as a semi-sniper main, when dane blanked on the name of the bushwacka it literally felt like I was a child watching an episode of dora screaming out the most obvious answer ever towards an un-responding screen
HOLY HOLY!!! I can proudly say that I have the two HOTTEST women on this planet as MY GIRLFRIENDS! I am the unprettiest UA-camr ever, but they love me for what's inside! Thanks for listening bu
pistol semi or full auto, of course, you can hold down mouse one and scout or engie will fire it as if it's in full auto, but between shots, it looks like scout releases the trigger before taking another shot, so when playing it feels full auto, but they animated it so it is semi auto
When people said that the pistol was full auto I was like “Huh??!?!” Because mechanically in game, yeah obviously, but technically the pistol is a semi. People in the comments are weird.
Yeah. Mechanically it's automatic cause one trigger pull for the player=as many shots as the mag has or until they release. But the actual guns seem semi auto, which is a cool way to do it honestly. Kinda wish more games could do that. But I guess in most cases, espectially in stuff like cod if bound to bumpers, you can spam click and it functions similar if not better than fully auto for firerate.
The weapon itself is semi-auto, the character has to pull the trigger for each shot. That said, getting into pedantic gun arguments in a game where the scattergun exists is completely insane
About 1:00, the mixup between clips and magazines is very common. Also, the pistol ehhh...it's complicated. The gun itself is clearly semi-automatic in design & animation but it FUNCTIONS as if it was fully automatic, so youre not exactly wrong. Thanks 7ankle7dan
TF2 uses 'clip' just to keep things consistent with all weapon types, and because people are familiar with it. Every weapon in TF2 (I guess except the Machina if you don't have auto-scope on) functions fully automatically, so the pistol is no different
Yeah, like the way they it is in game, you should be like “the rocket launcher is full auto cause you keep firing without letting go of the trigger/mouse button” but obviously that’s not right
@@freshprinceofsolaire.2123 isn't it? that's exactly what full-auto means. if you want to break weapons down by attack interval that's a whole different ball game
Another thing to add, the solemn Vow is the go to if you're against a team where going for a saw isn't plausible. Most pub games will have beginners who are walking free Uber, but even if you aren't communicating in a competent game, you can go for arrow snipes by knowing health values of retreating players.
Not to mention, its useful if you're cornered. If you see an enemy is at low health, you can go for a kill. If they have high health, then you know to run instead. You'd be shocked at the amount of players who I can catch flat-footed because they don't expect the medic to be able to kill them.
I find that the Solemn Vow comes in handy more often than the Ubersaw for me. In pubs getting a free 25% tends to end up with me dying right after getting the saw or it just never comes out for the whole game, compared to the Solemn Vow's passive that always lets me know if I can push an enemy.
@@gunswinger3110 as someone who mainly uses to ubersaw, you bring up a very good point, The Ubersaw relies on you being able to survive with that 25% Uber, and if you struggle with that it basically becomes a worse bonesaw. yeah, i agree with you
@@DrMonty-ng5fo Or just run at them if you see them low, especially if you're running the Overdose. The Speedy Medic is something no one expects, and if they change the tables on you, you can just run away like a Scout, and they can't chase you because syringe's linger in the air, and the reason for you running at them in the first place is because they're low, and can't afford the HP to chase you.
@@fnutek3720 depends on who you play against. In my experience, plenty of players will instantly hit their killbind if you crit them with the holiday punch
@@fnutek3720 yes because 1: it stuns players into a schadenfreude making them easy pickings for you or your team to kill them either your weapon or a taunt kill. 2: it can stop ubers of any kind with a single crit. If you make the medic laugh then his pocket is vulnerable to dying and if you make his pocket laugh then the medic's only choice is to escape or stay and very likely die. 3: random crits exist in casual with 15%-60% chance for a free life ending/uber ending crit
@@ZaTrapu 1. A heavy is never gonna get in melee range for it to be viable against anyone good. 2. Just jump to cancel out the laugh lol. 3. if ur ubered and u let anoither player get within melee range then ur already fucking up. rather have the reliability of 195 dmg on command, which would be just as useful against ubers. Because it does nothing.
@@fnutek3720 1: you do realize most weapons aren't a threat unless you're close. 2: you risk being pinned into the air by knock back. You're not knockback immune that's why when you're uber'd or bonk'd you don't wanna go into go into the air since with how rapid level 2 / level 3 sentry and miniguns have the rapid fire of the guns and the small knockbacl adds up quickly as you're stuck in the air ready to die once your immune runs out 3: you always fucked by not killing the power/tanl class, but yeah you're correct
I'd like to point out that the regular rocket launcher is much better for crowd control than the direct hit, so the direct hit is technically not an upgrade if you can hit all your shots
@@fnutek3720 It's not nearly enough splash to compensate, especially in comp. Since you've almost completely lost splash damage, you put a lot more pressure on your other Soldiers and Demomen for crowd control. Also, the increased projectile speed can fuck up rocket jumping.
@@zeexistingperson7867 Well in comp you don't really need crowd control. ALthough stock is more viable there because its so much easier to juggle and much easier to stunlock people. Than with the direct it.
@@zeexistingperson7867 There is no engi nests in comp, YOu dont spam the points unless u wanna suicide. in payload they never push unless time limit or unless you Killed the entire enemy team. So.
Hearing Dane's thoughts on general game balance and game design are really interesting, because I usually have my own thoughts about these kinds of things and having a fresh perspective confirm and challenge what I think about is really engaging
27:18 I think the reason the diamondback sees so little use (in pubs, anyway) is because once you have played spy for more than an hour with the diamondback, you start to develop empathy for the people who's fun you are ruining with the weapon. Not to mention pretty much every spy main youtuber personality has a very well pronounced anti-diamondback policy. For obvious reasons.
The Diamondback also tends to not work in highly-dynamic atmosphere where Engineers don't exist or there is a Pybro accompanying him that won't just frick off. I remember the gun being allowed in 6v6 for that reason primarily and I can see the similar effect while playing Spy on casual Hightower without Engies.
23:55 L’Etranger - I had plenty of cases where enemies ran away on 5hp because of the reduced damage, but I also had plenty of cases where I'd run out of invisibility at the wrong moment if not for L’Etranger. Perfectly balanced side-grade, IMO.
I would say there are some occasions where the direct hit’s lack of splash is a downgrade. Obviously overall a direct hit that hits every time > a rocket launcher that hits every time, but the value of being able to damage crowds and get people around corners is useful
In a 1v1 head on head fight dh is an upgrade if you can land all your hits The splash of the other launchers tho let's you tag or even score kills you can't even see as well as being good for splashing out a choke
@@playnothack but thats still hypothetical bs. Otherwise it would be 6 snipers on each team in a sixes match since he will always win if you land your hits. Unless you uber. Or all bomb rush him at once
Scorch -Shit- Shot is super busted and unfun play against, i want it to get nerfed, but i still want it to be useful So the bouncing flare was considered OP by Zesty Jesus, but i want it to stay, since it's the thing that makes Scorch Shot unique So i thought that a Scorch Shot can only damage a player on a direct hit or on a bouncing flare explosion! That way you can't just spam this thing on floor A direct hit from a current version can one-shot lite classes if they don't get extinguished, so let's make the bouncing flare deal only 10 damage at most and be unable to deal mini-crits This way the Scorch Shot won't be a huge pain in the ass, but still be a unique weapon
@@waffles9733 My idea for a SS nerf is to just make the explosion do 0 damage. You can knock people around and set them on fire, but good luck on getting kills. Basically make it a fire starter weapon, good at annoying the enemy team with DoTs, that's how and why I use it, at least. Edit: Typo
@@daddysempaichan I dont think i am fully understand you. I want SS damage layers only on direct hits and bouncing flare explosions, so you can't just hit the round and ignite people for free
Diamondback should jsut have no crits when disguised, so it is the "let's go. mano a mano" sort of Gun Spy revolver. Scorch shot should have its bounce it's alt fire ability. Manmelter could suck up debuffs like afterburn, Jarate, MadMilk and Gasoline, bleeding should be a medic med pack ability. Wrangler could have a "Shield uses metal reserves for it's health, depending on the level of the sentry" meaning that Level 1 could be 75 metal as health, Level 2 120 metal or some such, and Level 3 200 metal, which also gives a question of "do I activate the shield or do I save the metal for fixing it" sort of question.
