TF2: The Official Soldier Weapons Tier List
Вставка
- Опубліковано 5 чер 2024
- \/\/\/ TIMESTAMPS BELOW \/\/\/
Connect!
Twitch: / zesty_jesus
Twitter: / zesty_jesus
Discord (first 5 only): / discord
Full stream VOD's and Discord access available for Patrons! : / zesty_jesus
Donate: streamlabs.com/zesty_jesus
Demoman Tier List: • TF2: The Official Demo...
Thumbnail by JauntyWeb:
/ jauntyweb_ssb (SFM render)
Intro Music
Hey Skrillex- OmegaMode
Outro Music
Ball Point- Adhesive Wombat
0:00 Intro
1:25 Airstrike
7:13 Battalion's
11:54 Concheror
14:33 Buff Banner
16:44 Base Jumper
20:01 Stock Shovel
21:03 circljerking rant
27:10 Cow Mangler
30:43 Beggar's Bazooka
32:57 Righteous Bison
35:06 Pain Train
37:02 Discplinary Action
38:36 Escape Plan
40:02 Equalizer
40:56 Half Zatoichi
42:40 Rocket Jumper
43:17 Market Gardener
44:26 Rocket Launcher
46:12 Gunboats
47:07 Shotgun
48:05 Reserve Shooter
50:10 Direct Hit
53:36 Manntreads
54:57 Liberty Launcher
56:36 Black Box
58:21 Panic Attack - Ігри
I did an oopsy woopsy fucky wucky and repeated a snippet talking about the pain train
I thought I was going crazy lol
@@thesucc990 me too
% decrease effect base dmg, there is a vid on that already, tested w demo's shields
Is the beginning of the Rocket Jumper portion intended?
Hey, I'm sorry I couldn't catch the stream but I thought about something. What if the Base Jumper was a banner with the passive being the parachute. The ability might allow teammates to see enemies through walls (or something more useful).
The real benefit of the banners isn't their buffs. It's that whenever your team hears the toot, they all push in together. That way you don't have to wait until the last 10 seconds for the game winning pub push.
Big brain time
It’s like “HEY COME HERE” alarm
Never happens in pubs lmao, I use my horn, literally looking for someone else to show up, but no they decide to camp with full hp and spam corners. Stupid pubbers man 😂and when I use my thing they star spamming harder, like bruh
idk if you're in a game where your whole team last-second-pub-pushes, chances are they're either too new or too bad to also pub push when an obscure horn noise happens
Must nice to be you. It feels like every time I toot my doot my teammates scatter like cockroaches or just sit around with their thumbs up their asses.
Another fun fact about the Battalion’s:
If you’re fully overhealed, you can survive the Kamikaze Taunt
But you can die of fall damage
@@ptrejo17279 If you’re fully overhealed, I would assume you’re being healed by a Medic while doing it
heavy + full overheal + battalion backup buff = taunt kill : d e n i e d
I mean, you can also do that in MvM with full blast resistance upgrade
@@dankmachinesolders kamikaze
the medic: I guass I will die
I would say that even in MvM, the Cow Mangler isn't a straight upgrade because you lose out on the super shot utility as soon as you upgrade your clip size. The super shot taking up four rockets is bad enough, but even with maxed out reload speed, needing to reload 6 or 8 or 10 rockets is even worse. You basically trade getting rid of one set of upgrades in exchange for making another set an active downgrade to one of your benefits.
Not to mention that Crit Canteens go from fucking amazing to kind of terrible
holy wow fsoas
Don't use the alt fire then. To me if the team doesn't have a kritz medic it's a straight upgrade, specially paired with the buff banner
@@magicmissile7533 You don't need a medic for the minicrits only downside to come into effect, but if you're not a fan of crit canteens then that seems like it would work well
I'm not a person who plays a lot of MvM so I don't know much about how good the Cow Mangler is but yeah you make a fair point. Although it shouldn't use up the entire clip when upgrading your ammo capacity, it should only use the equivalent of 4 shots, like how it does (technically) at base capacity
If I had a penny for the amount of times I saw a tf2tuber who kinda looked like Patrick Bateman from American psycho, I would have 2 which isn’t a lot it’s just weird it happened twice
If Patrick Bateman were to be a Tf2ber that would make 3 pennies.
imagine bateman and all of his colleagues being tf2bers and theyre all virtually indistinguishable.
why am I only compared to dark characters
@@ZestyJesus because they look cool
@@ZestyJesus Tbf I’m pretty sure Jerma has and is more likely to kill a man then you are
Aw yeah
I can't wait for the 10 hour rant on the Backup and why its the most balanced S-Tier weapon.
