I once went on a server and there was one man there named “ mr enforcer” where he would only go spy and use the his strange enforcer, and was asking people to trade with him for more enforcers
Stock Revolver only at this point. I hate trying to get headshots with the Amby in do or die situations and even though I love the Diamondback, I'm not touching it again until it receives a nerf.
@@frostbite5081 I think the Diamond back should only deal Minicrits and only get 3-4 shots in each clip. It still rewards you without being completely insane.
7:45 We may not be getting the full story, but I absolutely LOVE how it looks like the entire enemy team just backpedals from a single Fists of Steel Heavy, lmfao
Wow, an episode of this series where the "bad weapon" is actually... bad. I legitimately forget this gun exists when choosing a Spy primary. Allowing it to bypass sapper armor would actually benefit Spies who run to spawn and go for the teleporter entrance, since it's common for Spies to shoot the entrance after sapping before the Engie at the exit can get them in a nearly-infinite loop of destroying the sapper that the Spy keeps spamming. Other than that, it definitely feels like the concept itself is just not working. I'd welcome a complete redesign tbh. For a future episode of this series, if you felt like torturing yourself, I'd like to hear what you think about the Pomson 6000.
Hey bigger youtubers commenting on smaller less known youtubers videos is real nice to see. If I were him I wouldve pinned and hearted as soon as i saw it
@@kimgkomg I mean, not really, when combined with the damage buff, and giving a spy more stealth, especially for more skilled spies that have learned how to mimic the classes they disguise as. Combined with the resistance piercing, and sapper armor piercing (if they added it) I think you'd have a gun that could rival the Letranger, where the Letranger is for infiltration, and the Enforcer is for saboteurs.
At first I was like, "Wait this weapon is bad?" then I remembered the last time I played it still had the 20% damage boost on every shot. Honestly if they wanted to keep it as a spy ambushing thing just make it give you a damage bonus for a few seconds after your disguise drops or something instead of just the first shot.
Probably ran out of good footage. No hate, when you record, sometimes games are just over, or have hackers, or you stomp the enemy team or they stomp you and there's nothing relevant to show
Most people just aren't aware of just how good the 35% damage resistance is. Sure it takes time to charge, but the passive extra 20 health can help make sure you get it. Fun fact, did you know backup soldier's get more health from health kits because their base health is increased? Been saved countless times by that extra 20 health
When you say 'It fits in with the Spy's theme of circumventing defences', that gives me the idea of doubling damage vulnerabilities. So if you shoot a Bushwacka sniper, it deals 40% more damage rather than 20%.
@@Soapromancer Yeah, but on the other hand, that really doesn't fit the model. I mean, it's a snub-nosed revolver, so the whole design is centered around short range and conceiled carrying. If any Spy revolver should have less damage faloff and spread just by its looks, that would have to be the ambassador.
@@darthplagueis13 yea that’s true but hey look at the locknload 2 barrels and 3 shots or the stock Granada launcher 6 barrels and 4 shots so I don’t think valve will care
@@BananaHoovyJ.Rabbit +20% damage and 0.5 seconds longer to cloak, later changed to +20% damage while undisguised and 20% slower firing speed before Gun Mettle made it what it is today.
I thought about commenting something like that but I've not played much engineer so I had no actual experience with the mechanic. I kept my mouth shut and didn't get called out lmao
I always read the first up side of the enforcer as "increased damage while cloaked" and I was confused why anyone would want to use this when its first up side was something you couldn't do
"Or use the diamondback if you hate other people having fun. You're playing spy of course you do" as a diamondback spy main this sentence is hurtfully accurate
@@maverick_ii746 It really is just a direct upgrade to stock in most situations because being able to hit three crit shots because that baby engineer didn't pay any mind to you sapping his teleporters and backstabbing him is just kinda good.
Big brain strat for the enforcer: Disguise as your own team. It's much faster than disguising as an enemy and you can just spam b during a gunfight to get your damage buff. (edit) ok apparently this doesn't actually work. :(((
Actualy i only use the enforcer and that strat realy work's. I use it all time X) Particulary on 1v1 spy cause' my aime suck at this game ( well, the gun still overrun but he can still be use in that way)
I'm fairly certain disguiding takes equally long for enemy and friendly disguises. disguising at first is about 2 secs and switching disguises is half a sec.
"Vac medics are very uncommon." Oh you sweet sweet fool, we all went to community servers cause of the bots and the fact that almost nobody in casual is worth pocketing.
Pre-nerf, it was my favorite spy revolver by a decent margin. It was the first strange I ever traded for. After gun mettle gutted it however, it's been collecting dust ever since.
@@thatcooldudeisawesome876 When I first played TF2 back in 2014, the enforcer still had the slow fire rate, however, the damage bonus was just straight up whenever you wanted it. As said in the video, it was kinda a straight upgrade from stock. I looked up the stats before 2014 and found that when it first got added into the game, the slow fire rate wasn't even there to compensate for the huge damage buff! It just took 0.5 seconds longer to cloak. I can't even imagine the chaos of the 2012 enforcer
I just like how unique this gun looks in comparison to his other guns; it just looks so stubby, bright and cute. It's pretty funny to me how different in style it is when compared to the rest of his tools.
@@hmmm2359 it doesn't really though, piercing armour makes sense, but unpiercing unarmour? If the gun was good and really needed a downside then maybe, but it sucks and that makes it much worse, given that's way more common in game
What if the 20% extra damage while disguised lasted for a while after the first shot, like "+20% damage while disguised, +20% damage for 5 seconds if you lose your disguise by shooting your revolver"
"The Enforcer enforces jack diddly shit, and the Red Tape Recorder doesn't get me making some noise..." - Fawful's Minion, Top 9 Worst TF2 Weapons. Glad you did both of these, Fish! ^w^
I don't know I actually see the enforcer used in high level HL matches fairly often. I mean only because of the anti wrangler mechanics. But the wrangler has such a strong effect on tf2 that that one situation makes it viable.
The joke at 1:20-1:25 is one of my favorites I've seen from you, especially since I know the source. Bonus points for actually carrying over the joke in TF2 with the name change.
So you know how Spy's revolvers have a accurate shot cooldown that lasts over a second before firing another accurate shot? Well the Enforcers cooldown is lower than a second. Enforcer secretly good.
The Enforcer and the Ambassador have the same 20% slower firing speed, and the Ambassador's headshot cooldown is the same time as the revolver's accuracy cooldown, indicated by your targeting reticle widening before shrinking back down to normal. If you hold down the fire button, the Ambassador will fire again before the reticle resets, meaning no, the Enforcer doesn't always fire perfectly accurate shots.
The Enforcer's cooldown is _lower_ than a second and the accuracy cooldown is _longer_ than a second? How would that equal always accurate shots? Unless I'm just a dumbass what you'd want is a firing cooldown more than a second and more than the accuracy cooldown to always be accurate, which at that point JUST WAIT FOR THE COOLDOWN YOURSELF INSTEAD OF GIMPING YOURSELF
maybe give it big knockback like the force-a-nature while disguised. Could make for some silly strats like knocking an engie away from his nest or environmental kills on tunnel vision snipers or whatever.
So it just about 2-shots light classes at close range, but if it also knocks the enemy away so your second shot is not actually at short range and you don't kill. I guess it really is like Spy's FaN.
I had an engie friend in Highlander who actually got countered because their wrangled sentry kept getting shot down by an enforcer, essentially freeing up the enemy soldier to do whatever because the spy didn't need the extra firepower. He could either let it die, which solves that problem, or tank it, which is downtime for the sentry. It was really useful in that specific situation, too bad l'tranger is so useful it basically is a no brainer even in that situation tbh. For buffs, I think it could pierce sentry armor, or it could temporarily nullify resistance for teammates, maybe a half a second window.
or pierce Bonk and Ubercharge, technically those are a resistance, from 100% of all damage. The original Sandman had an Ubercharge-piercing stat so it's just as easy as bringing it back from the dupster code it's in right now.
