Dragons fury does not do 90 to buildings, it does its base damage of 75. It does 67% less damage to non burning players and non center mass shots on players, contrary to what its stats say.
im not sure if that registers as weird in my brain or not, because when i use the dragons fury and can actually aim (not playing at 3am), i feel like i utterly delete people WAY faster than a normal flamethrower
@@ivan5604 op said it does less damage against non-center mass, and im still seeing people get utterly vaporized even when the second shot isnt center mass, as long as the second shot even touches their hitbox their deleted from existence, i see this happen all the time while using it isee it happen even when im smokin k^sh
The main issue I have the with Homewrecker is that it does engineer's job better than engineer. It doesn't even take half the time to remove the sapper with the Homewrecker than it does with the wrench because of how the wrench needs to wait for the animation to end before swinging again. I would be okay with the Homewrecker if it took say, 3 hits to destroy a sapper, because it turns it from a easy to use counter, to something that can clutch a save (but doesn't work if the pyro takes too long to notice).
I think nerfing the sapper and doubling down on knock back resistance could make it a more balanced counter pick to spy and a stronger counter to sentry nests, it could lead to fun situations where every teammate has something to do when attacking or defending a nest.
Homewrecker is balanced because if homewrecker matters that means engineer is dead and pyro can't repair the sentry, honestly homewrecker may even be useless because any half coordinated team will overrun you if you let engineer die.
@@shinobuoshino5066 Depends, when/if someone manages to sneak through and take out the engi there is often a window there are often a quick effort to salvage the situation, thus it depends highly on the teams in question because a competent team can often pull crazy comebacks.
I have nearly 100 hours in pyro and the homeworker is so situational to me that I never use it. Like you said the only time it’s good is when the engie is dead and can’t smack the sapper himself otherwise it is always more helpful to just flame the spy before he can stab the engie. The mobility bonus of the power jack makes it far and away the best pyro melee in my opinion.
The Homewrecker does more DPS against buildings than the Flamethrower. Flamethrower does 135 DPS at point blank. At the same range, the Homewrecker does 65 x 130 / 2 = 162 DPS. Make of that what you will.
The funny thing about Dawrin's danger shield it that it not only makes flares useless, it also makes the flamethrower itself useless even if you manage to get up close to the sniper
More sad than funny... Went from a sniper vs sniper item to unfairly giving him 250 health against fire and immunity to fire related combos... When he already hard counters pyro
Pyro can’t always be perfect in keeping a spy away. Remember a spy works best when your enemy is distracted. A pyro could be preoccupied with a soldier or demo push that would led to the engineer being pick and the nest destroyed. The way I see it, homewrecker acts an emergency weapon when the worst case scenario happens. The engineer dead and his buildings sapped. The homewrecker also gives Pyro a little bit of breathing room so that he doesn’t have be a security guard for the nest 100 percent of the time and can mix up his gameplay. Imo, Homewrecker is at the same tier of powerjack just a different gameplay. Powerjack for flanking, Homewrecker for pybro-ing. And I think people underestimate how important pybros can be defending the point.
If you get picked by spy when pyro is airblasting explosives meaning you don't even have to hit your sentry with wrench once it's massive skill issue and you should be kicked and vacbanned for such. It's more likely for spy to pick the pyro instead, because he's the one distracted, in which case you should've noticed before it happens and killed the spy whether pyro lives or not, spy still gets bigger reward if you fail to kill him unlike if he picked fight with you because god forbid pyro turned around after hearing the stab. As an engineer looking around is literally your job, engineer is better overall backline spychecker than pyro if voice chat is included because unlike pyro, engineer doesn't do shit, just runs around and waits for something to happen, so him being able to say "pyro spy behind you" could fix it. Also contrary to popular belief, you don't need to shoot a spy to know one.
@@shinobuoshino5066 Easier said then done. You can imagine these perfect situations but it doesn’t mean it’ll always go your way. The toughest situation I go through as an engie is when a demo and soldier is Uber and the whole team rushes in for a push. This of course leads spy the perfect distraction to do his busy and sap and pick the engie, since pyro would most likely be busy with the Uber push. And heads up, sapped sentries don’t have any wrangler defense so that pretty much means your sentry is a goner. Like I said not everything is a perfect situation otherwise games would always just play the same.
As a pyro main I can tell you this. I am well aware it makes spy mains suffer greatly and is op as shit against them, And that is why I use the home wrecker.
I like using it because it incentivizes Pyro as a defense class. Which it should be. I don't think the issue lies in being able to break sappers, because Engie can already do that, and a majority of the time is in a better position to do that. Being mad that a Pyro can do the same thing is kinda silly because Pyro in doing so has to sacrifice the amount of area he can patrol, has to sacrifice the movement of the Powejack or damage of the Back Scratcher, and cannot spycheck while doing so, making one of the slowest close range classes in the game completely vulnerable. Spy can do a lot more than just sap as well, so in this regard, I would not compare this to the Danger Shield at all, which only sacrifices an alternate secondary in return for its ability to counter every Pyro primary, several Pyro secondaries, and a Pyro melee (also I guess Cow Mangler charged shot but if you have a soldier charging a shot and hitting you as a sniper you probably were a dead man anyway). I do agree wholeheartedly that the damage nerf means absolutely nothing. Pyro's stock melee is so weak it is the only weapon in the game with an explicit upgrade listed on the item card. I do think that this IS a case of co-op engineering and spy balancing. To say it's a conversation for another day is ignoring the crux of the issue. The Homewrecker "isn't fun" is a poor argument here, because again, someone else can just go Engineer and do the EXACT SAME THING, except with better range, the ability to build buildings, and a closer proximity to actually reach the sapped building. Implying that pairing ONE use of the wrench on a class with a flamethrower makes that ability immediately unfair and unfun is weird even on paper and super niche in practice.
exactly, unlike sniper its not that broken..it still boils my blood when i see my sapper got removed by a random passing pyro after i thought "GOTTEM"(like me killing the engie, sapping the nest before dying and then seeing a pyro unsaps the tp,teleports then unsapped the nest happens waaaay to much)@@thefpstester1293
The homewrecker is most oppressive when the engie turtles by his sentry and dispenser while the pyro just flames every corner of the nest and also safeguarding the tele which is usually further back than the other 2 buildings. The spy literally CAN'T DO ANYTHING. Both the sentry, the defense, and the tele, the transportation, are untouchable by sappers. If we took the homewrecker out of this equation, the spy can sap the tele which forces the engie to backtrack to it to unsap, leaving his sentry extremely vulnerable to demos and soldiers. Even just 5 seconds falling back to unsap can be enough time for the sentry to go kabloom.
My other gripe with it is not from the weapon itself but from the users. Pyros equipping the homewrecker basically signal to everyone that they hate fun, and would rather severely inconveniencing the (already) weakest class than actually playing the game.
@@Nf_X4-115 then you have not landed two consecutive direct hits on a light class XD, two- three minies + 65 afterburn damage usually ends any light class before they reach a health pack or resupply
@@Nf_X4-115 nice, usually a scorch pyro worth his flare gun is death to a scout or a careless sniper. hopefully you continue to not have any issues with em, we can be annoying and travel in packs.
