Creating a Better Tier List with the TF2 Weapon Generator
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- Опубліковано 16 вер 2024
- If you randomly generate TF2 weapons, you're going to end up with some crazy stats. But if those stats were actually added to the game, how would they rank? A lot of people asked for me to do another weapon generator video with fixed tiers, so here you go!
Weapon generator: orteil.dashnet....
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I promise I'm not turning into a weapon generator channel. I've been getting a lot of requests for this though, so I'll end my weapon generator streak with this one. I'll still do the "creating the random weapons" videos every once in a while, but expect a wider variety of TF2 stuff for now! - Ігри
That scout’s pistol at 32:27 if we took on kill literally then scout would just pee on your dead body every time he kills you using it
So a psicological damage weapon
Thats sss+
An actual Pisstol.
Scout goes PISSSSSSSSSSSS
postal 2
I guess that also explains the extra damage to buildings
Imagine a flamethrower with guaranteed mini-crits on cloaked players, literally the biggest middle finger to every spy out there
I need it
i might honestly put down the degreaser for that
Full crits to cloaked and disguised spys
A new minigun for the Heavy Weapons Guy:
Pros:
Regenerate 3 health points per second
+50 max health
Guaranteed mini-crit damage on disguised players
Cons:
-5 max health
-99 damage to any other class besides spy
Minigun for heavy
On hit: 8 seconds of crits
+50 max health
Cons:
-15 max health
Not the ubersaw, a tier
This isn't the tomi, f tier.
Isn’t the holy mackerel, G- tier
I don’t have the game z tier
no silent rev: just plain garbage you will get backstabbed all the time, you won't hear the cloak F tier
i think that the -55% pellets per shot thing on that engi pistol might actually mean it affects the shotgun as its downside, because of the "on wearer" thing
So basically is better than a shotgun
Yeah he really doesn’t seem to understand on wearer
Unless the widow maker or pomson
I would change the downside to a 100% damage penalty, make it a small damage resistance instead of mini-crit resistance, and have it slow on hit rather than kill. The idea is that it slows the enemy so your sentry can light them up. Maybe call it the Sitting Duck?
@@alaeriia01 thats just a different weapon. not how it works
On kill: slows down enemy: it is easier to take a screenshot of a funny ragdoll before it flies away
Straight upgrade
Very useful
Bonus Healing actually used to exist, on the Shortstop.
@Ethan Hall i feel like that weapon is very underrated, but underused because when you have no medics, you typically have the 3 engineers building on last
@@bigchunguskeanureeveswhole1143 yep, it's probably the second best melee behind the powerjack and it's almost definitely better than the homewrecker
@@AffyMoon actually, I think the homewrecker is by far the best melee if you have a couple of engineers, because then you can guard the buildings with airblast and remove sappers when the engi is dead
@@bigchunguskeanureeveswhole1143 debatable, since the powerjack is *THE META* and it's usefulness is extremely good and you'll only need the homewrecker to be a pybro after you kill the spy during which time the engi usually has already taken the sapper off. And the backscratcher's utility is really good but I can see why you'd think that. Tho then again it's been a while since I've checked out the meta so things may have changed
@@AffyMoon the engineer can't remove the sapper if he's dead. **Laughs in stab n sap technique** no seriously though that's one situation where the homewrecker is best in. Also I'm willing to bet 30£ that the meta now is just anti bot. Vac med, fos fat scout.
"on wearer" means it always applies while it's in your loadout. "while deployed" means it only applies when you're holding it.
Edit: Nevermind, looks like it's completely arbitrary.
No, On deployed means when its deployed, not active. as a example we have the Sniper Rifle and the Minigun
@@indeterminado7216 I specifically remember one that only affected you when you had it out and it said deployed. Perhaps tf2 has inconsistent phrasing then?
@@majickman sandman has '-15 max health on wearer' and lowers health while equipped so I'd assume you're right
@@majickman Most likely that.
I think while equipped is the one you meant for while deployed
#0 is cracking me up because the extra jump height, knockback, and mini crits all come together to make a weapon that seems like it was DESIGNED for slapping around anyone using the parachute. Two engies with that weapon could play volleyball with a parachuting soldier or demo.
anti-air wrench
I feel like that engineer pistol would just make it so your shotgun is worse
Well it wouldn't matter for the Rescue Ranger so it could be paired with that right?
