Overwatch is a solid game that I've been enjoying a lot even though TF2 is my favourite game of all time. There's no need to fight over 2 very different yet still solid games.
Rename the Gas Passer to "Kerosene Canteen". Then, make it so that when you throw it on the ground, you can light it on fire with your flame thrower to create an area denial burning floor that lasts 8 seconds and deals a small amount of fire damage per tick. Would make for a great defense alternative to using flares.
How about a LARGE amount of fire damage per tick, to force enemies to walk around it or die? But the damage rate doesn't apply immediately; it functions like Spitter goo from L4D2. The damage rate starts low but accelerates the longer the burning floor remains in existence. Does 10HP per second at the start, and ramps up over 2 seconds to deal 200HP per second. Enemies have a chance to get out of the way right when it forms, and if they *dare* to walk into it during the back 3/4ths of its life, they are pretty much insta-dead
literal 4d chess, move very obviously that you get shot, but not so predictably that they can get an easy headshot. thus preventing inevitable death from the rocket. more likely just an accident
No one likes that weapon. Even people who use it secretly hate themselves for using it. Pyro mains who don’t use it hate those who do for giving them a bad name. Even I, as a heavy main, the class that’s probably least impacted by it, hate it.
But as a Sniper Main, it is the MOST annoying. Plops you in the air, sets you on fire twice, with zero to no effort. Worst case scenario you have to straight up leave your perch purely so you don’t get spammed out.
The gas passers downsides imply that the effect is too powerful to constantly have available. Which means that they should be given to the other throwables and taken off this weapon. Being on fire just isn’t a big deal in this game.
I wouldn't say _every_ weapon that causes afterburn is good for spy checking. The Dragon's fury isn't really any better at spychecking than the shotgun.
I think this weapon should be reworked in this way: The oil passer -Charges in 30s -Requires 300 dmg to fully charge up -When thrown, an oil cloud will appear covering anyone that touches it in oil. -Enemies coated in oil receive 80 afterburn damage that cannot be cancelled with healing effects. -On rainy maps, anyone covered in oil gets the ability to fly until the duration expires.
@Cha cha real smooth eh it's an old joke about calling Valve Volvo yes like the Swedish car company who makes some of the coolest and safest boxes ever
Holy shit if they just changed that, it would actually be overpowered and banned in competitive. Because it’s basically jarate bushwaka stuff that point. Should they do it? Yes please it would be so fun, but also very very broken.
Apparently by utter coincidence I made my Gas Passer video at the same time Zesty Jesus was working on his own. He now thinks he has to scrap his entire video which I honestly think is a mistake because he brings a level of production quality and humor that is very difficult to come by in TF2 videos or just UA-cam in general, especially for someone with what is a rather modest subscriber count in the grand scheme of things. Even if our scripts would have been similar, I know his video would end up being a much different experience to watch and he's honestly being generous when he's saying that my videos take a 10th of the effort his probably do. In case he decides to not bother uploading it, I'd at least like to direct some traffic his way by addressing the many, many commenters who had issue with my comments on the Scorch Shot. His video on that is pretty much the best you're going to find on it, so go ahead and watch it if you have any questions as to why I think it's unbalanced. I hope there's no hard feelings. ua-cam.com/video/bvBdNWJlZkA/v-deo.html EDIT: He made it. It's really good. ua-cam.com/video/xVjapdoT3H8/v-deo.html
he thinks he has to scrap it because you finished a video on the same weapon? do you have claim on weapon videos? this seems like something silly to worry about imo
@@myr7922Its because Zesty has released videos in the past, after other bigger tf2bers than him have made similiar or identical concepts, and people call him out for copying and being lazy when he's a stickler for how much effort and originality goes into the project. It's like making a presentation in a classroom. If a group goes before you and they did the exact same thing you did, you wouldn't want to immediately follow up with the same thing because the average person would be uninterested because they just listened about it.
The game's source code references being able to create gas pools on the ground, along with being able to light them. Needless to say, there was a missed opportunity to make a good weapon.
its okay-ish for taking out uber meds, useless against the giants themselves, extremely useless against giant scouts better play demo if you wanna take out giants and getting 300k dmg at the end of a mission even sniper's explosive headshot is a better option
@LOAN NGUYEN no thanks. I would rather have festive skins as well as a Civilian grade Festive Amby look(dark metal with wood grips) for my classes then wrapping lights around them.
Tbh the term "worst weapon in TF2" gets thrown around a lot for certain weapons but if I honestly had to pick one I'd say it's this. The activation time, the effect, the lack of synergy, the abundance of other secondaries that can do its job (while not the exact same way) better, etc. While you've talked about a lot of weapons that are bad, this is the only one where I think there's 0 reason to bring this weapon into any situation in normal TF2.
fire axe is the only weapon where there's literally 0 reason to bring it gas passer you could at least theorize a one in a billion scenario it would be the best option. like. the enemy team is 12 pyros and they're all coming through the same chokepoint or something like that
Crazy_Critter1 Honestly, wracked my brain for flame-advantedged weapons upon hearing about this thing and thought we'd get a video similar to "The Flava-Flav Scout" *_somewhere_* by now... Guess they're just not willing to yet.