If the pistol is fully automatic, then by that logic, every gun in the game is fully automatic. There's nothing really special about the pistol, you can hold down the fire button with every weapon and it will continue to fire until you release. The pistol just fires fast.
@@xXponyinthestarsXx *Every sniper primary. Beggars is in a weird place due to its mechanic. I consider it a semi auto rocket launcher. Oh and we can't forget the flare guns.
As a medic main, I would argue that removing crits from the ubersaw would actually be a buff since oftentimes you want to hit your enemy multiple times to get more uber but you end up killing them in 1 hit.
@@finnishamerican maybe that's where I originally developed that opinion from. Also yesterday day I got a full overcharge from a kunai spy which was wiping my team around me and it was hilarious
Not really. Against coordinated teams or when random crits are disabled, the Ubersaw is probably the WORST melee. Random crits is the only reason that people are scared of challenging the Medic with their far superior damage dealers. Good players can keep their distance and reliably kill the Medic even when the unfair instakill threat is enabled.
The Machina is real sketchy if you're playing on any koth map, because the enemy pick classes are going to be STRAIGHT on your ass if you miss them. It angers them. It's like a berserk button. It scares me.
The “And better than stock” sentence probably is the thing that set off most people, like a lot of these aren’t better, but are mildly stronger in most situations. A lot of people are debating this so I’ll show an example of what I mean, Jarate and SMG. Jarate is better in a some situations but so is the SMG, they are equals and are good in their own situations, jarate is good for spies, support and putting out fires, SMG is good at killing close range opponents, finishing off people and defending yourself. They have their own use and none is better than the other.
Is that really a useful distinction to make? Most of these are just more useful than stock in more situations. Idk how else you’d determine which weapon is “better”.
if it’s stronger in most situations then doesn’t that mean the same thing as it being better? i.e you’re better off using the jag over stock in every situation unless you’re in mvm. obviously the jag is better than stock because the stock wrench struggles to find situations where it’s better.
@@Ty-oe4dr not really, is like comparing a camel to a horse, sure the camel will overpower the horse, last more in a desert, and can eat cactus, but the horse has less calories intake, and drinks less water
@@catrielmarignaclionti4518 that's a good metaphor for situational items, but not items that are better than stock in most situations. say person 1 and person 2 are in a strength competition. person 1 is able to benchpress, squat, deadlift, and row more than person 2. but, person 2 can bicep curl more. its safe to say person 1 is stronger than person 2, even if person 2 wins out in one lift.
@@Ty-oe4dr I can see what you are talking about but an explanation is the downsides of the weapon (flare gun may be better than stock in most situations but it’s hard to use) something that’s better in most situations requires someone to use it properly.
it's free long range damage so you can free up your secondary (or do even more free long range damage) on a class whose whole deal is gettin up close, what's not to like
@@mkhato_ff yeah random changes in speed really throw off projectile and tracking aim. Normally with bfb it’s already kinda powerful with the changes in speed and damage if you play your cards right. Now a constant increase will get somebody used to that ramp up, but then there’s chunks, then the bleed runs out, and their aim is just losing its shit.
@@Bloockackack one of the main ideas of it is that even if you do get hit by sime chip damage that would normally drain boost, you can recover amounts of it with the DOT, and maintain a good speed.
the pistol is semi-automatic, although in game you can hold m1 to shoot, the engineer will always tap the trigger for every bullet. aka semi-automatic semi-automatic: you pull the trigger for every bullet automatic: you hold the trigger and it won't stop shooting until it's released. also, the game wiki says so.
@@lemons1559 if a game had a bolt-action rifle that would fire, cycle, and fire again if you held down the mouse button, would you call it fully automatic?
16:03 the only thing I would ask for valve to change about the homewrecker is to make it reduce the pushback from sentry guns while it's equipped. I've tried to homewrecker sentry guns with an uber and getting into melee range to whack it with the hammer is an ordeal in and of itself... It'd also lead to even more absurd pyro sentry bombing, which is the best.
though that doesn't mean it cannot be used to close the distance during an uber. I do think that it is more often used to get to the front lines faster, as that is a more common situation, so that could be called its main use. higher mobilty is just useful in alot of situations
Similar to the Disciplinary Action, which is why it was blacklisted in comp(?) because it got heavy to mid faster. Of course, there would have to be a soldier using this, but if you are the soldier using this, your speed boost lasts longer than the teammates you whip, so you have to spam whip on one target until they get close to where you want them, so it’s not as good. But you can give anyone a speed boost for a small amount of time, so if your med is low you can whip him and he can get to safety faster
the number of people running away from ubered me, clogged with speed gloves, does not speak in your favor. heavy is not an attacking class, it is easy to avoid his uber.
I think the banana is still worth running even if a medic is around, because if you take a ton of damage as heavy and a medic tries to heal you up that could take as much as 10 seconds, and also require the full attention of the medic during that time meaning your team is down two players for a long time. The banana on the other hand can heal you up most of the way in 4 seconds, and requires no aid from the medic. It also regens way faster so you can more easily stop DOT effects on your medic, and if you are throwing it consistently it heals more health per second than the sandvich( 2.04 hp/s as opposed to 1.94 hp/s), meaning that you can get your medic back to full health faster. Oh, and a medic can just crossbow you while you are eating or running back and you can return with full health. IMO the banana is the best lunchbox item.
Second banana pumps out 200 health, recharges in 10 seconds and drops as a small medkit. I agree that it's a good option when compared to a sandvich, it's good for keeping people and yourself alive in a shorter span of time.
I don't think the Tomislav is a direct upgrade to stock. It's true that the rev speed and accuracy does allow heavy to put out damage sooner, however, his overall damage output in close ranges suffers as a result of the slower firing rate and tighter spread. The rev speed is probably the best part of the Tomislav, lessening one of heavy's biggest weaknesses. There are a lot of situations where the rev speed results in you killing an enemy when otherwise they would have killed you, etc. It's also allows Jump-Revving to be a lot easier, which can be helpful in closing distance and avoiding headshots. The accuracy boost can help heavy deal damage at medium range, which is very helpful for finishing enemies off, and makes it faster to get rid of stickies. The silent rev is the cherry on top. However, the big thing that makes the tomislav (mostly) balanced is the slower firing rate. 20% Slower Firing rate may not seem like a lot compared to the upsides, however, it often makes a big difference. Firstly, in Heavy vs Heavy combat, the slower firing rate can cause you to die even if you were fully revved first. Secondly, attacking any tanky target, or large group, reduces your overall damage. In these situations, the only way you will win is if you were revved up and ready to begin with, and the slower firing rate results in less damage. The tighter spread also makes it harder to shoot multiple enemies at a time, which is really important, as enemies can use that to their strict advantage. When I am fighting engineers, I always shoot both the engineer and the sentry that he is healing, forcing the engineer to either stay and die to keep their sentry alive, or abandon their sentry, which I have already damaged. If I were using the tomislav, I wouldn't be able to do that, and I would still be shooting whichever target I chose 20% slower. Stock has the highest damage output (except for the brass beast) in Heavy's ideal range. Fighting at the ranges where the tomislav is better leaves you more susceptible to longer-ranged classes, so you should try to avoid fighting constantly in those ranges to start with. Also, the sort-of unspoken downside of using any weapon like the Tomislav is that it is far different to all of heavy's other miniguns, and will, and I mean will, make you far worse at using those. If you plan on maining heavy, when you reach a point where you are deciding on what weapons you will mainly use, I would recommend that you choose whichever you like more, not what people say is better (on paper).
In my opinion the 100% accuracy trick makes the tomislav’s range deal much less worth it. I’d much rather take more damage, although I’ll swap to it for speed if I feel like playing that sort of heavy.