@@zesomeone4078 not only does it, building damage is coded differently so it isn't affected by the damage ramp. you can shoot a sentry miles away and hit it for base damage every time.
i remember seeing somewhere on the wiki that the enforcer had a faster spread recovery, so combining that with the slower firing rate the weapon pretty much always hit on the crosshair
@@GaminGuy_ late to reply but it's not that it has a faster spread recovery, but the slower firing speed makes it so that if you fire the weapon at max speed, compared to stock revolver there's less bullet spread since it gives your weapon more time to recover, i think it was the same for ambassador (not sure about now)
So, I have nearly 770 hours on spy. I play him in etf2l competitive highlander, and use the enforcer quite commonly. I just want to give my opinion on the enforcer, what it's best used for and why. First, I think it's worth looking at the other guns and what they're used for: Revolver - Overall damage. When you wanna just gun around, or have a backup tool for self-defense (Like you also mentioned). Probably my favourite and by far most used revolver, in pubs and comp. Obviously just really good, not much else to say other than use this when you don't have anything to fill the slot and want reliable overall damage output. L'Etranger - Being passive and knifing. I personally do not like this gun, due to my aggressive playstyle (and cause, since I'm an EU spy I like gunning lel), but it is for generally planning strikes with your knife more and having more mobility on bigger maps with not many ammo packs. Spy mobility is all about how far you can get while cloaked, therefore this gun just helps with that immensly. But obviously you trade in the ability to gun for knifing, which I personally am not a fan of. Ambassodor - This thing used to be better than the revolver cause you could just snipe from any range and pick off players easily (Espacially since spies can appear from nearly anywhere with their cloak, meaning that unlike when you're dealing with a sniper, you cannot really just hold a certain position where the spy cannot reach you). However, nowadays that attribute is gone and it's a close range gun relying on headshots for what's essentially 2 revolver shots, with less spread. However, it still 2 shots engis and sniper if you hit your shots right. It only isn't MUCH better than the revolver, but still easily usable. I use the amby for picking players more than anything though. Now, the enforcer - The enforcer is similiar, but like you said, it's not as good for picking players as the amby. It's still almost as good, but the revolver is probably better at overall damage due to it firing faster. But here comes the thing this gun excells at: It has no long range damage falloff with buildings + it goes through the wrangler shield. This is the main meat of this gun and when I use this instead of the revolver; You can snipe lvl 3 buildings from anywhere where you can see them. This is what nowadays, spies in comp mainly do on pl maps for example. Ever noticed how annoying it is to try getting up the the lvl 3 on the balcony on upward last (With the dispenser blocking you)? You can snipe the lvl 3 from under, even through the wooden cracks. And if you coordinate with your combo or solly, you can usually even guarantee that it goes down. And in pubs too, and since you still deal a big bit of damage, you can go on massive tears with this thing while being able to deal with engis easily. But like the amby, the effect this has on players is usually slightly outclasses by the revolver, and for picking players the amby is better cause the critical damage is more effective. tl;dr, amby is good for picking players, revolver is good in general and enforcer is good at picking buildings. Hope this gets you a better idea on what spy's revolvers are good for, and what the enforcer is viable for.
Good Overview but if you ask ME The enforcer should still be buffed to pierce the sentry's revolver dmg resitance while being sapped, as it will make its usefulness as a building busting tool even clearer.
@@karrr69420 Ehhh perhaps. I don't really think that's mainly why the enforcer is good against buildings. The point is to snipe sentries, at close range you'll probably be better off against engis anyways if you can outdamage them. Obviously that also just works, if the engi is alone. If he has people protecting him (Like in Highlander for example), then you wanna not engage in direct combat and rather sit back. Either coordinate a sap with cloak and dagger or snipe the sentry.
@Enderfenix I tend to ignore the diamondback, because 1. etf2l and even ugc ban it, 2. I still like having crits more on demand rather than just stabbing a bit and then storing crits and 3 I really dislike it. It is just punishing players for stuff out of their control (Espacially at long range)
I actually like that the enforcer has a specialized role in terms of buildings. For a long time I've thought the wrangler was unbalanced and it's nice to discover new ways of dealing with it. It's just too bad no one really understands this weapons stats, I think it's a bit of a sleeper.
Maybe, if they really wanted to lean on the “armor piercing” angle for the Enforcer, they could change it so that each shot applies stacking damage vulnerability (with a cap somewhere) and have the first shot out of disguise negate all resistances on the target for a time too?
@@feIIas from my knowledge of how ubers works, id say itd make the gun better if it was the only weapon that could damage ubers. That being said, it would also most likely gets complaints from medics who use ubersaw and the like as the gun would be able to basically deny the medics the one thing they do, make allies invincible, but i have very little time playing and just watch youtubers talk about the game.
@@feIIas absolutely broken, but it would indeed serve a purpose, compared to how boring it is now still, if that ever was implemented then the rest of the weapon's stats must be nerfed to downright useless when fighting against non-ubered enemies
@Fellas piercing uber would worthless, as this would be the one gun to do it you would need like 3 spys with the gun focusing down the medic to actually kill him while he is ubering a class that can one shot spy while also getting healed
The Enforcer would've been better if they reduced the ammo count to a single bullet, reduced the reload speed, reduced the damage dramatically, and gave it eight seconds of bleed.
The machina pierce is actually a good idea if you want it to be a building buster - you can shoot an engineer and the building he’s hiding behind on the same shot.
I would make the Enforcer have minus 20% damage, no random crits and put a "bleed on hit for 4 seconds" as a upside and maybe "deals plus 40% more damage vs bleeding players" which is plus 20% more damage since it is a 1-2 shot combo and not just WM1 gun spy edition.
@@drivanradosivic1357 dude, I know I added one too in my rework to reduce the power of it's minicrits and round up a 20% damage bonus instead of a ridiculous 35%, but every other revolver has a damage penalty already, choose something else as the red text.
@@joanaguayoplanell4912 that's easy to fix: just add a "Can't fire for .3 seconds after manually dropping disguise" trait. It certainly didn't require the entire weapon to be inverted.
@@GigasGMX or better yet just remove the restriction and instead make it automatically drop disguise when deployed and prevent you from disguising while active. But still that ould be too boring in my opinion, that's wyh I'd like to see the gun reworked.
@@tomatoessuck4878 The "Sly Cooper' series are games about stealth, thievery, and action adventure/platforming. You play as a sneaky raccoon man and steal things from super criminals.
Perhaps revert it to its original form: +20% damage when undisguised, but with a 20% slower firing speed, and then make it have no random crits. The real balancer would be a 33% slower time to cloak. Maybe even 50. That way it would encourage the idea of defending yourself rather than slipping away, and you'd have to think about engagements before just blindly rushing in knowing that you can cloak at any time.
OI! Do people not have any history of weapon issues? The original enforcers had those exact stats, but guess which cloak was INSTANTANEOUS? Yeah, Dead ringer! Instant cloak, straight upgrade! Then the undisguise damage bonus only? Guess what! People bound M1 to Undisguise INSTANTLY (disguising as a friendly spy is instant), so they'd get a FULL CLIP. Now its just trash, I want a sentry buster gun.
This weapons is too weak! But dont worry people, I have a solution! We should make it having only one bullet, slow reload speed, lower his reserve ammo, and lower its damage, BUT! Hear me out... BLEED FOR 8 SECONDS!
Since the Enforcer is slightly slower than usual, I think removing the damage spread so you can be 100% accurate with every single shot would benefit it greatly.
@@frankcastle4015 I suggest giving the Enforcer no random crits and 20% less damage for "bleed on hit for 4 seconds" and "damage vs bleeding targets is plus 40%" which as seen with the Huo Long Heater is minus 20% plus 40% for plus 20% more damage. Huo long could get something similar.