@@mysoncrumphaseveryinjury3853 He might be confusing it with the Cow Mangler. Although real talk - if it were possible to pair the Bison with the Buff Banner and play some laser tag, I'd totally do it. XD
I kinda forgot how bad it is normally. My perception of the thing's been clouded by HiGPS's balance mod where it combos with the neon and explodes for some damage on igniting.
Bruh, if it acted like a grenade and exploded that shit would be SO GOOD. Especially since it would pretty much be the only explosive in the game that is stationary, and cannot be disarmed or reflected. the denial potential would be huge. And it would make the _agonizing 1 minute timer_ worth it for balancing purposes.
Fix idea: -300 damage charge -30 second charge -counts players as “wet” -when thrown, the gas will linger on the ground for a while -when the gas interacts, with anything affected by afterburn/causes afterburn(flamethrower, burning players) it will explode, causing lots of damage and afterburn Like in Mann vs. Machine but less op
Instead of the last one how about they take mini crits from all sources of Fire damage including afterburn. And they cannot be put out by anything except the resupply cabinet and being submerged.
I got kicked out of a ToD for using gas (in a wave with no tanks btw) being told "you'll contribute nothing to the team and only watch the meter" (which is a fair play, but it's not like I dont have a primary to go with it as well as the damage basically nullifying my 'uselessness')
gas passer in normal play: shit gas passer in mvm: cheese weapon, my friends actually ask me to *not* use it in mvm because it makes the waves too easy
@@TKsh1 MvM has tighter team comps, the exact same strategies every time, and plenty of toes to step on. There's a reason that some things are universally and informally banned in skilled lobbies.
If OP weapon somt used whatstge point of jts existence You should just say that sniper Shouldnt buy the head shot explosion upgrade and engineer Shouldnt buy dispernser range...
I had an ideas to fix it -Takes 500 damage to charge -Or 30 seconds to charge -The cloud lingers for 10 seconds -It applies a +25% damage vulnerability to gassed targets -makes players wet
Basically it’s use is MvM usage to cover for lack of a Demoman, as long as you have Explosive Passers. And it’s still amazing since the damage the explosion does recharges it almost instantly, so it shreds Medic, Scout, and Solder hordes
Maybe you haven't played since Valve updated the weapon years ago, or paid attention to the video. He doesn't mention it specifically, but you can see it in the gameplay. It was nerfed in MvM and no longer recharges from its own explosion damage, but as the video notes, it still does extremely well.
Yeah now its not just a brainless exlposion weapon, you have to actively recharge it quickly if you want to have it up for the next wave of medics since they like to spawn one after another. Backburner is good but i prefer the stock flamethrower tbh since it gives you the freedom to airblast the meds away and let your team take out the giant if your gas isnt up and is a good backup when your team is stupid and doesn't know how to bodyblock super scouts
Considering the relatively low damage from afterburn and frequency of health kits on 90% of maps, infinite afterburn might not even be that overpowered
If say the gas should give them a 30% fire and bullet vulnerability. That pairs well with the defensive asthetic it's going for and helps out other pyros and heavies.
Honestly that intro scene just made me question how much money those jocks would have wasted on gas. Even if the didn’t just delete themselves, they certainly deleted their bank accounts.
lh0000 Huh. I would have thought that even _that_ much gas wouldn't have been too much for someone like them to handle. Even when gas get to the equivalent price of milk per gallon, it's considered a little pricey, so I thought it was wasteful, but not ruinous when gas prices are normal.
Probably not as much as you would think. Even with inflation accounted, gas prices used to be significantly cheaper across the U.S than they are now. This movie most likely takes place at or just after the gasoline golden period.
Sniper: *instant kills medic Me as pyro: *scortch shot Sniper: "Broken weapon." Me: "This is a side grade to the Detonator. You have an instant kill gun, not me." Sniper: "Broken weapon no skill" Me: *scortch shot again
Elyk Tsorb I feel like giving melee crits to a decently tanky ambush class that moves faster than sniper, while funny, _might_ break a few things... although with the recharged time, it's not broken.
I’d rather just have a Molotov cocktail weapon that breaks on impact, setting a patch of ground on fire for like 10 seconds. Standing in the fire would effectively be like taking damage from a stock flamethrower, and players who leave the fire suffer stock afterburn. Being directly hit with the bottle would cause the target player to suffer minicrit damage from standing in the flames and from the afterburn. Holding the primary fire button would allow the pyro to charge up the range of his throw (kinda like the sticky launcher, but with less min and max distance).