My rule of thumb is typically Stock when I play on defense and Tomislav for offense. On defense, groups enemies will be coming to you if you stick by the objective, so the higher fire rate and wider spread of Stock come in handy, and you also won't be repositioning as much, so the Tomi's faster spin up won't come into play as often. As for running the Tomi on offensive, pretty much the inverse of what I said about using Stock on defense applies: you're always on the move, so the faster spin up is better for deploying quickly around corners and the tighter spread is better for dealing with lone enemies in the flank. Additionally, the quieter barrel is nice for setting up ambushes. In case anyone is curious, the two loadouts I mainly use for Heavy are: Defense -- Stock, Sandvich, Fists of Steel Offense -- Tomislav, Second Banana, GRU
for guns, the various forms usually goes: single action: the trigger only releases the hammer, you must cock the gun manually double action: the trigger both cocks and releases the hammer semi-automatic: the trigger causes the hammer to both cock and release, as well as triggers a mechanism to load a new round. fully automatic: the trigger makes it go until you release or there is no ammo.
well technically the pistol is semi automatic, its just the game allows you to hold down m1 and you can see the scout/engi pull the trigger multiple times. but yeah calling it fully automatic gameplay wise makes sense
Direct upgrade to Stock list: -1) Pretty Boy's pocket pistol - shoots faster them stock and can do far more damage, killing any class in the game with the fan o war, also heals the scout (ammo is not an issue since you are scout, you can just grab ammo boxes, go to spawn for more ammo or just kill enemies) 2) Soda Popper Should I even say why? Fine, it has a faster reload time and more damage potential then the FAN which the 2nd shot does less damage because of knockback. Soda popper can two shot heavies with the FOW (300damage in less then 1 second, almost like a close ranged almost fully charged headshot but far faster) and on top of that, you get 5 jumps which can make you do loops around almost all classes (a master Soda popper scout can defeat almost every class but a pro sniper and sentries). 3)The fan o'war - does almost the same amount of damage as stock bat after the 2nd hit and pretty much give the scout a free 30% damage buff to every other weapon including his allies. By far the best melee for scout despite the first hit being far weaker. 4)3rd degree It has no downsides and a major pro that combined with Kritz can kill pocketing medic chains instantly. 5) Bazaar Bargain 3 headshots and you already have a better weapon then stock, no question needed to why this is better then stock (in casual getting 3 headshots is a joke) What do you think? Am I exaggerating?
I'm personally really not fond of the assumption that the Panic Attack is an upgrade to stock purely because "well you should be at close range anyway". Yes, it's fixed spread, but it's also wider spread. Yes, we all hate random spread and we all like consistency, but 'consistently worse' is not an upside. The Engineer is a light class - 125HP, with zero decent mobility options. He does not have the luxury to always be at close range. He can't quickly close the gap like a Scout can, and he's very frequently playing around his teammates and buildings, even as battle engi, giving him even less freedom to pick the range of his engagements. That's not to say the panic attack is bad, far from it, but the stock shotgun is still exceptionally good at close range, and decently effective up to a medium range. The Panic Attack is even better at point blank, but suffers a ton up to any sort of distance. Getting right up and point blank isn't always easy when you have 125 health to your name and your positioning is not typically reliant on being an ambush class. It's for this reason that I consider the Panic Attack to be a pretty overrated Engineer primary - good, yes, but in most cases, I think stock is still generally more versatile and powerful.
I'm a very cautious gamer so I usually shoot from the back lines with the shotgun. You can't do that with the panic attack but you'd be surprised how often you can pick someone off at medium-far range with the shotgun.
Besides, needing to wait for a reload every few shots to reset the accuracy decrease gets old if you're constantly using your primary, the shotgun's rate of fire is much higher without sacrificing dps
I honestly liked this video for listening in the background. Not a whole lot of visuals were needed, because videos like this fit perfectly as a sort of "background noise" that isnt annoying or anything, but speaks on an interesting topic that i can pay attention to while playing simple games.
Love this. Nice chill elaboration about a fun game. As far as hurting feelings with your stock wrench opinions, the better lesson is for gamers to keep an open ear and mind, but not to take alternative thoughts personal. Game fun-no reason to be sad. (Save for the existence of bots)
Despite knowing much of how the weapons work in tf2 (since they haven't been updated in years), i still enjoy videos like these, and the uncut nature of this video makes it nice to have in the background. Good stuff Dane!
I wanna see someone use a load of name tags to recreate all the masterpieces discussed in this video, including but not limited to "The Pick (The Minecraft Pickaxe)", "That Knife", and "The Do No Harm Head"
Didn't get around to commenting on the other videos but heck yeah they and this have all been a treat! You keep being you my dude, love the videos, and thanks for all the tips on Engi.
this was great timing i was in desperate need for a long video to play in the background with a soothing voice thank you ankle dane i really needed that now my day is a bit better :)
"What a fucking shame it would be if your flare gun didn't aim for you." ~FSoaS Also the Bazaar Bargain is a stupid weapon. Yes. Give the class that's already overpowered as hell a straight upgrade. That makes sense.
All the feeder weapons (Bargain, Heatmaker, Ubersaw, Frontier Justice, Diamondback, Eyelander, Kunai, Phlogistinator) have the same problem. They are perfectly balanced when both teams are competitive, but ludicrously overpowered when there are noobs around to get you free kills.
I actually prefer stock to the bazaar bargain due to a psychological reason: Most of the time when I play bazaar bargain I tend to overextend slightly in order to get to about 2 heads ie stock charge rate, and upon obtaining more than 2 heads I tend to play a lot more conservatively than needed. Therefore I feel that while on paper it may seem like a direct upgrade, these psychological factors pertaining to this weapon in particular need to be taken into consideration.
Having to preserve the charge rate bonus also makes you want to play safe and passive which isn't a thing for all other aforementioned weapons other than the Heatmaker. You will just get bored of that playstyle at some point. As much as I have learned from 4 years of extensive playing I still go for stupid shit because this is TF2, the game specifically catered for it.
@@Zmeeed01 not really. If you want the bonus of the Heatmaker you need to keep getting in and getting kills. If you play passive it is becomes a straight downgrade from the Stock.
The Back Scatter justifies its existence by giving you the ability to situationally one-shot light classes. The scout can rapidly kill unaware opponents anyway, but seeing a rival scout or scoped in sniper instantly crumple in a single shot never gets old.
It also confused me that he says that it does less damage. It's been a minute since I've played TF2, but I'm pretty sure it just has the lower clip and more spread. Even if they turn around, if you've already landed a close-range backshot, following up with another normal meatshot will still kill a majority of players. The increased spread doesn't matter if your barrel is in their intestines. I don't think it's a god-tier scattergun, but it's still a *scattergun*, and I feel like he's kinda underselling it as a nerf gun. Still love this video; good food for thought.
ok I have a question: If tf2 gets rid of random crits, will bottle gang die? would the pan stop being a meme? Sure it's not the best feature, but it has created some of my personally favorite memes because of its wackiness, and, well, tf2 is a wacky game
They should first get rid of random crits on Primary weapons and Secondaries, as we can see most people prefer utility because running up close to someone when they can shoot you from a safe distance is a bad idea, and most utility weapons have no random crits as a "downside"
To be fair, the pistol is a hard one to define. Its model is based off of a semi-auto, yet it appears to fire full auto using magic. Most of TF2's guns don't make a whole lot of sense - ejected shell casings of the wrong kind or sized strangely or including the bullet, ejecting from the wrong end, magazines falling out all on their own right when you wanted to reload them, charging handles being odd or unused, breaking the gun in half in order to reload it, parts of the gun being on the wrong side or end, those sorts of things. Not throwing any shade at TF2: most games have most of these errors. Although it might be better to call them oversights or tradeoffs instead of errors. It would be a pain if all devs for all games had to make mechanical simulations of real firearms.
I unironically like these long format rambly videos. Great when I’m working and want something to keep my mind occupied while my eyes and hands are busy
6:15 i mean, the same can be said about the sanvich, it's still situational as you bring it out when there is a medic in the team so you are still playing around what your team does or doesn't do
I disagree bc while the banana is situationally worse when running with a medic because of less heals the sandvich is never really bad despite its longer recharge because of the medium health pack you can give to teammates
@@finnishamerican You can give bananas to your teammates more often. 10 seconds is a very long time in TF2, your medic might need a small health kit to stay alive and you can't provide because your sandwich is still recharging
Dude I thought I was the only one who realized the 1st halo music in ep1, 2nd in ep2, and 3rd in ep3. I’m glad that was intentional and is part of the reason your a very good sentry man
Hello Anckle Dane. Recently, I've been playing around with Rescue Ranger Battle Engi. Ive found this playstyle to be quite effective, especially at mid to long ranges where shotgun fall off is very noticeable. It would be delightful to see someone of your calibre take up and explore this unusual strategy that I came up with because I am a soldier main and can't use hitscan weapons even if my life depends on it.