I feel like you're giving spy too much credit here, spy is the weakest of the few that can destroy a sentry nest by far, which serves to make the homewrecker worse
@@elgatochurro demo can shoot around corners and use stickies, soldier can just click on the buildings from beyond max range, sniper can bait engineer by clicking on building and then clicking on engineer's head when he gets drawn out
Holding last with coordinated engineers is hilarious. One time I had teleporters on common flank routes and I called out the enemy position every time one of them gets dammaged. A hit squad is instantly summoned and whoever was there evaporates. We had sentries everywhere and we knew where the enemy was and jumped them when they showed up.
My main problem with the homewrecker is that it exists as a middle finger to spies on a class that already has the least balanced class interaction in the game against it. The instant a pyro breathes on his left mouse button near a spy, the spy just dies on the spot.
Same can be said for spy against heavy… Spy’s primary job is to deal with high value targets. Sentry’s are only a secondary objective. You can cause far more damage by eliminating something like a medic then trying to destroy a sentry nest with a pyro near it. PLUS SPIES LEGIT HAVE A GUN! USE IT!
If not being able to sap a sentry as spy makes you completely useless, you’re just a bad spy lmao. Important picks are spy’s primary job, nest busting is secondary. Just as you said, other classes do it better. If a pyro is up an engi’s ass, he’s not soy checking the front line. Just go get picks on the front line to weaken it so your explosive classes can get in and kill the sentry for you. If the pyro is on the front line, go harass the engi cause the pyro isn’t gonna get a notification. If you’re team is pushing, maybe stab the demo who’s about to sticky spam your entire push to death instead of trying to sap the sentry with a pyro beside it. Spy’s number one strengths are his positioning and getting to chose his matchups, use your strengths to improve your gameplay instead of nerfing any weapon that’s a minor inconvenience.
he didn't say the homewrecker is overpowered, he literally said he didn't think that 1:53 he is just saying it is annoying to play against as spy. I don't know much about the ambassador so I won't say anything. (I get it's a trend but skeleton emojis are so annoying, not hating on you or anything they are just annoying as crap)
@@flammable1741So the amby (shortened name for the ambassador) used to literally be a cannon, it did as much damage as stock with it's base firing speed and did full Crit (used to be minicrit) headshot damage, less bullet spread as well, and when people started to complain about it, it got nerfed hard. It does 15% less damage, fires 20% slower, and the headshot Crit damage has Falloff, along with the bloom of the weapon spread increasing by 50% after the first shot, so the homewrecker was and is the worst thing to compare the amby to.
I swear I used to be the only person who thought this weapon was complete BS back in the day. Literally wipes away all of a Spy's hard work (hardest class to play in the game keep in mind/ AND already hard-countered by Pyros) in ONE swing with zero effort required.
as a home wreaker pryo i will say the best counter is well... distraction or waiting till they leave for spy checking. unlike the engineer the pyro does know when buildings are being sapped, there are many times when i get bored and go spy-check only to go back to a destroyed sentry nest and dead engineer.
I find Homewrecker to be the second most useless Pyro melee, after Hot Hand. If Engineer is nearby he will remove the sapper without your help, you better focus on killing the spy instead of dealing with a sapper. And, if Engineer is dead and buildings are sapped, there is a very high chance they will be destroyed soon anyway, even if you remove the sapper midway through. As they will be at low health with no chance of repair.
Homewrecker is also just barely worse than Neon Annihilator, since critting on Jarate/Mad Milk is more useful than dealing more building damage with a melee
@@asierx7047If we ignore the ability to remove sappers, then yeah the Annihilator barely wins out. With that ability, the Neon is very easily the 3rd worst simply because you’re relying on either map elements, or what specific weapons your teammates are running and if they’re actually using them(pretty much Snipers only using piss to defend themselves and never using it on groups of enemies).
@@jblazerndrowzy also Neon taking 2 hits to remove a sapper while Homewrecker takes 1 never comes into play. Better to have multiple niche cases of use than just 1
@@asierx7047 That never comes into play because absolutely no one uses the Neon to take care of a sapped sentry, a sight far more common than a teammate running milk or piss. The Neon’s main gimmick is horribly niche in comparison to the Homewrecker’s.
it takes 1 pyro using this for me to know i just cant play spy anymore, cant even suicid bomb the sentry after killing the engie cuz i have to kill both the pyro and engie unnoticed just to destroy a sentry its like asking a scout(and especially pyro) to win against a level 3sentry with the engineer near it, possible, not worth it. nor its fun
@@blacklight683Spy is supposed to be weak. A spy on their own can’t get shit done. You need to coordinate with your team. And even then. If your team can’t handle a sentry nest. That’s a sign you need more soldiers, demo’s or even a medic. If spy was powerful then the game wouldn’t be balanced in the slightest. The difficulty floor for spy is supposed to be high.
As a pyro who uses the maul (home wrecker) on 50% of occasions, It’s really not that good, I use it to destroy buildings. Normally the engie doesn’t even need help with the sapped, I just kill the spy, but it’s great to know if my engie is down I can help him. I’d say that the home wrecker’s down side is that it isn’t the power-jack or the backscratcher.
I think a good balance change is to make the homewrecker and neon annihilator take out sappers in 3 and 2 respectfully. So just like the engineers wrench, if you are able to take out the pyro and engie, your safe, but if thw pyro lives, the sentry is already like 1 stickwy, and the neon can be used more than a gimick weapon
The unfortunate thing is that the only people who use it are Pybros, and the best Melee for pyro is literally just the 3rd degree which is just a upgrade from Stock with no downsides. Calling the homewrecker the best melee for pyro isn't relatively close. This is coming from a Pyro main himself, we rarely use the homewrecker. You can and will get more use out of everything else. Besides, half the time you will have 2-3 engis in a nest, a sapper is the least of their concern at that point since 1 can focus on the spy and the other(s) can focus on the sappers. And a lot of pyros hate babysitting an engi nest. Most pyro's will be in a nest for 1 of 3 things, getting a quick ammo pickup from a dispenser, getting health from said dispenser, or chasing a spy that made it in and sapped a sentry. The homewrecker is essentially a babysitter weapon, and you'll only see maybe 1-2 spies every match, and as soon as you kill them they're not a problem for nearly 15 whole seconds, then they have to get to the nest in the first place without being bumped into or killed by the engineer(s). The homewrecker is a niche weapon, and it's design and overall concept is really cool, but I think it was just implemented wrongly.
I tried to be a Pybro, but this is the thing; if you see a Spy, the better option is to deal with him instead of take away the zappers ( This: 3:12 ), if the engineer is not there, sentry nest is condemned, no matter how many airblast you use and how many zappers you remove with the homewrecker. In theory the homewrecker is useful for engineers, in practice it's worthless since you can't repair the buildings, if the engineer is not there, it's just matter of time to an enemy soldier or demo to arrive. "But you can destroy the enemey buildings fasters" any flamethrower do, and also it damage the engineers if they are close. (Also this: 3:35 )
Something I’ve noticed with my strange Homewrecker with buildings destroyed and sappers destroyed strange parts I put on same day I got it, is that I’ve destroyed a lot of buildings (sappers count) but only _a third_ of the buildings destroyed were _sappers._ I’ve gotten more use out of the Homewrecker as an anti engineer weapon than an anti spy weapon because I almost always kill the spy before they even place a sapper. I’ve seen Demomen take out more engineer nests quicker than spies. Spy is such a bad class
@@-RandomStranger- I use it mostly on defense or occasionally on offense when a gunslinger engineer is annoying my team. It’s great on defense, don’t get me wrong. I use it every time. But if you kill the spy before they get near a nest it’s useless. Good safety net tho.