59 minutes on the backup 1 on everything else
38:10 Fun Fact: The disiplanary action has 70% longer melee range. Making it longer than any of Demoknight's weapons.
Source?
@@poopyjoe7435 literally just look at the wiki for it
Still not enough
I have a bad habit of making the joke that the whip is super effective against demomen.
Yes, I know, but the joke is just too easy to make!
@@BlazingShadowSword oh yeah I remember two guys on a server getting into a very deep argument about how the whip should do extra damage to Demoman
Solder's laugh is honestly the best thing in tf2, I just love it, Rick May really outdone himself but rest in peace you amazing legend.
Rick May is rocket jumping in the heavens above
Legend has it, that if you see a shooting star on the night of the fool moon, that's Rick, reaching 20 killstreak
@@black97_0 shits gonna get busy when more voice actors start dying
@@thechosenjuan8776 😔😔
07
You can hear ‘Alright cut’ at the end
Battalion's Backup is just the biggest "fuck you" to TF2's worst stereotypes and combos you see way too often. It's just beautiful, especially once you get a second player who is just as big brain as you.
It plus a quick fix is just "and now I can't die!"
@@vyor8837 spy: Laughs in backstab
Nice Teckworks avatar
oi takeshi
@@supremecalamitas342 the battalions has only 1 weakness to crits being it doesn't protect you at all from backstabs, and besides the spy knife deals 40 damage per non backstab
I love how as soon as he start talkin about competitive he just switches to *the funny voice™*
Also known as the Jerma Otto voice.
The whip could literally do 0 damage and still be A or B tier.
It could honestly heal enemies and be in B tier or higher. Shit's good
Except in casual, people RUN when you’re trying to whip them. It’s like they try and avoid the speed boost
@@joeyjonquantaviusjr9927 Because they go faster than you ?
Just something that popped into my head when you were talking about the Liberty Launcher: It could be neat to give it extra knockback. That way it would combo better with the RS by overcoming the damage decrease which already indirectly reduces its knockback. It could also make your rocket jumps go further, which could open new rollouts etc.
volvo plz
Been thinking the same thing, it fits with both its set and theme while improving on its niche of combo and high mobility solly.
imo if they did this then they would just create a whole new crutch meta of liberty launcher/reserve shooter soldiers abusing the easy knockback
@@vin8754 it's good to be wary of movement controlling abilities and all, but we're talking about normal knockback here, not something like pyro's old airblast.
it won't be all that different from the reserve combos we can already do: we'd just be doing it with the LL, which has the worst knockback of all currently.
Love the “xyz gaming” rant. We needed that
It really reminded me of "STOP POSTING ABOUT AMONG US" tbh.
@@mr.calamity8886 IM TIRED OF SEEIN IT
Zestys rant: "stop circlejerking about xyz gaming, im tired of hearing it. my comment sections talking bout it, other ppl comment sections talking bout it
engineer gaming
@@lostime2743 zesty jesus gaming
The cow mangler is actually a decent support launcher. Not requiring ammo means more ammo for the rest of your team. I like to pair it with any banner and the whip.
Buff Banner Soldier
+
Bushwhacka Snipers
=
“We do a little trolling . . .”
Thank you for turning me on to the Battalion's Backup. All my best killstreaks with soldier have come with it, and I wouldn't have given it a chance without your old video on it. I love it so much.
Personally, I think giving the B.A.S.E. jumper at least 2 or even 3 more tries to deploy the parachute everytime you're in the air would be nice and even give it back the mobility it had previously, it'd give people the chance to be able to juke in midair like before, but you can't exactly spam it to your heart's content anymore to make yourself nearly impossible to hit if used wisely unless the enemy uses hitscan, a sentrygun, a competent sniper, or they're playing Heavy.