@@drivanradosivic1357 the bleeds would be useful for enforcer instead increase damage too,but for huo,i guess, minicrits would be more useful,cose on a distance huo do less damage then tomislav even from burning players,cose low accuracy.Minicrits remove damage falloff
one thing i was surprised didn't get mentioned despite the other things being mentioned was; backline spy. like you said, spy sees enemy health, deals more damage with the enforcer while disguised, and ignores resistances. with that, combined with spy's role, i think this gun has an alright niche; killing enemies retreating to dispensers without calling the attention of everyone on the enemy team by stabbing and sapping. rather than attempting a suicide rush, you can more reliably kill people running away without dying yourself. to buff this specific playstyle more, i'd lower the damage falloff a little and/or give a boost to cloak a second or two after killing someone with the gun, giving them a quieter and faster cloak activation. lets you become a very dangerous thorn in the enemy's side, especially if you can manage and move around with cloak well.
*gets lots of kills with the ambassador* Fish: what a good weapon. *gets lots of kills with the enforcer* Fish: Some of my best spy killstreaks and this gun isn't even good. c'mon...
On hit: spy does not lose disguise 20% damage bonus when disguised 30% longer cloak charge time -50% ammo in chamber It would encourage a more aggressive spy playstyle, while still being risk vs reward. It would make YER better too, and would pair well with the cloak and dagger(since you can stand still so you dont have to worry about charge time) :)
Full mini-crits when disguised, bypasses sapper armor, and enemies at low health will have a icon, like the one for medic, allowing you to see low health enemies through walls and stuff. Enforcer spies know where you live now.
I wouldn't mind a spy revolver that specialized in sentry/building busting, like being able to outright destroy sentries without having to outright kill the engi.
What if each Enforcer shot did increasingly more damage? Because, you know, the theme of the gun is striking hard? I don't know. I didn't even know Spies could see enemy health before watching this vid, and I've been playing TF2 for years.
@@NuclearNuke41 I don't think every gun is supposed to simply strike hard. Pistols, machine guns, and mini guns are supposed to strike fast while doing (relatively) little damage, for example. Shotguns, Revolvers and Snipers are the ones made to strike especially hard, the enforcer especially so because of the damage bonus. And that's not even accounting for guns that are a hybrid of striking hard and striking fast, like shotguns with a faster firing rate.
I still think what I used to think with the enforcer, revert it to its original state and make it load one bullet at a time. It’s strong in a bad situation up close like it’s meant to be but you can’t spam it which was it’s old issue. If it was still op (which I really doubt) increase the random spread a bit.
Emir's World - Gaming & Reaction actually, I do love using the amby, im just joking around with the way the main comment (what do you call that actually) is typed and figured “Hey, I think the ambassador works perfectly fine with this format” Also im not a spy main nor a spy player, rather go Soldier Heavy or Demo, maybe occasionally add the Scout
stats: 20% less damage against players 20% more damage against buildings (+ no sapper armor) would make it good to equip if your only purpose is destroying sentries and be balanced since its weak at fighting people.
@@joanaguayoplanell4912 At max ramp-up the stock revolver does ~60 damage. With the stats proposed by OP, the Enforcer would do ~72 damage to buildings. This would be enough to *_barely_* 3HKO a level 3 (and I mean barely, 72 x 3 is 216, or quite literally the actual health that a level 3 sentry has without wrangler shielding) which doesn't really matter much since the new stats are clearly meant to be used in conjunction with the sapper since it removes sapper armor from sentries.
@@joanaguayoplanell4912 I actually didn't know that. My bad. I still think that's plenty for gunning down a sentry that is already being sapped. Considering the elimination of sapper armor, you'll be doing about 50% more damage than the stock revolver anyways, on top of the extra damage from the sapper itself.
@@rainestar6781 48 in my opinion is not enough. a 50% damage bonus would make it 60, or what the stock revolver would be doing if sentries were affected by ramp-up. That would barely break the 3HKO theresold of level 2 buildings and 2HKO minies, without 2HKOing other level 1 buildings.
Meta moment; my friend told me that she can see her teammate’s HP by changing something in advanced setting…unless you meant to see your ENEMY’S HP…meaning that you can pick up the weaklings….
@@enasbitch6988 Spy is the only one who can see enemy HP, along with Medic using the Solemn Vow. No other class can see enemy health, but anyone can turn on that setting to see ally health
Notoriously difficult my ass, it’s legit one of the only weapons with 0 bullet spread on the first shot, and after about a half second resets back to 0
Personally, I’d replace “+20% damage when disguised” with “deals 20% damage when disguised” followed by “Firing this weapon doesn’t break disguise” That way it won’t overlap with the ambassador or Diamondback and instead be a versatile nuisance that allows you to finish off low hp targets without breaking disguise.
1:35 I love how in a video where a person *wasn't* trying to showcase a weapon in the background, they would try do some funky stab, or back off with suppressive fire, but this was the legit best way to deal with that situation
"If you shoot someone while disguised, gain a X% damage buff for Y seconds." There. It's still super situational and basically useless, but now the fire-rate debuff is partially negated in that one specific situation and it's only MOSTLY worse than stock.
This was a really good episode, could you do the pomson 6000 next? I would suggest a Medic weapon but none of them are bad enough for an episode. Edit: Just because a weapon isn’t the meta doesn’t mean it’s bad.
@@Eddie-yv1ix Actually, the Blutsauger is great, when you're not a battle medic. Use the Blutsauger whenever you want a self defense weapon as a medic. It's kind of like the Sniper's SMG. Edit: Whenever you're playing medic, always remember this. You are only a support class, not a offense class. Never engage in direct combat, unless absolutely necessary.
When ya gonna start Good Weapon Academy? Where you look at good items and explain how they could use a few helpful changes to become awful and unusable
Basically, just rework the gun to rather be a surprise tool as much as it "enforces" defensive and offensive players to play at your pace. Players who have some kind of defensive or health boosting attribute attached to them will have the defensive boost be completely nullified (like the Sapper Armor) and also let it deal something like 10% all the way up to 50% more damage to overhealed opponents. Anyone who isn't under either of these effects will just be given a load more knockback, somewhere below "The Force-a-Nature", like maybe 1 point below it. This way, Spy can now force the opponent to take one of two choices. Either have a defense boost to protect them from the knockback or eat the knockback up. And wearing a disguise would boost either of these attributes while nerfing the other depending on the aforementioned conditions. See, this way the Enforcer can be good and give Spy an interesting gun. And maybe make it so that you at least have to take a few couple shots before the disguise wears off. And also apply a 10-15% attack boost when Spy is invisible, along with Damage fall off so the weapon gives Gun-Spy at least an option to be played as a scout, just with more skill and a bit of luck when your invisible. Heck, maybe even let it consume invisibility for the 15% damage. You can debate if this should stack with the 20% while disguised, I personally don't know seeing how it would only be a single powerful shot on one class, meaning that you would need to use the KO functionality of The Enforcer in fringe ambush/isolated scenarios where a little lamb strays too far from the safety of their herd, or maybe to take out specific targets with resistances, though aside from the fact that it would basically be a lot of good damage, maybe even converting it into something stronger than the Diamond-Back under certain scenarios, which would be kind of the point. You either build up for a single target you really want gone or you use it to shave off the defenses and knock the defenseless away.
I actually disagree I think the damage bonus is actually pretty useful in practice. Remember: 1) as spy, if youre using the gun, youve probably been (or soon will be) caught out by the enemy, who will proceed to run straight towards you, looking for a free kill. This lets you get pretty consistent 2 shots on light classes without having to go for a trickstab - which is almost as good as backstabbing them in the first place. 2) if the enemy is damaged AT ALL, you can 2 shot from a sizeable range 3) if you get a moment to redisguise, that 2nd shot becomes basically free at any short range. 4) you can use the damage bonus to snipe far away targets better. 5) you can see enemy health, meaning you have a greater range of targets to pick off with a single shot. The gun is often your backup tool for when your knife DOESNT work. Even if the damage doesnt kill an enemy, dealing half their health in a single shot might just be enough to make them back off, and let you get away - And if they dont, you might just get a free kill. Personally the downsides are barely existent to me. The slower firing speed is kinda sad, but i usually shoot slowly anyway to be more accurate. And i dont like random crits anyway, expecially if you play on servers without them. I really consider this the stock revolver, but it forces me to aim, and occasionally gets me quicker kills.