I've heard that the argument of the Direct Hit's splash range being so low is a detriment to its crowd control and ability to hurt multiple enemies at once and that prevents it from being a valuable more than how much it makes 1v1s harder. Also, we can't all be B4nny-levels of getting a pocket med up our ass 24/7. Banana is applicably optimal at least 50% of the time in pubs. While Diamondback's perks do seem astoundingly great, an overlooked part about it is that because the nature of spy is volatile you will often dedicate a life to getting a single pick before taking a death. If you're smart and in advantageous environments you can more safley rack up crits to take advantage of, but a lot of times too you're at best forced to use the crit to get out of a scenario you caused by deciding to backstab in the firstplace and at worst get lit up before you can use them. A lot of that is skill issue 100%, but that just explains why weaker spy players will on average gravitate towards the L'etrange's safety nets rather than the raw damage capabilities of the Diamondback.
Uh? Honestly I see quite a bunch of Pyros and myself (when playing Pyro) get pocketed, mostly because once you get ubered is hard to fuck up and not kill anything, just run forward spread fire everywhere and you'll kill a bunch of crap so you must have a really bad luck with meds
honestly dane i love hearing you talk about things, would be awesome if you uploaded a couple short videos talking about stuff while we wait for main channel videos
I feel like there should be a third catagory for wespons that are stronger than stock, but has some other unlock wich is stronger than that weapon again. For example the banana and the sandvich. The banana is much MUCH better than the shotgun for heavy, but in most cases its less useful than the sandvich
I think your "Stronger in certain situations, weaker in most" list of items mistakenly included a lot of items that are still better than Stock in almost every situation. For example the Pyro melees, they might be situational compared to other unlocks but anything that doesn't have a downside while holstered is still far more useful than the Fire axe.
I love hearing uncle dane talk about various weapons for 46 minutes
You didn’t hear all 46 tho
We all do
elaborating his thoughts, no less
dear god...
I love uncle dane talking
as a semi-sniper main, when dane blanked on the name of the bushwacka it literally felt like I was a child watching an episode of dora screaming out the most obvious answer ever towards an un-responding screen
lmao
bush wacker
I've always called it the Bowie Knife
@@zoinkthepowerful6399 Especially on Huntsman,
Bow-ie knife you could say...
I renamed mine to “Australian Butter Knife” (haha funny joke about Aussie knives being big), and I have forgotten the actual name of it a few times.
Good one lol
He really wasn’t lying. He elaborated his thoughts for 46 minutes.
@@ASNE-nt1qf there's also tf2 players, complaining about spy for 14 years.
@@bigchunguskeanureeveswhole1143 ah yes,these one
“Strong in most situations, and better than stock:”
*Shows pan*
pan is funnier.
Bonus hearing damage
demopan?
HAM!
Pan has higher crit rate. This is a fact.
I’d love to see more of these sort of videos - the less produced, more off the cuff type. Your output these past few days has been incredible!
HOLY HOLY!!! I can proudly say that I have the two HOTTEST women on this planet as MY GIRLFRIENDS! I am the unprettiest UA-camr ever, but they love me for what's inside! Thanks for listening bu
@@AxxLAfriku Incorrect, my wife is the hottest. Her name is Reisen, and she is the most beautiful lady in history.
@@spiceforspice3461 also incorrect, the hottest lady is Birdo from the most famous Nintendo game franchise, Grand Theft Auto 5.
@@spiceforspice3461 mate am so happy for ya ! = )
Agreed! I love this kind of content
Came here to see the tomislav part.
Did not leave disappointed
Based father Joseph.
wow its mr joe on an ankle dan vid
It’s the slap nutter himself!
Good to see that Unusually Large Sized Jonathan is satisfied
* angry bearded noises *
pistol semi or full auto, of course, you can hold down mouse one and scout or engie will fire it as if it's in full auto, but between shots, it looks like scout releases the trigger before taking another shot, so when playing it feels full auto, but they animated it so it is semi auto
When people said that the pistol was full auto I was like “Huh??!?!” Because mechanically in game, yeah obviously, but technically the pistol is a semi. People in the comments are weird.
Yeah. Mechanically it's automatic cause one trigger pull for the player=as many shots as the mag has or until they release.
But the actual guns seem semi auto, which is a cool way to do it honestly.
Kinda wish more games could do that.
But I guess in most cases, espectially in stuff like cod if bound to bumpers, you can spam click and it functions similar if not better than fully auto for firerate.
The weapon itself is semi-auto, the character has to pull the trigger for each shot. That said, getting into pedantic gun arguments in a game where the scattergun exists is completely insane
So this is what they meant by "fully semi-automatic assault pistol"
Revolver's the same too
inflating the price of tf2 items any%
buying duped stock wrench for 10x backpack price, send trade offer [needs to have WORST history possible]
@@ithebinman five banned accounts in history MINIMUM
@@ithebinman I swear I won’t bite my mother’s hand when she tries to feed me.
Is that even possible??
@@cameronlee888 sorry i was tired at the time, didn't realize you was talking about strange weapons.
The best part of this video is that he timestampted each of his explainations
About 1:00, the mixup between clips and magazines is very common.
Also, the pistol ehhh...it's complicated. The gun itself is clearly semi-automatic in design & animation but it FUNCTIONS as if it was fully automatic, so youre not exactly wrong.
Thanks 7ankle7dan
I was about to say this exact same thing, and you said it much more concisely than I ever could have.
10:20 God everything about that weapon is terrible. In my opinion it's only a few steps above sun-on-a-stick - level uselessness
TF2 uses 'clip' just to keep things consistent with all weapon types, and because people are familiar with it.
Every weapon in TF2 (I guess except the Machina if you don't have auto-scope on) functions fully automatically, so the pistol is no different
Yeah, like the way they it is in game, you should be like “the rocket launcher is full auto cause you keep firing without letting go of the trigger/mouse button” but obviously that’s not right
@@freshprinceofsolaire.2123 isn't it? that's exactly what full-auto means. if you want to break weapons down by attack interval that's a whole different ball game
I am still waiting for Stock Engineer: Destruction PDA
I know right
Its a destroy device that destroys devices that want to be destroyed
Engineer the taunts
this actually could be a video based on destroying your buildings for F.J crits
@@megacharizard1356 texas engineer goes "whippie kay hey"
Another thing to add, the solemn Vow is the go to if you're against a team where going for a saw isn't plausible. Most pub games will have beginners who are walking free Uber, but even if you aren't communicating in a competent game, you can go for arrow snipes by knowing health values of retreating players.
Not to mention, its useful if you're cornered. If you see an enemy is at low health, you can go for a kill. If they have high health, then you know to run instead.
You'd be shocked at the amount of players who I can catch flat-footed because they don't expect the medic to be able to kill them.
I find that the Solemn Vow comes in handy more often than the Ubersaw for me. In pubs getting a free 25% tends to end up with me dying right after getting the saw or it just never comes out for the whole game, compared to the Solemn Vow's passive that always lets me know if I can push an enemy.
@@gunswinger3110 as someone who mainly uses to ubersaw, you bring up a very good point, The Ubersaw relies on you being able to survive with that 25% Uber, and if you struggle with that it basically becomes a worse bonesaw. yeah, i agree with you
Also useful for Blutsauger battle medic for the same reason.
@@DrMonty-ng5fo Or just run at them if you see them low, especially if you're running the Overdose. The Speedy Medic is something no one expects, and if they change the tables on you, you can just run away like a Scout, and they can't chase you because syringe's linger in the air, and the reason for you running at them in the first place is because they're low, and can't afford the HP to chase you.
The fact that the holiday punch is literally a direct upgrade from stock
Crits do no dmg so no lol.