@@menacingpyro2005 the thing is that the homewrecker was specifically made to help noobs that can't kill the spy in time. He sapped the buildings before you could kill him? No problem! The homewreckers here to help you! Although the engineer could simply fix it himself, the sapper would've still done damage to his nest, unlike the homewrecker which oneshots the sapper
That dustbowl analogy at the start was just terrible. If anything, that’s a case of massive skill issue rather than showing off how powerful the homewrecker can be.
No. If you're gonna do that, remove the Homewrecker entirely (And the Maul since it's a reskin). What I'd do instead is remove the sapping wrecking for the Neon Annihilator, which shouldn't be a thing in the first place, then make the Homewrecker require 2 hits to remove a sapper. It's kinda dumb that it does the job better than Engineer himself, and one hit can be done in a heartbeat. You can scare the Spy off, whack the sapper and keep fighting him without even giving the Spy room to react. However the mechanic as it is forces either the Spy to bait the Pyro away, or the Spy to work along with the team to distract the Pyro for a backstab. You can't just dead ringer ur way straight behind enemy lines, rush the Engineer with ur disguise, matador that mf and sap the building, all while the Pyro is trying to stop your immortal ass because of the "Get out of jail free" clock. You gotta put both sides into perspective. The whole idea of being a Spy is outsmarting the enemies, if you get killed by the Pyro and your sapper destroyed by the same Pyro, you didn't think ahead enough. Specially if your team's pushing at the same time. In such a situation, a Sniper could easily keep the Pyro at bay for you to finish him off with your other tool, the revolver. And just like that one, there's a ton of reasons for it. Homewrecker's fine, could do with a nerf from 1 hit to 2 hits, but other than that the mechanic is good. As for "less knockback", that's just useless, the only thing you should be afraid of about knockback's other Pyros throwing you into hazards, maybe Soldiers yeeting you away, and at neither of those cases would it be a good tool, at all, specially since you'd have to keep the melee at your hands. No medic's gonna uber you just so you can whack a sentry when the Heavy behind you can do that and more while you just burn the rest of the team to keep em busy.
I have a similar problem with the razorback, the second I see a sniper with that, is literally a no no, even if i shoot him, its enough for him to be close to a sentry o surrounded by teammates. It will be cool if it doesn't drop the disguise on backstab
Why did you show Sniper alongside Pyro and Heavy? That doesn't make sense because Sniper's stock melee is extremely useful for dealing with enemies that get too close. The reason the stock melee isn't good on Heavy and Pyro is because their primary weapons are hyper effective at close to point blank range, unlike a sniper rifle... Before anyone says anything I know it's possible to head-shot at close range but you can't always rely on that so the melee comes into play for more consistent close range self defense.
in the intro situation you should've used the red tape recorder but it's so dogshit that you can't do it (but it's it's intented purpose , this exact situation)
A good change imo is to make the Homewrecker give a damage resistance to Sentries and knock back resistance, significant ones, instead of a removing sappers. It’s already bad enough with how stacked Engineer is and how hard he beats Scout and Pyro. I think giving Pyro means to actually fight an Engineer properly would balance things out.
@@ninja6245-real Because every class should have reasonable match-ups with each other. Scout often beats Demoman due to his speed and close range game, but a Demoman is perfectly capable of beating Scouts too. Pyro often is considered the Spy killer even though Spies can always sneak behind them and can revolver Pyros at a distance. Unless the Engineer leaves his Sentry out in the open and suddenly stops having functioning motor skills or the Engineer somehow caught out without his buildings, Pyro and Scout can’t 1v1 an Engineer at all. And plus Engineer HAS A SHOTGUN. Just shoot the Pyro since the Homewrecker rework would not reduce regular damage.
NOTE! Demomen are not obligated to spychecking as they have to be damaging at the front Demomans entire kit revolves around damage from mid-long range and not close range so a good demoman can win against a bad spy but a good spy can 3-4 shot a demo quickly
3:31 spy isn’t a bad class. He’s just not a powerful class head to head spy can give The other team, insane paranoia, causing them to possibly and very noisily reveal themselves? Yes, they can when you a game because guess what teleporter is a building and even then there is just so much bullshitting that you can pull with spy to the point that he is just as good as the rest of the Notorious nine
Spy is easily the weakest class in tf2 because if the enemy team turns around you lose, all the effort needed to get there is wasted. Another thing, spy CAN pubstomp but the effort needed to do this is far more than any other class, like a soldier for example.
@@flammable1741If spy was any more powerful then the game would have been dead a long time ago. Why do you think the Dead Ringer got nerfed so many times?
@@ninja6245-realthe dead ringer rewarded bad playing, and it still does. But also I never said anything about if spy should be better I’m just saying he is weak currently
I, personally, would keep the Homewrecker the same but maybe buff the Red Tap Recorder to actually be better equipped to handle stuff like this, like maybe having the RTR have a massive delay before Sentries turn back online if it is removed, mainly since the RTR is considered bad since it's break speed is ultimately slower than Stock Zapper with it's only "niche" being against Mini Sentries (and even then Mini Sentries arent too hard to deal with anyways).
You think that the Home wracker is bad just because it hits sappers and not fun? How fun are Kunai spies, backed up with ubering medik and sticky spamming demo? And these things work even without these three pbeing a premade party players! Airblast and Short cyrcuit engie will not stand a chance, aslong the sticky spammer can be detonated spammingly and the sapper instantly reapliable!
Seriously though. Why should PYRO get the homewrecker be on pyro. He already hard counters spy by existing with every primary. Dragons fury is the most spy friendly weapon. Even Phlog is debatable as you cant airblast (especially trickstabby) spies away from teamates. Why not sniper? Maybe not have the model be a sledgehammer, as I dont think sniper coulf casually use it. But sniper is usually always backline, where the sentry is. So you can bodyshot/smg the spy w/ help from yhe engi and then get rid of the sniper. The spy can reasonably get away from a engi and sniper. But pyro hard counters him even more now. Just why pyro.
Because pyro has the least impact on game balance, he's already good against spy. If you think that's bad, give it to a heavy, then you have a sentry nest with a camping heavy who likely will sit at the dispenser with the huo-long heater. Now pyros will still camp sentry nests because they can airblast rockets, so a spy is now likely going to deal with an engineer, sentry, a pyro airblasting rockets, and a heavy sitting on top of a dispenser.
i feeling like giving spy two new sappers could counter the homewrecker and reward the spy for his job regardless the pyro was there sapper A sapper deals 20% less damage and can be destroyed by one hit by the engineer including the jags on backstap by 5 seconds the sappers placed will increase his damage by 50% faster and removes all resistances on sap allowing your teammates destroy that nest quick sapper B sappers deals no damage at all and just disables nest on backstap by 5 seconds the sappers placed will gain a 75% damage resistance this making the engineers need to hit the sapper 4 times and the pyros with homewreckers 3 jags just fuck off lmao
I feel like a better fix is too give spy the ability to see enemy loadouts. for 1 it fits his class and 2 it allows him to plan knowing what the enemy has. Also the homewrecker should require two hits to destroy a sapper like the neon annihilator
@@Gameplayer1500X IIRC spy can see the enemy's items if you press "F" while looking at them (at any distance) similar to how you can do it with teammates Also you can disguise as pyro and press "B" to see what melee the enemy pyro has equipped
You should be able to attach Sappers to men. The Sapper makes them take mini-crits, and the Red-Tape Recorder saps their ammo. In either case, any of their allies can destroy the Sapper by shooting it or whacking it with a melee. That sounds like it'd be awful, so it's totally a good idea.
