pain Train: after killing the bomb carrier the bomb will have 25% less time to return (2 upgrades)
Disciplinary action: +25% lorger range (2 upgrades), +25% boost duration (2 upgrades)
Phlogistonator: +25% "mmmph" duration (2 upgrades), it applies to other weapons as well
Detonator: +100% secondary explosion radius (4 upgrades)
Manmelter: +100% additional damage to crit shots after extinguishing teammates
Sharpened volcano fragment: each kill with this weapon increase your afterburn damage by 25% (up to 4 times)
Hot hand: speed boost duration increase +100% (4 upgrades)
I think the Phlogistinator could have an extra upgrade. While it doesn't NEED it, it would be cool and make up for the fact that the other flamethrowers get an airblast upgrade. The Phlog could have an upgrade that made MMMPH last longer. It could be 4 upgrades, 25% longer MMMPH per upgrade, and $400 per upgrade.
*FTFY:*
*"...NOOB Scouts don't really use weapons in Mann vs. Machine."*
*The Meta Scout playstyle is so specialized and weak. It's one of the most hilarious ways that Casuals shoot themselves in the foot when they play. You trade this versatile, high-mobility, high-DPS class with fast respawn and special money-healing buffs for a meek support class whose tactics might not really even help depending on the map/mission/team balance, all in the name of making the skill floor as low as possible.*
*I know that other classes have higher theoretical DPS when robots spawn in large groups, but in the messy real world of This Team Is Good Enough To Have a Chance But Bad Enough For Strategy To Matter, I find that having Good DPS and being everywhere at once can be better than having Great DPS but being less mobile. Especially when your team is leaning on you really hard for the carry. You can pick off an Uber Medic that the Demoman missed, run back to "help" the Pyro kill the tank (jk I'm doing all the work because I have better upgrades), then return to the front and solo a Giant Heavy because WASD is the best Resistance. All while collecting money without even think about it.*
ruclips.net/video/h8YDk_EOOGc/видео.html
ruclips.net/video/3MWbfGIu63k/видео.html
steamuserimages-a.akamaihd.net/ugc/710780098920054976/E85DDF0206C99E543411FC262E5486D33B0B88A6/
steamuserimages-a.akamaihd.net/ugc/838142710784902100/D0FA438B8DD450DF9561E4F15232E76762F7123B/
steamuserimages-a.akamaihd.net/ugc/622969459009198564/8C47B4D90BF2A134E5FF472CA3B71C2D2AD8FBE6/
*Mad Milk is a really powerful weapon in the right circumstances, and while not actually necessary, it's hard to argue that something else is actually a better Secondary. But Fan O War is super-overrated. Don't use it except against Bosses or against Wave 1 Giants that may as well be bosses because your team doesn't have upgrades yet. I much prefer the Atomizer.*
Every advanced mvm player would tell you that these upgrade ideas are useless and that nobody would use them in a serious mvm match. You also don't seem to have a great understanding of MvM in the first place, Scout is already a great damage class with a proper loadout and upgrade path. Also, Pyro was a viable damage dealer even before the gas passer came out. Your inability to play these classes correctly doesn't justify new upgrade ideas. Judging from your playstyle in these clips I'm quite sure that you are one of those players who likes to piss around in a team and not pull his weight.
This was boot camp. Have you ever played boot camp? I can tell you that like half the people in it have no idea what they're doing and if you have even the slightest idea how to play you can be useful with any class and any weapons on easier missions. That was the whole point of the gameplay. To showcase underused weapons. I thought that was obvious to...anyone. And nobody would use them in a serious match? You dont say. I thought that was pretty much explicitly said in the beginning of the video. I've played MVM since it came out. It's not hard even on hard missions. Using the same thing every single game is boring. What's the point? Just to win? If you've already done every mission as multiple classes that starts losing its appeal.
@@SquimJim Try "random class/loadout each wave, all class X, only 3 players, speedruns, etc." or any of the potato.tf contracts. The opportunities are available. But even with your suggested upgrade ideas, it wouldn't be much different than it already is. Sure, a shotgun with damage upgrades would be amazing but still inefficient compared to anything else you could use. Some weapons are just not meant to be used for this game mode, but that's normal at this point.
first^
Yeah, I think the pyros has passer needs a better upgrade for his gas passer, it’s just not good enough as is right now.
Not sure what you mean, "Not good enough as is right now" seeing that it costs $350 for a weapon that requires you to be alive to get maximum use out of it. Explode is an upgrade that's too good for it, making your secondary your primary, and your primary your gas charger if you don't buy the 15 second AFK recharge upgrade
Ever heard of sarcasm?
Why is this video’s background music from a old Japanese game...
THAT I PLAY
I have an extra idea for the B.A.S.E. Jumper, give it's redeploy back in the form of an upgrade, from my estimate it would cost around 200(?) credits, I can't play so I am only inferring what _might_ be fair.
It would make it so it's not _just_ Scout that can redirect agro from teammates!