@@fnutek3720 depends on who you play against. In my experience, plenty of players will instantly hit their killbind if you crit them with the holiday punch
@@fnutek3720 yes because 1: it stuns players into a schadenfreude making them easy pickings for you or your team to kill them either your weapon or a taunt kill. 2: it can stop ubers of any kind with a single crit. If you make the medic laugh then his pocket is vulnerable to dying and if you make his pocket laugh then the medic's only choice is to escape or stay and very likely die. 3: random crits exist in casual with 15%-60% chance for a free life ending/uber ending crit
@@ZaTrapu 1. A heavy is never gonna get in melee range for it to be viable against anyone good. 2. Just jump to cancel out the laugh lol. 3. if ur ubered and u let anoither player get within melee range then ur already fucking up. rather have the reliability of 195 dmg on command, which would be just as useful against ubers. Because it does nothing.
@@fnutek3720 1: you do realize most weapons aren't a threat unless you're close. 2: you risk being pinned into the air by knock back. You're not knockback immune that's why when you're uber'd or bonk'd you don't wanna go into go into the air since with how rapid level 2 / level 3 sentry and miniguns have the rapid fire of the guns and the small knockbacl adds up quickly as you're stuck in the air ready to die once your immune runs out
3: you always fucked by not killing the power/tanl class, but yeah you're correct
“Imagine actually caring about your 2nd channel” Everyone but Dane
Funke basically mains his second channel at this point
jerma985
Jerma only posts his second channel. It's been like, three since since he posted on his main.
Internet Historian does that frequently.
3kliksphilip has 3 channels he cares about :^)
Can't believe Dane got the damage of the stock shovel wrong it does 195 and very rarely 65
petition to replace random crits with random anti-crits (weapons will randomly do way less damage on hit because fuck you)
@@MSCDonkeyKong I would cry
@@MSCDonkeyKong they have that. Its called shitty hit registration
@@thatguythere6161 ayes, you do 0 damage.
@@captainfa-it-lcon915 I mean 0 is basically just 65
I'd like to point out that the regular rocket launcher is much better for crowd control than the direct hit, so the direct hit is technically not an upgrade if you can hit all your shots
Direct hit still has splash. Granted small. But in pretty much any situation its better
@@fnutek3720 It's not nearly enough splash to compensate, especially in comp. Since you've almost completely lost splash damage, you put a lot more pressure on your other Soldiers and Demomen for crowd control. Also, the increased projectile speed can fuck up rocket jumping.
@@zeexistingperson7867 Well in comp you don't really need crowd control. ALthough stock is more viable there because its so much easier to juggle and much easier to stunlock people. Than with the direct it.
@@fnutek3720 So you don't need to clear control points, the payload cart, or Engi nests?
@@zeexistingperson7867 There is no engi nests in comp, YOu dont spam the points unless u wanna suicide. in payload they never push unless time limit or unless you Killed the entire enemy team. So.
an adult man talking about a weapons in 2007 game for 46 minutes
*GOOD*
GOOD
GOOD
ACCEPTABLE
BEARABLE
SATISFACTORY
Hearing Dane's thoughts on general game balance and game design are really interesting, because I usually have my own thoughts about these kinds of things and having a fresh perspective confirm and challenge what I think about is really engaging
That sums it up really accurate
For me, I am incapable of forming my own opinions so I rely on this kind of content to know which weapons I should use and when
27:18 I think the reason the diamondback sees so little use (in pubs, anyway) is because once you have played spy for more than an hour with the diamondback, you start to develop empathy for the people who's fun you are ruining with the weapon. Not to mention pretty much every spy main youtuber personality has a very well pronounced anti-diamondback policy. For obvious reasons.
The Diamondback also tends to not work in highly-dynamic atmosphere where Engineers don't exist or there is a Pybro accompanying him that won't just frick off. I remember the gun being allowed in 6v6 for that reason primarily and I can see the similar effect while playing Spy on casual Hightower without Engies.
@@Zmeeed01 very true. my only time using the weapon was in hydro.tf, where I used it simply because they didn't ban it. We won that tourney lol
@@tf_lecter noice
If you’re playing Spy aren’t you trying to ruin everyone’s fun
@@NeoBoneGirl 1 year late to tell you people only play spy to ruin their own fun
We all love hearing uncle Dane talk for as much as possible.
Such a comforting voice :)
23:55 L’Etranger - I had plenty of cases where enemies ran away on 5hp because of the reduced damage, but I also had plenty of cases where I'd run out of invisibility at the wrong moment if not for L’Etranger. Perfectly balanced side-grade, IMO.
I believe it comes down to playstyle. Some spies stay in a fight for longer, others do a hit and run.
i was hoping the "better than stock" weapons list would get explained some day, this is great
i dont think there is not that many
Ubersaw
Scattergun
Iron Bomber
Escape plan
there is some i can think now
@@szelski. Damn Scattergun is not even default weapon anymore
@@szelski. why iron bomber is better tha stock lol
@@davidzaydullin when i wrote that the hitboxes were not fixed yet.
@@szelski. oh ok
I would say there are some occasions where the direct hit’s lack of splash is a downgrade. Obviously overall a direct hit that hits every time > a rocket launcher that hits every time, but the value of being able to damage crowds and get people around corners is useful
Yeah its not a direct upgrade because it lacks the predictable juggleability
In a 1v1 head on head fight dh is an upgrade if you can land all your hits
The splash of the other launchers tho let's you tag or even score kills you can't even see as well as being good for splashing out a choke
@@playnothack but thats still hypothetical bs. Otherwise it would be 6 snipers on each team in a sixes match since he will always win if you land your hits. Unless you uber. Or all bomb rush him at once
@@fnutek3720 yes thats what im saying in a pure numbers game in an open space DH wins but we dont play on flat open boxes
@@fnutek3720 "You know what this team needs? Five more snipers."
"None of these need to be nerfed"
-includes the Diamondback, Wrangler, and Scorch Shot
Scorch -Shit- Shot is super busted and unfun play against, i want it to get nerfed, but i still want it to be useful
So the bouncing flare was considered OP by Zesty Jesus, but i want it to stay, since it's the thing that makes Scorch Shot unique
So i thought that a Scorch Shot can only damage a player on a direct hit or on a bouncing flare explosion! That way you can't just spam this thing on floor
A direct hit from a current version can one-shot lite classes if they don't get extinguished, so let's make the bouncing flare deal only 10 damage at most and be unable to deal mini-crits
This way the Scorch Shot won't be a huge pain in the ass, but still be a unique weapon
@@waffles9733 My idea for a SS nerf is to just make the explosion do 0 damage. You can knock people around and set them on fire, but good luck on getting kills. Basically make it a fire starter weapon, good at annoying the enemy team with DoTs, that's how and why I use it, at least.
Edit: Typo
@@daddysempaichan
I dont think i am fully understand you.
I want SS damage layers only on direct hits and bouncing flare explosions, so you can't just hit the round and ignite people for free
@@waffles9733 And I want it to deal no damage, period, aside from afterburn damage.
Keep everything else, but no direct damage.
Diamondback should jsut have no crits when disguised, so it is the "let's go. mano a mano" sort of Gun Spy revolver.
Scorch shot should have its bounce it's alt fire ability. Manmelter could suck up debuffs like afterburn, Jarate, MadMilk and Gasoline, bleeding should be a medic med pack ability.
Wrangler could have a "Shield uses metal reserves for it's health, depending on the level of the sentry" meaning that Level 1 could be 75 metal as health, Level 2 120 metal or some such, and Level 3 200 metal, which also gives a question of "do I activate the shield or do I save the metal for fixing it" sort of question.
42:13 “You’re just like: I don’t have to worry about like oh am ieee y.. you know iiiiee… you know ah! ah! doing my little spreadsheet.. like” xD
Excellent voiceline
If the pistol is fully automatic, then by that logic, every gun in the game is fully automatic. There's nothing really special about the pistol, you can hold down the fire button with every weapon and it will continue to fire until you release. The pistol just fires fast.
To be a pedant, Huntsman, Classic, Beggar's would disagree with you.