Or how about this: Give it a parachute deploy interval, about the same as airblast. At least now competent players know that the second you dpely the parachute, you have like 1 second before you can let go or redeploy.
35:38 and 35:47 , for some reason your statement on demoman using a shield looped
Love your content!!!
6:35 I just realized your right sniper is the only class that doesn't have any of those things and he is NOT weak in close range cuz there is something named bushwaka & jarate combo and he can headshit you at any range
If a Sniper can quickscope you at close range than A) You suck at moving, stop holding W or B) he's fucking godlike.
@@ShakerSilver the fact i can move left and right while spam crouching, as medic, and I get one shot, is annoying enough
@@theratking185 medic is literally the most powerful class in the game with no other real counter, so I think having to worry about positioning a bit more while in open sightlines is fairly reasonable.
@@ShakerSilver that wasnt my point. And you dodged what I said. The point is that nobody should be able to dodge that kind of shit. Its infurating
@@ShakerSilver Cry about it. Ankle Dan had been to Valve HQ and asked Tf2 devs about "possible most op class" and Sniper was mentioned as a class that can get a probable nerf.
And since Sniper bots have worsened Casual experience, there is even more chances for le nerf
Let’s do this
Hopefully we get more funny clips like the Double Donk discussion
Y'know, I barely play TF2, but I watch this man's videos because he makes all of this so interesting lmao
That comparison with repeating “Jump” on the radio was absolutely perfect
I like the song, but I can easily see how annoying it could get after hearing it 5 times in a day
*I don't even play the game but I might as well put myself above the average Gibus player in knowledge of the game, I am addicted to this game and I haven't even got a chance to play, H e l p*
@@Nameless_Cat_IsAGoodGame You should definitely try playing it; it takes a bit to get used to but oh boy it's fun. And hey, it's free! (until you want voice communication, unfortunately)
@@sadjoysplode The issue is I never had any form of a PC or computer, if I ever owned one, would be the first thing I even just think of 100%, like holy shit I know too much not to make use of
@@Nameless_Cat_IsAGoodGame Oof man, sorry about that. But for sure, this game is a masterpiece, and even in its current state it's a blast to play. Hope you're able to play it soon!
air strike should have a gradual rampup on reload speed. not just a simple increase. EG first rocket is normal reload speed, second is 5% faster, third is 5% faster, fourth is 5% faster, and so on and so fourth. it would still encourage burst damage type gameplay while allowing you to not essentially wait the entire length of a respawn to reload.
The conch:
"Mad milk on crack."
I find that the best thing to pair with the Air-Strike is any banner. The increased clip size means that you can really use the ENTIRE Duration of the battle banner's buffs instead of wasting half of that time reloading.
Also, the increased clip also atones for the lack of a shotgun.
Fun idea for buffing the airstrike: make it so the damage falloff is inverted. The farther away you are, the more damage you deal, and the closer you are, the less. That allows it to function at its intended purpose while also making your ground game suck even more since you're closer to your targets.
oooooo, interesting idea
Yeha but what would stop you from trying to snipe people with long range spam that blows someone up
the liberty launcher has always been a guilty pleasure for me. back when it was just increased rocket speed for one less rocket it was definitely worse since all it was really useful for was throwing off a pyro's reflexes.
in terms of "meta" use now it's still not as good as stock since even with the extra rocket it doesn't deal with tankier enemies and hardened entrenchments well at all, but it does enable a soldier that is potentially even more mobile than he already is which is pretty terrifying considering the reduced self damage can potentially free up an entire weapon slot.
i do wish the 25% damage penalty was a little less severe though, maybe a slight bump to 20%. i want to argue for 15% but that might be a bit much
Just at the beginning and it's already good, keep it up Zesty
Honestly if they reduced the range of minis it would solve a lot of frustration I have with them.