Also I think the enforcer is better than the ambassador because you don't need to aim well (which really screws with me, especially as spy) And because it counters vax medics and wrangled sentries, which are both annoying and high priority spy targets anyway - the feeling of justice is enough to validate the unlikeliness of these weapons
I once went on a server and there was one man there named “ mr enforcer” where he would only go spy and use the his strange enforcer, and was asking people to trade with him for more enforcers
enforcer gaming
He can buy an Professional Strange one off pretty cheap
wth lol
Maybe he was trying to get enough to craft a collectors enforcer
Decent meme
"Why not just use the Ambassador?"
Ho ho! So you're assuming I can aim instead of just blindly firing in a panic?
And blind firing,Since the Enfy has a lower firing speed,You can sometimes hit something.
I also can't aim, that is why I use stock or diamond back.
Stock Revolver only at this point. I hate trying to get headshots with the Amby in do or die situations and even though I love the Diamondback, I'm not touching it again until it receives a nerf.
@@BeaverBotics2 Honestly they should just switch the damage falloffs of the Amby and Diamondback
@@frostbite5081 I think the Diamond back should only deal Minicrits and only get 3-4 shots in each clip. It still rewards you without being completely insane.
The funniest thing is that they added a resistance pierce to this weapon. Y’know, on Spy. The class with an instakill that pierces all resistance.
But now you can piece resistances at a distance
Did not notice this
@@fujiwaranonekobiodrando1257 did not expect you here, but yeah.
@@Niiue Who are you but ok Hi♥️
it would make more sense if damage falloff didn't apply to shots that pierced resistance
7:45 We may not be getting the full story, but I absolutely LOVE how it looks like the entire enemy team just backpedals from a single Fists of Steel Heavy, lmfao
i mean, if a 330 pounds russian man came running at you with fists literally made out of steel wouldnt you be scared?
@@Spacebugg No, I would feel lust.
@@SinnersRemorse *"Im coming for youuuu"*
@@Spacebugg *GET BEHIND ME DOCTOR!*
@@SinnersRemorse the fuck--
This weapon lacks one stat:
Bleed for 8 seconds
Wow, an episode of this series where the "bad weapon" is actually... bad. I legitimately forget this gun exists when choosing a Spy primary. Allowing it to bypass sapper armor would actually benefit Spies who run to spawn and go for the teleporter entrance, since it's common for Spies to shoot the entrance after sapping before the Engie at the exit can get them in a nearly-infinite loop of destroying the sapper that the Spy keeps spamming. Other than that, it definitely feels like the concept itself is just not working. I'd welcome a complete redesign tbh. For a future episode of this series, if you felt like torturing yourself, I'd like to hear what you think about the Pomson 6000.
As a newly turned engineer main, I approve this message
Hey bigger youtubers commenting on smaller less known youtubers videos is real nice to see. If I were him I wouldve pinned and hearted as soon as i saw it
i always see a lot of people pretending to be you, so the verified mark had my head spinning
@@beyondtheaxis8816 hes eureka effect spawn camping new audiences to stay on top
why not make a guide video to all class weapons and suggest which is the best to use and optimize the best play style them similar to this
It’s basically just a nice sfm model for animations
"How about another joke,Murray?"
@Raymond M I'll tell you what you get, yOU GET WHAT YOU FUCKING DESERVE
I haven't heard of happy apple in 3 years
@@MobyTheLion happy appy?
@@theextremeanimator4721 yeah
"Wanna hear a joke, Murray?"
~Enforcer crit~
This makes no sense.
@@NuclearNuke41 I think it makes perfect sense
@@NuclearNuke41 it's a reference to joker blowing off Murray's head in the movie joker
@@dominicesquivel3901 How so?
@@stanthetincan3667 Oh Okkk.
give the enforcer +20% faster disguise speed
actually, thats not a bad idea
And maybe overheal piercing, that could be neat as a concept
I like the idea of a sentry buster like the guy mentioned, allow it to pierce sapper armor
That's literally useless
@@kimgkomg I mean, not really, when combined with the damage buff, and giving a spy more stealth, especially for more skilled spies that have learned how to mimic the classes they disguise as.
Combined with the resistance piercing, and sapper armor piercing (if they added it) I think you'd have a gun that could rival the Letranger, where the Letranger is for infiltration, and the Enforcer is for saboteurs.
At first I was like, "Wait this weapon is bad?" then I remembered the last time I played it still had the 20% damage boost on every shot.
Honestly if they wanted to keep it as a spy ambushing thing just make it give you a damage bonus for a few seconds after your disguise drops or something instead of just the first shot.
Yea that was my response too. I got my strange when it was still good and now I’m just sad
That would be cool
You can tell he never sees backup soldiers since hes playing the same clip like 5 times
Probably ran out of good footage. No hate, when you record, sometimes games are just over, or have hackers, or you stomp the enemy team or they stomp you and there's nothing relevant to show
I've recently picked up the backup, now i'm wondering why nobody uses it, it's so good
@@thegamingtoast5899 Because most players tend to use the concheror since it gives you health regen.
@@Guonejo It also fills up faster. Which combined with the survivability afforded by the health regen makes it much easier to actually use.
Most people just aren't aware of just how good the 35% damage resistance is. Sure it takes time to charge, but the passive extra 20 health can help make sure you get it.
Fun fact, did you know backup soldier's get more health from health kits because their base health is increased? Been saved countless times by that extra 20 health
When you say 'It fits in with the Spy's theme of circumventing defences', that gives me the idea of doubling damage vulnerabilities. So if you shoot a Bushwacka sniper, it deals 40% more damage rather than 20%.
You 2 shot snipers already so it's good against razor back
I was thinking giving it a 25% less damage falloff so it’s better at longer ranges
@@NO-de7gx and less spread too.
@@Soapromancer Yeah, but on the other hand, that really doesn't fit the model. I mean, it's a snub-nosed revolver, so the whole design is centered around short range and conceiled carrying. If any Spy revolver should have less damage faloff and spread just by its looks, that would have to be the ambassador.
@@darthplagueis13 yea that’s true but hey look at the locknload 2 barrels and 3 shots or the stock Granada launcher 6 barrels and 4 shots so I don’t think valve will care
Remember when the enforcer was added and was immediately banned in comp play for being too good? Those were the days.
rip
What were its stats?
@@BananaHoovyJ.Rabbit +20% damage and 0.5 seconds longer to cloak, later changed to +20% damage while undisguised and 20% slower firing speed before Gun Mettle made it what it is today.
@@HeadOfBucket jesus
20%+ damage with less firing speed was balanced enough, why did they need to change it in gun mettle? Not like spy is a powerhouse class anyway.
"bad weapon academy: enforcer"
*proceeds to get a 13 kill streak with the enforcer*
*bUt pLeAse! TrY tO iGnOrE tHaT!*
What about it? You can get Godlike in pubs with the Wrap Assassin on a good day. Without using the ball.
@@DinnerForkTongue that must have been a really good fucking day.
Person who killed 30 people with the diamondback: laugh in overpowered French
Didn't somebody get a 30 kill streak with a Ullapool Caber?
7:55 this is probably the only moment in tf2 history where the stock shovel was actually useful
My stock shovel has saved me countless times with random crits
@@VelvetMagician Yeah, looking back at it even a stock melee does come in handy, especially on a class with self damage on their primary, like solider
Yea, those "Just destroy your building" comments in the last vid were killing me.
especially for engie mains
I thought about commenting something like that but I've not played much engineer so I had no actual experience with the mechanic. I kept my mouth shut and didn't get called out lmao
@@Dafuro Good call! Very nice ability to resist commenting. That’s a rare skill nowadays, so good on ya bud.
@@kazuichikazzie1567 not that it helped me much commenting on this vid huh ;)
@@Dafuro Pfft, I suppose lmao
I always read the first up side of the enforcer as "increased damage while cloaked" and I was confused why anyone would want to use this when its first up side was something you couldn't do
Nearly all the weapon stat info is badly written, missing info or unclear/confusing. Certainly not helpful for newer players.
