pyro was designed to be worse spy originally. instead of ambushing and getting an instakill, hed just run in, burn everyone, die, then hope that afterburn would finish the job everything since 2007 has been a bandaid fix, but they never tackled the actual issue, he still has the same weaknesses he had originally, making him shit
Even ignoring the fact that Comp players have over time considered Pyro better then others give them credit for. Spy literally can barely exist if there’s just a handful of good players on the opposing team. Pyro on the other hand can still do a fair amount even if the enemy team has a lot of good players. Plus, an Ubered Pyro is a fucking menace. An Ubered Spy is a waste of an Uber unless everyone else was dead
4:53 "Fight me" - aight. Let me give it a shot. The Spy > Pyro take is one of the worst ones i've seen in a couple of years. Outside of 6s (where you can ARGUE spy's situational role is more rewarding) there's no possible way in God's green earth he's better than pyro. Taking your points: - "Spy is hard-countered only by pyro". No, spy is hard-countered by anyone in team with a brain. If anyone turns around and see the spy, they call him out, their team spam him out and he's dead. If he does get a kill, he WILL die afterwards nonetheless. Why? Cause he sucks if the enemy is coordinated. -"Pyro has a bad match-up against nearly everyone"...so does spy? Pyro at the very least has a shotgun, 175hp and airblast - in any DM scenario, he does better than spy. "Oh, but spy shouldn't fight ppl upfront" - so shouldn't pyro. He is best played when glued to another teammate so he can deny enemy damage and contribute with consistent DPS. Yeah, it's boring as shit being a limited support class, but at the very least i am one of the most capable of holding my ground when some cocky soldier wants to get on the point i'm guarding. Would i change the class too? Absolutely (specially his flamethrower), but it does have its merits. "Dragon's Fury sucks in practice" - Maybe, and only maybe, because there is an argument for buffing the airblast on it to become actually functional. Doing so would actually put pyro on a very better spot in terms of viability (as well as buffing the Det). On the other hand, for a Pyro primary, it is certainly one of the better ones.
Yeah, pyro is really good, even in 6's you can't argue spy is better because pyro is more common and can actually contribute to a fight. Spam from flares and reflects are dangerous, and afterburn is nasty on healing. One good reflect can turn an entire push, and discourage soldiers from shooting at your direction at all. I think people just cling to the fact that pyro can be annoying to fight, and doesn't have great range, but the flare gun is plenty enough, and it's far more annoying to get deleted by an enemy you can't fight or flank.
@@Mixxium I'd say the flare gun could use some improvements. Afterburn only reduces healing if dealt by flamethrowers (unfortunately) and so many things get rid of it it's a bit too unreliable. The 2 second reload makes hitting mid-long range crit flares practically impossible. When you compare it to a pill or a rocket, it's kind of lacking - at least in my opinion. I agree mostly witht the rest you said tho
Pyro on defense is kinda ridiculous even if he is a bit mediocre at offense. The offense need to be offensive to win. Pyro has all the tools to cancel that + he can just camp in a cheeky spot that spy can't usually reach and just fucking obliterate a crowd of enemies. So basically a better spy if you are going for the camping playstyle.
I can't believe Blue actually said Spy is better then Pyro. While Spy doesn't completely suck and good spies can get multiple kills on good players without dying afterwards, a lot of his kit is arguably luck based and takes a lot of skill and gamesense. Pyro can arguably get more consistent results just by going out and killing.
Conceptually, agree in saying that Pyro has a deceptively high skill floor. The skill CEILING is very high though. You've seen Anthid, you know what I'm talking about. Some of those newer Mönkey clips are also demonstrative of the point I'm making. I'm not even arguing that pyro is all that capital-G "Great" in your garden-variety tf2 match. All I'm saying is that "Worst Class in Game" is a little heavy-handed. The video would make for good clicks though lol
I think a year or so ago Blue called Engie the weakest class in one of his videos, which seemed odd to me even then, because if nothing else you can always run around as a worse Scout with 150 HP, while Spies are heavily depending on the enemy team's lack of experience doing most of the heavy lifting. For a new player dropping into one of the more sweaty servers like Uncletopia it'd be likely more easy to generate some value as a Spy than Pyro or Engie, simply because even the worst Spy will get the odd stab if they flank enough, but that's about it.
@@nameless......................it’s more of a downgrade to the rocket jump sadly, but it is a very useful movement tool for pyro. It pretty well outclasses the Thermal Thruster since it can also actually attack enemies in a decent way. Chaining Detonator jumps is hard though, as it has a long reload time and can only hold 1 flare at a time
@@sipofsunscorchedsarsaparil6052 Dude I doubt a new player will be able to do much on Spy at all, no matter where they are. Spy is the hardest class by far, and you need a lot of game sense in order to use disguises effectively and know ammo locations and good movement to dodge people and guns while invisible.
@mrstudent9125 @@jonsku6662 Ah the good old hybridknight, where you had insane resistance to blast and fire damage, on top of immunity to afterburn, AND you had a 3 pill killing machine with it's damage boost against EVERYTHING.
“A shotgun means you lose a lot of range, a flare gun means you lose a lot of consistency, and the Thermal Thruster means you lose a lot of damage” and the Gas Passer means you lose a lot 😂
Severs more likely to crash due to object limits getting reached easier since a full server of people with everyone with 4 cosmetics all it would take is like half the server to go demoman and shoot 3 or 4 stickies and boom server crashes due to object limit.
Trying to claim that pyro can contribute less to his team than spy despite having more support options at his disposal than the fucking medic is absurd to me.
I've always thought for the longest time that Heavy should get a 4th weapon slot since his Sandvich pretty much defines him and would be pretty cool to make Shotgun Heavy more viable
i feel like a light shotgun (like the one from tfc) would make it more fair, like having good burst damage as well as a great healing item, it would be really op imo
@TheDoc_K ok so most if not all of them make it easy for someone to shoot at you while you come at them (powerjack) or make it 50 millions years until you can pull out your main weapon and do any damage (thermal thruster)
@@theauragamer6178 both pyro and scout are "short-ranged" classes that effectively use side-routes to ambush enemies even if we exclude the powerjack and only use regular walking, and in most cases a spy dies with 0 or 1 kill while a pyro can cause chaos and disrupt a team by getting the jump on them and just holding m1. Said pyro can also stop ubers, kill ubered players by airblasting them into a deathpit, reflect projectiles, remove sappers, is a good pick for a medic to uber, can effectively survive better if caught out of position and the list goes on with things a spy cannot do. I would argue that no class is a bad class but if are to compare all the classes and put on a tierlist, spy will always be at the bottom,period.
Spy was the TRUE class that got robbed of alternative playstyle weapons 😢. RIP Spy who never got and probably never will get alternative playstyle weapon
The old enforcer was basically an alternate playstyle weapon. However, changing the while undisguised stat to while disguised completely killed its aggressive playstyle. I'd love to see the diamondback reworked to give minicrits on top of having the bonus/drawback of the old enforcer. Then you'd have strong minicrits while playing aggressive, and weak ones while being caught trying to infiltrate.
If Spy had different gadgets other than the sapper, this would open up many new playstyles. Instead of having Spy be an anti-Engineer class with a built in counter, the sacrifice of the sapper for a bunch of different gadgets (depending on what those might be) would force Spies to devote their advantages elsewhere at the price of being marginally worse against sentries.
hell, even a slot for pocket guns(pocket pistol, pocket revolver, sawned off shotgun with 3 shots) and utility guns would immediately make Spy much more engaging.
I feel like the sappers were a huge missed opportunity I feel like everyone wants the throwable sapper we see in (iirc) meet the spy, and having it give him a speed boost or something while it's sapping could be interesting. maybe it also provides cloak while it's sapping, which rewards going after high level structures while creating a sort of ghost spy build that's less reliant on disguises. but you could also have a sapper that steals the structure it's on, possibly at the expense of only having one available sapper at a time. give him a 'sapper' that buffs their teams structures, idk maybe one that, instead of sapping buildings, fucks with the mercs themselves. maybe by draining ammo, reducing speed or accuracy, idk not really sure if any of this is even remotely balanced, but the point is that the sapper slot only having two distinct options feels like a wasted opportunity
@@arikomart7209 He probably thinks that because he has more experience as Pyro, he has the gaunt to say he's worse than Spy of which, anyone with a brain can just prove its wrong. Like no hate all towards Blue, like I love his content but jesus that was an insane take by him
@@elkefransisca3747 Really because last I checked Spy has survivability tools for every situation but Pyro has none not only that but he is trash in every 1v1 situation and WILL lose every 1v2 fight regardless of skill.
Either that or Ive heard a decent idea of just letting heavy select any regular shotgun as his primary, so he could do 2 shottys or a shotty and a sandwich.
"Pyro is worse than Spy". Now THAT is a hot take. I look forward to a video elaborating on this. Pyro's balance has been a concern as long as I've been in the community, but that's a bold statement to say the least.
It's not even a hot take, it's just objectively wrong. Pyro is hard countered by Engineer and struggles against Scouts and Heavies. Spy is hard countered by anyone with situational awareness. That alone is enough to make Spy worse.
@@cheezkid2689 Airblast isn't some hard counter, in order for it to be useful you need to know not only how to aim rockets for every launcher but time it perfectly in an online game where latency exists. (forget about Direct Hit you basically are praying at that point) Damage wise you will stalemate with a decent scout where both will die just because one deals in chucks the other over time (This got worse in Jungle Inferno) You are basically useless against demo due to fire resistance and inconsistent hitbox detection when dealing with sticky traps with the scorch shot Have fun airblasting medics while Uber (you will die for your team if you do this) but dealing no noticeable damage You can kill engie away from his nest but you will always die if you meet his nest (hey another new projectile speed to time) Another Pyro is a winnable match up if you are better Sniper has Jarate so its essentially an equal match up depending on combo skills Best you can do against Heavy is hope he is not near a healing sources so you can deal 30-40 flare damage before he hides in a building
i mean spy is objectively the weakest class on his own, no other class can be neutered so efficiently like when 2 people swap to pyro and spycheck every now and again.