Based and fun pilled
Minis are fine tf2 is a team based game
Minis are useless against anything except for a scout, which is already the best class in the game, and flanking soldier, which is also extremely powerful. I'd say it doesn't need any more nerfs
@@theratking185 pyros get fucked by minis especially if they're using flares
@@DannyCheezits good lmao
im an intellectual, for i use the stock shovel for some odd reason, simply because i have a strange varient that im obligated to use and because i want to feel like a death korps of krieg trooper who doesnt care if he dies as long as a heretic gets smacked
I’m really loving the tier list videos, I love how honest you are about your job and your thoughts. You’ve definitely earned a new subscriber
Your video on the Air Strike made me start trying to use it. I really like the Air Strike's concept and it's fun on cramped maps like Pier where enemies bunch up a lot. It's fun in MvM too.
It's really good in MVM.
@@vyor8837 The only problem with it is that it starts off way weaker than most rocket launchers.
@@Calvin_Coolage it's great on the long run, since you can forget about the clip upgrade and leave firing speed for later, and get more important things earlier, like rocket specialist and damage (or whatever soldiers upgrade first these days)
I've really loved this series so far, I love the thumbnail theme and art, and what is actually said In the video is very informative and entertaining
Just a Cowboy Bebop reference but TF2 characters.
my favorite part about unbalanced weapons is that i love crutching myself for no reason.
"oh we already got 2 soldiers? ok imma run liberty launcher"
It feels like the Reserve Shooter's mini crits against someone jumping with their own explosives just feels kinda like something the Devs noticed during testing and, rather than changing it, decided to make it a feature of the gun out of sheer laziness.
27:10 The most effective niche use I've found for the CM5K's charged shot is taking out a turtling engie with a wrangler. Don't aim for the sentry, but instead aim for the dispenser behind the engie. The shot will instantly remove most of his health (122 out of 125), disable the dispenser so he can't heal, and set him on fire, which will most likely finish him off before the dispenser comes back online (4 dmg/tick, 122+4=126 = dead in half a second from max health, unless he has the gunslinger or another source of healing). With the engie dead, the buildings are just sitting ducks.
But yeah, besides that, I just like lobbing an ammoless "fuck you" down a long sightline to waylay the unfortunate light class that struts into its path - especially snipers lol.
I feel you on the circlejerk rant. I find that, very often, while a meme is popular (like amogus) it's annoying as fuck. Everyone and their dog makes amogus jokes nonstop. Then, after it's long dead, I'll remember it exists and giggle a bit.
The only thing that sucks about the Beggar’s Bazooka is the rocket deviation. Basically makes air shots a roll of the dice. You can’t reliably shoot someone in the air with it because of the random 15 degree deviation
The Air Strike is really fucking strong in games with random crits on because if you always fire all of your rockets at the same time, you almost always end up firing a random crit which is always devastating. Especially if you manage more than one in one barrage
I find the circlejerk memes funny but in an ironic way, but frankly I’m so entrenched in sarcasm that I might like it unironically and not even know anymore.
My beef with battalion is that my teammate does nothing whenever I activate it
The reason the other 2 banners are used more often is because when you activate it your team knows they can go in
Counch:The speed boost
Buffbanner:The glowing weapons
Battalion:Just a little shield 🛡 on top of your hp alongside a glow effect that nobody will noticed
My idea:Is to make shield more relevant alongside a text on top of your hp saying “Take 35% less damage”
“Crits don’t effect you”
That way so people will know that they can take less damage alongside knowing you’d be immune to the crit
So whenever I use the backup or any other banner i have a bind that’s says the banner is activate and we should get in there
Love the intro music. Airstrike was the first drop I ever got when I started playing TF2 and it took me all of one round on Gorge to realize how underwhelming it was. Ultimate self healing soldier: Black box bc health on kill, Conch bc health regen passive and speed boost + health back on hit, and Half Zatoichi for 100 health back with each kill.
"I see your a man of the conch combo"
@@user-of5pz5wz7o I've never actually used the Black box once in my 1200 hours. I just like diving into the weapon stats to see what might work together
I think the direct hit should have a slightly slower firing speed, since in 1v1 situations there's basically no downside. It's like you said when discussing quickscopes, the direct hit is balanced for the average soldier that can't hit all their directs, but an extremely skilled soldier can use that faster projectile speed to always land directs and make the weapon an upgrade to stock in a lot of situations.