@@MrShadic140 ((laughs in pomson))
@@MrShadic140 possibly, I’m not sure how you’d take a percent of one
16:15 As a Medic main, this would be my SSS+ meta.
The Medic has a 4-5 natural health regen. This bonesaw would boost that to 9-10 health per second, making afterburn and bleed worthless, and the degreaser's 1 damage afterburn laughable. It doesn't have "While Deployed" so this would make the Amputator's regen almost useless.
The Blutsauger has a -3 health drain to counter the natural regen to make it balanced. The Bonesaw regen would completely negate the Blutsauger's downsides and give back the Medic's 4-5 regen, basically making the Blutsauger a straight upgrade.
Imagine a Battle Medic running into a control point with the Blutsauger, this bonesaw and a another Medic boosting him with the Kritzkrieg, spraying needles and clearing out the entire point without losing overheal due to regaining so much health so fast, as well as already being healed by another medic. The only hope would be crit-boosted enemy, a a backstab, or god forbid a random crit.
And I didn't even get to the "Regain full health on kill" part... This also doesn't have random crits disabled. This would be SSS+ for all Battle Medics everywhere. It could even go 50/50 with the übersaw... maybe even surpass it?
(Not to mention mini-crit damage to marked-for-death players, so the rare Escape Plan soldier charging in as a last resort is a confirmed kill.)
Idc about that ubersaw. I want to live. A so this thing of a bone saw would become my favorite thing to ever have around. No more scouts taking away your med packs when you're about to burn to death. You are your own med-pack. It would also make fighting other players while retreating so much easier too
he always forgets about medic regen
You do realize mini-crit against marked for death is useless right?
I an a medic weapons guy, an this, is my medic gun
@@harbringerboredom2353
Medic mains approve
I love how it’s called balance when the weapons have a 50 50 to be trash or to op as hell
Hey, it averages out I suppose
It's kind of shit. The 'balance' doesn't matter for such a concept but the stats themselves make no fucking sense(e.g minicrit on players who are marked for death, slow target on kill...)
It's pretty entertaining shit, but shit nonetheless.
makes sense
This comment is stolen word for word
@@storm_fling1062 Didn’t know comments were copyrighted.
The new bow for the sniper has actually inspired me. If I were making weapons for the game, I would turn it into a crossbow with automatic reloading system but I would make the switching time even slower and would add the downside "Can't pick up ammo while deployed" so that after shooting the 9 arrows sniper would have to slowly switch to something else to refill it.
"the ambassador is meta"
When was this recorded
I think he meant the Diamond back?
@mcchego sorry I meant diamond stomach
i think he means x10 cause apparently he likes to playz that alot.
Honestly if weapon 15 actually instead of applying Jarate on hit just caused a Jarate explosion on kill I could see it being really interesting mechanically.
on kill: explode enemy’s bladder
"it's like schrodinger's headshot"
“”it’s like schrodinger’s headshot””
“””it’s like schrodinger’s headshot”””
“”””it’s like shrodinger’s headshot””””
”””””it’s like shrodinger’s headshot”””””
”””””"it’s like shrodinger’s headshot"”””””
*Is literally a direct upgrade* ''It isn't the Ubersaw so it isn't SSS Tier'' Lmao
The ubersaw is literally that broken
it's not OP, it's just the perfect weapon.
@@obesefrogman "its not op, its just better than every other weapon"
@@gangstascout3593 better than every other weapon because every other medic melee is complete trash. the ubersaw isn't really OP, it's just like medic's most useful tool. doesn't mean it needs to be nerfed or anything like an actual OP weapon.
@@obesefrogman if it makes stock useless then its overpowered
Popular opinion: The Diamondback is a better version of the Ambassador.
I mean this is just straight up facts. I really hate the ambassador because it just doesn't fit with his kit or play style. Like the Diamondback is Spy's best weapon because you get rewarded for being an ACTUALLY GOOD Spy with guaranteed crits as opposed to just standing there with the ambassador and trying to shoot someone in the head.
The Amabassador in my eyes is a total crutch weapon that basically tells everyone "I suck at playing Spy correctly" or is a get-out-of-jail free card for anyone that missed a backstab. It's seriously just cringe to see someone use it.