consider this: powerjack weapon balance is more than just "the gimmick of hte weapon", its also balanced against the other available weapons its competing with which is something alot of weapon discussions tend to forget also fcking hell its dustbowl, just play soldier
9:25 Spy main coping about a weapon that is rarely used cause the powerjack is miles better. Seriously dude, the Homewrecker is only used in ctf maps, and not even, as Pyro mains are incredibly selfish, having a weapon that makes you collaborate with your engi makes a great step in this team synergy game. For its balanced stats so no spy main will cry I suggest: removal of sappers in 2 hits and +25 damage resistance on wearer, the damage penalty vs players stays the same. The damage resistance is to give the weapon a secondary use, like running away with low damage (like the fist of steel) or destroy minis and sentries much easier.
I didn't know the homewrecker fires one of the fastest projectiles in the game, without falloff, auto reloads, guaranteed 80 burn damage on someone that can't reach packs for ANY reason, 90 on anyone that happens to already be on fire etc. Also passive knockback resist on a melee slot is a HORRIBLE idea. I thought you meant while active, but then you said you would use it to get close to sentries to kill with your primary
I don’t know about that because there have been many time where a building could’ve been saved from a sapper if I didn’t have the jag equipped. I’ve sene many buildings die when it was just one hit away from removing a sapper
Remove it from the neon anihilator.... that weapon doesn't need it. Make it take two hits, add +33% swing speed penalty. I still don't think spy is a weak class, but I think that there are classes that are better at everything he does. Example: sniper. But sniper is unfixable, so limit the number of snipers to 1 mabye 2 per team and have the spys take care of them..... from what i remember a point blank headshot with the ambasador (or a crit from a diamondback) still kills them in one shot.
I feel like the homewrecker should be given a stat with which it can remove sappers, but with 1 more hit than the engineers. eg- Engi takes 2 hits remove sapper so pyro takes 3
Then there would be no point running it since by the time you show up, the sentry will be far too damaged to actually do anything. I say 2 hits for the Homewrecker is the max.
so transform the homewrecker from a fun weapon to a useless one because it does not matter how much knock back you can resist if you dead in less than a sec
Pyro has always been so bs against spy, you used to be able to dodge pyros air blast, and move while in the air from one. Valve hates spys so they added a bigger hit box and made you unable to move if you get air blasted.
Spy is SUPPOSED to be infuriating to play. This whole argument is like complaining how Dark Souls is too hard… MY BROTHER IN CHRIST! IT’S SUPPOSED TO BE HARD!
@@ninja6245-real dog what are you talking about, that is not "hard" just bs. Valve didn't say "spy is going to be like dark souls". I am a spy main, I love spy but I wish they'd fix some of the garbage
Never liked the argument defending the Homewrecker since it essentially boils down to "Yeah but how often does that really happen?" "Yeah sure you could get insurance but how often do you really get into a car crash?"
Wasn't your proposed fix for the Homewrecker in your Heavy Metal video to make it kinda like insurance? You know when something like that does happen, it'll still in some way cost you, with the whole Ammo cost for removing sappers?
Dragons fury does not do 90 to buildings, it does its base damage of 75. It does 67% less damage to non burning players and non center mass shots on players, contrary to what its stats say.
im not sure if that registers as weird in my brain or not, because when i use the dragons fury and can actually aim (not playing at 3am), i feel like i utterly delete people WAY faster than a normal flamethrower
@@darkranger116that’s literally what it’s designed to do what are you smoking
@@ivan5604 op said it does less damage against non-center mass, and im still seeing people get utterly vaporized even when the second shot isnt center mass, as long as the second shot even touches their hitbox their deleted from existence, i see this happen all the time while using it
isee it happen even when im smokin k^sh
@@darkranger116he wasn’t suggesting buddy was smoking weed
@@kingzded5130 he specifically asked me what i was smoking and i told him. it cant be any more cut and dry than that.
2:15 It is absolutely devious that you waited until the dispenser was at 1 health point and then broke the sapper.
Professor did you think fast?
Destroying engi mental health be like
@@ps-fraggetting a spy's broken hopes and dreams on the side too
Bro had that engineers heart stop
mfw when u are forced to work as a team in the team based game
my face when when
@@orangejuice8279 oh u got me. you really did something
The main issue I have the with Homewrecker is that it does engineer's job better than engineer. It doesn't even take half the time to remove the sapper with the Homewrecker than it does with the wrench because of how the wrench needs to wait for the animation to end before swinging again. I would be okay with the Homewrecker if it took say, 3 hits to destroy a sapper, because it turns it from a easy to use counter, to something that can clutch a save (but doesn't work if the pyro takes too long to notice).
I think nerfing the sapper and doubling down on knock back resistance could make it a more balanced counter pick to spy and a stronger counter to sentry nests, it could lead to fun situations where every teammate has something to do when attacking or defending a nest.
Homewrecker is balanced because if homewrecker matters that means engineer is dead and pyro can't repair the sentry, honestly homewrecker may even be useless because any half coordinated team will overrun you if you let engineer die.
@@shinobuoshino5066 Depends, when/if someone manages to sneak through and take out the engi there is often a window there are often a quick effort to salvage the situation, thus it depends highly on the teams in question because a competent team can often pull crazy comebacks.
@@Wolf-oc6tx competent team wouldn't let engineer die.
@@shinobuoshino5066 competent team wouldn't make it easy.
I have nearly 100 hours in pyro and the homeworker is so situational to me that I never use it. Like you said the only time it’s good is when the engie is dead and can’t smack the sapper himself otherwise it is always more helpful to just flame the spy before he can stab the engie. The mobility bonus of the power jack makes it far and away the best pyro melee in my opinion.
The Homewrecker does more DPS against buildings than the Flamethrower.
Flamethrower does 135 DPS at point blank.
At the same range, the Homewrecker does 65 x 130 / 2 = 162 DPS.
Make of that what you will.
The funny thing about Dawrin's danger shield it that it not only makes flares useless, it also makes the flamethrower itself useless even if you manage to get up close to the sniper
More sad than funny... Went from a sniper vs sniper item to unfairly giving him 250 health against fire and immunity to fire related combos... When he already hard counters pyro
Pyro can’t always be perfect in keeping a spy away. Remember a spy works best when your enemy is distracted. A pyro could be preoccupied with a soldier or demo push that would led to the engineer being pick and the nest destroyed.
The way I see it, homewrecker acts an emergency weapon when the worst case scenario happens. The engineer dead and his buildings sapped.
The homewrecker also gives Pyro a little bit of breathing room so that he doesn’t have be a security guard for the nest 100 percent of the time and can mix up his gameplay.
Imo, Homewrecker is at the same tier of powerjack just a different gameplay. Powerjack for flanking, Homewrecker for pybro-ing. And I think people underestimate how important pybros can be defending the point.