No because you don't reload between shots with the pistol but you do with the sniper rifle for example. Idk though
@@guscox9651 it's actually semi auto, holding down the mouse just makes engie pull the trigger as fast as he can
@@xXponyinthestarsXx *Every sniper primary. Beggars is in a weird place due to its mechanic. I consider it a semi auto rocket launcher. Oh and we can't forget the flare guns.
I think everything can spam fire, but it can also be called focus fire.
everything can focus fire, but their normal states are usually semi auto.
As a medic main, I would argue that removing crits from the ubersaw would actually be a buff since oftentimes you want to hit your enemy multiple times to get more uber but you end up killing them in 1 hit.
Weirdly enough he actually mentioned this in his random crits video but lists the ability to randomly crit as an upside here
That's i great point!
@@finnishamerican i saw you on a goreshit song mitävittua
@@finnishamerican maybe that's where I originally developed that opinion from. Also yesterday day I got a full overcharge from a kunai spy which was wiping my team around me and it was hilarious
Not really. Against coordinated teams or when random crits are disabled, the Ubersaw is probably the WORST melee.
Random crits is the only reason that people are scared of challenging the Medic with their far superior damage dealers.
Good players can keep their distance and reliably kill the Medic even when the unfair instakill threat is enabled.
This makes me want a podcast, or at least just more stuff like this with minimal editing. Easy and informative listening. Thanks for your content.
i think he does stuff with arrayseven on his channel
The Machina is real sketchy if you're playing on any koth map, because the enemy pick classes are going to be STRAIGHT on your ass if you miss them. It angers them. It's like a berserk button. It scares me.
Don't press the machina button ever if you won't wanna get tunnel vision'd hard
The “And better than stock” sentence probably is the thing that set off most people, like a lot of these aren’t better, but are mildly stronger in most situations.
A lot of people are debating this so I’ll show an example of what I mean, Jarate and SMG. Jarate is better in a some situations but so is the SMG, they are equals and are good in their own situations, jarate is good for spies, support and putting out fires, SMG is good at killing close range opponents, finishing off people and defending yourself. They have their own use and none is better than the other.
Is that really a useful distinction to make? Most of these are just more useful than stock in more situations. Idk how else you’d determine which weapon is “better”.
if it’s stronger in most situations then doesn’t that mean the same thing as it being better? i.e you’re better off using the jag over stock in every situation unless you’re in mvm. obviously the jag is better than stock because the stock wrench struggles to find situations where it’s better.
@@Ty-oe4dr not really, is like comparing a camel to a horse, sure the camel will overpower the horse, last more in a desert, and can eat cactus, but the horse has less calories intake, and drinks less water
@@catrielmarignaclionti4518 that's a good metaphor for situational items, but not items that are better than stock in most situations. say person 1 and person 2 are in a strength competition. person 1 is able to benchpress, squat, deadlift, and row more than person 2. but, person 2 can bicep curl more. its safe to say person 1 is stronger than person 2, even if person 2 wins out in one lift.
@@Ty-oe4dr I can see what you are talking about but an explanation is the downsides of the weapon (flare gun may be better than stock in most situations but it’s hard to use) something that’s better in most situations requires someone to use it properly.
thank you uncl dan i unironically really like super long talking videos
finally, validation for my strange wrap assassin
lmao
it's free long range damage so you can free up your secondary (or do even more free long range damage) on a class whose whole deal is gettin up close, what's not to like
use it with the baby face's blaster. the DOT makes passively building boost during a fight super powerful.
@@mkhato_ff yeah random changes in speed really throw off projectile and tracking aim. Normally with bfb it’s already kinda powerful with the changes in speed and damage if you play your cards right. Now a constant increase will get somebody used to that ramp up, but then there’s chunks, then the bleed runs out, and their aim is just losing its shit.
@@Bloockackack one of the main ideas of it is that even if you do get hit by sime chip damage that would normally drain boost, you can recover amounts of it with the DOT, and maintain a good speed.
The perfect 46 minutes uncle Dane experience.
Please upload more of these, I had the best nap of the year to this, your voice is so relaxing
the pistol is semi-automatic, although in game you can hold m1 to shoot, the engineer will always tap the trigger for every bullet. aka semi-automatic
semi-automatic: you pull the trigger for every bullet
automatic: you hold the trigger and it won't stop shooting until it's released.
also, the game wiki says so.
in the earliest versions of tf2 you actually had to press the fire button every time to fire the pistol
we can consider the ability of the mercs to continuously spam shots as Focus fire.
In effect, since you do not need to release your mouse button it is fully automatic.
@@lemons1559 if a game had a bolt-action rifle that would fire, cycle, and fire again if you held down the mouse button, would you call it fully automatic?
@@jalanganje2532 from the gamer's side, yes. It'd be no different to a BAR or something with very low fire rate.
This is the kind of video I love coming to youtube for, I'm so glad you decided to upload it!
16:03 the only thing I would ask for valve to change about the homewrecker is to make it reduce the pushback from sentry guns while it's equipped. I've tried to homewrecker sentry guns with an uber and getting into melee range to whack it with the hammer is an ordeal in and of itself... It'd also lead to even more absurd pyro sentry bombing, which is the best.
the homewrecker can one-shot mini sentries, it is the best counter to the gunslinger if you know how to flank
The GRU isn't meant to close distance during an uber, its meant to get you to the front line faster after spawning
though that doesn't mean it cannot be used to close the distance during an uber. I do think that it is more often used to get to the front lines faster, as that is a more common situation, so that could be called its main use. higher mobilty is just useful in alot of situations
The GRU also works for retreating, you get hella speed and if you're under 100hp you won't have any hp drain.
Similar to the Disciplinary Action, which is why it was blacklisted in comp(?) because it got heavy to mid faster. Of course, there would have to be a soldier using this, but if you are the soldier using this, your speed boost lasts longer than the teammates you whip, so you have to spam whip on one target until they get close to where you want them, so it’s not as good. But you can give anyone a speed boost for a small amount of time, so if your med is low you can whip him and he can get to safety faster
the number of people running away from ubered me, clogged with speed gloves, does not speak in your favor. heavy is not an attacking class, it is easy to avoid his uber.
the fuck does gru stand for
I think the banana is still worth running even if a medic is around, because if you take a ton of damage as heavy and a medic tries to heal you up that could take as much as 10 seconds, and also require the full attention of the medic during that time meaning your team is down two players for a long time. The banana on the other hand can heal you up most of the way in 4 seconds, and requires no aid from the medic. It also regens way faster so you can more easily stop DOT effects on your medic, and if you are throwing it consistently it heals more health per second than the sandvich( 2.04 hp/s as opposed to 1.94 hp/s), meaning that you can get your medic back to full health faster. Oh, and a medic can just crossbow you while you are eating or running back and you can return with full health. IMO the banana is the best lunchbox item.
Agree on the banana, the recharge time is the best part of the weapon imo
Second banana pumps out 200 health, recharges in 10 seconds and drops as a small medkit. I agree that it's a good option when compared to a sandvich, it's good for keeping people and yourself alive in a shorter span of time.
I don't think the Tomislav is a direct upgrade to stock. It's true that the rev speed and accuracy does allow heavy to put out damage sooner, however, his overall damage output in close ranges suffers as a result of the slower firing rate and tighter spread.
The rev speed is probably the best part of the Tomislav, lessening one of heavy's biggest weaknesses. There are a lot of situations where the rev speed results in you killing an enemy when otherwise they would have killed you, etc. It's also allows Jump-Revving to be a lot easier, which can be helpful in closing distance and avoiding headshots. The accuracy boost can help heavy deal damage at medium range, which is very helpful for finishing enemies off, and makes it faster to get rid of stickies. The silent rev is the cherry on top.
However, the big thing that makes the tomislav (mostly) balanced is the slower firing rate. 20% Slower Firing rate may not seem like a lot compared to the upsides, however, it often makes a big difference. Firstly, in Heavy vs Heavy combat, the slower firing rate can cause you to die even if you were fully revved first. Secondly, attacking any tanky target, or large group, reduces your overall damage. In these situations, the only way you will win is if you were revved up and ready to begin with, and the slower firing rate results in less damage. The tighter spread also makes it harder to shoot multiple enemies at a time, which is really important, as enemies can use that to their strict advantage. When I am fighting engineers, I always shoot both the engineer and the sentry that he is healing, forcing the engineer to either stay and die to keep their sentry alive, or abandon their sentry, which I have already damaged. If I were using the tomislav, I wouldn't be able to do that, and I would still be shooting whichever target I chose 20% slower.