@@elitebelt Also you can stand still against an amby spy and they’ll repeatedly miss you at point blank.
@@elitebelt Exactly, people keep saying that it takes more skill to use. And it does take more skill to use than the Diamondback, because it's just worse.
@@bananaspice1967 In terms of balance,the Diamondback is too op. It's like the Frontier Justice ( an actual balanced gun), except your sente needs to die while using the frontier justice. I'd like to see the L'Entranger be the Meta
@@cowboyoctopus2738 I'm actually surprised that the Diamondback and L' Entranger aren't used more. I can get when people use the stock revolver over them if they prefer the standard damage, but i don't understand people using the Amby over them.
I feel like that pistol would just have a 50% chance to not fire per shot (doesn’t use ammo on fail)
That sounds fun
I like to imagine it makes a jamming or click noise and the engineer just audibly mumbles 'dammit'.
Which pistol
@@sud1881 the one that shoots less pellets per shot
No, it just shoot a half of bullet
"Guaranteed minicrits on players marked for death" The minicrits have minicrits
the 18th is just almost a direct upgrade because -15 hp almost nothing and if you are at very low healt and pull this out the medic will gain uber faster than sonic
And if you need healing actually, just switch off them, its only no heal when deployed
it's certainly not SSS+ since beating GRU and KGB is basically impossible, let alone the holiday punch. But a solid S for defensive heavy builds for sure
I really like these. It would be even better if you or the generator came up with names for these items instead of needing numbers for the tier list.
For example:
#2 could be the Power Flop
#3 could be the Nataschsmol, etc
I think he did something similar
@@ghartuckt663 yea he named and drew them in another vid
#0 the airman's assistant
i made a tf2 weapon name generator
@@p19pityscoop83 send the link.
Is there a way to make a server that uses something like this to change the stats of your weapon?
Like, every time you respawn you get new stats.
You might be able to get it working with a modified uber upgrades, and just randomise what abilities and perks you get every respawn
The hard part would be linking it up the generator as custom/x10 mods download the weapon's stats once, after which they can be used. You could add every possible perk and try to randomize it that way but it might tax people's computers/the server too hard. Knowing source mod, spaghetti code probably makes this either surprisingly easy or literally impossible.
bro thats a sick idea, i like it
A gun game sort of gamemode would be cool
Team fortress borderlands
15:15 *looks at gameplay* A WEAPON TO SURPASS METAL GEAR
Oh
I think the head shot rocket launcher would be like the direct hit?
Next weapon:pyro melee crits on head shot
For 11, don't worry about the explosion, the crit is entirely based on if the rocket hits the head. Explosions crit only if the shot itself crits... meaning if you hit one person in the head... everyone near them takes crit splash damage.
OP AF, you mean?
@@MegaGaming11Basically huntsman with explosive headshots upgrade and no arc, hella stupid and fun
with #12 you could have a sticky jumper that you can use as a sticky bomb launcher (the 80% explosive resistance makes you almost invincible to your stickies while sticky jumping)
Self damage resistance and resistance are 2 different stats, note how the rocket and sticky jumpers have -100% damage and -100% self damage stats
@@burritoman2k oh ok
@@burritoman2k well yeah, you're nearly invincible to explosions but you don't have any penalty on your own explosion.
wait, but what about the mvm explosive upgrades
@@burritoman2k the explosive resistance in mvm gives u resistance to sticky jumps and rocket jumps though
16:10 not to mention on engineer he can equip the gunslinger to completely negate the downside
More than negate it.
Every time he says "holy crap" I add "Lois" to the end in my head lol.
Holy crap Louis.
“This is even worse then the time I was randomly generated!”
@@theguythatasked6400 6 months later someone completes the cutaway gag. thank you
this is the only correct way to watch great blue
12 is basically a direct upgrade to the sticky jumper
for number 19: you could w+m1 to find the cloaked spy and then swap to the axe and minicrit them sorta like a worse axetiguisher combo
18 is actually an A, S or SSS weapon, the regen is always but the medic/dispenser heal penalty is only while you have Heavy's melee weapon out. Since heavy spends most of his time with a ranged weapon out, most of the time you can get healed.