If you get picked by spy when pyro is airblasting explosives meaning you don't even have to hit your sentry with wrench once it's massive skill issue and you should be kicked and vacbanned for such. It's more likely for spy to pick the pyro instead, because he's the one distracted, in which case you should've noticed before it happens and killed the spy whether pyro lives or not, spy still gets bigger reward if you fail to kill him unlike if he picked fight with you because god forbid pyro turned around after hearing the stab.
As an engineer looking around is literally your job, engineer is better overall backline spychecker than pyro if voice chat is included because unlike pyro, engineer doesn't do shit, just runs around and waits for something to happen, so him being able to say "pyro spy behind you" could fix it.
Also contrary to popular belief, you don't need to shoot a spy to know one.
@@shinobuoshino5066 Easier said then done. You can imagine these perfect situations but it doesn’t mean it’ll always go your way.
The toughest situation I go through as an engie is when a demo and soldier is Uber and the whole team rushes in for a push. This of course leads spy the perfect distraction to do his busy and sap and pick the engie, since pyro would most likely be busy with the Uber push.
And heads up, sapped sentries don’t have any wrangler defense so that pretty much means your sentry is a goner.
Like I said not everything is a perfect situation otherwise games would always just play the same.
you already counter spy to the point where hes useless if you can hold m1 and spin. why add a weapon to fuck him up more
3:22 You should spy check!!!
Heavy mains: 🗿
🗿🦅🦅🦅🦅
Spy players: 🫥
He actually stopped maining heavy, there are no more heavy mains.
@@azurevie NOOOOOOOOOOOOOOOO
As a pyro main I can tell you this.
I am well aware it makes spy mains suffer greatly and is op as shit against them,
And that is why I use the home wrecker.
I like using it because it incentivizes Pyro as a defense class. Which it should be. I don't think the issue lies in being able to break sappers, because Engie can already do that, and a majority of the time is in a better position to do that. Being mad that a Pyro can do the same thing is kinda silly because Pyro in doing so has to sacrifice the amount of area he can patrol, has to sacrifice the movement of the Powejack or damage of the Back Scratcher, and cannot spycheck while doing so, making one of the slowest close range classes in the game completely vulnerable. Spy can do a lot more than just sap as well, so in this regard, I would not compare this to the Danger Shield at all, which only sacrifices an alternate secondary in return for its ability to counter every Pyro primary, several Pyro secondaries, and a Pyro melee (also I guess Cow Mangler charged shot but if you have a soldier charging a shot and hitting you as a sniper you probably were a dead man anyway).
I do agree wholeheartedly that the damage nerf means absolutely nothing. Pyro's stock melee is so weak it is the only weapon in the game with an explicit upgrade listed on the item card.
I do think that this IS a case of co-op engineering and spy balancing. To say it's a conversation for another day is ignoring the crux of the issue. The Homewrecker "isn't fun" is a poor argument here, because again, someone else can just go Engineer and do the EXACT SAME THING, except with better range, the ability to build buildings, and a closer proximity to actually reach the sapped building. Implying that pairing ONE use of the wrench on a class with a flamethrower makes that ability immediately unfair and unfun is weird even on paper and super niche in practice.
Wouldn't the video be pretty bloated to be a weapon analysis AND cover the landmine field of co-op engineering?
It widens the gap between pyro and spy which really isn't necessary. Not unbalanced but funking annoying
exactly, unlike sniper its not that broken..it still boils my blood when i see my sapper got removed by a random passing pyro after i thought "GOTTEM"(like me killing the engie, sapping the nest before dying and then seeing a pyro unsaps the tp,teleports then unsapped the nest happens waaaay to much)@@thefpstester1293
The homewrecker is most oppressive when the engie turtles by his sentry and dispenser while the pyro just flames every corner of the nest and also safeguarding the tele which is usually further back than the other 2 buildings. The spy literally CAN'T DO ANYTHING. Both the sentry, the defense, and the tele, the transportation, are untouchable by sappers.
If we took the homewrecker out of this equation, the spy can sap the tele which forces the engie to backtrack to it to unsap, leaving his sentry extremely vulnerable to demos and soldiers. Even just 5 seconds falling back to unsap can be enough time for the sentry to go kabloom.
My other gripe with it is not from the weapon itself but from the users. Pyros equipping the homewrecker basically signal to everyone that they hate fun, and would rather severely inconveniencing the (already) weakest class than actually playing the game.
the "it just isn't fun" argument should be used to remove snipers entirely
I love how you can hear the anger in his voice
"the homewrecker is pyro's most overpowered weapon"
scorch shot:
It's not op just annoying
@@Nf_X4-115 then you have not landed two consecutive direct hits on a light class XD, two- three minies + 65 afterburn damage usually ends any light class before they reach a health pack or resupply
@@rignatetris4435 as a scout sniper main not really had an issue with pyro
@@Nf_X4-115 nice, usually a scorch pyro worth his flare gun is death to a scout or a careless sniper. hopefully you continue to not have any issues with em, we can be annoying and travel in packs.
@@rignatetris4435 most pyros can't really aim with them tho I've ran into few that's scary but overall they just spam on point or cart
I feel like you're giving spy too much credit here, spy is the weakest of the few that can destroy a sentry nest by far, which serves to make the homewrecker worse
Spy can disable it, other classes need uber
@@elgatochurro no? other classes need uber to get through their whole team not just a sentry
@@elgatochurro demo can shoot around corners and use stickies, soldier can just click on the buildings from beyond max range, sniper can bait engineer by clicking on building and then clicking on engineer's head when he gets drawn out
@@mr.powell8817 "under special circumstances though" yes... Under special circumstances... Otherwise you'll need an uber
@@imwithmilk8162 yes
Holding last with coordinated engineers is hilarious. One time I had teleporters on common flank routes and I called out the enemy position every time one of them gets dammaged. A hit squad is instantly summoned and whoever was there evaporates. We had sentries everywhere and we knew where the enemy was and jumped them when they showed up.
My main problem with the homewrecker is that it exists as a middle finger to spies on a class that already has the least balanced class interaction in the game against it. The instant a pyro breathes on his left mouse button near a spy, the spy just dies on the spot.
Same can be said for spy against heavy… Spy’s primary job is to deal with high value targets. Sentry’s are only a secondary objective. You can cause far more damage by eliminating something like a medic then trying to destroy a sentry nest with a pyro near it.
PLUS SPIES LEGIT HAVE A GUN! USE IT!
@@ninja6245-real The gun isnt always a good choice, as it reveals to the enemy team that a spy is behind them
@@-RandomStranger- By the point you need to use it. The odds are they already know you’re there…
@@ninja6245-real then you're dead, you won't get a chance to do anything
The weapon name thing is so true, I feel crazy saying the names of these weapons sometimes.
Baby face's blaster
If not being able to sap a sentry as spy makes you completely useless, you’re just a bad spy lmao. Important picks are spy’s primary job, nest busting is secondary. Just as you said, other classes do it better.
If a pyro is up an engi’s ass, he’s not soy checking the front line. Just go get picks on the front line to weaken it so your explosive classes can get in and kill the sentry for you. If the pyro is on the front line, go harass the engi cause the pyro isn’t gonna get a notification.
If you’re team is pushing, maybe stab the demo who’s about to sticky spam your entire push to death instead of trying to sap the sentry with a pyro beside it. Spy’s number one strengths are his positioning and getting to chose his matchups, use your strengths to improve your gameplay instead of nerfing any weapon that’s a minor inconvenience.