4:52 Ya wilding and out of line with that take 😂. Especially considering how easy it is to counter spy, even the classes he's supposed to "counter" clap him with some common sense, like engy and sniper. But atleast it's gonna make an interesting video discussion(please do make a video about why you think Pyro us worse class then spy, it's gonna be super interesting to hear your thoughts on it) Although I'll give you props for acknowledging Engy is hard counter to Pyro, far too many ignore this and pretend as if only scouts complain about Engy and how scouts should just deal with it when engy hard counters both scout and pyro on top of countering all goofy classes like trolldier 😢
13:39 Am I the only one irritated that the class that revolves around being unpredictable and catching the enemy by surprise doesn't have any real game-changers?
I will argue that Heavy not needing a shotgun because of the Minigun isn't an entirely sound argument, especially with the added point that switching to a shotgun takes as long as revving your Minigun anyways. Heavy's biggest weakness is being out of position, usually on his way back to the front lines. Walking back with your shotgun out is a great way to prevent being caught off guard too badly because: -Unlike your Minigun, you don't need to rev your shotgun. -You keep your full movement speed even when firing. -Decent burst damage that is easier to aim at closer ranges. Tracking targets is a lot harder when they are extremely close to you and circling around. Not to mention, a good amount of heavies use the GRU to get back to the front lines faster, which makes you even more vulnerable because not only do you have to switch to your Minigun, you have to revv it up as well. I see a Shotgun as a preventative measure for Heavy, not as a backup plan.
4:50 Pyro is NOT worse than spy simply based on the fact that bombing soldiers would be twice as hard to stop and no other class can reflect rockets while spy is entirely replaced by sniper That and the fact that pyro is a lot more viable as a subclass in 6s than spy who is entirely unusable In pubs i agree that spy is much better than pyro simply because players suck but in comp there's no way pyro is worse
Plus even if going by pubs, a scorch shot phlog pyro is still considered incredibly toxic and can roll lobbies almost the same as a good spy can. Additionally, he points out that pyro is spy's "only" counter but a soldier can pop a spy up into the air, a demoman can kill them in an instant, sniper can quickscope them or just jarate and good luck trying to hit a scout with your revolver. In general spy is a class defined by his weaknesses, whereas pyro just has some bad matchups
"A good player will take out the opposition and escape with some life lost. A good Spy will get a kill in, two if he's lucky, and die afterwards" I don't see an argument where Pyro isn't better than Spy and Heavy simply by having more options for versatillity.
@@leithaziz2716 Heavy's easily in the top 3 classes, but comp having to nerf him by essentially banning him because he's so strong he'll force the entire format to play around him has skewed community perception a bit. Like, they literally admit it, if they allowed the disciplinary action and Gru he'd be run every game and the game would be focused entirely around him.
6s is a whole different game designed to be as fast-paced as possible, intentionally making the specialists as niche as possible as to not slow down the game and make it boring to both watch and spectate, thus it shouldnt be used as a measurement of a class' effectiveness. pyro is still shit however
Heavy having a shotgun slot and a lunchbox slot is genuinely the easiest and most reasonable buff to make the class more fun to play. Remember, the Buffalo steak said it doesnt let you use your minigun, it never said anything about *not using the shotgun.* Also, isn't Heavy supposed to be the heavy weaponS guy? Not the heavy weapon guy, him having more than multiple guns is extra fitting for him.
i agree with heavy getting a lunchbox slot but i dissagree with the points your making. the steak sandvich's descirption litterally says "the player may only use melee weapons", some people suggest that it should only lock you out of your minigun but thats not how the weapon currently works. the heavy weapons plural arguement bugs me so much, he litterally owns multiple miniguns & his stock loadout includes a shotgun, also id consider fists to be weapons
Some changes that could be done. Buffalo steak also allows the use of Shotguns. Throwables recharge like the Gaspasser. Also Sniper: Radom Bullshit Go!
"Throwables recharge like the Gaspasser" Jarate-Bushwhacka combo would just become terrifying (And probably closer to what the Buffalo Stake should have been)
This is just "Everyone's has no more downsides now" I thought the video was gonna be more like "What if the 3 slot characters had a 4th where they put the non-stock based items" Scout for instance would be Primary, Secondary, Other(Throwables/Sodas), Melee
Yeah, i kind of thought it was a lazy video. No real thought as to how 4 slots would actually change things, it was just "okay every class now gets every best in slot item" and a hot take to distract people from that
Hell, if everyone had a Slot 7 for grenades, mines and utility items(everything already in game except the demoman's shields) and the Grenades, mines and utility items have a Gas passer like mechanic(single item, does not have it ready when spawned in, have to wait for 45 seconds or do 450 damage to recharge it) and that Slot 7 is also for stuff like Pocket pistols, revolvers, shotguns, obrez sniper rifles, machine pistols, one shot grenade and rocket launchers, and new things like the Tranqulizer guns and all the other things similar to that and all the gun stuff is a low ammo capacity and reserve type deal(pistols, 8 shots with 16 reserve as example, revolvers 6 shots weak as the Lentranger and 12 reserve, etc) that could work.
Blue, I legit spent a half-hour trying to search where those coordinates are. I ultimately landed on “Reskin Elementary School.” *You made me waste time just for the sake of an in-joke.”* Clever bastard, and I say that out of respect.
Another idea to think about: what if instead of each class getting a weapon slot for each distinct weapon type, they got their current weapon slots, and then an extra one that you can equip literally any weapon for that class into? For example: Soldier could equip the Rocket Jumper to his 4th to get insane mobility without sacrificing his primary slot's damage output, or take a shotgun and banner for the versatilty you listed here. Engineer could take the Widowmaker for regular shotgun and use the Frontier Justice should his sentry get taken down, or put the Gunslinger in his 4th to make mini sentries while still getting Jag bonuses. Heavy can equip two lunchboxes and still get his Minigun, or take two miniguns for different situations.
both the huntsman and a sniper rifle of your choice, demoknight with boots and grenades or hybridknight with stickies, having both the diamondback and l'etranger would be broken as hell
Or, talk a bit of both from this Video and Your idea. Each classes have 4 slots, but the Secondaries are sorted into a Lethal/Tactical type system. Secondaries like the Mad Milk, Bonk, Manntreads, etc. etc. are put into the Tactical Slot, and Secondaries like the Shotgun, Pistol, Flare Gun (not Scorch Shot or Detonator) get put into Lethal. This would go for every Class except for Engineer, Medic, and Spy since they don't have much variation with secondaries/would be absolutely broken. I find it to be a better system, as you can have support for each class while not bending the balance out of wack
Imagine soldier with buff banner and concheror... Extra damage + extra health and then equip gunboats and your now a rocket jumping minicrit dealing plus self sustaining soldier. And if you really wanna be a menance you can equip a certain rocket launcher known as the black box. Then you will truley be unkillable.
A sniper with virtually no weaknesses is, terrifying. Even tho the soldier and demo would arguably be more broken and useful, at least they aren't able to consistently one shot you in (less of) a blink of an eye
me beforre watching the video: spy will change literally nothing. me after watching the video: see? nothing. but as a pyro main, the idea of not having to choose what I want in my second slot because I already have both the jetpack and the detonator ready available sounds so broken I am actually terrified. oh, and also the gas passer is there, so it's a positive for the gas passer I guess. I mean, at least now it don't handicap you.
giving spy the dead ringer as its own slot is decently interesting. You could dead ringer while invisible if programmed right, leading to things like intentionally taking damage while invisible to get the speed boost, at the cost of making a loud as fuck sound when you decloak.
This does have the problem(?) of never knowing if the Spy is actually dead too, which is either really cool from a tricksy espionage angle or utterly infuriating if you're trying to fight one. It'd need some changes, like increasing the cooldown and maybe even negating the ability to recharge it from ammo pickups
@@mothichorror446 Yeah, Jungle Inferno nerf to the Dead Ringer, I believe. (That, or Meet Your Match.) The only ways to speed up DR recharge time are the L’etranger, the Big Earner, and the resupply cabinet. Ammo packs and dispensers have no effect on it, invis or not. I’d love to mix the DR with the C&D personally. Keep the loud sound, but allow a button to swap invisibility types. Feign death, get to relative safety, swap to C&D to recharge while invis. The DR still alerts anyone nearby that you didn’t really die, but you can still be sneaky.
Fun video, but MANN are you sleeping on airblast if you genuinely think pyro is weaker than spy. It hard counters soldier and demo, the most popular classes in casual, and literally half of the team in a 6s game, and is the only ability in the entire game that has any meaningful way to consistently interact with ubers. A pyro can completely negate an uber push with relative ease. Any class with an ability that can counter the most powerful ability in the game can't even be considered for any serious discussion of who the weakest class is.
Honestly gives me a neat idea for a modded gamemode, where everyone spawns with a pickax as their melee (just the model, it would function as a stock melee). Then there would be rock props around the map your team could mine, then take their haul back to their base to exchange for new weapons or permanent buffs. It could function like an RTS mixed with, obviously, an FPS. Maybe you could even spawn minions in the form of robots (or just bots) to send to your enemy's base. The actual objective could be to destroy your enemy's base (either through using Payload Race maps, or having a prop you need to deal damage to at each base).
I think instead of slots, some throwables and consumables should be a one button option. Like the Shoulder Cannon from Doom or any grenade in any other game. It's not on a slot, but you press a button and WOOSH, it's used.
@@dziewiaty ... is the scout thing a reference to bonk or milk because in the former case, most taunts are already a single button press, and in the latter, it's ... not like single-button throwables in other games don't have animations with startup and recovery? hell, tf2 already lacks holster animations for all but one weapon, so pulling out the mad milk is already "just press button" relative to the frames of reference that aren't doom eternal
Heavy and Medic getting extra slots would be a nice addition. Shotguns aren't *that* useless for Heavy (maybe a Spy catches you running back to the frontlines idk) and Medic being able to use the Overdose for movements speed or the Blutsauger to use as a minor healing item for running away. Also I say the Short Circuit and the Wrangler should share the same slot. Giving a "utility" slot could help depending on the mode/map.
"Pyro is weaker than spy" Meanwhile pyro gets 6 slots for how many ways you can change his role, spy gets the standard 3. Great Blue youre smarter than this.
Heavy's shotgun is way more impactful than you're giving it credit for and tbh I think Uncle Dane's recent "I main Heavy now" video kinda covers exactly what I mean.