The engi pistol with "-55% pellets per shot on wearer" implies that it affects your shotgun because it says "on wearer" (always active for any weapon) rather than "while deployed" (only active while the weapon with this modifier is active)
additionally, "5% ammo pool while deployed" means that the max ammo wont increase until you actually switch to it, effectively giving you the same amount until you pick up more ammo after you switched, although that isnt too difficult to do if your dispenser is nearby. it will also go away when you switch away from the pistol
it would become a good pistol to use with the rescue ranger (assuming it doesnt round it down to 0 pellets) but pretty bad for all the other shotguns because it makes them really bad at dealing damage
he says at the start of the video that he will assume “on wearer” just means when deployed, otherwise every gun would be either overpowered or underpowered by a much wider margin
Here's an Idea for a Medigun:
Pros:
+ Passive healing: You can either heal allies by standing near them, or by right-clicking them while they are close.
+ You can attack while your patient is being healed
+ You don't have to hold the medigun to heal allies, meaning you can again, shoot while healing
+ 20% faster switch rate (You can switch to this "weapon" faster than normal)
Cons:
-25% slower Ubercharge rate
-15% slower heal rate
23:30 “why” bro, dude was eying to admire a t posed heavy painting, don’t interrupt him...
I like to imagine 11 is like a ballista, shoots one large arrow. could be usable in medieval mode, too.
"How easy it is to avoid" when talking about environmental damage as players *always* seem to walk into the saws because???
18 would be an uber building tool in highlander hold while getting to mid switch off just before get fully overhealled and run to cover if the medic goes down and heal for another attack that would probably be meta
Weapon #2 (the one after #1) honestly gave me the interesting idea of- what if you had an axe (or other weapon, maybe best-suited for medic, but idk, whatever class it worked best on) where it healed you at a rate, and could even overheal you naturally (however, of course had a much slower healing rate than the medi-gun), however- it'd *very* much lower your ability to be healed by medics, if not completely nullify it, *but*, it'd give you mini-crit damage against those that are being healed/those that are overhealed (though you could probably take a considerable amount of damage about anybody not over-healed). So essentially, it'd help to counter pockets, by being your own mini-pocket, and doing extra damage to them, however you're more vulnerable to those that aren't being pocketed. (I had the idea of maybe making it a medic weapon cause then you could name it to something like "the third opinion") (or if it's on the pyro, it could be called something like "the heal cutter", and it'd probably have a small pack on the pyro's back to let other's know about the pyro's overheal, or they'd only be able to get it when it's out).
“#2 (the one after #1)” wow I never would’ve guessed
Touche, just I originally thought it was #1 (the one after #0) before changing it to accurately reflect the number, but I decided not to change the format overall for no reason in particular. (though I did laugh at that probably more than necessary lmao)
@@bardofvoid174 oh ok lol
8:44 I think the fact that number 3 says on wearer it would mean the shotgun you have equipped (unless you have a rescue ranger equipped) would half the pellets you shot as a trade off because you have a really good pistol so you’re shotgun is nerfed in exchange
Weapon #11 is basically just main concept of the direct hit on crack
For the 0 weapon, it would be like the Eureka-Jag rollout. You use it to put a teleporter somewhere you usually can't reach, then build your nest there with a normal wrench. It could be meta on some maps, but not really as main wrench.
10:45 Demoman: **running for his life**
This guy: **talking quietly about pyro**
37:26 yeah um those gloves are literally the opposite of what hes saying I mean its very important to note that it says "while deployed" basically making these gloves a "never use but equip for health regen"
It is me, the weapon enjoyer
25:54 Well, obviously the way it would work is if the rocket itself hits the enemy's head it would be a headshot.
Dude that pistol for engineer with the rescue ranger: you no longer die to one unlucky pill from a demo while hauling
"If you're standing in the buzz saw, don't stand in the buzz saw"
-Great Blue
18 is amazing, heavy now gets passive health regen and only doesn't get healed when he pulls out the glove. That should be A-S as while the 15 less health does suck... but 4x4 = 16 or in 4 seconds it undoes that.
0 definitely would have like, some spring loaded thing on it, with the implication that the engi uses the spring to jump higher, along with using the spring to add knockback to his weapon
I tried this and got a demmoman sword that
Pros: +40% reach melee
Cons: -10 max Health
But the sword already reaches so...Lance?