@@d_inkz I know they still aren't great, but the current item descriptions are so much better than what they used to be it's not even funny
I actually thought it was a flat damage buff
@@peak_trolling2729 it used to be a flat damage buff with the only downside being longer cloak blink times
You can deal increased damage by landing on someone's head and cratering. So Mantreads for the spy only instead of 300% it's 20%.
"Or use the diamondback if you hate other people having fun. You're playing spy of course you do" as a diamondback spy main this sentence is hurtfully accurate
Every diamondback user agrees unless its a person that is new to the game
@@maverick_ii746 It really is just a direct upgrade to stock in most situations because being able to hit three crit shots because that baby engineer didn't pay any mind to you sapping his teleporters and backstabbing him is just kinda good.
@@Forestxavier20Unless you're a god at the amby the diamondback is probably the best in pubs.
*starts snort laughing in French*
You’ve just insulted my entire race....... But yes
0:41 That moment when you kill "Right behind you" from behind.
nice catch lol
Naming an Enforcer "Spaghetti" is one of the most hilariously esoteric jokes I've ever seen and I love it.
That poor backup soldier, his back must really be hurting.
niko!!!!!!!
@@Claudia-km9lo Yoooo!!!
Bruh I've seen that person in your pfp in so many pfps
@@eh2587 one shot is pretty popular
The added touch of Mista’s theme for the intro
Sorry i dont know what that is because i am a normie
@@frenchperformer5401 it’s from JoJo
F o u r.
@@deadlyplum2652 SCREEEEEEEEEEEEEEEE
Pog
Big brain strat for the enforcer: Disguise as your own team. It's much faster than disguising as an enemy and you can just spam b during a gunfight to get your damage buff.
(edit) ok apparently this doesn't actually work. :(((
You disguise faster as teammate? Really?
yessir!
I do that, but I use the dead ringer instead to fool the enemy and get to the engi
Actualy i only use the enforcer and that strat realy work's.
I use it all time X)
Particulary on 1v1 spy cause' my aime suck at this game
( well, the gun still overrun but he can still be use in that way)
I'm fairly certain disguiding takes equally long for enemy and friendly disguises.
disguising at first is about 2 secs and switching disguises is half a sec.
The only reason I use the Enforcer is, Because I love how comically smol it is
its badass
step 1 - 99% damage reduction
step 2 - 1 bullet in your clip
step 3 - two times slower reload speed
step 4 - bleed for 8 seconds
BUFFED
"Vac medics are very uncommon."
Oh you sweet sweet fool, we all went to community servers cause of the bots and the fact that almost nobody in casual is worth pocketing.
Lol I always use the Vacc in pubs, works wonderfully except against lvl 3 sentry nests.
Same
Community servers aren't even worth going to since any server than has people on them don't have random crits enabled.
@@alex_zetsu
Good, fuck yo random crits, nobody wants em.
@@MillerTM I Want Them, Your Opinion Doesn't Matter Now
Pre-nerf, it was my favorite spy revolver by a decent margin. It was the first strange I ever traded for. After gun mettle gutted it however, it's been collecting dust ever since.
Could you tell me what is was like pre nerf
@@thatcooldudeisawesome876 When I first played TF2 back in 2014, the enforcer still had the slow fire rate, however, the damage bonus was just straight up whenever you wanted it. As said in the video, it was kinda a straight upgrade from stock. I looked up the stats before 2014 and found that when it first got added into the game, the slow fire rate wasn't even there to compensate for the huge damage buff! It just took 0.5 seconds longer to cloak. I can't even imagine the chaos of the 2012 enforcer
@@danzargy 2012 enforcer was just OP as shit, more than the ambassador ever was
I loved that gun pre-nerfed too. I started playing since 2012 and it was a huge gift for me, once being a noob spy which barely stab people.
It should do bonus damage un disguised.
I just like how unique this gun looks in comparison to his other guns; it just looks so stubby, bright and cute. It's pretty funny to me how different in style it is when compared to the rest of his tools.
You forgot one thing about the gun piercing damage resistances. It also ignores damage vulnerabilities as well.
Oh, wonderful. Thanks, source spaghetti
@@Technotoadnotafrog I mean it makes sende
@@hmmm2359 I think he was talking about how it ignores damage vulnerabilities
So well, the enforcer is buggy and a bad weapon.
@@hmmm2359 it doesn't really though, piercing armour makes sense, but unpiercing unarmour? If the gun was good and really needed a downside then maybe, but it sucks and that makes it much worse, given that's way more common in game
What if the 20% extra damage while disguised lasted for a while after the first shot, like "+20% damage while disguised, +20% damage for 5 seconds if you lose your disguise by shooting your revolver"
check my rework then, you'll like it
5 seconds would be so broken but maybe for the first 2-3 shots
"The Enforcer enforces jack diddly shit, and the Red Tape Recorder doesn't get me making some noise..." - Fawful's Minion, Top 9 Worst TF2 Weapons.
Glad you did both of these, Fish! ^w^
But remember this, keep your eyes on blue
@@skebapplejefferiso308 Heavy: Uh oh... AAAAAAAAAH!
Logan: I'd tell a joke, but there is already something out there that sucks! Sucks up souls!
@@ryanymous2138 in tf2's weapon society, if you look cool and sound cool, you're most definitely not cool.
I don't know I actually see the enforcer used in high level HL matches fairly often. I mean only because of the anti wrangler mechanics. But the wrangler has such a strong effect on tf2 that that one situation makes it viable.
This is Mista's theme. The gun that Mista uses look like the enforcer. Holy shit.
Snub nose revolvers look really cool.
its a revolver, of course it looks similar :|
@@gluemonkeyfan.714 not all revolvers look the same. Every spy primary is a revolver, are you going to claim that they all look the same?
@@philiphunt-bull5817 yes
@@gluemonkeyfan.714 no they dont you fucking idiot.
The joke at 1:20-1:25 is one of my favorites I've seen from you, especially since I know the source. Bonus points for actually carrying over the joke in TF2 with the name change.
So you know how Spy's revolvers have a accurate shot cooldown that lasts over a second before firing another accurate shot?
Well the Enforcers cooldown is lower than a second.
Enforcer secretly good.
I checked the wiki and it states otherwise, do you have any evidence of this ability?
The time between shots is lower than 1 second but the accuracy waiting time is not.
The Enforcer and the Ambassador have the same 20% slower firing speed, and the Ambassador's headshot cooldown is the same time as the revolver's accuracy cooldown, indicated by your targeting reticle widening before shrinking back down to normal. If you hold down the fire button, the Ambassador will fire again before the reticle resets, meaning no, the Enforcer doesn't always fire perfectly accurate shots.
The Enforcer's cooldown is _lower_ than a second and the accuracy cooldown is _longer_ than a second? How would that equal always accurate shots? Unless I'm just a dumbass what you'd want is a firing cooldown more than a second and more than the accuracy cooldown to always be accurate, which at that point JUST WAIT FOR THE COOLDOWN YOURSELF INSTEAD OF GIMPING YOURSELF
@@wingedbluj1674 I’m pretty sure the amby is like a second
maybe give it big knockback like the force-a-nature while disguised. Could make for some silly strats like knocking an engie away from his nest or environmental kills on tunnel vision snipers or whatever.
A brazilian revolver looks just like the enforcer and it shoot shells,I agree.
Knockback spy sounds amazing
That would actually be amazing
Sounds like the perfect strat for a meme weapon, and I'm all in for it
So it just about 2-shots light classes at close range, but if it also knocks the enemy away so your second shot is not actually at short range and you don't kill. I guess it really is like Spy's FaN.
I like how the beginning killstreak only one kill actually used it’s damage bonus.
I had an engie friend in Highlander who actually got countered because their wrangled sentry kept getting shot down by an enforcer, essentially freeing up the enemy soldier to do whatever because the spy didn't need the extra firepower. He could either let it die, which solves that problem, or tank it, which is downtime for the sentry. It was really useful in that specific situation, too bad l'tranger is so useful it basically is a no brainer even in that situation tbh.