I was just watching the latest Ultimate Chicken Fortress video when it suddenly went private out of nowhere? I can't comment there so I'm gonna comment here, I was only like 25 minutes in but that stuff was CINEMATIC! Y'all had the light side TheWhat pullin stuff like water crocodiles and fun pits, while Zenith was trying to fight back with stuff on the same level of "Ermmm I dodge that actually!!! So it doesn't hit!!!!" but then the wacky-ness was still winning against the odds, it felt like a Road Runner episode or something! I hope it unprivates and I can finish it soon, I have to see the silliness prevail against the darkness, Trade_Minecraft_Neon defeat MGE Gullywash Middle. I was GLUED to my seat man!
i feel like the ranking went from "how much stronger the class would be compared to how it currently is" to "how strong the class would be in this hypothetical scenario" halfway through the video, sure engie wouldn't be the strongest class overall but letting him use both the wrangler and the short circuit at the same time would give him much more than just a decent improvement
When it comes to hypothetically giving Heavy an extra slot, in my opinion the usefulness of the shotgun isn't from switching to it being faster than revving up, but from not slowing your move speed and still being able to fight outside of melee range. Sometimes you can't really rev up the minigun and do damage without dying because you're a sitting duck, but with the shotgun you can actually move around and either run away, dodge, or just jump on something. As someone who plays a lot of unironic shotgun heavy (not fatscout although that's also fun) I suggest you give it a try, the shotgun really lets you be more versatile in a fight, because sometimes you just need that 70% move speed or whatever heavy has.
I really like these "what if" videos. It's super fun to think about how it would impact the whole game, well... for most classes. I have to say tho, I thought of something else reading your title, tbh. Still a great video.
I was a little dismayed that it wasn't actually 4 slots across the board -- i think that has a lot of good ground to cover. Of course, it is a question of what each slot would then be, but still. Edit - thinking on it more, it feels like having Primary Weapon, Secondary Weapon, Melee weapon, support tool as the 4 slots would be generally workable across the classes
Agreed. Just giving everyone 2 secondary slots would've been interesting enough, more balanced, and would make for a fun community server if he figured out how to make it work. Letting every class have 1 of every "type" of weapon is way too much, and also too arbitrary and easy to argue for either side (for instance, I definitely don't think Sniper needs a bow AND a rifle, and I think it's weird he'd make them separate slots but keep, say, Demo's swords or Engie's Short Circuit tied to the melee/pistol slots, respectively).
Imagine a stock demoman running around with the resistances and charges of the chargin' targe AND 5 heads. Everywhere is now a valid trimping spot because of the blast resist, he can completely invalidate pyro's existence because of the fire resist, and he can still dish out stock demo levels of damage, while also having a massive health pool and speed boost. The only weakness with this would be heavies, but you can still do the mosquito scout thing and charge out if you need to. I think the resistances are overall the most busted though, especially on a team with a max-slot soldier. the existence of full demoman would keep me up at night
these kinds of videos are always so interesting, though one that i'd perhaps like to see would be 'what weapon/item type(s) could you give/adapt to a different class that would most create a new distinct playstyle for them', like if heavy could maybe equip demo's shields, or medic could build dispensers?
Just an Idea: First, for your "Fixing Spies Bad Weapons" video, the Red Tape Recorder should have a mechanic were it's slower to sap than stock, but the more buildings your sapping the faster it works. So sapping 1 or 2 buildings is slower than stock, 3 is like 10% faster, and 4+ is much faster than stock. It would allow you to deal with large Engie nests.
I have long awaited this video, and pondered this question even longer. That being said, a very aggressive pyro loadout of the Dragon's fury, scorchshot, panic attack and backscratcher would go hard i think
2 things to note: 1. With the base jumper being a back pack and it’s use button being the space bar, you could argue it would be in the banner slot instead of the shoe slot. This doesn’t mean much for soldier, but it would make demo even more OP by allowing him to negate fall damage and have permanent 200 hp. Combine this with the eyelander and… *Jesus.* 2. There’s a serious case to be made for the gunslinger as, while it’s still a wrench, it’s the only ones of Engi’s items that gives him a new building and changes his fundamental gameplay. Having 25 more hp and a disposable sentry like in MVM would make offensive engineer the bane of everyone’s existence, especially if you also give him his pistol for mid range harassment.
i'd say the case for the gunslinger is same for the direct hit, which gives the soldier a new rocket launcher, the loch 'n load, which gives the demo a new grenade launcher, the enforcer, which gives the spy a new revolver, or the etc. etc. etc.. even if the gunslinger giving you "a new building" is on the surface a lot spicier than equipping a weapon over stock giving you that new weapon ... it's still just kinda replacing stock with a new thing that still fundamentally functions like stock but has distinct traits. neither of the two engie melees that change his buildings do anything more unique than just making the slot double as the loadout slot for alternate buildings the one major exception is how it's one slot, but there are _two_ building slots that can be swapped out depending on the melee. so there's _something_ to allowing use of both the gunslinger and the eureka effect, but any other wrench and your build menu would look like you were just running the gunslinger solo
@@hi-i-am-atan Maybe layer gunslinger, wrangler, and short circuit all into a ‘gadget’ slot, while allowing gunslinger to be run on its own for melee instead. If gunslinger is used as a gadget, it buffs his health, nerfs his sentry, but allows you to use your other wrenches’ effects (build speed, bleed, teleportation) in exchange for not being able to wrangle your gun or delete projectiles. If used as a melee, it cannot be selected as a gadget (no double dipping), and you can’t use another wrench, but you can protect yourself or your mini a bit better with your other gadgets.
The Gunslinger should be a separate weapon slot, and I'm honestly kinda surprised it wasn't when you talked about Engineer. It changes up how you play Engineer almost entirely, and is so wildly different from the other wrenches. You can already use both a regular sentry and a mini sentry in MVM, so we already have a bit of a scope on what Engineer would look like with this change. Just imagine having 2 wrangled sentries....
I actually made a list on my phone's notes app of something similar, where each class would have 4 slots and what it would be like. The 4th slot for 7 classes without one were the buffs/throwables/etc, and engi + spy were unchanged but I thought up new items to give more options. Medic was weird so I opted for the 4th slot to be passives and moved some items like sollemn vow/overdose/etc there. I ended up also balancing the weopons to the new loadout. Demo was hardest to balance because a sticky jumping demoknight would be terrifying, so I ended up splitting the upsides of the booties into two items and added an item in the shield slot that negates added downsides (shield charge, ""more"" ammo. ""Less"" self blast damage, etc). The whole concept is still pretty unbalanced, but it's still fun to imagine what it would be like and creating new weopons.
Phlog wipes teams in seconds. Detonator/Scorch Shot by themselves chip away at light classes and Medics. Airblast shuts down mindless projectile spam. Thermal Thruster lets you dive almost anyone you want. Spy is almost always obsoleted by Sniper (for instant picks) or power classes (for destroying Engie nests).
@@artifactU Having a total of 12 100+ damage explosives at a time, while also being capable of one-shotting quite literally every class in the game from across the map (and unlike the second most overpowered class in the game, not even requiring line of sight to do so) is simply _not_ okay.
@@purplehaze2358 firstly arent sickys affected by falloff meaning they could potentally do less than 100 damage? also are you refering to sticky traps here? those need to be set up before hand & you dont NEED line of sight but you probably wont get many kills by randomly detonating stuff. at least we can both agree that sniper is horrible tho. in summary ive never had a problem with demo but im fairly new, out of curiosity how would you nerf him?
@@purplehaze2358demo still isn’t more broken then sniper because he is vulnerable to being rushed down while he’s reloading and his projectiles is relatively slow meaning u can dodge his pipes
One problem I noticed is that splitting the Banners and Base Jumper makes Soldier have 2 Back Weapons in different slots, thus making the Base Jumper unequipable as you always have a Banner. So instead of "Banners" and "Passive", it should be "Backpack" and "Boots", with the Base Jumper being grouped with the Banners, while keeping the Gunboats and Mantreads together. For consistency, this should also apply to Demo, splitting "Passive" into both "Backpack" and "Boots", but it's not neccecary and probably over the top as there's only 1 for each (not counting a reskin). But then again, you did the same for Pyro.
Then I could have the glorious Liberty Launcher + Reserve Shooter + BASE Jumper + Mantreads + Market Gardener combo God himself intended for me to have.
4:50 i dont care what you say the second you said that i immediately know your opinion is wrong I literally top score on defense and offense as pyro without try, him and soldier are eazy to top score with saying he is the weaker than spy(and as someone who has most of his hours on spy)is simply insulting
Yo! I really wanted to talk about this in a video too, but never thought of a proper way to introduce this and even discuss. It seemed impossible to objectively rate how each class would do. I think you nailed it very well! So great job, Blue!
Weapon idea for Heavy: The Drinx box. When consumed, gives heavy 30 % increased movement speed, guaranteed mini-crits, and attacking an enemy applies Mad Milk effect, allowing you to heal 60% of damage done instantly. The only downside is that it takes up the minigun Slot.
I think you got lazy on spy to be honest, its function is completely different to the other watches to the point that the only similarity is that it lets the spy turn invisible, like how compared to the sniper rifles the huntsman's only likeness is that it can headshot. Having the ability to fake death and turn invisible when you want makes it a million times easier to get behind enemy lines whilst still having an escape tool, you've basically got a DR full time whilst also having the utility of the invis-watch. Also I don't think the Claidheamh Mòr would actually be the go-to for the 5 slot demo, considering you aren't really hybrid-knighting, you're a full demoknight with all the benefits of the boots, you're basically playing both demoman and knight at the same time with none of the drawbacks, if anything the Claidheamh Mòr might even be the worst sword to use since it doesn't really shine as much when you have the boots. I'd say the half-zatoichi or eyelander would be the go-tos, but pretty much any of the swords would have play other than the persian persuader, the age of the big butterknife would be over since it wouldn't really offer that much benefit for leeching all your primary and secondary ammo.