Stock has the highest damage output (except for the brass beast) in Heavy's ideal range. Fighting at the ranges where the tomislav is better leaves you more susceptible to longer-ranged classes, so you should try to avoid fighting constantly in those ranges to start with. Also, the sort-of unspoken downside of using any weapon like the Tomislav is that it is far different to all of heavy's other miniguns, and will, and I mean will, make you far worse at using those. If you plan on maining heavy, when you reach a point where you are deciding on what weapons you will mainly use, I would recommend that you choose whichever you like more, not what people say is better (on paper).
Minigun is better if your aim is worse.
Don't forget that it actually does 15% less damage thanks to a bug with the Miniguns
In my opinion the 100% accuracy trick makes the tomislav’s range deal much less worth it. I’d much rather take more damage, although I’ll swap to it for speed if I feel like playing that sort of heavy.
My rule of thumb is typically Stock when I play on defense and Tomislav for offense.
On defense, groups enemies will be coming to you if you stick by the objective, so the higher fire rate and wider spread of Stock come in handy, and you also won't be repositioning as much, so the Tomi's faster spin up won't come into play as often.
As for running the Tomi on offensive, pretty much the inverse of what I said about using Stock on defense applies: you're always on the move, so the faster spin up is better for deploying quickly around corners and the tighter spread is better for dealing with lone enemies in the flank. Additionally, the quieter barrel is nice for setting up ambushes.
In case anyone is curious, the two loadouts I mainly use for Heavy are:
Defense -- Stock, Sandvich, Fists of Steel
Offense -- Tomislav, Second Banana, GRU
for guns, the various forms usually goes:
single action: the trigger only releases the hammer, you must cock the gun manually
double action: the trigger both cocks and releases the hammer
semi-automatic: the trigger causes the hammer to both cock and release, as well as triggers a mechanism to load a new round.
fully automatic: the trigger makes it go until you release or there is no ammo.
well technically the pistol is semi automatic, its just the game allows you to hold down m1 and you can see the scout/engi pull the trigger multiple times. but yeah calling it fully automatic gameplay wise makes sense
I call it Focus fire mode.
Direct upgrade to Stock list:
-1) Pretty Boy's pocket pistol
- shoots faster them stock and can do far more damage, killing any class in the game with the fan o war, also heals the scout (ammo is not an issue since you are scout, you can just grab ammo boxes, go to spawn for more ammo or just kill enemies)
2) Soda Popper
Should I even say why? Fine, it has a faster reload time and more damage potential then the FAN which the 2nd shot does less damage because of knockback. Soda popper can two shot heavies with the FOW (300damage in less then 1 second, almost like a close ranged almost fully charged headshot but far faster) and on top of that, you get 5 jumps which can make you do loops around almost all classes (a master Soda popper scout can defeat almost every class but a pro sniper and sentries).
3)The fan o'war
- does almost the same amount of damage as stock bat after the 2nd hit and pretty much give the scout a free 30% damage buff to every other weapon including his allies. By far the best melee for scout despite the first hit being far weaker.
4)3rd degree
It has no downsides and a major pro that combined with Kritz can kill pocketing medic chains instantly.
5) Bazaar Bargain
3 headshots and you already have a better weapon then stock, no question needed to why this is better then stock (in casual getting 3 headshots is a joke)
What do you think? Am I exaggerating?
I'm personally really not fond of the assumption that the Panic Attack is an upgrade to stock purely because "well you should be at close range anyway".
Yes, it's fixed spread, but it's also wider spread. Yes, we all hate random spread and we all like consistency, but 'consistently worse' is not an upside.
The Engineer is a light class - 125HP, with zero decent mobility options. He does not have the luxury to always be at close range. He can't quickly close the gap like a Scout can, and he's very frequently playing around his teammates and buildings, even as battle engi, giving him even less freedom to pick the range of his engagements.
That's not to say the panic attack is bad, far from it, but the stock shotgun is still exceptionally good at close range, and decently effective up to a medium range. The Panic Attack is even better at point blank, but suffers a ton up to any sort of distance. Getting right up and point blank isn't always easy when you have 125 health to your name and your positioning is not typically reliant on being an ambush class.
It's for this reason that I consider the Panic Attack to be a pretty overrated Engineer primary - good, yes, but in most cases, I think stock is still generally more versatile and powerful.
That wide spread pattern is painful when you're not up close enough for the pellets to hit. Shotgun feels better most of the time.
haha shotgun fast
I'm a very cautious gamer so I usually shoot from the back lines with the shotgun. You can't do that with the panic attack but you'd be surprised how often you can pick someone off at medium-far range with the shotgun.
Besides, needing to wait for a reload every few shots to reset the accuracy decrease gets old if you're constantly using your primary, the shotgun's rate of fire is much higher without sacrificing dps
finally, a good take on the wrap assassin
Hearing our uncle talk about TF2 weapons for 50 minutes is like ASMR.
I honestly liked this video for listening in the background. Not a whole lot of visuals were needed, because videos like this fit perfectly as a sort of "background noise" that isnt annoying or anything, but speaks on an interesting topic that i can pay attention to while playing simple games.
"The banana... comes out a lot."
Hehe, yeah it does.
Thankyou for releasing this, refreshed my opinion on my loadouts even gained information on certain things :)
Love this. Nice chill elaboration about a fun game.
As far as hurting feelings with your stock wrench opinions, the better lesson is for gamers to keep an open ear and mind, but not to take alternative thoughts personal.
Game fun-no reason to be sad.
(Save for the existence of bots)
I like this because I stopped to look at the situational unlocks when you mentioned them in the video. thanks for elaborating!
" all the sniper had to do was throw his pee in there " ~ Uncle Dane
Despite knowing much of how the weapons work in tf2 (since they haven't been updated in years), i still enjoy videos like these, and the uncut nature of this video makes it nice to have in the background. Good stuff Dane!
I wanna see someone use a load of name tags to recreate all the masterpieces discussed in this video, including but not limited to "The Pick (The Minecraft Pickaxe)", "That Knife", and "The Do No Harm Head"
Do No Harm Head for me lol
The three videos were great and this video was fun to listen to in the background!
8:25 I use the Natascha to counter a team with 3 or more scouts
And when the other team has an Eyelander Demoknight with 5 heads or more
Thats actually a smart counter to those eyelander demos with max speed and health
Didn't get around to commenting on the other videos but heck yeah they and this have all been a treat! You keep being you my dude, love the videos, and thanks for all the tips on Engi.
I thought "Oh sure, I'll listen for a bit" then oop, it's been 45 minutes
I don't play TF2, but am I about to hear a UA-camr ramble about different weapons in the game and the intricacies of their balance? Absolutely
Me, an Uncletopia player who manages to get away with using the Homewrecker on enemy sentries: ... :)
this was great timing i was in desperate need for a long video to play in the background with a soothing voice thank you ankle dane i really needed that now my day is a bit better :)
The man even forgets the name of the Solemn Vow in editing, goodness.
He showed it’s workshop name from before it was added, and had it right in the time stamps.
Pretty sure that was a joke
Been playing tf2 for years and idk why I’m suddenly getting into your videos just now. Great stuff !
"What a fucking shame it would be if your flare gun didn't aim for you." ~FSoaS
Also the Bazaar Bargain is a stupid weapon. Yes. Give the class that's already overpowered as hell a straight upgrade. That makes sense.
All the feeder weapons (Bargain, Heatmaker, Ubersaw, Frontier Justice, Diamondback, Eyelander, Kunai, Phlogistinator) have the same problem. They are perfectly balanced when both teams are competitive, but ludicrously overpowered when there are noobs around to get you free kills.
I actually prefer stock to the bazaar bargain due to a psychological reason:
Most of the time when I play bazaar bargain I tend to overextend slightly in order to get to about 2 heads ie stock charge rate, and upon obtaining more than 2 heads I tend to play a lot more conservatively than needed.