For buffs, I think it could pierce sentry armor, or it could temporarily nullify resistance for teammates, maybe a half a second window.
Wait, does the enforcer really penetrate even the wrangler's sentry shield? O.o
@@zesomeone4078 Yep, it’s situational, but works.
or pierce Bonk and Ubercharge, technically those are a resistance, from 100% of all damage. The original Sandman had an Ubercharge-piercing stat so it's just as easy as bringing it back from the dupster code it's in right now.
@@joanaguayoplanell4912 I think it should stop at Bonk! Because Piercing through Uber is a bit too much
@@zesomeone4078 not only does it, building damage is coded differently so it isn't affected by the damage ramp. you can shoot a sentry miles away and hit it for base damage every time.
I like the enforcer cause it looks cool and for some reason back when I played mine would do more consistent damage than stock.
It had a 20 percent damage bonus when undisguised
i remember seeing somewhere on the wiki that the enforcer had a faster spread recovery, so combining that with the slower firing rate the weapon pretty much always hit on the crosshair
@@GaminGuy_ late to reply but it's not that it has a faster spread recovery, but the slower firing speed makes it so that if you fire the weapon at max speed, compared to stock revolver there's less bullet spread since it gives your weapon more time to recover, i think it was the same for ambassador (not sure about now)
20 pockets with vac tried to take him,20 pockets had made fatal slip,that they tried take out the man with Enforce on his hip
Guess you "Enforced" your aim
4:38 i still can't get over how amazingly smooth that transition was
So, I have nearly 770 hours on spy. I play him in etf2l competitive highlander, and use the enforcer quite commonly. I just want to give my opinion on the enforcer, what it's best used for and why.
First, I think it's worth looking at the other guns and what they're used for:
Revolver - Overall damage. When you wanna just gun around, or have a backup tool for self-defense (Like you also mentioned). Probably my favourite and by far most used revolver, in pubs and comp. Obviously just really good, not much else to say other than use this when you don't have anything to fill the slot and want reliable overall damage output.
L'Etranger - Being passive and knifing. I personally do not like this gun, due to my aggressive playstyle (and cause, since I'm an EU spy I like gunning lel), but it is for generally planning strikes with your knife more and having more mobility on bigger maps with not many ammo packs. Spy mobility is all about how far you can get while cloaked, therefore this gun just helps with that immensly. But obviously you trade in the ability to gun for knifing, which I personally am not a fan of.
Ambassodor - This thing used to be better than the revolver cause you could just snipe from any range and pick off players easily (Espacially since spies can appear from nearly anywhere with their cloak, meaning that unlike when you're dealing with a sniper, you cannot really just hold a certain position where the spy cannot reach you). However, nowadays that attribute is gone and it's a close range gun relying on headshots for what's essentially 2 revolver shots, with less spread. However, it still 2 shots engis and sniper if you hit your shots right. It only isn't MUCH better than the revolver, but still easily usable. I use the amby for picking players more than anything though.
Now, the enforcer - The enforcer is similiar, but like you said, it's not as good for picking players as the amby. It's still almost as good, but the revolver is probably better at overall damage due to it firing faster. But here comes the thing this gun excells at: It has no long range damage falloff with buildings + it goes through the wrangler shield. This is the main meat of this gun and when I use this instead of the revolver; You can snipe lvl 3 buildings from anywhere where you can see them. This is what nowadays, spies in comp mainly do on pl maps for example. Ever noticed how annoying it is to try getting up the the lvl 3 on the balcony on upward last (With the dispenser blocking you)? You can snipe the lvl 3 from under, even through the wooden cracks. And if you coordinate with your combo or solly, you can usually even guarantee that it goes down. And in pubs too, and since you still deal a big bit of damage, you can go on massive tears with this thing while being able to deal with engis easily. But like the amby, the effect this has on players is usually slightly outclasses by the revolver, and for picking players the amby is better cause the critical damage is more effective. tl;dr, amby is good for picking players, revolver is good in general and enforcer is good at picking buildings.
Hope this gets you a better idea on what spy's revolvers are good for, and what the enforcer is viable for.
Good Overview but if you ask ME The enforcer should still be buffed to pierce the sentry's revolver dmg resitance while being sapped, as it will make its usefulness as a building busting tool even clearer.
@@karrr69420 Ehhh perhaps. I don't really think that's mainly why the enforcer is good against buildings. The point is to snipe sentries, at close range you'll probably be better off against engis anyways if you can outdamage them. Obviously that also just works, if the engi is alone. If he has people protecting him (Like in Highlander for example), then you wanna not engage in direct combat and rather sit back. Either coordinate a sap with cloak and dagger or snipe the sentry.
@Enderfenix I tend to ignore the diamondback, because 1. etf2l and even ugc ban it, 2. I still like having crits more on demand rather than just stabbing a bit and then storing crits and 3 I really dislike it. It is just punishing players for stuff out of their control (Espacially at long range)
I actually like that the enforcer has a specialized role in terms of buildings. For a long time I've thought the wrangler was unbalanced and it's nice to discover new ways of dealing with it. It's just too bad no one really understands this weapons stats, I think it's a bit of a sleeper.
Maybe, if they really wanted to lean on the “armor piercing” angle for the Enforcer, they could change it so that each shot applies stacking damage vulnerability (with a cap somewhere) and have the first shot out of disguise negate all resistances on the target for a time too?
So, prewarning, I have never played team defense fort 2, and have only ever watched videos. How bad would this gun be if it pierced ubers as well?
@@feIIas from my knowledge of how ubers works, id say itd make the gun better if it was the only weapon that could damage ubers. That being said, it would also most likely gets complaints from medics who use ubersaw and the like as the gun would be able to basically deny the medics the one thing they do, make allies invincible, but i have very little time playing and just watch youtubers talk about the game.
@@feIIas absolutely broken, but it would indeed serve a purpose, compared to how boring it is now
still, if that ever was implemented then the rest of the weapon's stats must be nerfed to downright useless when fighting against non-ubered enemies
@Fellas piercing uber would worthless, as this would be the one gun to do it you would need like 3 spys with the gun focusing down the medic to actually kill him while he is ubering a class that can one shot spy while also getting healed
"Ambassador this, ambassador that", what about the superior ambassador, the Diamondback? Free crits just for playing spy.
Because sometimes I want to get free crits for playing sniper while playing spy.
The ambassador is for spies who want crits and actually want the enemy team to have fun
102 damage on headshots? OP. 102 damage on any body part on any range? Balanced.
Free crits for being a semi-competent spy
@@engineerxero7767
Lets be honest, if you're playing Spy you don't want the enemy team to have fun
The Enforcer would've been better if they reduced the ammo count to a single bullet, reduced the reload speed, reduced the damage dramatically, and gave it eight seconds of bleed.
The machina pierce is actually a good idea if you want it to be a building buster - you can shoot an engineer and the building he’s hiding behind on the same shot.
It's still kind of funny when the previous stat was 20% damage outside of disguises, and it was stupid yet fun to 1-shot kill the light classes
It was essentially a permanent 20% damage bonus. People just made a custom bind that undisguised them when pressing Mouse 1 right before shooting.
I would make the Enforcer have minus 20% damage, no random crits and put a "bleed on hit for 4 seconds" as a upside and maybe "deals plus 40% more damage vs bleeding players" which is plus 20% more damage since it is a 1-2 shot combo and not just WM1 gun spy edition.
@@drivanradosivic1357 dude, I know I added one too in my rework to reduce the power of it's minicrits and round up a 20% damage bonus instead of a ridiculous 35%, but every other revolver has a damage penalty already, choose something else as the red text.
@@joanaguayoplanell4912 that's easy to fix: just add a "Can't fire for .3 seconds after manually dropping disguise" trait. It certainly didn't require the entire weapon to be inverted.
@@GigasGMX or better yet just remove the restriction and instead make it automatically drop disguise when deployed and prevent you from disguising while active. But still that ould be too boring in my opinion, that's wyh I'd like to see the gun reworked.