Eyelander+Splendid Screen+Booties+Scottish Resistance+Loch n Load. With 5 heads you have 235 hp, improved but not perfect turn speed, speed higher than scout, charge damage that can kill a light class, the follow up crit killing anything except an overhealed heavy, a weapon designed to take out sentries specifically (demoknight’s biggest weakness), and the ability to set multiple traps and detonate them one at a time to take out bigger targets/groups or soften them up before charging.
Honestly, an alternate game mode where every 3 slot class had 4 slots would be kinda fun to think about in and of itself. Going all in like this video theorycrafts with is, obviously, insane. But I think an across the board 4 per would be an interesting experiment. To condense a bit on the 5+ gang shown here, I'm thinking: - Scout: Soda - Soldier: I'd condense Banners and Passives into a single slot, so you get to choose between support or mobility - Pyro: Jetpack gets to be its own slot, with everything else being separate secondaries. Sorry Gaspasser. - Demo: Boots, if for no other reason than to avoid the coding nightmare that is having "detonate sticky" and "charge" being the same button. - Sniper: Probably backpacks, funny as it would be for him to have Jarate "for free."
i know you said to hold the pyro takes for the pyro video but i cant help myself. so like. giving airblast self knockback force-a-nature style could solve a lot of pyro's current problems. it would help close the gap on mid-range enemies like heavy and demo, while also being a nice getaway/general movement option.
Idea for new gamemode, that includes this concept: Mercenaries vs Army (I couldn't come up with better name at the moment)! 9 Black/Brown/Purple/Gray (haven't decided on the color yet) team Mercs *(each member is one separate class)* with all the slots mentioned here + MvM revival box and ability to purchase MvM upgrades for money dropped from dead enemies vs either standart or 32 player count (may even depend on objective) regular classes as an army. Objective could either be any other objective from all other gamemodes (except Saxton mode, because it would be Saxton vs 9 Mercs) or their combination, as I didn't came up with unique objective for this gamemode.
Some of these seem like they'd be more streamlined if it were kept to Primary, secondary weapon/gun, Utility item, melee Like for Soldier got a rocket launcher, a shotgun, then your pick of boots or backpack Demo keeping similar where both launcher and stickies, then utility of a shield or boots then melee Engie Primary shotguns, Pistols, Utility (Wrangler/short circuit (The short Circuit is more of a utility item to sacrifice resources to protect your buildings or yourself/team like a disposable mini building tbh ) ) then melee and the pdas. Sniper is over bloated should have just Rifle/bow, smg, Utility (Jarate or backpacks) then melee. having access to every category at once seems a bit too much and overly complicated. Or heck just go bonkers crazy and make weapon loadouts be like cosmetics pick any 3, wanna go Sticky jumper, beggars and a shotgun? Be kooky with no melee to fall back on but it'd be something weird like a pick your own randomizer
theyre not supposed to be streamlined, its whacky & thats the point. he litterally said that hes here to throw balance out the window & see what happens
I'm surprised Engineer didn't get a "Support Projectiles" slot for the Rescue Ranger and Short Circuit. Both of them are mechanically unique projectile weapons that are oriented towards supporting other functions in slots that normally have hitscan guns.
So with base jumper and righteous bison thats seven for soldier but it wouldn't really matter and for what reason would you ever choose the righteous bison over the shotgun or rocket loncher? Unless there's literally no dispenser or ammo packs what use is it other then just spam because of infinite ammo? For spy if ever watch had its own charge it would be cancer to fight because of pretty much infinite cloke.
I'd love to see a followup to this theorycrafting an extra weapon slot for every class that acts as a 'free space' of sorts, where any weapon (or maybe any non-primary) could be equipped
I know im a bit late but... Pyro is worse than spy? Pyro can reflect ALL PROJECTILES in the game, he can deny whole über pushes alone, defend sentries from getting destroyed by demos or soldiers. Pyro can extinguish teammates, he can shred heavies with a crit flare and axetinguisher or a panic attack in seconds, he can pop enemies into your engies sentries line of sight, he can push people off in certain maps, he can remove sappers, he is the most efficient spy checker in the game spies do not stand a chance against pyro, he can literally detonator jump, he can have on-demand crits with the phlogistinator... Let me ask you a question, are you just garbage with pyro? He is definetly one of the strongest in the right hands, but those hands are probably not yours.
You said to save it for the next video so I won't go too deep on this but I truly don't understand the Pyro take at all, looking forward to your video on it to try and figure out where you're coming from
Actually with a food slot I could see the panic attack or family business become very good options for heavy , especially if your main weapon is say something like the brass beast you have a damage now option without giving up your healing or team support
Heavy mains are crying joyful tears and Demo and Soldiers mains are preparing to violate every convention on human rights and war.
Spy mains in the corner seething
Demo for fun, soldier because "he didn't buy tickets for these conventions, he doesn't even know what they're about"
everyone is shaking in their boots seeing engis roll up
@@fernoagent8581building two dispensers alone would be crazy. Infinite ammo/heal/metal
Same
The "Pyro is worse than spy" hot take hit me like a fucking flashbang
pyro was designed to be worse spy originally. instead of ambushing and getting an instakill, hed just run in, burn everyone, die, then hope that afterburn would finish the job
everything since 2007 has been a bandaid fix, but they never tackled the actual issue, he still has the same weaknesses he had originally, making him shit
Doesn't deserve to even be called a hot take, it's just wrong lmao
yeah, no clue what the fuck he is smoking
pyro is bad, without his good friend soldier letting him borrow his rockets he cant kill anyone
Even ignoring the fact that Comp players have over time considered Pyro better then others give them credit for.
Spy literally can barely exist if there’s just a handful of good players on the opposing team. Pyro on the other hand can still do a fair amount even if the enemy team has a lot of good players.
Plus, an Ubered Pyro is a fucking menace. An Ubered Spy is a waste of an Uber unless everyone else was dead
Finally demoman is now Fullman
Proman
"demoman? make way for FULL VERSION MAN!"
@@nameless...................... khhhhhmmmmm.....
Demoman 2
full versionman
releasedman
4:53 "Fight me" - aight. Let me give it a shot.
The Spy > Pyro take is one of the worst ones i've seen in a couple of years. Outside of 6s (where you can ARGUE spy's situational role is more rewarding) there's no possible way in God's green earth he's better than pyro. Taking your points:
- "Spy is hard-countered only by pyro". No, spy is hard-countered by anyone in team with a brain. If anyone turns around and see the spy, they call him out, their team spam him out and he's dead. If he does get a kill, he WILL die afterwards nonetheless. Why? Cause he sucks if the enemy is coordinated.
-"Pyro has a bad match-up against nearly everyone"...so does spy? Pyro at the very least has a shotgun, 175hp and airblast - in any DM scenario, he does better than spy. "Oh, but spy shouldn't fight ppl upfront" - so shouldn't pyro. He is best played when glued to another teammate so he can deny enemy damage and contribute with consistent DPS. Yeah, it's boring as shit being a limited support class, but at the very least i am one of the most capable of holding my ground when some cocky soldier wants to get on the point i'm guarding. Would i change the class too? Absolutely (specially his flamethrower), but it does have its merits.
"Dragon's Fury sucks in practice" - Maybe, and only maybe, because there is an argument for buffing the airblast on it to become actually functional. Doing so would actually put pyro on a very better spot in terms of viability (as well as buffing the Det). On the other hand, for a Pyro primary, it is certainly one of the better ones.
Yeah, pyro is really good, even in 6's you can't argue spy is better because pyro is more common and can actually contribute to a fight. Spam from flares and reflects are dangerous, and afterburn is nasty on healing. One good reflect can turn an entire push, and discourage soldiers from shooting at your direction at all. I think people just cling to the fact that pyro can be annoying to fight, and doesn't have great range, but the flare gun is plenty enough, and it's far more annoying to get deleted by an enemy you can't fight or flank.
@@Mixxium I'd say the flare gun could use some improvements. Afterburn only reduces healing if dealt by flamethrowers (unfortunately) and so many things get rid of it it's a bit too unreliable. The 2 second reload makes hitting mid-long range crit flares practically impossible. When you compare it to a pill or a rocket, it's kind of lacking - at least in my opinion. I agree mostly witht the rest you said tho
Pyro on defense is kinda ridiculous even if he is a bit mediocre at offense. The offense need to be offensive to win. Pyro has all the tools to cancel that + he can just camp in a cheeky spot that spy can't usually reach and just fucking obliterate a crowd of enemies. So basically a better spy if you are going for the camping playstyle.
I can't believe Blue actually said Spy is better then Pyro. While Spy doesn't completely suck and good spies can get multiple kills on good players without dying afterwards, a lot of his kit is arguably luck based and takes a lot of skill and gamesense. Pyro can arguably get more consistent results just by going out and killing.
That is quite a beating
Mann treads, liberty launcher, banner, reserve shooter, market Gardner. Become the trolldier you were always meant to be
eeeehhhhhh
Air Strike better
@@daltongill8677 air strike works shit for trolldier
i sure wish there wasnt a full video disproving this
@@rogerphone4818 rocket jumps
@@daltongill8677 air strike popularity after soundsmith said that is good:📈📈📈
Saying Pyro is worse then Spy has me flabbergasted. excited for the video on that.
For the engi , the short circuit and the wrangler could go in a ”Gadget” slot.
go go gadget big (energy) balls
yeah. they're both doohickeys and it would make for a more interesting decision in loadouts
It'd be a good excuse to give him more pistols
And his right hand is the short circuit so he could easily have the pistol and the short circuit on him all the time
yeah but thats no fun
Conceptually, agree in saying that Pyro has a deceptively high skill floor. The skill CEILING is very high though. You've seen Anthid, you know what I'm talking about. Some of those newer Mönkey clips are also demonstrative of the point I'm making.
I'm not even arguing that pyro is all that capital-G "Great" in your garden-variety tf2 match. All I'm saying is that "Worst Class in Game" is a little heavy-handed.
The video would make for good clicks though lol
I think a year or so ago Blue called Engie the weakest class in one of his videos, which seemed odd to me even then, because if nothing else you can always run around as a worse Scout with 150 HP, while Spies are heavily depending on the enemy team's lack of experience doing most of the heavy lifting.