What if the important pick is Uncle Dane who's currently carrying his team?
@@-RandomStranger- then play demo or soldier💀
@@boneman9751 😤 good point
I will not stand for this slander. Ubering a Homewrecker Pyro on attack is THE SHIT.
did you even watch the video lad
@@Archiem53 What are you saying
This mf did not just make a 10 minute long video about how the home wrecker is overpowered + use the ambassador nerf as an example of a good nerf 💀💀💀
he didn't say the homewrecker is overpowered, he literally said he didn't think that 1:53 he is just saying it is annoying to play against as spy. I don't know much about the ambassador so I won't say anything. (I get it's a trend but skeleton emojis are so annoying, not hating on you or anything they are just annoying as crap)
@@flammable1741So the amby (shortened name for the ambassador) used to literally be a cannon, it did as much damage as stock with it's base firing speed and did full Crit (used to be minicrit) headshot damage, less bullet spread as well, and when people started to complain about it, it got nerfed hard. It does 15% less damage, fires 20% slower, and the headshot Crit damage has Falloff, along with the bloom of the weapon spread increasing by 50% after the first shot, so the homewrecker was and is the worst thing to compare the amby to.
As Engie main, I don't see a problem
I swear I used to be the only person who thought this weapon was complete BS back in the day. Literally wipes away all of a Spy's hard work (hardest class to play in the game keep in mind/ AND already hard-countered by Pyros) in ONE swing with zero effort required.
If sentries are a problem just pick a class that outright destroys the nest instead of temporarily disabling it…
as a home wreaker pryo i will say the best counter is well... distraction or waiting till they leave for spy checking. unlike the engineer the pyro does know when buildings are being sapped, there are many times when i get bored and go spy-check only to go back to a destroyed sentry nest and dead engineer.
I find Homewrecker to be the second most useless Pyro melee, after Hot Hand.
If Engineer is nearby he will remove the sapper without your help, you better focus on killing the spy instead of dealing with a sapper.
And, if Engineer is dead and buildings are sapped, there is a very high chance they will be destroyed soon anyway, even if you remove the sapper midway through. As they will be at low health with no chance of repair.
Make that 3rd, because the vulcano fragment also exists
Homewrecker is also just barely worse than Neon Annihilator, since critting on Jarate/Mad Milk is more useful than dealing more building damage with a melee
@@asierx7047If we ignore the ability to remove sappers, then yeah the Annihilator barely wins out. With that ability, the Neon is very easily the 3rd worst simply because you’re relying on either map elements, or what specific weapons your teammates are running and if they’re actually using them(pretty much Snipers only using piss to defend themselves and never using it on groups of enemies).
@@jblazerndrowzy also Neon taking 2 hits to remove a sapper while Homewrecker takes 1 never comes into play. Better to have multiple niche cases of use than just 1
@@asierx7047 That never comes into play because absolutely no one uses the Neon to take care of a sapped sentry, a sight far more common than a teammate running milk or piss. The Neon’s main gimmick is horribly niche in comparison to the Homewrecker’s.
Skill issue
I feel like it could be fixed if we simply made it, take three hits to undo a zapper
So essentially a Jag without the anything
3 hits is too much. 2 and it would be a devastating nerf without a counter buff.
it takes 1 pyro using this for me to know i just cant play spy anymore, cant even suicid bomb the sentry after killing the engie cuz i have to kill both the pyro and engie unnoticed just to destroy a sentry its like asking a scout(and especially pyro) to win against a level 3sentry with the engineer near it, possible, not worth it. nor its fun
What if instead of a Pyro there is one more Engineer?
@@kubaGR8 yer. And also 2spies but with pyro both of those go out the window
@@blacklight683Spy is supposed to be weak. A spy on their own can’t get shit done. You need to coordinate with your team. And even then. If your team can’t handle a sentry nest. That’s a sign you need more soldiers, demo’s or even a medic. If spy was powerful then the game wouldn’t be balanced in the slightest. The difficulty floor for spy is supposed to be high.
@ninja6245-real there is a difference between weak and unusable
This has never happened to me major skill issue
As a pyro who uses the maul (home wrecker) on 50% of occasions, It’s really not that good, I use it to destroy buildings. Normally the engie doesn’t even need help with the sapped, I just kill the spy, but it’s great to know if my engie is down I can help him. I’d say that the home wrecker’s down side is that it isn’t the power-jack or the backscratcher.
I think a good balance change is to make the homewrecker and neon annihilator take out sappers in 3 and 2 respectfully. So just like the engineers wrench, if you are able to take out the pyro and engie, your safe, but if thw pyro lives, the sentry is already like 1 stickwy, and the neon can be used more than a gimick weapon
Great video! That spy at 4:35 though has a golden pan and made me double take lol
The unfortunate thing is that the only people who use it are Pybros, and the best Melee for pyro is literally just the 3rd degree which is just a upgrade from Stock with no downsides.
Calling the homewrecker the best melee for pyro isn't relatively close. This is coming from a Pyro main himself, we rarely use the homewrecker.
You can and will get more use out of everything else. Besides, half the time you will have 2-3 engis in a nest, a sapper is the least of their concern at that point since 1 can focus on the spy and the other(s) can focus on the sappers. And a lot of pyros hate babysitting an engi nest. Most pyro's will be in a nest for 1 of 3 things, getting a quick ammo pickup from a dispenser, getting health from said dispenser, or chasing a spy that made it in and sapped a sentry. The homewrecker is essentially a babysitter weapon, and you'll only see maybe 1-2 spies every match, and as soon as you kill them they're not a problem for nearly 15 whole seconds, then they have to get to the nest in the first place without being bumped into or killed by the engineer(s). The homewrecker is a niche weapon, and it's design and overall concept is really cool, but I think it was just implemented wrongly.
I tried to be a Pybro, but this is the thing; if you see a Spy, the better option is to deal with him instead of take away the zappers ( This: 3:12 ), if the engineer is not there, sentry nest is condemned, no matter how many airblast you use and how many zappers you remove with the homewrecker.
In theory the homewrecker is useful for engineers, in practice it's worthless since you can't repair the buildings, if the engineer is not there, it's just matter of time to an enemy soldier or demo to arrive.
"But you can destroy the enemey buildings fasters" any flamethrower do, and also it damage the engineers if they are close. (Also this: 3:35 )
Bro this vid is wonderful nice editing funny writing good job
Something I’ve noticed with my strange Homewrecker with buildings destroyed and sappers destroyed strange parts I put on same day I got it, is that I’ve destroyed a lot of buildings (sappers count) but only _a third_ of the buildings destroyed were _sappers._ I’ve gotten more use out of the Homewrecker as an anti engineer weapon than an anti spy weapon because I almost always kill the spy before they even place a sapper.
I’ve seen Demomen take out more engineer nests quicker than spies. Spy is such a bad class
Thats because you use it offensively though
@@-RandomStranger- I use it mostly on defense or occasionally on offense when a gunslinger engineer is annoying my team. It’s great on defense, don’t get me wrong. I use it every time. But if you kill the spy before they get near a nest it’s useless. Good safety net tho.
@@menacingpyro2005 the thing is that the homewrecker was specifically made to help noobs that can't kill the spy in time. He sapped the buildings before you could kill him? No problem! The homewreckers here to help you!