Oh jeez
It’s time to joust
If Demoman can use an axe and the game calls the axe a (sword) (also it can crit because it’s not a sword), then that sword can be a lance (which can also crit since it’s not a sword).
"If you're standing in the buzzsaw, DON'T stand in the buzzsaw" is the best thing I've heard all year, thank you Great Blue
This should be a series
the headshotting rocket launcher would use the same hit system as the huntsman. it would be an even more extreme version of the direct hit. except instead of being able to aim low to hit the ground and get some splash, you are encouraged to aim for the head, with a much higher chance of whiff. the damage done to the player would be determined by what hitbox the rocket collides with to trigger the explosion. it doesnt say it does more damage just to the head, it says on head shot. Ultimately I would put it at C-D, as it reduces your health by half, plus the vulnerability, so you would have an effective health of 75, but if you can nail someone in their upper hit box, theyre instantly dead. High risk, High reward glass cannon soldier.
26:22 you could give rockets, pills, and other explosives miniscule chip damage to overhaul the system. If the rocket pings the head for 1 then it gets the crit explosion. Also giving the sticky jumper and rocket jumper a way to annoy people more is definitely something that has no way to back fire at all
A new melee concept for scout
Name, "Teni's Tennis Racket!"
Pros +29 health on kill +39 health when crit or headshot with the tennis ball
Cons, you start out with only 77 health, -7 ball reach, +71 Fire vulnerablearty on wearer
Hi, this is quite random, but I found this little package of stats using the randomizer you used, and it actually made sense to me. Here it is.
A new syringe gun for the Medic:
Pros:
+50 max health
On kill: Uber percentage
+65% jump height while deployed
Guaranteed critical hits on mini-crit boosted players
Cons:
+100% fall damage vulndurability on wearer
-85% weapon switch on wearer
9:43 OH MY GOD, I have the perfect name:
*"The Hot Glu Gunn"*
Weapon 6 name:
*Blast Protection 3*
6:29
Memers would probably use this while pocketed by a quick fix medic
I think that the headshoting rocket launcher would work by if the rocket itself hits the opponent's head hitbox then it is considered a headshot and will cause the resulting explosion to crit.
weapon 7 be like "you think ubersaw crits were bad? Well, how about more consistent crits, and you heal the medic for daring to approach him."
This is by far the funniest one I got because it sounds like something Valve would have released back in the day:
A new scattergun for the Scout:
Pros:
+45% damage on wearer
Cons:
No random crits
Number 13's name should be 'The Glaswegian smile', and it should be a small piece of jagged glass with a cloth wrapping for a hilt.
27:00 alternative stats to this-
+Headshots do minicrit damage
+% projectile speed (whatever value is balanced)
-No explosive aoe
Basically, soldier is shooting rocket propelled arrows. Extreme version of direct hit.
6 is broken on Engineer, his main weakness is explosive classes and that’s practically gone with only stickies posing a threat to your buildings because you can just block every other explosive by just standing in its path Lazypurple style
weapon 11 feels kinda a ballista for the soldier, like shooting arrows... (it would be nice, it will give soldier a medieval primary option)
Number 3 says ON WEARER
Meaning it would negatively effect your shotgun
And losing over half your shotgun dps is devastating when it's your only real way to defend yourself without your sentry
That’s why every other engineer uses rescue range, wrangler, and jag, giving the engineer NO way to defend themselves without their sentry gun.
Jack Moseley rescue ranger is alright for self defense wdym
Its way more reliable as it doesn't suffer from bullet spread
#11: Rocket that deals critical hits on headshot will probably uses the hitbox for the huntsman arrows and replaces the default explosion with a crit explosion if a headshot is detected
1) The stats shows still allow for random crits and crit boosting.