For a new player dropping into one of the more sweaty servers like Uncletopia it'd be likely more easy to generate some value as a Spy than Pyro or Engie, simply because even the worst Spy will get the odd stab if they flank enough, but that's about it.
w+m1: easy
detonator: this could give pyro the complexity of soldier's rocket jumping,
could you do a flare sync jump?
@@nameless......................it’s more of a downgrade to the rocket jump sadly, but it is a very useful movement tool for pyro. It pretty well outclasses the Thermal Thruster since it can also actually attack enemies in a decent way. Chaining Detonator jumps is hard though, as it has a long reload time and can only hold 1 flare at a time
@@sipofsunscorchedsarsaparil6052 Dude I doubt a new player will be able to do much on Spy at all, no matter where they are. Spy is the hardest class by far, and you need a lot of game sense in order to use disguises effectively and know ammo locations and good movement to dodge people and guns while invisible.
What if every weapon was at its strongest state in history? This should be easy to make as a mod
pre-nerf deadringer 😨
Soda Popper with free mini-crits by just running? Oh no.
Or, and just hear me out here:
Every weapon at its *buggiest* state
(Would make the bison a trap weapon alongside rocket landmines, just ask Delfy)
Not only that scout also gets a stun from the sandman and the guillotine crits
@mrstudent9125 @@jonsku6662 Ah the good old hybridknight, where you had insane resistance to blast and fire damage, on top of immunity to afterburn, AND you had a 3 pill killing machine with it's damage boost against EVERYTHING.
“A shotgun means you lose a lot of range, a flare gun means you lose a lot of consistency, and the Thermal Thruster means you lose a lot of damage”
and the Gas Passer means you lose a lot 😂
Gas Passer means you lose a lot of respect from sweat-fountain MvM players
We need 4 slots for cosmetics, imagine the possibilities
bye bye framerate
traders would go wild
Severs more likely to crash due to object limits getting reached easier since a full server of people with everyone with 4 cosmetics all it would take is like half the server to go demoman and shoot 3 or 4 stickies and boom server crashes due to object limit.
the economy would go completely fucking ballistic
TF2 RUclipsrs are screaming right now
Trying to claim that pyro can contribute less to his team than spy despite having more support options at his disposal than the fucking medic is absurd to me.
Cry
@@dogeshow2651 Nah bro, it's absurd, I'm laughing.
@@purplehaze2358 Pyro is a useless piece of shit class that dies even to spy in a 1v1
@@dogeshow2651 Uh-huh, alright kid.
@@purplehaze2358 u are the kid though
I've always thought for the longest time that Heavy should get a 4th weapon slot since his Sandvich pretty much defines him and would be pretty cool to make Shotgun Heavy more viable
He already made a vid on classes with two secondaries and talked ab this
Nice to see your still around
Yea, a lunchbox slot would really help heavy out
i feel like a light shotgun (like the one from tfc) would make it more fair, like having good burst damage as well as a great healing item, it would be really op imo
fundamentally misunderstanding the problem with Heavy if you think this would help or is a healthy change
Saying pyro is worse than spy may be one of the worst takes I’ve heard in a tf2 RUclips video, which is really saying something
I mean spy can get to the enemy easier Pyro is only really good at close ranges and he has no way to get close
@TheDoc_K ok so most if not all of them make it easy for someone to shoot at you while you come at them (powerjack) or make it 50 millions years until you can pull out your main weapon and do any damage (thermal thruster)
only reason spy is good because he can go invis and just walk to the enemy with no problem
Agreed.
@@theauragamer6178 both pyro and scout are "short-ranged" classes that effectively use side-routes to ambush enemies even if we exclude the powerjack and only use regular walking, and in most cases a spy dies with 0 or 1 kill while a pyro can cause chaos and disrupt a team by getting the jump on them and just holding m1. Said pyro can also stop ubers, kill ubered players by airblasting them into a deathpit, reflect projectiles, remove sappers, is a good pick for a medic to uber, can effectively survive better if caught out of position and the list goes on with things a spy cannot do. I would argue that no class is a bad class but if are to compare all the classes and put on a tierlist, spy will always be at the bottom,period.
Spy was the TRUE class that got robbed of alternative playstyle weapons 😢. RIP Spy who never got and probably never will get alternative playstyle weapon
The old enforcer was basically an alternate playstyle weapon. However, changing the while undisguised stat to while disguised completely killed its aggressive playstyle. I'd love to see the diamondback reworked to give minicrits on top of having the bonus/drawback of the old enforcer. Then you'd have strong minicrits while playing aggressive, and weak ones while being caught trying to infiltrate.
gunspy watch will come one day (no it wont)
If Spy had different gadgets other than the sapper, this would open up many new playstyles. Instead of having Spy be an anti-Engineer class with a built in counter, the sacrifice of the sapper for a bunch of different gadgets (depending on what those might be) would force Spies to devote their advantages elsewhere at the price of being marginally worse against sentries.
hell, even a slot for pocket guns(pocket pistol, pocket revolver, sawned off shotgun with 3 shots) and utility guns would immediately make Spy much more engaging.
I feel like the sappers were a huge missed opportunity
I feel like everyone wants the throwable sapper we see in (iirc) meet the spy, and having it give him a speed boost or something while it's sapping could be interesting. maybe it also provides cloak while it's sapping, which rewards going after high level structures while creating a sort of ghost spy build that's less reliant on disguises.
but you could also have a sapper that steals the structure it's on, possibly at the expense of only having one available sapper at a time.
give him a 'sapper' that buffs their teams structures, idk
maybe one that, instead of sapping buildings, fucks with the mercs themselves. maybe by draining ammo, reducing speed or accuracy, idk
not really sure if any of this is even remotely balanced, but the point is that the sapper slot only having two distinct options feels like a wasted opportunity
"Pyro is worse than Spy"
Sounds like a SKILL ISSUE, Blue
And he even played pyro the most (I think, but he does play him better than others)
@@arikomart7209 He probably thinks that because he has more experience as Pyro, he has the gaunt to say he's worse than Spy of which, anyone with a brain can just prove its wrong. Like no hate all towards Blue, like I love his content but jesus that was an insane take by him
@@elkefransisca3747 well I guess thst makes sense
@@arikomart7209 It does doesn't it? lol
@@elkefransisca3747 Really because last I checked Spy has survivability tools for every situation but Pyro has none not only that but he is trash in every 1v1 situation and WILL lose every 1v2 fight regardless of skill.
Heavy having both a shotgun and a lunchbox should be actually implemented
aye
I think it would be cooler if he got a mini gun that was essentially a more powerful shotgun
@@cheezeebutter452fat scouts are holding valve at gunpoint rn
Either that or Ive heard a decent idea of just letting heavy select any regular shotgun as his primary, so he could do 2 shottys or a shotty and a sandwich.
@@cheezeebutter452 Miniguns already are fast, weak autoshotguns.
"Pyro is worse than Spy".
Now THAT is a hot take. I look forward to a video elaborating on this. Pyro's balance has been a concern as long as I've been in the community, but that's a bold statement to say the least.
It's not even a hot take, it's just objectively wrong. Pyro is hard countered by Engineer and struggles against Scouts and Heavies. Spy is hard countered by anyone with situational awareness. That alone is enough to make Spy worse.
@@cheezkid2689 Airblast isn't some hard counter, in order for it to be useful you need to know not only how to aim rockets for every launcher but time it perfectly in an online game where latency exists. (forget about Direct Hit you basically are praying at that point)
Damage wise you will stalemate with a decent scout where both will die just because one deals in chucks the other over time (This got worse in Jungle Inferno)
You are basically useless against demo due to fire resistance and inconsistent hitbox detection when dealing with sticky traps with the scorch shot
Have fun airblasting medics while Uber (you will die for your team if you do this) but dealing no noticeable damage
You can kill engie away from his nest but you will always die if you meet his nest (hey another new projectile speed to time)
Another Pyro is a winnable match up if you are better
Sniper has Jarate so its essentially an equal match up depending on combo skills
Best you can do against Heavy is hope he is not near a healing sources so you can deal 30-40 flare damage before he hides in a building
@@ISM30037 Pretending like Spy is better than Pyro is a delusional take.
i mean spy is objectively the weakest class on his own, no other class can be neutered so efficiently like when 2 people swap to pyro and spycheck every now and again.
I hate fighting pyro and I hate playing pyro
4:52 Ya wilding and out of line with that take 😂. Especially considering how easy it is to counter spy, even the classes he's supposed to "counter" clap him with some common sense, like engy and sniper.
But atleast it's gonna make an interesting video discussion(please do make a video about why you think Pyro us worse class then spy, it's gonna be super interesting to hear your thoughts on it)
Although I'll give you props for acknowledging Engy is hard counter to Pyro, far too many ignore this and pretend as if only scouts complain about Engy and how scouts should just deal with it when engy hard counters both scout and pyro on top of countering all goofy classes like trolldier 😢
13:39 Am I the only one irritated that the class that revolves around being unpredictable and catching the enemy by surprise doesn't have any real game-changers?
Weapon slots in tf2 have always seemed like a strange case to me
On one hand it makes sense that any class could only carry a limited number of weapons
But in the other hand it would be fun to use more than 3
Hey guys Great Blue here, do you ever get collectors anxiety in huge open world RPGs?
DAMN HE BEAT ME TO IT
I love that blue is cursed to have this permanently have someone have “x in tf2 has always seemed like a strange case to me” in his comment s
I will argue that Heavy not needing a shotgun because of the Minigun isn't an entirely sound argument, especially with the added point that switching to a shotgun takes as long as revving your Minigun anyways.
Heavy's biggest weakness is being out of position, usually on his way back to the front lines. Walking back with your shotgun out is a great way to prevent being caught off guard too badly because:
-Unlike your Minigun, you don't need to rev your shotgun.
-You keep your full movement speed even when firing.
-Decent burst damage that is easier to aim at closer ranges. Tracking targets is a lot harder when they are extremely close to you and circling around.
Not to mention, a good amount of heavies use the GRU to get back to the front lines faster, which makes you even more vulnerable because not only do you have to switch to your Minigun, you have to revv it up as well. I see a Shotgun as a preventative measure for Heavy, not as a backup plan.
Didn't know this video would turn into a hot take
Yeah shame that take came out horribly burnt
@@appelofdoom8211yeah bro was not only not cooking, he burnt the kitchen down. Never let bro cook again.