Although the engineer could simply fix it himself, the sapper would've still done damage to his nest, unlike the homewrecker which oneshots the sapper
I (as a f2p noob who downloaded the game a week ago) got home wrecker yesterday and didn't know what to do with it, thx for the info
That dustbowl analogy at the start was just terrible. If anything, that’s a case of massive skill issue rather than showing off how powerful the homewrecker can be.
Spy mains posting their Ls
The homewrecker is unfun to play against. I never knew some people just hated spy unironically for no reason.
@@flammable1741Maybe because spies tend to be toxic scumbags who think they’re better than everyone else?
I didn't know Nicolas Cage liked TF2 so much.
damm maybe if pyros are a problem maybe you shouldn’t play spy
No. If you're gonna do that, remove the Homewrecker entirely (And the Maul since it's a reskin).
What I'd do instead is remove the sapping wrecking for the Neon Annihilator, which shouldn't be a thing in the first place, then make the Homewrecker require 2 hits to remove a sapper. It's kinda dumb that it does the job better than Engineer himself, and one hit can be done in a heartbeat. You can scare the Spy off, whack the sapper and keep fighting him without even giving the Spy room to react.
However the mechanic as it is forces either the Spy to bait the Pyro away, or the Spy to work along with the team to distract the Pyro for a backstab. You can't just dead ringer ur way straight behind enemy lines, rush the Engineer with ur disguise, matador that mf and sap the building, all while the Pyro is trying to stop your immortal ass because of the "Get out of jail free" clock.
You gotta put both sides into perspective. The whole idea of being a Spy is outsmarting the enemies, if you get killed by the Pyro and your sapper destroyed by the same Pyro, you didn't think ahead enough. Specially if your team's pushing at the same time. In such a situation, a Sniper could easily keep the Pyro at bay for you to finish him off with your other tool, the revolver.
And just like that one, there's a ton of reasons for it. Homewrecker's fine, could do with a nerf from 1 hit to 2 hits, but other than that the mechanic is good.
As for "less knockback", that's just useless, the only thing you should be afraid of about knockback's other Pyros throwing you into hazards, maybe Soldiers yeeting you away, and at neither of those cases would it be a good tool, at all, specially since you'd have to keep the melee at your hands. No medic's gonna uber you just so you can whack a sentry when the Heavy behind you can do that and more while you just burn the rest of the team to keep em busy.
Spy mains when Homewrecker:
As a pyro player I see nothing wrong with this I love pissing off spies.
Massive skill issue on demoman's part on ignoring pyro running at sapped sentry.
What's the name of the track that starts to play at 04:25? I know it's a remix from an old PS1 game, but I can't remember which one.
its from pizza tower ua-cam.com/video/rg6radk-UTw/v-deo.html
It's from Pizza Tower, the name of the track is "hmmm look what u done did you found a secret :)"
I have a similar problem with the razorback, the second I see a sniper with that, is literally a no no, even if i shoot him, its enough for him to be close to a sentry o surrounded by teammates. It will be cool if it doesn't drop the disguise on backstab
What future videos do you plan to make?
Why did you show Sniper alongside Pyro and Heavy? That doesn't make sense because Sniper's stock melee is extremely useful for dealing with enemies that get too close. The reason the stock melee isn't good on Heavy and Pyro is because their primary weapons are hyper effective at close to point blank range, unlike a sniper rifle...
Before anyone says anything I know it's possible to head-shot at close range but you can't always rely on that so the melee comes into play for more consistent close range self defense.
in the intro situation you should've used the red tape recorder but it's so dogshit that you can't do it (but it's it's intented purpose , this exact situation)
Pybros are the most wholesome players in the game second to friendlies, it makes a support subclass
wholesome? absolutely. yet they make the game less fun.
@@blacklight683 That's the sniper bud
@@Pr.Wyvern ok true which is something you dont want to be associated with
A good change imo is to make the Homewrecker give a damage resistance to Sentries and knock back resistance, significant ones, instead of a removing sappers.
It’s already bad enough with how stacked Engineer is and how hard he beats Scout and Pyro. I think giving Pyro means to actually fight an Engineer properly would balance things out.
Maybe pyro isn’t supposed to take on sentry nests?
@@ninja6245-real Because every class should have reasonable match-ups with each other. Scout often beats Demoman due to his speed and close range game, but a Demoman is perfectly capable of beating Scouts too. Pyro often is considered the Spy killer even though Spies can always sneak behind them and can revolver Pyros at a distance.
Unless the Engineer leaves his Sentry out in the open and suddenly stops having functioning motor skills or the Engineer somehow caught out without his buildings, Pyro and Scout can’t 1v1 an Engineer at all.
And plus Engineer HAS A SHOTGUN. Just shoot the Pyro since the Homewrecker rework would not reduce regular damage.
NOTE!
Demomen are not obligated to spychecking as they have to be damaging at the front
Demomans entire kit revolves around damage from mid-long range and not close range so a good demoman can win against a bad spy but a good spy can 3-4 shot a demo quickly
Any item that makes spy mains cope and seethe is a great weapon.
Your home wrecker idea is cool, but rocket or sticky surfing on Pyro is a good thing.
So put only sentry knock back resistance on it.
how does homewrecker do 25% less to players when irl sledgehammers can break your bones
Darwin shield snipers:
Yeye pyro is op he's op
3:31 spy isn’t a bad class. He’s just not a powerful class head to head spy can give The other team, insane paranoia, causing them to possibly and very noisily reveal themselves? Yes, they can when you a game because guess what teleporter is a building and even then there is just so much bullshitting that you can pull with spy to the point that he is just as good as the rest of the Notorious nine
Spy is also really good at punishing people who retreat when low on health, which adds up throughout a match
Spy is easily the weakest class in tf2 because if the enemy team turns around you lose, all the effort needed to get there is wasted. Another thing, spy CAN pubstomp but the effort needed to do this is far more than any other class, like a soldier for example.
@@flammable1741If spy was any more powerful then the game would have been dead a long time ago. Why do you think the Dead Ringer got nerfed so many times?
@@ninja6245-realthe dead ringer rewarded bad playing, and it still does. But also I never said anything about if spy should be better I’m just saying he is weak currently
I, personally, would keep the Homewrecker the same but maybe buff the Red Tap Recorder to actually be better equipped to handle stuff like this, like maybe having the RTR have a massive delay before Sentries turn back online if it is removed, mainly since the RTR is considered bad since it's break speed is ultimately slower than Stock Zapper with it's only "niche" being against Mini Sentries (and even then Mini Sentries arent too hard to deal with anyways).
You think that the Home wracker is bad just because it hits sappers and not fun? How fun are Kunai spies, backed up with ubering medik and sticky spamming demo? And these things work even without these three pbeing a premade party players! Airblast and Short cyrcuit engie will not stand a chance, aslong the sticky spammer can be detonated spammingly and the sapper instantly reapliable!
I used to like the Homewrecker but now I feel bad for spies when using it.
Seriously though. Why should PYRO get the homewrecker be on pyro. He already hard counters spy by existing with every primary. Dragons fury is the most spy friendly weapon. Even Phlog is debatable as you cant airblast (especially trickstabby) spies away from teamates. Why not sniper? Maybe not have the model be a sledgehammer, as I dont think sniper coulf casually use it. But sniper is usually always backline, where the sentry is. So you can bodyshot/smg the spy w/ help from yhe engi and then get rid of the sniper. The spy can reasonably get away from a engi and sniper. But pyro hard counters him even more now. Just why pyro.