2) the critical property, as I read it, implies that it could apply to the explosion and not *just* the one target being hit
I would say that this is a direct upgrade to stock
Weapon #1 the scout pistol would only deal 15% more damage with the minicrits because cloaked spies get a 20% damage reduction, but the minicrit icon would still screw them ober
I have an idea based off of #5 12:05
Pros:
An axe that has guaranteed critical hits against players that are marked for death
+10% movement speed while in air (jumping boosts you in the direction you're moving slightly)
+10% range
Cons:
5 seconds of -30% movement speed when a marked enemy is killed
10 second loss of in-air speed boost when a marked enemy is killed
50% slower swing speed
Honestly, despite all of the big numbers and ridiculous stats in this video, I think the headshot rocket launcher is the funniest generated weapon here. Maybe it's because it's almost a good enough approximation of a functional weapon that the headshot stat is a good juxtaposition, but I just love the mental image of doming someone on the head with a fucking rocket and instantly crocketing them to super hell. It completely flips the way a rocket launcher is used on its head, while also not stopping you from just using it like a normal rocket launcher. It's just a normal-ass rocket launcher, except also sometimes you can pull the big funny on someone.
26:00 Way easier to just say that if the rocket hits the head (Not the explosion) then the rocket AND it's explosion do critical damage.
15:29 combat enginners dream
14:15 so that's what lazy purple used to tank all those rockets in how it feels to play engi
Eleven had me on the floor, rolling and laughing.
My sides hurt.
The game considers arrows to deal the bullet damage type behind the scenes (and actually has significant impact in MVM if you take bullet resistance upgrades), so I would reinterpret anything that messes with arrow damage resist/vulnerability as actually referring to bullet damage.
Strange how it says on kill when "on kill: slows down enemy" would mean they die, but in slow motion
25:36 The Schrödinger's Headshot would actually be a pretty good name for a sniper primary
A brief note on number 18: The lack of bonus healing only occurs when deployed. The number if times a medic is healing a heavy while he has his gloves out is minimal to begin with, so he could just sit on his minigun and still recieve full healing, only switching to the gloves if his medic dies. That way he can regen health and still moderately defend himself at the same time. I'd love to see it in game!
This tier list videos really just put me to sleep different, fantastic stuff
17:35 is a triple S in both Medieval mode and MVM. Especially MVM. You can pair with one Fan o War scout, and eviscerate entire waves while being practically invincible, and with 3 Über canteens, fully invincible for the big guys. And a full swing speed? God, the übersaw might not be needed. Just a Med and a Scout.
One thing about the jarate pistol, it doesn’t say how long the jarate lasts. In fact, it just says it douses them, which when taken literally would mean the jarate just wouldn’t wear off.
34:08
The way I interpreted the "charged shots decapitate victims" stat was that if you hit an enemy with a fully charged arrow (with 70% faster charge speed, mind you), even if it's a bodyshot, it will decapitate and instantly kill them
15:15 can we just talk about that demo in the gameplay’s Absolutely Safe Zone
those gloves are great, they provide you with self healing, while you have them in your HANDS, you can't be overhealed, and fall damage deals the tiniest bit more.
GREAT for uber.
"It would let you get to some pretty wacky sentry spots without having to sacrifice your secondary slot for the Wrangler"
It's cute that you said the Wrangler is some sort of sacrifice
I had an idea for Scout
Replaces Secondary
the "Boston Brigandine"
Pros:
+20% damage resistance from enemy players on wearer
+User receives less knockback from enemies
+35% damage resistance to Sentry guns
Cons:
-10% Movement speed on wearer
-10% Jump Height on wearer
Idea: Scouts would sacrifice some of their mobility in exchange for superior durability, this also sacrifices your pistol/milk/soda
(Whether or not it's "balanced" I have no idea but it was a thought in my head I wanted to express)
With #6, that 90% resistance would allow scouts/engies to survived a full 8 sticky trap at max ramp up and still enough health to tank a pill after and still live
My take on your tier list + some constructive criticism
Weapon 0:
A is fair. It can potentially deny an Uber push with the knockback effect. The increased jump height is cool utility. +10hp is nice, battle engi will appreciate it. 15% slower attack speed is quite substantial on wrench.
Weapon 1:
G- seems more appropriate. -30 max health on Scout is terrible. Only having about 1 clip of ammo is bad, and you likely won't kill the Spy unless you can find the cloaked Spy within the first few shots and hit every shot thereafter. Minicrit isn't even that big of a damage increase.
Weapon 2:
G- is fair. The -80% move speed killed it.
Weapon 3:
S is fair. Slow effect can help kill spies. Spam at enemy to help teammates.