7:38 "if you pick demoman you gonna get carried"
Ok i am now convinced blu is just using ragebait to get more views
4:50
Pyro is NOT worse than spy simply based on the fact that bombing soldiers would be twice as hard to stop and no other class can reflect rockets while spy is entirely replaced by sniper
That and the fact that pyro is a lot more viable as a subclass in 6s than spy who is entirely unusable
In pubs i agree that spy is much better than pyro simply because players suck but in comp there's no way pyro is worse
Plus even if going by pubs, a scorch shot phlog pyro is still considered incredibly toxic and can roll lobbies almost the same as a good spy can. Additionally, he points out that pyro is spy's "only" counter but a soldier can pop a spy up into the air, a demoman can kill them in an instant, sniper can quickscope them or just jarate and good luck trying to hit a scout with your revolver. In general spy is a class defined by his weaknesses, whereas pyro just has some bad matchups
"A good player will take out the opposition and escape with some life lost.
A good Spy will get a kill in, two if he's lucky, and die afterwards"
I don't see an argument where Pyro isn't better than Spy and Heavy simply by having more options for versatillity.
@@leithaziz2716pyro absolutely isnt better than heavy
@@leithaziz2716 Heavy's easily in the top 3 classes, but comp having to nerf him by essentially banning him because he's so strong he'll force the entire format to play around him has skewed community perception a bit. Like, they literally admit it, if they allowed the disciplinary action and Gru he'd be run every game and the game would be focused entirely around him.
6s is a whole different game designed to be as fast-paced as possible, intentionally making the specialists as niche as possible as to not slow down the game and make it boring to both watch and spectate, thus it shouldnt be used as a measurement of a class' effectiveness.
pyro is still shit however
"Pyro is worse than Spy" - statements by the utterly deranged
I am Pyro. I would really like to have four slots.
Oh yes you are.
I agree with you my fire summoning friend.
prove it
Hello Pyro from TF2
Hello Pyro from TF2.
Heavy having a shotgun slot and a lunchbox slot is genuinely the easiest and most reasonable buff to make the class more fun to play.
Remember, the Buffalo steak said it doesnt let you use your minigun, it never said anything about *not using the shotgun.*
Also, isn't Heavy supposed to be the heavy weaponS guy? Not the heavy weapon guy, him having more than multiple guns is extra fitting for him.
No, it specifically says that it locks you to Melee.
i agree with heavy getting a lunchbox slot but i dissagree with the points your making.
the steak sandvich's descirption litterally says "the player may only use melee weapons", some people suggest that it should only lock you out of your minigun but thats not how the weapon currently works.
the heavy weapons plural arguement bugs me so much, he litterally owns multiple miniguns & his stock loadout includes a shotgun, also id consider fists to be weapons
he already can equip a shotgun and a (knuckle) sandwich
Some changes that could be done.
Buffalo steak also allows the use of Shotguns.
Throwables recharge like the Gaspasser.
Also
Sniper: Radom Bullshit Go!
"Throwables recharge like the Gaspasser"
Jarate-Bushwhacka combo would just become terrifying (And probably closer to what the Buffalo Stake should have been)
@@jonsku6662 Jerate get's set to 1200 damage dealt and or wait 2 min.
Heavy: "what are you supposed to be?"
Demoknightman: "The one you see coming."
ive heard that idea before & i dont really like it, id rather them try to make melee heavy work tbh
This is just "Everyone's has no more downsides now"
I thought the video was gonna be more like "What if the 3 slot characters had a 4th where they put the non-stock based items"
Scout for instance would be Primary, Secondary, Other(Throwables/Sodas), Melee
Except for spy, he still sucks
Yeah, i kind of thought it was a lazy video. No real thought as to how 4 slots would actually change things, it was just "okay every class now gets every best in slot item" and a hot take to distract people from that
@@haydengates128 so add another weapon slot for pocket pistols, pocket revolvers, sawned off shotguns and utility guns like the Tranq dart gun.
Hell, if everyone had a Slot 7 for grenades, mines and utility items(everything already in game except the demoman's shields) and the Grenades, mines and utility items have a Gas passer like mechanic(single item, does not have it ready when spawned in, have to wait for 45 seconds or do 450 damage to recharge it) and that Slot 7 is also for stuff like Pocket pistols, revolvers, shotguns, obrez sniper rifles, machine pistols, one shot grenade and rocket launchers, and new things like the Tranqulizer guns and all the other things similar to that and all the gun stuff is a low ammo capacity and reserve type deal(pistols, 8 shots with 16 reserve as example, revolvers 6 shots weak as the Lentranger and 12 reserve, etc) that could work.
This video in an alternate universe: What if TF4 had 2 weapon slots?
Only Medic keep his secondary slot
I feel like a tf4 should be called Team Fortress: Reborn
@@ChairGuyTf2 Cool
@@ChairGuyTf2"Team Fortress: Re-hired"
An interesting one would be what if TF2 had only two slots, but you could use any two of that class's items
Blue, I legit spent a half-hour trying to search where those coordinates are. I ultimately landed on “Reskin Elementary School.” *You made me waste time just for the sake of an in-joke.”*
Clever bastard, and I say that out of respect.
really? i just searched them and ended up in some random suburb in Illinois
@ Reskin Elementary.
Truly a strange case…
Another idea to think about: what if instead of each class getting a weapon slot for each distinct weapon type, they got their current weapon slots, and then an extra one that you can equip literally any weapon for that class into?
For example: Soldier could equip the Rocket Jumper to his 4th to get insane mobility without sacrificing his primary slot's damage output, or take a shotgun and banner for the versatilty you listed here. Engineer could take the Widowmaker for regular shotgun and use the Frontier Justice should his sentry get taken down, or put the Gunslinger in his 4th to make mini sentries while still getting Jag bonuses. Heavy can equip two lunchboxes and still get his Minigun, or take two miniguns for different situations.
both the huntsman and a sniper rifle of your choice, demoknight with boots and grenades or hybridknight with stickies, having both the diamondback and l'etranger would be broken as hell
Or, talk a bit of both from this Video and Your idea. Each classes have 4 slots, but the Secondaries are sorted into a Lethal/Tactical type system. Secondaries like the Mad Milk, Bonk, Manntreads, etc. etc. are put into the Tactical Slot, and Secondaries like the Shotgun, Pistol, Flare Gun (not Scorch Shot or Detonator) get put into Lethal. This would go for every Class except for Engineer, Medic, and Spy since they don't have much variation with secondaries/would be absolutely broken. I find it to be a better system, as you can have support for each class while not bending the balance out of wack
Imagine soldier with buff banner and concheror...
Extra damage + extra health and then equip gunboats and your now a rocket jumping minicrit dealing plus self sustaining soldier. And if you really wanna be a menance you can equip a certain rocket launcher known as the black box. Then you will truley be unkillable.
2 STICKYBOMB LAUNCHERSSSS 28 EXPLOSIONS HAHAHAHAHAHAHA (dies of reloading)
Two Scottish Resistances would get CRAZY, you can trap most of the spots on the map with it
Pyro being able to run degreaser, flare gun, panic attack, and axtinguisher would just about buff combo pyro back to its 2015 state.
A sniper with virtually no weaknesses is, terrifying. Even tho the soldier and demo would arguably be more broken and useful, at least they aren't able to consistently one shot you in (less of) a blink of an eye
imagine the BOTS!
Sniper goes from "broken" to "why are you even playing against him bro"
me beforre watching the video: spy will change literally nothing.
me after watching the video: see? nothing.
but as a pyro main, the idea of not having to choose what I want in my second slot because I already have both the jetpack and the detonator ready available sounds so broken I am actually terrified. oh, and also the gas passer is there, so it's a positive for the gas passer I guess. I mean, at least now it don't handicap you.
giving spy the dead ringer as its own slot is decently interesting.
You could dead ringer while invisible if programmed right, leading to things like intentionally taking damage while invisible to get the speed boost, at the cost of making a loud as fuck sound when you decloak.
The Cloak and Dagger.
This does have the problem(?) of never knowing if the Spy is actually dead too, which is either really cool from a tricksy espionage angle or utterly infuriating if you're trying to fight one. It'd need some changes, like increasing the cooldown and maybe even negating the ability to recharge it from ammo pickups
@@mothichorror446 The dead ringer cant be recharged from ammo pickups to begin with
@@GunSpyEnthusiast that's news to me, haven't played the game for a while and I never use Spy to begin with lol
@@mothichorror446 Yeah, Jungle Inferno nerf to the Dead Ringer, I believe. (That, or Meet Your Match.) The only ways to speed up DR recharge time are the L’etranger, the Big Earner, and the resupply cabinet. Ammo packs and dispensers have no effect on it, invis or not.
I’d love to mix the DR with the C&D personally. Keep the loud sound, but allow a button to swap invisibility types. Feign death, get to relative safety, swap to C&D to recharge while invis. The DR still alerts anyone nearby that you didn’t really die, but you can still be sneaky.
Fun video, but MANN are you sleeping on airblast if you genuinely think pyro is weaker than spy. It hard counters soldier and demo, the most popular classes in casual, and literally half of the team in a 6s game, and is the only ability in the entire game that has any meaningful way to consistently interact with ubers. A pyro can completely negate an uber push with relative ease. Any class with an ability that can counter the most powerful ability in the game can't even be considered for any serious discussion of who the weakest class is.
"what if tf2 had 4 weapon slots?"
It would become Deep Rock galactic, but with (intended) friendly fire instead of mining
Yeah
Honestly gives me a neat idea for a modded gamemode, where everyone spawns with a pickax as their melee (just the model, it would function as a stock melee). Then there would be rock props around the map your team could mine, then take their haul back to their base to exchange for new weapons or permanent buffs. It could function like an RTS mixed with, obviously, an FPS. Maybe you could even spawn minions in the form of robots (or just bots) to send to your enemy's base.
The actual objective could be to destroy your enemy's base (either through using Payload Race maps, or having a prop you need to deal damage to at each base).
@@bugjams that would be SOOOOO AWSOME
I think instead of slots, some throwables and consumables should be a one button option. Like the Shoulder Cannon from Doom or any grenade in any other game. It's not on a slot, but you press a button and WOOSH, it's used.