Because pyro has the least impact on game balance, he's already good against spy. If you think that's bad, give it to a heavy, then you have a sentry nest with a camping heavy who likely will sit at the dispenser with the huo-long heater. Now pyros will still camp sentry nests because they can airblast rockets, so a spy is now likely going to deal with an engineer, sentry, a pyro airblasting rockets, and a heavy sitting on top of a dispenser.
Why didn’t the Uber shoot the sentry at all? 3 stickies
i feeling like giving spy two new sappers could counter the homewrecker and reward the spy for his job regardless the pyro was there
sapper A
sapper deals 20% less damage and can be destroyed by one hit by the engineer including the jags
on backstap by 5 seconds the sappers placed will increase his damage by 50% faster and removes all resistances on sap allowing your teammates destroy that nest quick
sapper B
sappers deals no damage at all and just disables nest
on backstap by 5 seconds the sappers placed will gain a 75% damage resistance this making the engineers need to hit the sapper 4 times and the pyros with homewreckers 3
jags just fuck off lmao
I feel like a better fix is too give spy the ability to see enemy loadouts. for 1 it fits his class and 2 it allows him to plan knowing what the enemy has. Also the homewrecker should require two hits to destroy a sapper like the neon annihilator
He can already do that
@@creeperkirby201
wait really? how?
@@Gameplayer1500X IIRC spy can see the enemy's items if you press "F" while looking at them (at any distance) similar to how you can do it with teammates
Also you can disguise as pyro and press "B" to see what melee the enemy pyro has equipped
I really feel it's too strong... Why does it even exist
Only reason I use it is because I haven't got much better yet
You should be able to attach Sappers to men. The Sapper makes them take mini-crits, and the Red-Tape Recorder saps their ammo. In either case, any of their allies can destroy the Sapper by shooting it or whacking it with a melee. That sounds like it'd be awful, so it's totally a good idea.
consider this: powerjack
weapon balance is more than just "the gimmick of hte weapon", its also balanced against the other available weapons its competing with
which is something alot of weapon discussions tend to forget
also fcking hell its dustbowl, just play soldier
THE SPLURG DURG'S PURSLEWURG IS MY FAV WEAPON WDYM
9:25 Spy main coping about a weapon that is rarely used cause the powerjack is miles better.
Seriously dude, the Homewrecker is only used in ctf maps, and not even, as Pyro mains are incredibly selfish, having a weapon that makes you collaborate with your engi makes a great step in this team synergy game.
For its balanced stats so no spy main will cry I suggest: removal of sappers in 2 hits and +25 damage resistance on wearer, the damage penalty vs players stays the same.
The damage resistance is to give the weapon a secondary use, like running away with low damage (like the fist of steel) or destroy minis and sentries much easier.
Is he trolling or just bad?
I love hammer more than homewrecker. It's a saviour weapon.
I don't like spy mains so I will be for sure using this more
Spies who fall into the "spy main" stereotype don't even sap
equipping darwins danger shield:
spycycle + deadringer:@@coolepic519
if they gonna attack, we shall fireback
@@coolepic519
B a c k b u r n e r
Why not?
I didn't know the homewrecker fires one of the fastest projectiles in the game, without falloff, auto reloads, guaranteed 80 burn damage on someone that can't reach packs for ANY reason, 90 on anyone that happens to already be on fire etc.
Also passive knockback resist on a melee slot is a HORRIBLE idea. I thought you meant while active, but then you said you would use it to get close to sentries to kill with your primary
tbh why not just use the red tape? it would make the situation better
The jag actually removes them slightly faster because of the faster hit speed
I don’t know about that because there have been many time where a building could’ve been saved from a sapper if I didn’t have the jag equipped. I’ve sene many buildings die when it was just one hit away from removing a sapper
It bullies spies off your server? Splendid, I will equip mine posthaste
Remove it from the neon anihilator.... that weapon doesn't need it.
Make it take two hits, add +33% swing speed penalty.
I still don't think spy is a weak class, but I think that there are classes that are better at everything he does. Example: sniper.
But sniper is unfixable, so limit the number of snipers to 1 mabye 2 per team and have the spys take care of them..... from what i remember a point blank headshot with the ambasador (or a crit from a diamondback) still kills them in one shot.
The damage penalty on the ambassador making a headshot do 102 Damage:
skill issue mmmmppphhhhh!
Spy Main Crys For 9 Minutes.
Everyone out here waaa waaa about Wrangler. Just use enforcer to negate wrangler shield.
I feel like the homewrecker should be given a stat with which it can remove sappers, but with 1 more hit than the engineers. eg- Engi takes 2 hits remove sapper so pyro takes 3
Then there would be no point running it since by the time you show up, the sentry will be far too damaged to actually do anything. I say 2 hits for the Homewrecker is the max.
@@jblazerndrowzy so same as the engi?
Darwin's danger shield.
Seems familiar, right?
Lmao that was a prediction
so transform the homewrecker from a fun weapon to a useless one because it does not matter how much knock back you can resist if you dead in less than a sec
I think the homewrecker should require 3 hits instead of one, just for a start
Then everyone would just use power jack. THE ENTIRE POINT OF HOME WREAKER IS TO MAKE A SPY’S LIFE MISREBLE!
@@ninja6245-real thats not how u balance a multiplayer game
Pyro has always been so bs against spy, you used to be able to dodge pyros air blast, and move while in the air from one. Valve hates spys so they added a bigger hit box and made you unable to move if you get air blasted.
Spy is SUPPOSED to be infuriating to play. This whole argument is like complaining how Dark Souls is too hard…
MY BROTHER IN CHRIST! IT’S SUPPOSED TO BE HARD!
@@ninja6245-real dog what are you talking about, that is not "hard" just bs. Valve didn't say "spy is going to be like dark souls". I am a spy main, I love spy but I wish they'd fix some of the garbage
good vid
Number one, dont listen to the guide, number two, Dont use your class how it's supposed to be (edit) I also forgor that this isn't a guide lol
3:44 I think you meant to put scout here instead of sniper
Spy mains coping so hard rn
We love to see it
I had a Spy main on Frontier complaining I was using Homewrecker Pyro on Offense. Mfer I just joined on last point push and you’re already complaining
so pyro's homewrecker is "unfair" because the class that is a hard counter to spy can.... counter spy?
Thats why i call it "The Homme Wrecker" (homme = man in french)
The Ohm Wrecker?
Scorch Shot:
Never liked the argument defending the Homewrecker since it essentially boils down to "Yeah but how often does that really happen?"
"Yeah sure you could get insurance but how often do you really get into a car crash?"
Is This the real space guy
Wasn't your proposed fix for the Homewrecker in your Heavy Metal video to make it kinda like insurance? You know when something like that does happen, it'll still in some way cost you, with the whole Ammo cost for removing sappers?
How do you only have 900 subs I thouth youhad more
Hey have I seen this guy on uncletopia
the entire idea of just giving another class another classes ability just seems stupid to me
you could yknow practice and get better without complaining
Me, who happens to be a furry with a hammer: *laughs in pyromania*