If your reaction times fast enough you can consistantly dodge every DH rocket
Zesty I would just like to thank you for the entertainment, I genuinely care about content from UA-camrs like you than most other visual media and it brightens my day
16:45 the Base Jumper's original ability to repeatedly deploy was nightmarish for casual scenarios in my experience, but I also agree that in its current form it's not remotely useful or fun. Here are some changes I've pondered:
+ allow unlimited deployments
+ crouching while deployed doubles descent speed (224 Hu/s)
- 0.5s delay between activation and deployment
- takes 1s to decelerate from current falling speed to parachute speed (112 Hu/s)
with the cow mangler, its mainly to replace the rocket when going against a sentry nest with an engie with short circuit.
I just love the airstrike because I just totally dissolve engi nests, even with only 4 rockets, even when the engineer is turtling the sentry, it's way quicker than the normal rocket launcher or like the beggars bazooka, and I also have a lot of fun playing with it (on open maps of course)
I had an idea about the liberty launcher by making it like the degreaser by adding a faster ready and holster time, making it lean towards a combo playstyle more and making it synergize more with the reserve shooter.
One of the great things about the cow mangler is that the charged shot does big damage, I like to hit the engineer when I can. It's definitely not my "anti-Engineer" weapon, not a chance, and I rarely use it unless I'm gonna be spamming out on a map somewhere I know there's gonna be a bunch of guys.
The original equalizer was easily the best melee weapon ever
The pain train section has a clip that repeat, you might want to check that out
16:55 I thought you were the one who did that video.
It bases it on weapon base damage AND NOTHING ELSE, so it’s extremely effective at long range but less effective at close range.
Forgot to mention that the conch is the easiest to charge, and if you have the time to switch it saves between the 3
The trick with the base jumper is to deploy it right before you hit the ground rather than up in the air
I know this video is almost a year old but I really like the idea of the airstrike having other weapon kills count towards your streak. I would probably use it with the shotgun but I reckon you would see a lot of really insane soldiers using the market Gardner to get those first couple of kills and also use the extra rockets to do insane jumps once they have them. The play style would take high skill but be rewarded insanely. Would make it be used way more often!
A 1 hour zesty video is the highlight of my week.
Hopefully when this serious ends he will do another weekly series. Cause it’s really entertaining
Now here’s an interesting idea: for the Airstrike, perhaps a reload that ramps up could be interesting. Starting at the fourth rocket in a row, reload speed increases incrementally.
That way there’s no issues with negating getting rushed down with an empty clip, but it makes it less and less painful the more rockets you have to refill from zero.
Commenting to support, keep rocking zesty
I feel like you were spot on with the Black Box, especially when put together with the Conch. To put that in perspective, my main Soldier loadout is that classic Black Box Conch setup…minus the Black Box. I do absolutely feel the need for the constant heals, but between only being average at TF2 in general and having a, uh, tendency to unload my whole clip in a fight as a blast class, I also need that fourth rocket. In fact, I think I value the extra rocket over the extra healing, especially since I basically just equip the Conch for the passive regen; that’s generally good enough.
The direct hit does have a great purpose in sentry busting: overwhelming wranglers.
A wrangler engi is probably going to be more likely to put his sentry in a place where the soldier can shoot it so he can take advantage of the increased range and ride off the resistances, but the direct hit helps offset that and takes advantage of more bold sentry placements.
I agree with most of this list, except i feel like the zattoichi was slept on, because it makes an extremely powerful combo when paired with the concheror. If you manage to earn your entire boost from rocketing the enemy over time, pulling it just turns you into a force that has more speed than any stock class in the game except scout, along with a melee that rewards you with overheal, extra range, and a slight healing boost from hitting with active conch. The two items almost feel like they were meant to be used with one another.
Soldier needs his own melee based subclass
what makes you think that
@@josephg1125 because it would be fun
trolldier
what you said about the pain train I agree on your suggestion...for the most part I would like to see the pain train be kinda like escape plan because you can just take it out and put it in again over and over and you still get the x2 cap rate and get rid of the bullet vul. So sort of like the escape plan the bullet vul stays a little even when you switch weapons and there would be a visual signal when you have the bullet vul
I would say the air strike reload could be sped up if you made it like an alt fire which made you reload faster but made it un-cancelable
Usually the mantreads get overlooked on other rocket launchers as I doesn’t have a blast damage reduction thus in most peoples eyes feeling counterintuitive a weapon that promotes rocket jumping but you still have a hard cap on your ability due to the damage
I don't know if this is a good idea, but i think the buff that the airstrike needs is to remove damage falloffs when you are airborne from rocket jumping. The base damage for the airborne rockets should be around 50 to 60 for directs(splash will deal less damage) and will increase for shorter distance like how normal rocket does. The usual damage penalty should only be applied to the rockets you shoot at the ground.