That's not how tf2 consumables work. How do you throw a sandwich with only one button? How do you kill Scout who can just press button when low on HP?
@@dziewiaty ... is the scout thing a reference to bonk or milk
because in the former case, most taunts are already a single button press, and in the latter, it's ... not like single-button throwables in other games don't have animations with startup and recovery? hell, tf2 already lacks holster animations for all but one weapon, so pulling out the mad milk is already "just press button" relative to the frames of reference that aren't doom eternal
Funnily enough, I believe grenades existed in the original TF that worked as you described.
i like this idea!
Thats basically an OW ability
Heavy and Medic getting extra slots would be a nice addition. Shotguns aren't *that* useless for Heavy (maybe a Spy catches you running back to the frontlines idk) and Medic being able to use the Overdose for movements speed or the Blutsauger to use as a minor healing item for running away.
Also I say the Short Circuit and the Wrangler should share the same slot. Giving a "utility" slot could help depending on the mode/map.
0:14 “keep crying it won’t stop the burning” that name perfectly sums up the scorch shot
"Pyro is weaker than spy"
Meanwhile pyro gets 6 slots for how many ways you can change his role, spy gets the standard 3.
Great Blue youre smarter than this.
I think he means in stock tf2, but even there I disagree with the take
@@donaldmacisaac8479 That's my thing too. Even in base tf2 of 2024, Pyro way way stronger.
Heavy's shotgun is way more impactful than you're giving it credit for and tbh I think Uncle Dane's recent "I main Heavy now" video kinda covers exactly what I mean.
I was just watching the latest Ultimate Chicken Fortress video when it suddenly went private out of nowhere? I can't comment there so I'm gonna comment here, I was only like 25 minutes in but that stuff was CINEMATIC! Y'all had the light side TheWhat pullin stuff like water crocodiles and fun pits, while Zenith was trying to fight back with stuff on the same level of "Ermmm I dodge that actually!!! So it doesn't hit!!!!" but then the wacky-ness was still winning against the odds, it felt like a Road Runner episode or something! I hope it unprivates and I can finish it soon, I have to see the silliness prevail against the darkness, Trade_Minecraft_Neon defeat MGE Gullywash Middle. I was GLUED to my seat man!
dunno why it was removed but highly would recommend finishing it when it gets re-uploaded. Last half of the video is pure laughter
@@emred4653Oooh, I can't wait! I loved the direction things were going and I wasn't even halfway through
He made a community post that states the following: "New video got age restricted, oops. Fixed version should be going up tomorrow, sorry about that"
@@Persun_McPersonson Hell yeah! I'll be looking forward to it then!!
i feel like the ranking went from "how much stronger the class would be compared to how it currently is" to "how strong the class would be in this hypothetical scenario" halfway through the video, sure engie wouldn't be the strongest class overall but letting him use both the wrangler and the short circuit at the same time would give him much more than just a decent improvement
Idk classes would have 4 weapons or somethin
Yeah but it's actually an slot for every uinqe weapon (so banners, liquid containers, and boots are their own slot)
idk wtf was blue thinking, you would have 4 slots and not all of this theory crafting nonsense. duh
I think just having 2 secondary slots would be a much better idea. Standardized across the board and more balanced.
@@invschematics the crazier the video better the preformance
>you still can't use the short circuit and pistol at the same time
It's joever.
litterally the end of the world
When it comes to hypothetically giving Heavy an extra slot, in my opinion the usefulness of the shotgun isn't from switching to it being faster than revving up, but from not slowing your move speed and still being able to fight outside of melee range. Sometimes you can't really rev up the minigun and do damage without dying because you're a sitting duck, but with the shotgun you can actually move around and either run away, dodge, or just jump on something.
As someone who plays a lot of unironic shotgun heavy (not fatscout although that's also fun) I suggest you give it a try, the shotgun really lets you be more versatile in a fight, because sometimes you just need that 70% move speed or whatever heavy has.
I really like these "what if" videos. It's super fun to think about how it would impact the whole game, well... for most classes. I have to say tho, I thought of something else reading your title, tbh. Still a great video.
I was a little dismayed that it wasn't actually 4 slots across the board -- i think that has a lot of good ground to cover. Of course, it is a question of what each slot would then be, but still.
Edit - thinking on it more, it feels like having Primary Weapon, Secondary Weapon, Melee weapon, support tool as the 4 slots would be generally workable across the classes
Deep Rock Galactic moment.
(Also, just to be clear, I agree, but it was funi.)
Agreed. Just giving everyone 2 secondary slots would've been interesting enough, more balanced, and would make for a fun community server if he figured out how to make it work.
Letting every class have 1 of every "type" of weapon is way too much, and also too arbitrary and easy to argue for either side (for instance, I definitely don't think Sniper needs a bow AND a rifle, and I think it's weird he'd make them separate slots but keep, say, Demo's swords or Engie's Short Circuit tied to the melee/pistol slots, respectively).
Imagine a stock demoman running around with the resistances and charges of the chargin' targe AND 5 heads. Everywhere is now a valid trimping spot because of the blast resist, he can completely invalidate pyro's existence because of the fire resist, and he can still dish out stock demo levels of damage, while also having a massive health pool and speed boost. The only weakness with this would be heavies, but you can still do the mosquito scout thing and charge out if you need to. I think the resistances are overall the most busted though, especially on a team with a max-slot soldier. the existence of full demoman would keep me up at night
Soldiers who equip Rocket Jumper, Righteous Bison, Buff Banner, Mantreads, and Market Gardener:
Ultimeme
Ultrameme
This would probably be the worst loadout to man
these kinds of videos are always so interesting, though one that i'd perhaps like to see would be 'what weapon/item type(s) could you give/adapt to a different class that would most create a new distinct playstyle for them', like if heavy could maybe equip demo's shields, or medic could build dispensers?
i was playing randomizer once & i got the cleaners carbine on scout, it was pretty fun
Just an Idea: First, for your "Fixing Spies Bad Weapons" video, the Red Tape Recorder should have a mechanic were it's slower to sap than stock, but the more buildings your sapping the faster it works. So sapping 1 or 2 buildings is slower than stock, 3 is like 10% faster, and 4+ is much faster than stock. It would allow you to deal with large Engie nests.
I have long awaited this video, and pondered this question even longer. That being said, a very aggressive pyro loadout of the Dragon's fury, scorchshot, panic attack and backscratcher would go hard i think
2 things to note:
1. With the base jumper being a back pack and it’s use button being the space bar, you could argue it would be in the banner slot instead of the shoe slot. This doesn’t mean much for soldier, but it would make demo even more OP by allowing him to negate fall damage and have permanent 200 hp. Combine this with the eyelander and… *Jesus.*
2. There’s a serious case to be made for the gunslinger as, while it’s still a wrench, it’s the only ones of Engi’s items that gives him a new building and changes his fundamental gameplay. Having 25 more hp and a disposable sentry like in MVM would make offensive engineer the bane of everyone’s existence, especially if you also give him his pistol for mid range harassment.
i'd say the case for the gunslinger is same for the direct hit, which gives the soldier a new rocket launcher, the loch 'n load, which gives the demo a new grenade launcher, the enforcer, which gives the spy a new revolver, or the etc. etc. etc.. even if the gunslinger giving you "a new building" is on the surface a lot spicier than equipping a weapon over stock giving you that new weapon ... it's still just kinda replacing stock with a new thing that still fundamentally functions like stock but has distinct traits. neither of the two engie melees that change his buildings do anything more unique than just making the slot double as the loadout slot for alternate buildings
the one major exception is how it's one slot, but there are _two_ building slots that can be swapped out depending on the melee. so there's _something_ to allowing use of both the gunslinger and the eureka effect, but any other wrench and your build menu would look like you were just running the gunslinger solo
@@hi-i-am-atan Maybe layer gunslinger, wrangler, and short circuit all into a ‘gadget’ slot, while allowing gunslinger to be run on its own for melee instead. If gunslinger is used as a gadget, it buffs his health, nerfs his sentry, but allows you to use your other wrenches’ effects (build speed, bleed, teleportation) in exchange for not being able to wrangle your gun or delete projectiles. If used as a melee, it cannot be selected as a gadget (no double dipping), and you can’t use another wrench, but you can protect yourself or your mini a bit better with your other gadgets.
The Gunslinger should be a separate weapon slot, and I'm honestly kinda surprised it wasn't when you talked about Engineer. It changes up how you play Engineer almost entirely, and is so wildly different from the other wrenches. You can already use both a regular sentry and a mini sentry in MVM, so we already have a bit of a scope on what Engineer would look like with this change.
Just imagine having 2 wrangled sentries....
Great video! The fact what it gets completely cut off from 4:52 to 4:55 is bizarre though.
Blue really baited all this engagement with that Spy > Pyro bait.
I would like to mention that the BASE Jumper is in the Primary Weapon slot for Demo meaning that he would have 6 slots
so are the booties & great blue considers both of those to be passives, tho its argueable that the base jumper should get its own backpack slot
I actually made a list on my phone's notes app of something similar, where each class would have 4 slots and what it would be like. The 4th slot for 7 classes without one were the buffs/throwables/etc, and engi + spy were unchanged but I thought up new items to give more options. Medic was weird so I opted for the 4th slot to be passives and moved some items like sollemn vow/overdose/etc there. I ended up also balancing the weopons to the new loadout. Demo was hardest to balance because a sticky jumping demoknight would be terrifying, so I ended up splitting the upsides of the booties into two items and added an item in the shield slot that negates added downsides (shield charge, ""more"" ammo. ""Less"" self blast damage, etc). The whole concept is still pretty unbalanced, but it's still fun to imagine what it would be like and creating new weopons.
Phlog wipes teams in seconds. Detonator/Scorch Shot by themselves chip away at light classes and Medics. Airblast shuts down mindless projectile spam. Thermal Thruster lets you dive almost anyone you want. Spy is almost always obsoleted by Sniper (for instant picks) or power classes (for destroying Engie nests).