I loved hearing the Sly OST in the background, a nice wave of nostalgia washed over me once I recognized it : )
Wait. Sly I know is an in-game NPC from Hollow Knight. What is Sly?
@@tomatoessuck4878 The "Sly Cooper' series are games about stealth, thievery, and action adventure/platforming. You play as a sneaky raccoon man and steal things from super criminals.
@@pyroguy482 Oh I get it
Was about to comment that lol. God I miss those games
Good man
Perhaps revert it to its original form: +20% damage when undisguised, but with a 20% slower firing speed, and then make it have no random crits. The real balancer would be a 33% slower time to cloak. Maybe even 50.
That way it would encourage the idea of defending yourself rather than slipping away, and you'd have to think about engagements before just blindly rushing in knowing that you can cloak at any time.
OI! Do people not have any history of weapon issues? The original enforcers had those exact stats, but guess which cloak was INSTANTANEOUS? Yeah, Dead ringer! Instant cloak, straight upgrade!
Then the undisguise damage bonus only? Guess what! People bound M1 to Undisguise INSTANTLY (disguising as a friendly spy is instant), so they'd get a FULL CLIP.
Now its just trash, I want a sentry buster gun.
Ye Dead Ringer Nullifies downside
Gun spy with dr with kritz med gf? We making a new meta
random cries
@@user-sv3tx9gm6u I too want this weapon to not randomly cry out in pain and agony, as all the other weapons do.
This weapons is too weak! But dont worry people, I have a solution! We should make it having only one bullet, slow reload speed, lower his reserve ammo, and lower its damage, BUT! Hear me out...
BLEED FOR 8 SECONDS!
Since the Enforcer is slightly slower than usual, I think removing the damage spread so you can be 100% accurate with every single shot would benefit it greatly.
Change '+20% damage bonus while disguised' to 'Mini-crit damage while disguised'.
And let it deal full damage to sapped sentries.
Thats cool
Good idea as for huo long heater, to give minicrits,idk why volvo didnt guess to do it whith huo and enforcer
@@frankcastle4015 I suggest giving the Enforcer no random crits and 20% less damage for "bleed on hit for 4 seconds" and "damage vs bleeding targets is plus 40%" which as seen with the Huo Long Heater is minus 20% plus 40% for plus 20% more damage. Huo long could get something similar.
@@drivanradosivic1357 the bleeds would be useful for enforcer instead increase damage too,but for huo,i guess, minicrits would be more useful,cose on a distance huo do less damage then tomislav even from burning players,cose low accuracy.Minicrits remove damage falloff
@@drivanradosivic1357 0.8*1.4 is only 1.12
FSoaS: "I seriously did not see a single vaccinator Medic in the 9 hours of footage I recorded"
Me, a vaccinator medic: *insert monkey puppet meme*
I find myself rewatching Bad Weapon Academy as much as Lazy Purple's "How it feels to play" series
these are gooooooood shit, dude
This Video Made Me Bleed For 14 Minutes And 28 Seconds
make it cause bleed on hit for 8 seconds
Ahhhh but thatd be too strong. Nerf the ammo count and damage, but that bleed is a good idea
"Hand Banana, I'd like you to meet, *The Enforcer* ."
The fact that you put Mista's theme "proiettile" in the background made the beginning awesome
one thing i was surprised didn't get mentioned despite the other things being mentioned was; backline spy. like you said, spy sees enemy health, deals more damage with the enforcer while disguised, and ignores resistances. with that, combined with spy's role, i think this gun has an alright niche; killing enemies retreating to dispensers without calling the attention of everyone on the enemy team by stabbing and sapping. rather than attempting a suicide rush, you can more reliably kill people running away without dying yourself.
to buff this specific playstyle more, i'd lower the damage falloff a little and/or give a boost to cloak a second or two after killing someone with the gun, giving them a quieter and faster cloak activation. lets you become a very dangerous thorn in the enemy's side, especially if you can manage and move around with cloak well.
*gets lots of kills with the ambassador*
Fish: what a good weapon.
*gets lots of kills with the enforcer*
Fish: Some of my best spy killstreaks and this gun isn't even good.
c'mon...
On hit: spy does not lose disguise
20% damage bonus when disguised
30% longer cloak charge time
-50% ammo in chamber
It would encourage a more aggressive spy playstyle, while still being risk vs reward. It would make YER better too, and would pair well with the cloak and dagger(since you can stand still so you dont have to worry about charge time) :)
This is a great idea honestly
Old stat felt like a real gun, got lots of kills from it
I miss when this thing was just a slower stock revolver with big damage. I even got used to the weird spread of it.
The Sly Cooper background music was a nostalgia trip, thanks for that.
I love that game. Hands down my favorite from my childhood
Full mini-crits when disguised, bypasses sapper armor, and enemies at low health will have a icon, like the one for medic, allowing you to see low health enemies through walls and stuff. Enforcer spies know where you live now.
~~Bleed for 10 seconds~~
But seriously what about making the disguised shot minicrit?
I wouldn't mind a spy revolver that specialized in sentry/building busting, like being able to outright destroy sentries without having to outright kill the engi.
yea but then what abt da sappers
What if each Enforcer shot did increasingly more damage?
Because, you know, the theme of the gun is striking hard? I don't know. I didn't even know Spies could see enemy health before watching this vid, and I've been playing TF2 for years.
lmao
"The theme of a gun is to strike hard" Then that would apply to every other gun in TF2. It wont synergies well.
@@NuclearNuke41 I don't think every gun is supposed to simply strike hard. Pistols, machine guns, and mini guns are supposed to strike fast while doing (relatively) little damage, for example.
Shotguns, Revolvers and Snipers are the ones made to strike especially hard, the enforcer especially so because of the damage bonus.
And that's not even accounting for guns that are a hybrid of striking hard and striking fast, like shotguns with a faster firing rate.
I still think what I used to think with the enforcer, revert it to its original state and make it load one bullet at a time. It’s strong in a bad situation up close like it’s meant to be but you can’t spam it which was it’s old issue. If it was still op (which I really doubt) increase the random spread a bit.
Enforcer wepun best wepun what are you talking about
Oh nu I deleted the enforcer in my inv now I have to wait until I get a weapon drop
also ambasadoor bad wdym it gud
it teribol af STOOPID
@@Epicgamer-eb7kk Amby requires good aim, And judging by your attitude i'm guessing that's something you don't have
@@Pk_mn Judging by your attitude, you didn't understand that that was a joke.
Emir's World - Gaming & Reaction
actually, I do love using the amby, im just joking around with the way the main comment (what do you call that actually) is typed and figured “Hey, I think the ambassador works perfectly fine with this format”
Also im not a spy main nor a spy player, rather go Soldier Heavy or Demo, maybe occasionally add the Scout
"bleed damage" very funny and original I know
2:44
i love how you shot the solider's arm and it was count as a headshot
Mista’s theme:*bumps in*
Me: YES
stats: 20% less damage against players 20% more damage against buildings (+ no sapper armor) would make it good to equip if your only purpose is destroying sentries and be balanced since its weak at fighting people.
20% means a pitiful 48 damage shot on buildings, wich will do absolutely nothing. At the very least you need a +50% to 2HKO minies and 3HKO level 2s.
@@joanaguayoplanell4912 At max ramp-up the stock revolver does ~60 damage. With the stats proposed by OP, the Enforcer would do ~72 damage to buildings. This would be enough to *_barely_* 3HKO a level 3 (and I mean barely, 72 x 3 is 216, or quite literally the actual health that a level 3 sentry has without wrangler shielding) which doesn't really matter much since the new stats are clearly meant to be used in conjunction with the sapper since it removes sapper armor from sentries.
@@rainestar6781 Buildings are unaffecteed by fall-off and ramp-up.
@@joanaguayoplanell4912 I actually didn't know that. My bad.
I still think that's plenty for gunning down a sentry that is already being sapped. Considering the elimination of sapper armor, you'll be doing about 50% more damage than the stock revolver anyways, on top of the extra damage from the sapper itself.