Scout upgrades:
Outlined money, 100 credits: Outline missing credits
Increase collection range, up to 4 ticks, 150 credits each: Increase collection range by 15% (up to 60%)
Increase heal on collect, up to 4 ticks, 150 credits each: Increase health gain on collect by 15% (up to 60%)
Soldier upgrades:
Primary upgrades:
Mini-crit while blast jumping, 300 credits
Increase knockback on hit, up to 4 ticks, 200 credits: Increase knockback by 25% (up to 75%)
Projectile can't be reflected, 250 credits
Pyro upgrades:
Primary upgrades:
Destroy projectile, up to 2 ticks, 300 credits: Acts kinda like heavy's destroy projectile
Airblast fire rate, up to 3 ticks, 200 credits: Reduce airblast cooldown by 25% each ticks (up to 75%)
Reduce airblast cost, up to 3 ticks, 150 credits: Reduce airblast cost by 25% each ticks (up to 75%)
Demo upgrades:
Grenade launcher upgrades:
Increase explosion radius, up to 3 ticks, 300 credits: Increase explosion radius by 25% each tick (up to 75%)
Sticky upgrades:
Increase explosion radius, up to 3 ticks, 300 credits: Same as the above
+1s of mini-crit on kill, up to 4 ticks, 200 credits
Heavy upgrades:
Primary upgrades:
Increase resistance when spun-up, up to 3 ticks, 350 credits: Increase resistance when spun-up by 15% (up to 45%)
Increase spinning-up speed, up to 3 ticks, 300 credits: Increase spin-up speed by 25% (up to 75%)
Engineer upgrades:
Wrangler upgrades:
Increase damage resistance while wrangled, up to 3 ticks, 300 credits: Increase resistance by 15% (up to 45%)
Building upgrades:
Increase repair rate, up to 2 ticks, 250 credits: Increase repair rate by 50% (up to 100%)
Increase building deploy speed, up to 3 ticks, 200 credits: Increase building speed by 25% (up to 75%
Medic upgrades:
Secondary upgrades:
Instant revive on übercharge, 300 credits
Crits on über, 400 credits: Also increase übercharge rate by 15%
Kritzkrieg upgrades:
Über on top of crits, 400 credits: Also increase übercharge rate by 10%
Sniper upgrades:
Primary upgrades:
Increase headshot damage on giant, up to 4 ticks, 200 credits: Increase damage by 25% (up to 100%)
Damage pierce übercharge and resistance, 500 credits: Übercharged robots take 50% of damage instead
Spy upgrades:
Knife upgrades:
Damage pierce übercharge, 400 credits
Sapper upgrades:
Increase recharge rate, up to 3 ticks, 200 credits: Increase recharge rate by 25% (up to 100%)
All class upgrades:
Heal on collecting money, up to 4 ticks, 150 credits: Heal 15 hp per tick (up to 60 hp), can overheal
Ammo regen, up to 4 ticks, 150 credits: Regen 25% of ammo (up to 100%) every 5 seconds
You missed one: Rocket Jumper
-Replace 25% dmg upgrade with 25% dmg restoration (still no self-dmg) ($200, 4x)
-Blaster Shells: 25% self-knockback bonus, 50% knockback vs enemies (regardless of dmg) ($100, 4x)
-Secondary specialist (Shotgun: 25% dmg bonus, Boots: 30% knockback resistance, Banner: 10% dmg requirement discount, BASE Jumper: 20% dmg resistance while deployed) (200, 3x)
-25% blast radius bonus (200, 4x)
-Midas Rockets: Hit enemies drop 25% bonus money on death (min $1) ($500, 1x)
Try adding extra time to HYPE when activated (Soda Popper) O O O $100
Deal Minicrits when deployed (B.A.S.E Jumper) O $300
10% Speed Boost when deployed (B.A.S.E Jumper) O O $200
Keep Air Crits from Market Gardener when deployed (B.A.S.E Jumper) O $500
Some sugestions for those
Baby-Face - -25% Boost lost when hit. 4 Steps. 200 or 250 Credits each. Fully upgrade for the pre-nerf Baby-Face's former glory.
Gunboats - Rockets mini-crit while rocket jumping.
THE GUNBOAT'S JUMP HEIGHT AND MOVEMENT SPEED ARE DETRIMENTAL! THEY FUCK WITH YOUR MUSCLE MEMORY OF JUMPING NORMALLY! instead we'd use some even less damage when rocket jumping
My ideas:
Scout, Body.
-"Money Magnet" Increases money magnetise radius. (250 credits, 4 levels)
Scout, Primary.
Shortstop:
-"Bully shot" Extend any effekts duration by 1/2 second(s) on every fourth consavutive shot. (200 credits, 2 levels)
Soda Popper:
-"Item Hype" speeds up item regen (Mad Milk, Bonk!, Sand Man etc) when Hype is activated. (200 credits, 1 level)
Baby Face's Blaster:
-"Semi Bonk!" Give the user up to 25%/50% damage resistence, depending on their Boost. (400 credits, 2 levels)
or
-"Master Robber" Gain Boost from collecting money. (100 credits, 4 levels)
Backscatter:
-"Mini-Critsplosion" Creates a small/medium bullet explosion, whenever the gun mini-crits. (550 credits, 2 levels)
or
-"Speedy Flanker" Gain a speed boost on a backshot. (150 credits, 1 level)
Scout, Secondary.
Pistols:
-"Magnet Shot" Slightly/significally pull money closer to you when shot at. (100 credits, 3 levels)
Scout, Melee.
Bats
-"Knee Breaker" give scout a 15%/25%/35% chance to stun enemies for 3 second. (300 credits, 3 levels)
Buff Banner, Battalion's Backup, Concheror:
-50% Range; 100-200 cost; 2 upgrades. This would allow Soldier's allies to spread out more.