Weapon 4:
S is fair. I like the idea of slowing flare. Other stats are good too.
Weapon 5:
G- is fair. Downsides too crippling, only good upside is 1hp regen.
Weapon 6:
SSS+ is fair, I guess. It is not so much OP as it is game-breaking.
Weapon 7:
S is fair, maybe even A. It's just not the Ubersaw, and a well-protected class like Medic doesn't need extra hp regen that much.
Weapon 8:
SSS+ is fair. +40 max hp is just too good. This + boots = 240 max hp, and you still have the sticky launcher.
Weapon 9:
F seems more appropriate. Trade away 50 max hp as Scout and you're not even a glass cannon anymore. You are a paper cannon. The firing rate is good, but not OP enough to save the weapon.
Weapon 10:
F is fair, only because of the existence of Medieval mode. 40% explosive vulnerability at all times is way too much.
Weapon 11:
C seems more appropriate. -50 max health is a lot. It's going to be hard to hit someone's head, so maybe treat it like increased random crit chance + heavy killer.
Weapon 12:
SSS+ is fair. Same OP effect as weapon 6, but this time you can easily bypass the downside if you're paying attention.
Weapon 13:
G- is fair. -15 max hp and makes your melee extremely hard to use in exchange for a measly +12 hp on hit.
Weapon 14:
G- is fair. No real upside, crippling downsides.
Weapon 15:
Severely underestimated this one, S seems more appropriate. You can spam your Scattergun from afar and if an enemy is hit with even 1 pellet they get Jarate'd. You don't have to be the one killing, just stick to support. Maybe it'd create a whole new sub-class, the P*ss Scout
Weapon 16:
S seems more appropriate. The arrow spam potential + 5 hp regen sounds too good to be true. The downsides make you a glass cannon, but it's not unbearable.
Weapon 17:
B-C is appropriate. Yep, direct upgrade is good, but such a minor step up from the Fire Axe is really not good enough.
Weapon 18:
A seems more appropriate. You probably misread this one. The -100% healing only applies while deployed, and you pretty much have no reason to deploy this melee. The 5 hp regen is global though, so you're basically trading 15 max hp for that, which sounds like a great deal.
Weapon 19:
A-B is appropriate. Pyro has many better utility melee weapons, but it's still above average.
Weapon 20:
SSS+ seems more appropriate. 100% charge rate is too useful for bodyshots. Downside is situational.
Overall, I'd say you're getting better and better with these videos! Keep it up man, looking forward to the next one!
8:13 HOLD ON AGAIN! You could interpret it as the pistol shooting shotgun shells and shooting 55% less pellets than the stock shotgun
can you make a tier list of the numbers 1-20?
24:57 would be 'I guess' strangely good in MVM, since you don't see giant robots intentionally trying to dodge your rockets. The arrow vulndurability doesn't make any change, since you don't see a random sniper running at you expecting not to die immediantly, if it didn't have the -50 max health, I'd call it an S. It's like the Cow Mangler, it has a cool mechanic, but it's basically just the stock rocket launcher.
New revolver for the Spy:
Pros:
+5% Falling damage resistance
+35% Environmental resistance
Cons:
Take 100% mini crits
+250% Fire vulnerability
+50% Environmental resistance
33:19 Imagine firing this into the enemy team allowing your teammates to clear them out. A support pistol.
That piss-pistol would totaly be SSS+
Not only does it make it so you just deal infinite min-critz with it but imagine just spamming piss from range on the entire enemy team
18 got done dirty, it was only while deployed mate.
Right? Should be A-Tier
Weapon 3 could be a pistol with a large barrel, allowing it to shoot shotgun rounds.
15:00 imagine this weapon in class wars, demo or soldier against scout will be impossible and engineers will be more of a nightmare to deal with.
Headshot aoe mechanic: if the pin point of impact registers the head hotbox it counts as a headshot. Think of it like the explosive headshot upgrade for sniper in mvm.
Edit: arrow damage counts as bullet. So it's basically bullet vulnerability/resistance
A new medi-gun for the Medic:
Pros:
Regenerate 3 health points per second
Ubercharge:Explosive Resistance
Cons:
-55% overheal on wearer
-20 max health
+15% environmental damage vulndurability while deployed
thanks random gen