@@rainestar6781 48 in my opinion is not enough. a 50% damage bonus would make it 60, or what the stock revolver would be doing if sentries were affected by ramp-up. That would barely break the 3HKO theresold of level 2 buildings and 2HKO minies, without 2HKOing other level 1 buildings.
2:36
Every first revolver shot is always on the dot, after that successive shots become less accurate
This gun is actually a massive middle finger to the dead ringer, and that makes it at least decent in my book
Guido mista's theme at the beginning, nice touch
Make it give 8 seconds of bleed but reduce the bullet damage to 2.
Don't Forget To Lower The Clip Size To 1
@@eternadash Why?
@@eternadashand halve the reload speed
using Mista's theme in the intro is a god tier move
Meta moment; my friend told me that she can see her teammate’s HP by changing something in advanced setting…unless you meant to see your ENEMY’S HP…meaning that you can pick up the weaklings….
Spy can already see enemy health normally. I’m not sure what you’re talking about.
@@BluminousLight not spy but medic.
@@enasbitch6988 Spy is the only one who can see enemy HP, along with Medic using the Solemn Vow. No other class can see enemy health, but anyone can turn on that setting to see ally health
Notoriously difficult my ass, it’s legit one of the only weapons with 0 bullet spread on the first shot, and after about a half second resets back to 0
turn the damage boost of disguises into minicriting.
damn, i never was aware that vaccinator medics were so rare, and im a vaccinator medic main.
Bruh moment
You are one of a kind
Specially useful when there are sniper bots on the enemy team
@@hippityhoppity9563
Passive charge prevents 1 headshot, über prevents litteraly everything.
Thank you for the words.
@@a.k8185 uber is temporary, but vaccinator is for... well, way more at least
@@hippityhoppity9563 vaccinator uber charges very fast in regular situations
0:10 hey, that's me!
Oh yeah it is
ok boomer
I was just about to ask you lmao.
@@annon4645
That's not how that works
@Annon Silence kunai user
Personally, I’d replace “+20% damage when disguised” with “deals 20% damage when disguised” followed by “Firing this weapon doesn’t break disguise”
That way it won’t overlap with the ambassador or Diamondback and instead be a versatile nuisance that allows you to finish off low hp targets without breaking disguise.
-80% damage?
@@fujiwaranonekobiodrando1257 yeah that would be a so shitty weapon, just undisguise and finish the enemy off instread
6 max ramp-up shots to kill a kunai spy lmao
You forgot to add a "+" to the damage bounus.
No, is much op
A good idea would be faster cloaking speed, or higher disguise speed
1:35 I love how in a video where a person *wasn't* trying to showcase a weapon in the background, they would try do some funky stab, or back off with suppressive fire, but this was the legit best way to deal with that situation
its kinda poetic that the weapon that uses disguises is more powerful during Halloween
"If you shoot someone while disguised, gain a X% damage buff for Y seconds."
There. It's still super situational and basically useless, but now the fire-rate debuff is partially negated in that one specific situation and it's only MOSTLY worse than stock.
Just give it guaranteed crit when you shoot out of disguise.
Done
When the Enforcer first came out, it was my favorite gun. It was good for spies that weren't great at being super sneaky.
This was a really good episode, could you do the pomson 6000 next? I would suggest a Medic weapon but none of them are bad enough for an episode.
Edit: Just because a weapon isn’t the meta doesn’t mean it’s bad.
Maaaaybe The Overdose could be in a video but I think everyone knows the strategy of using that weapon by now
@Zooker ArraySeven did it. Actually, he did the Overdose too.
Any primary that is not the crossbow
@@Eddie-yv1ix they can be good to fuck with people who dont expect it
@@Eddie-yv1ix Actually, the Blutsauger is great, when you're not a battle medic.
Use the Blutsauger whenever you want a self defense weapon as a medic.
It's kind of like the Sniper's SMG.
Edit: Whenever you're playing medic, always remember this.
You are only a support class, not a offense class. Never engage in direct combat, unless absolutely necessary.
Best use of Enforcer is on x100 servers in conjunction with the Cloak & Dagger
0:00 why this music bussin
“Why not just use the ambassador?”
Two reasons:
1. I suck at aiming
2. The enforcer is a jojo reference
the entire world is a jojo reference
Hol Horse?
@@ElCampeador99 sex pistols
@@darkrider9286 mistaaa
heres a tip, use strafe keys to aim.
When ya gonna start Good Weapon Academy? Where you look at good items and explain how they could use a few helpful changes to become awful and unusable
That would be kinda fun.
Quiet or Valve will listen
RIP Stock Shotgun
Fun fact: This weapon pierces the Dead Ringer's damage resistance when feigned!
And it can pierce the fricking Vac's charge!
on kill you automatically become disguised as target killed.
well the enforcers single stat ignoring any shield effects can be the difference of winning and losing
so you want us to use the Enforcer on Halloween like a week after the Halloween ended? :D
Basically, just rework the gun to rather be a surprise tool as much as it "enforces" defensive and offensive players to play at your pace. Players who have some kind of defensive or health boosting attribute attached to them will have the defensive boost be completely nullified (like the Sapper Armor) and also let it deal something like 10% all the way up to 50% more damage to overhealed opponents. Anyone who isn't under either of these effects will just be given a load more knockback, somewhere below "The Force-a-Nature", like maybe 1 point below it. This way, Spy can now force the opponent to take one of two choices. Either have a defense boost to protect them from the knockback or eat the knockback up. And wearing a disguise would boost either of these attributes while nerfing the other depending on the aforementioned conditions. See, this way the Enforcer can be good and give Spy an interesting gun.
And maybe make it so that you at least have to take a few couple shots before the disguise wears off. And also apply a 10-15% attack boost when Spy is invisible, along with Damage fall off so the weapon gives Gun-Spy at least an option to be played as a scout, just with more skill and a bit of luck when your invisible. Heck, maybe even let it consume invisibility for the 15% damage. You can debate if this should stack with the 20% while disguised, I personally don't know seeing how it would only be a single powerful shot on one class, meaning that you would need to use the KO functionality of The Enforcer in fringe ambush/isolated scenarios where a little lamb strays too far from the safety of their herd, or maybe to take out specific targets with resistances, though aside from the fact that it would basically be a lot of good damage, maybe even converting it into something stronger than the Diamond-Back under certain scenarios, which would be kind of the point. You either build up for a single target you really want gone or you use it to shave off the defenses and knock the defenseless away.
Give it bleed
I actually disagree
I think the damage bonus is actually pretty useful in practice.
Remember:
1) as spy, if youre using the gun, youve probably been (or soon will be) caught out by the enemy, who will proceed to run straight towards you, looking for a free kill. This lets you get pretty consistent 2 shots on light classes without having to go for a trickstab - which is almost as good as backstabbing them in the first place.
2) if the enemy is damaged AT ALL, you can 2 shot from a sizeable range
3) if you get a moment to redisguise, that 2nd shot becomes basically free at any short range.
4) you can use the damage bonus to snipe far away targets better.
5) you can see enemy health, meaning you have a greater range of targets to pick off with a single shot.
The gun is often your backup tool for when your knife DOESNT work. Even if the damage doesnt kill an enemy, dealing half their health in a single shot might just be enough to make them back off, and let you get away - And if they dont, you might just get a free kill.
Personally the downsides are barely existent to me. The slower firing speed is kinda sad, but i usually shoot slowly anyway to be more accurate. And i dont like random crits anyway, expecially if you play on servers without them.
I really consider this the stock revolver, but it forces me to aim, and occasionally gets me quicker kills.
Also I think the enforcer is better than the ambassador because you don't need to aim well (which really screws with me, especially as spy)
And because it counters vax medics and wrangled sentries, which are both annoying and high priority spy targets anyway - the feeling of justice is enough to validate the unlikeliness of these weapons
I like how he used a LazyPurple “How it Feels to Play Spy” clip when he was explaining about his back to the wall.
1:21
How long did it take people to make this joke?