I can't wait to hold my trap as a demo and charge right in after denotation to make damn sure nobody survives it
Wow, you're telling me that demoman, an already incredibly broken class, is broken with more weapon slots? Shocker.
i dont see how demo is broken
@@artifactU Having a total of 12 100+ damage explosives at a time, while also being capable of one-shotting quite literally every class in the game from across the map (and unlike the second most overpowered class in the game, not even requiring line of sight to do so) is simply _not_ okay.
@@purplehaze2358 firstly arent sickys affected by falloff meaning they could potentally do less than 100 damage? also are you refering to sticky traps here? those need to be set up before hand & you dont NEED line of sight but you probably wont get many kills by randomly detonating stuff.
at least we can both agree that sniper is horrible tho.
in summary ive never had a problem with demo but im fairly new, out of curiosity how would you nerf him?
@@purplehaze2358demo still isn’t more broken then sniper because he is vulnerable to being rushed down while he’s reloading and his projectiles is relatively slow meaning u can dodge his pipes
The most ridiculous part of this video is thinking Pyro is worse then Spy.
One problem I noticed is that splitting the Banners and Base Jumper makes Soldier have 2 Back Weapons in different slots, thus making the Base Jumper unequipable as you always have a Banner.
So instead of "Banners" and "Passive", it should be "Backpack" and "Boots", with the Base Jumper being grouped with the Banners, while keeping the Gunboats and Mantreads together.
For consistency, this should also apply to Demo, splitting "Passive" into both "Backpack" and "Boots", but it's not neccecary and probably over the top as there's only 1 for each (not counting a reskin). But then again, you did the same for Pyro.
Then I could have the glorious Liberty Launcher + Reserve Shooter + BASE Jumper + Mantreads + Market Gardener combo God himself intended for me to have.
Hey, great video!! I've thought and complained about this 3-slot limitation oh so many times!!
4:50 i dont care what you say the second you said that i immediately know your opinion is wrong
I literally top score on defense and offense as pyro without try, him and soldier are eazy to top score with saying he is the weaker than spy(and as someone who has most of his hours on spy)is simply insulting
Yo! I really wanted to talk about this in a video too, but never thought of a proper way to introduce this and even discuss. It seemed impossible to objectively rate how each class would do. I think you nailed it very well! So great job, Blue!
I have no idea how to use the shotgun on Heavy because I never equip it = It's not good.
Ok lol
Weapon idea for Heavy: The Drinx box. When consumed, gives heavy 30 % increased movement speed, guaranteed mini-crits, and attacking an enemy applies Mad Milk effect, allowing you to heal 60% of damage done instantly. The only downside is that it takes up the minigun Slot.
13:07 oh so, sniper doesn't change?
I like the concept, I look forward to a testing video in the future
I think you got lazy on spy to be honest, its function is completely different to the other watches to the point that the only similarity is that it lets the spy turn invisible, like how compared to the sniper rifles the huntsman's only likeness is that it can headshot. Having the ability to fake death and turn invisible when you want makes it a million times easier to get behind enemy lines whilst still having an escape tool, you've basically got a DR full time whilst also having the utility of the invis-watch.
Also I don't think the Claidheamh Mòr would actually be the go-to for the 5 slot demo, considering you aren't really hybrid-knighting, you're a full demoknight with all the benefits of the boots, you're basically playing both demoman and knight at the same time with none of the drawbacks, if anything the Claidheamh Mòr might even be the worst sword to use since it doesn't really shine as much when you have the boots. I'd say the half-zatoichi or eyelander would be the go-tos, but pretty much any of the swords would have play other than the persian persuader, the age of the big butterknife would be over since it wouldn't really offer that much benefit for leeching all your primary and secondary ammo.
Eyelander+Splendid Screen+Booties+Scottish Resistance+Loch n Load.
With 5 heads you have 235 hp, improved but not perfect turn speed, speed higher than scout, charge damage that can kill a light class, the follow up crit killing anything except an overhealed heavy, a weapon designed to take out sentries specifically (demoknight’s biggest weakness), and the ability to set multiple traps and detonate them one at a time to take out bigger targets/groups or soften them up before charging.
Honestly, an alternate game mode where every 3 slot class had 4 slots would be kinda fun to think about in and of itself. Going all in like this video theorycrafts with is, obviously, insane. But I think an across the board 4 per would be an interesting experiment. To condense a bit on the 5+ gang shown here, I'm thinking:
- Scout: Soda
- Soldier: I'd condense Banners and Passives into a single slot, so you get to choose between support or mobility
- Pyro: Jetpack gets to be its own slot, with everything else being separate secondaries. Sorry Gaspasser.
- Demo: Boots, if for no other reason than to avoid the coding nightmare that is having "detonate sticky" and "charge" being the same button.
- Sniper: Probably backpacks, funny as it would be for him to have Jarate "for free."
Can someone tell me if there's something I'm missing about the coordinates at 14:19 I don't get it
Harold reskin park
i know you said to hold the pyro takes for the pyro video but i cant help myself. so like. giving airblast self knockback force-a-nature style could solve a lot of pyro's current problems.
it would help close the gap on mid-range enemies like heavy and demo, while also being a nice getaway/general movement option.
that could be cool, it kinda just does detonator jumping but without the need for the detonator but it could still be fun
*LMFAOOOO HE THINKS PYRO IS THE WORST IN THE GAME*
Idea for new gamemode, that includes this concept:
Mercenaries vs Army (I couldn't come up with better name at the moment)!
9 Black/Brown/Purple/Gray (haven't decided on the color yet) team Mercs *(each member is one separate class)* with all the slots mentioned here + MvM revival box and ability to purchase MvM upgrades for money dropped from dead enemies vs either standart or 32 player count (may even depend on objective) regular classes as an army. Objective could either be any other objective from all other gamemodes (except Saxton mode, because it would be Saxton vs 9 Mercs) or their combination, as I didn't came up with unique objective for this gamemode.
what happened to latest video???? i was about to send it to my friends since it was so good
He made a community post that states the following: "New video got age restricted, oops. Fixed version should be going up tomorrow, sorry about that"
@@Persun_McPersonson
Heavy: Shotgun and Sandvich
Soldier: Gunboats and Painis
Spy: Literally no change
4:50 yea, no.
Just imagine a sticky-jumper wielding demoknight who also has a grenade launcher
Some of these seem like they'd be more streamlined if it were kept to Primary, secondary weapon/gun, Utility item, melee
Like for Soldier got a rocket launcher, a shotgun, then your pick of boots or backpack
Demo keeping similar where both launcher and stickies, then utility of a shield or boots then melee
Engie Primary shotguns, Pistols, Utility (Wrangler/short circuit (The short Circuit is more of a utility item to sacrifice resources to protect your buildings or yourself/team like a disposable mini building tbh ) ) then melee and the pdas.
Sniper is over bloated should have just Rifle/bow, smg, Utility (Jarate or backpacks) then melee.
having access to every category at once seems a bit too much and overly complicated. Or heck just go bonkers crazy and make weapon loadouts be like cosmetics pick any 3, wanna go Sticky jumper, beggars and a shotgun? Be kooky with no melee to fall back on but it'd be something weird like a pick your own randomizer
theyre not supposed to be streamlined, its whacky & thats the point. he litterally said that hes here to throw balance out the window & see what happens
@@artifactU yes I've watched the video and know that was the point. I'm giving my input to the concept.
I'm surprised Engineer didn't get a "Support Projectiles" slot for the Rescue Ranger and Short Circuit. Both of them are mechanically unique projectile weapons that are oriented towards supporting other functions in slots that normally have hitscan guns.
how about, hear me out, soldier with direct hit, buff banner and batalions backup.
wach the video
why not do AIRSTRIKE, GUNBOATS, STOCK SHOTGUN BATTALIONS AND MARKET GARDNER
@@artifactU^
@@magnum78923 ?
Conch is way more valuable because of how quickly it fills, and consequently how much more often you get to use it compared to other 2 banners
If I mained Scout under these conditions, I’d use
- Scatter Gun
- Stock Pistol
- Crit a Cola
- Mad Milk
- Holy Mackerel
I think the two that absolutely would benefit the most from this is heavy and ESPECIALLY pyro.
So basically when you first play tf2you are literally at a disadvantage till you get more unlocks to fill the slots
That would be super busted. Fighting a soldier that can rocket jump a bunch, buff him and his team, and have an anti pyro tool is insane.
thats the point
So with base jumper and righteous bison thats seven for soldier but it wouldn't really matter and for what reason would you ever choose the righteous bison over the shotgun or rocket loncher? Unless there's literally no dispenser or ammo packs what use is it other then just spam because of infinite ammo?
For spy if ever watch had its own charge it would be cancer to fight because of pretty much infinite cloke.
0:30 what was the name of the fireaxe again?
His equipped axe is is the axtinguisher
@@fallgamer8909 what about the blurred one?
@volfee8884 that is the stock fire axe with a name tag equipped on it, probably an inside joke with his friends or something
y'know that one video where you could equip any weapon to one character?
imagine that, but with this, meaning all unique slots on each character
Erm what the sigma why is the recent video gone
He made a community post that states the following: "New video got age restricted, oops. Fixed version should be going up tomorrow, sorry about that"
I think an engi with access to both the short circuit and the wrangler would be the single most infuriating thing in the entirety of TF2.
I'd love to see a followup to this theorycrafting an extra weapon slot for every class that acts as a 'free space' of sorts, where any weapon (or maybe any non-primary) could be equipped
I know im a bit late but... Pyro is worse than spy? Pyro can reflect ALL PROJECTILES in the game, he can deny whole über pushes alone, defend sentries from getting destroyed by demos or soldiers. Pyro can extinguish teammates, he can shred heavies with a crit flare and axetinguisher or a panic attack in seconds, he can pop enemies into your engies sentries line of sight, he can push people off in certain maps, he can remove sappers, he is the most efficient spy checker in the game spies do not stand a chance against pyro, he can literally detonator jump, he can have on-demand crits with the phlogistinator... Let me ask you a question, are you just garbage with pyro? He is definetly one of the strongest in the right hands, but those hands are probably not yours.
You said to save it for the next video so I won't go too deep on this but I truly don't understand the Pyro take at all, looking forward to your video on it to try and figure out where you're coming from
Actually with a food slot I could see the panic attack or family business become very good options for heavy , especially if your main weapon is say something like the brass beast you have a damage now option without giving up your healing or team support