Air Strike posible change: Keep it like it is now but add a faster proyectiles and reverse falloff like the crossbow, that way you are rewarded for being airborne with same-ish damage to stock, reducing the risk since you can be far away and promotes all secondaries like shotguns, gunboats, banners and manntreads
I approve 👌
Now the intros went from cool, to even more cool and now to weird and cool at the same time
All you need to do to use the Airstrike effectively is use it on crowded payload or attack/defend maps and pair it with the parachute. No, you should not sail high over the battlefield. You only have to be high enough to count as airborne. That could be three feet off the ground. Rocket jump a ways back from a corner and arrive at it at some weird height so you can blast away the moment you get beyond it and see the enemy. Hope that makes sense. Super good on Dustbowl stage 3.
53:31 lol I was the one that brought up one-shotting minis, but it wasn’t a complaint 😂 I think I was responding to someone in chat
Because I knew that the direct hit rewards you so much if your good, I’ve chosen to at almost any moment I will choose direct hit.
Because even though I’m a complete noob right know, I want that skill reward. Because I will know much easier if I’m better or not at soldier
I swear, I keep seeing parts repeat whenever watching these tier lists.
While not as often, as I understand the downsides of the cowmangler make it a hard play, I tend to use the cowmangler for defense when fighting man on man. I do this, so that when holding back chokes and halls I don't have to worry about perhaps taking ammo away from defending engies who will need it more then me. Not to mention cowmangler really is more of a pvp weapon then the all around siege weapon, even if it is technically weaker. It also has the upside of kind of confusing pyros, because not everyone realizes they can deflect cowmangler shots. And yeah, charge shotting some random bloke around a corner never gets out. The charged shot also does a decent amount of knock back so technically it's possibly to knock someone off a cliff with it! It's got it's own uses, but it is genuinely weaker for the most part.
Imagine if the Airstrike had inverted damage ramp up and without the reduced blast radius.
Literally flying explosive sniper
*waste in casual servers intensifies*
54:57 I haven't tried the following tactics, but I did some theory-crafting that suggests they could potentially be effective:
1) LL + Buff Banner = excellent at rocket jumping and hitting targets from high above. The mini-crits boost the damage up to stock damage _and_ negate range falloff, the higher rocket velocity makes it easier to nail targets from afar, and the reduced blast jump damage means you have more health after landing.
2) LL + Kritz pocket medic = your total potential crit damage output is spread out better. Instead of having 4 rockets that deal 270dmg each (overkill for most classes and wastes 240dmg to kill a Heavy), you have 5 rockets that deal 204dmg each (just enough for most classes and only wastes 108 damage on a Heavy).
But yes, even with those combos, I feel that the Liberty Launcher and Airstrike (and to a lesser extent, the Beggar's Bazooka) overlap too much.
my opinion on the cow mangler is that, if there's no engie on the other team, it's an upgrade obviously, but even if there is, usually your going to be sticking with your team and let's say your medic doesn't have Uber yet you can disable the sentry letting your heavys push and destroy it without getting melted
8:18
Oh man, this reminds me of an mvm game I was in once. It was me as a soldier and two others, and each of us had one of the three banners equipped, so we just had at least one if not all three banners constantly active. It was great. :D
You all know why the Bison got nerfed, right?
Moose lick got a 20 killstreak with it and some brain dead intern at Valve """fixed""" it
That's ridiculous. Me and my friend used to love going around the map with the rocket jumper/bison combo and rek the enemy team's shit but now it is literally more useless than the sandman. Why valve, why?
It reminds me of how they made the enforcer pierce the vaccinator because of a 6 second sequence in a jerma video where a guy slightly counters his gun by using bullet resistance
I genuinely like the Airstrike and think it functions great as a Sneeze Gun in two roles, Punish and Pick.