Therefore I feel that while on paper it may seem like a direct upgrade, these psychological factors pertaining to this weapon in particular need to be taken into consideration.
@@pranav_k__ I've heard about that in a video once, though I couldn't tell you which one it was.
Having to preserve the charge rate bonus also makes you want to play safe and passive which isn't a thing for all other aforementioned weapons other than the Heatmaker. You will just get bored of that playstyle at some point.
As much as I have learned from 4 years of extensive playing I still go for stupid shit because this is TF2, the game specifically catered for it.
@@Zmeeed01 not really. If you want the bonus of the Heatmaker you need to keep getting in and getting kills. If you play passive it is becomes a straight downgrade from the Stock.
Very asmr for me, you have a relaxing voice, but not at all boring. Also, interesting retrospective into items I haven't used in many years.
16:03 “Also you can uber a pyro, don’t think you knew that”
The spycicle is great because the statues give great psychological damage to the enemy
PSYCHOLOGICAL DAMAGE AINT WORTH NOTHING
Ok, it is worth a chuckle
- Lazy purple
I love it when my uncle uploads
He's like a father, but far less so, and he usually comes back from the store
I love seeing the frying pan in "strong in most situations and better than stock"
The Back Scatter justifies its existence by giving you the ability to situationally one-shot light classes. The scout can rapidly kill unaware opponents anyway, but seeing a rival scout or scoped in sniper instantly crumple in a single shot never gets old.
It also confused me that he says that it does less damage. It's been a minute since I've played TF2, but I'm pretty sure it just has the lower clip and more spread. Even if they turn around, if you've already landed a close-range backshot, following up with another normal meatshot will still kill a majority of players. The increased spread doesn't matter if your barrel is in their intestines.
I don't think it's a god-tier scattergun, but it's still a *scattergun*, and I feel like he's kinda underselling it as a nerf gun.
Still love this video; good food for thought.
@@xBrakit The increased spread can noticeably cut into your damage output sometimes
thank you for this video ankle dan. I like to play this in the background as a podcast-esk audio while playing mvm
Hang on gotta get my Rancho Relaxo out for this one
thanks ungle dang for the video. always good stuff
A lot of tf2 loadout decisions are just because using a weapon is funny.
I would love to see more of these videos. I love these long podcast style videos. Great to listen to it while at work
ok I have a question: If tf2 gets rid of random crits, will bottle gang die? would the pan stop being a meme? Sure it's not the best feature, but it has created some of my personally favorite memes because of its wackiness, and, well, tf2 is a wacky game
I would make the Pan a Demoman only weapon and give it random crits as a stat with 15% less swing speed.
Actually no, they would still exist but not as strong you know, they would just not be like the meme they are now
I think the best way to approach this would be “Shields give stock melee/reskins random crits”
I would left random crits on melees
They should first get rid of random crits on Primary weapons and Secondaries, as we can see most people prefer utility because running up close to someone when they can shoot you from a safe distance is a bad idea, and most utility weapons have no random crits as a "downside"
Its funny to me that he captures his screen watching a single frame of his video instead of just showing the actual image he, himself, put in there
probably deleted that footage to save space, probably why he's using cut footage in the background too.
To be fair, the pistol is a hard one to define. Its model is based off of a semi-auto, yet it appears to fire full auto using magic. Most of TF2's guns don't make a whole lot of sense - ejected shell casings of the wrong kind or sized strangely or including the bullet, ejecting from the wrong end, magazines falling out all on their own right when you wanted to reload them, charging handles being odd or unused, breaking the gun in half in order to reload it, parts of the gun being on the wrong side or end, those sorts of things.
Not throwing any shade at TF2: most games have most of these errors. Although it might be better to call them oversights or tradeoffs instead of errors. It would be a pain if all devs for all games had to make mechanical simulations of real firearms.
@Wet Eyes Ocean Machine that is very funny
I'd say it is more artistic. Even while making no sense you must admit that for being reloads they look quite fancy and nice.
I unironically like these long format rambly videos. Great when I’m working and want something to keep my mind occupied while my eyes and hands are busy
6:15 i mean, the same can be said about the sanvich, it's still situational as you bring it out when there is a medic in the team so you are still playing around what your team does or doesn't do
I disagree bc while the banana is situationally worse when running with a medic because of less heals the sandvich is never really bad despite its longer recharge because of the medium health pack you can give to teammates
@@finnishamerican You can give bananas to your teammates more often. 10 seconds is a very long time in TF2, your medic might need a small health kit to stay alive and you can't provide because your sandwich is still recharging
Dude I thought I was the only one who realized the 1st halo music in ep1, 2nd in ep2, and 3rd in ep3. I’m glad that was intentional and is part of the reason your a very good sentry man
Hello Anckle Dane. Recently, I've been playing around with Rescue Ranger Battle Engi. Ive found this playstyle to be quite effective, especially at mid to long ranges where shotgun fall off is very noticeable. It would be delightful to see someone of your calibre take up and explore this unusual strategy that I came up with because I am a soldier main and can't use hitscan weapons even if my life depends on it.
pls post more of these, I love listening to people just discuss about tf2 for hours in the background
I read the title and was like “this is exactly what I need right now”
Thank u ankle den mr senrty men
I've heard that the argument of the Direct Hit's splash range being so low is a detriment to its crowd control and ability to hurt multiple enemies at once and that prevents it from being a valuable more than how much it makes 1v1s harder.
Also, we can't all be B4nny-levels of getting a pocket med up our ass 24/7.
Banana is applicably optimal at least 50% of the time in pubs.
While Diamondback's perks do seem astoundingly great, an overlooked part about it is that because the nature of spy is volatile you will often dedicate a life to getting a single pick before taking a death. If you're smart and in advantageous environments you can more safley rack up crits to take advantage of, but a lot of times too you're at best forced to use the crit to get out of a scenario you caused by deciding to backstab in the firstplace and at worst get lit up before you can use them. A lot of that is skill issue 100%, but that just explains why weaker spy players will on average gravitate towards the L'etrange's safety nets rather than the raw damage capabilities of the Diamondback.
"You can Über a pyro if you didn't know that..." I never use the phlog, so a med only übers me when the stars align.
Uh? Honestly I see quite a bunch of Pyros and myself (when playing Pyro) get pocketed, mostly because once you get ubered is hard to fuck up and not kill anything, just run forward spread fire everywhere and you'll kill a bunch of crap so you must have a really bad luck with meds
@@yeyo1019 Yeah, maybe I exaggerated but some medics exclusively Über the big three.
honestly dane i love hearing you talk about things, would be awesome if you uploaded a couple short videos talking about stuff while we wait for main channel videos
I do want to hear Uncle Dane talking about a mostly random selection of weapons for 46 minutes.
"The banana I think comes out a lot" *WHAT-*
I think a lot of people mistook these two categories as “good” and “bad”
i love these kinds of videos, just listening to dane's opinions
UNCLE DANE IS A VERY GOOD SENTRY MAN
Enjoyed this, I like just hearing you talk.
The direct hit isn't even a direct upgrade with perfect aim, you have more single-target damage, but you lose the benefit of splash.
When person finally realizes the difference between a clip and a magazine then they allowed into heaven.
A magazine is those paper books things
A clip is a short video of something that happened or something
I feel like there should be a third catagory for wespons that are stronger than stock, but has some other unlock wich is stronger than that weapon again. For example the banana and the sandvich. The banana is much MUCH better than the shotgun for heavy, but in most cases its less useful than the sandvich
Depends. I find the shotgun good for baiting people
Banana better than sandvich
guys it's almost 24 hours later, uncle dane is looking at comments rn :)
I think your "Stronger in certain situations, weaker in most" list of items mistakenly included a lot of items that are still better than Stock in almost every situation. For example the Pyro melees, they might be situational compared to other unlocks but anything that doesn't have a downside while holstered is still far more useful than the Fire axe.
I don't think the Sharpened Volcano Fragment is better than stock
i mean the powerjack, fos, ubersaw and the like are pretty much just stock by now so ig it's relative to those
@@M4x_P0w3r yea the hot hand's pretty shit too relative to stock too, and even as a meme weapon it's subpar compared to the fishe
i got more invested into this then your normal videos how?!?!