You punish enemies that launch you into the air by sneezing your entire magazine onto them which is really effective if you learn to use enemy rockets and pipes to launch yourself.
You pick enemies by bombing straight onto them, negating the falloff and the inaccuracy though doing a lot of self damage unless you're really good meaning the Escape Plan is great for then pulling out.
Using it gets rid of Soldiers generalist playstyle and instead forces him into a specific field of play similar to the Direct Hit, Beggars or the Banners.
I feel the back is indeed a A rank but am I the only one who has trouble actually getting charge for it? Like what are the charge rates for the other two backpacks because I know the conch is faster for sure.
The Backup and Buff Banner both require 600 damage, while the Conch takes 480.
upward with a pocket med will help you get the ideal situation to use backup
40:32 That “sus” genuinely spooked me.
These could use some elevator music in the background, I love the idea of someone taking a whiteboard and yelling in your face what they think about tf2 weapons on an hour long elevator ride
I’ve actually gotten the Backup push. We were on like, Borneo second or something, and we weren’t making any headway. Our medic couldn’t even muster up a stock uber. So, I said, “Fuck it,” took my time charging up, and we went in for a Backup push and steamrolled the enemy team to cap. It was like, stupid easy with a Backup push.
Good god, I remember a game of Swiftwater with a backup soldier, and boy oh boy it's like a pseudo-Übercharge, and we steamrolled ahead to last.
I think a good way to rework the liberty launcher would be to make it a pure utility weapon. I think the stats would be
25% less clip size
40% less damage from rocket jumping
20% faster switch and switch to speed
With the less clip size it forces you to use shot guns and the mg and without the dmg you can more reliably pop enemies into the air and get minicrits for your reserve shooter
No.
25:30 actually wasnt aware of this, makes sense that every other youtuber shills raycon while in reality theyre essentially full bass while sacrificing every other aspect of plausible sound (at least according to dankpods' review)
ik this is an old video and this might annoy you zesty but a fun strat i've found is using the half zatoichi and the concherer. No one expects the soldier to rush in, fire his rockets from whatever primary and then just whip out a sword to start chopping people up. anything less than a heavy or a sniper charge shot is just not going to kill you.
The gun mettle version of the airstrike was super fun. No decreased blast radius whilst jumping and the blast radius and damage were slightly higher than what it is now
I couldnt possibly agree more with the rant on the communities youtuber jokes. It feels so good to hear someone else say it.
21:50 to 23:21 Basically anyone that spams the Engineer Gaming/Gigachad meme
air strike buff: increase reload speed on kill so that getting to max rockets from zero is the same speed, reduce self damage by 40%, increase projectile speed, or some combonation, maybe at the cost of slower firing speed on the ground.
perhaps the airstrike should have a reverse fall damage effect like what the crusader's crossbow has, so further away the more dmg, well that could be super annoying, (2fort snipers)
For the liberty launcher I'd say revert it back to it's original stats. Faster firing speed, 25% less clip size. It functioned as like the middle ground between stock and direct hit. I loved it so much
I have a buff thought for the half zatouichi, when you kill an enemy get 3 seconds of a speed boost like the axtinguisher so if you kill an enemy you get health and can escape if need be.
I'm gonna go disable teleporters at spawn with the cow mangler charge shot now, thank you for this idea
the charge shot is good on buildings when theres a turtling engie, if the engie is dead the buildings are more vulnerable.
2:38 if my memory doesn’t decieves me, the damage fallout is counted when the rocket hits, so the time the rocket hits you get closer and closer
Zesty getting mad is very funny to me, great video man
No/reduced damage falloff while rocket jumping could be a good buff for the air strike. That, or it gets some or all of its blast radius back while rockets jumping with a blast radius penalty on the ground.
Cow Mangler: No downsides if there are no Engineers
The charged shot is usually not useful, I don’t have a specific use case for it, but that one-off potshot can fuck someone over for “free”. In ANY situation where normal rockets are useful, the Charged Shot is not worth using.
Worth a wombo combo on a payload cart, though.
The battalions back up was the first banner I ever used because of the health boost
Banners + a heavy is a such a fun combo, especially the conch
i like how they keep getting longer