Yeah but its total shit cuz you basically dont have to aim it like you do with normal flare gun and you can stun lock with it and you cant really do that with the detonator or normal flare gun
tThe real problem with the scorch shot in my opinion is the speed, if the projectile was slower it would be easier to react to and also take more skill to use.
Hey, you know the jarate? the weapon the sniper STARTS with the full meter? That deals extra damage on hit? like, more then the flames which require other teammates to be effective? Yeah, the jarate also charges faster. So, this thing isn't the most balanced.
@@Ryusuta Lol I'll give him that it's the most annoying to play against, and the easiest. But yeah, best is not something the Scorch Shot ever approaches.
He says the Scorch Shot ruins the fun for people its used against. As someone who hates Soldiers and Snipers for making the game unfun to play at all, I gladly return the favor.
It can easily do more damage then the normal Flaregun. All because the flare can bounce off enemies and explode. Just reduce the explosion damage and it'll no long do that.
I don’t think Scorch shot is overpowered and broken to the point that all Pyro’s secondaries are worse than it. It’s not fun to fight against, but that isn’t a sign of the weapon being overpowered. Remember, the Pompson is absolutely terrible and it’s also not fun to fight against, and the gunslinger is actually pretty balanced despite mini-sentries and tank engis being the banes of my existence.
My rework idea for gas passer: Stats: +coat enemies in gas +kill enemies to reduce charge a by 15% that are coated in gas +cant put out the fire but reduces the afterburn damage and duration by 25% when extinguished +afterburn lasts for 25 seconds -150% Longer recharge rate
At least with sniper you don't just spam your weapon in a choke and hit everyone with a 8 second long afterburn and deal 128 dmg for some god forsaken reason if you hit an light class I do agree with sniper getting a nerf tho because lets be honest, how many times have you actually decided to peek on upward ?
@@lisathefoolish i agree the scorch shot is op and needs a nerf, even though i use it. sniper though, just shuts down entire areas of the map if theyre good enough. at least with spy they have to get "behind' you and be close, but sniper is just spy but without the danger of being found out. the scorch shots bouncy flare is kinda dumb tho
Remii Santana Yeah, I'm not as exprienced with this game as he or most big TFTubers are, so I'm not going say he's wrong, but that _immediately_ struck me as off upon hearing it, of at least something that I hadn't thought about.
@@Mantafirefly Jokes aside, the freaking grenade launchers offer equal options to the demo, the only thing they cannot do is area denial, the insane damage stock and the Iron bomber can do just makes the sticky launcher not a big loss.
I fucking hate how Pyro finally got a weapon that makes them not shit in MVM, and MVM try-hards just screech and instantly ban it because it might shake up their 1 medic, 2 engies, 3 heavy meta.
@@HumanPersonYes Yeah, war painted items can get kinda pricey. As much as I enjoy Fahsion Fortress, I'd say just stick with the normal versions first and worry about the war paint later. =)
the gas passer should have been a weapon for heavy. it would allow him to finally have access to another damage type, and imagine it with the huo-long heater
A bit late perhaps, but this came to me upon a second viewing : *the Gas Passer fails to such an extent that it is antithetical to TF2's weapon design at its core.* (TL;DR at the bottom) TF2 is a team-based game, yes, but there is a high emphasis on individual skill, and it's the individuals that prop up the team, not the team that props up the individuals. Even at its highest level of play, despite astounding levels of coordination, if an individual on the team messes up, the entire team suffers the consequences. This effect only increases the less coordinated a team is, because teammates aren't immediately alerted (or even forewarned) to the misstep and as such can't react as quickly to fix or alleviate it. Therefore, despite cooperating, each player must be independently skilled in order to succeed, that is, they must be able to operate by themselves in order to operate within their team. The weapon design of TF2 reflects this philosophy, and here's how : Every single weapon/item/consumable/whatever in the game, bar exactly three exceptions, benefits the user more than it benefits their teammates. Heavy's lunchbox items heal him far more than they heal teammates, the thrown jars and the banners only help teammates near the affected enemies and the user respectively, whereas they always help the user, obviously weapons kill the user's target and only indirectly help the team by making sure that target doesn't harm the team, mobility items only affect the user, etc. Among the three exceptions I mentioned, two belong to the same class, and that class is Medic, that is, the most teammate-dependent class (and even then, one could argue those items help him AS MUCH AS instead of more than his teammates) : his Mediguns and the crossbow. Mediguns heal teammates more than they heal the Medic (Quick-Fix Über notwithstanding) and the crossbow heals teammates more than it damages enemies. Again, they help him AS MUCH AS his team, since every Über (bar the Kritzkrieg, the only true exception to that rule) affects the Medic, with or without a pocket (hence "Pop It, Don't Drop It") and the crossbow is still an incredible personal defense tool even when it's not being used on teammates (two-shotting light classes at long range is nothing to scoff at). They work fine _on their own_ , they're just more useful when used on a teammate. Have you guessed what the third exception is? That's right. It's the Gas Passer. Except unlike the previous two, who work fine on their own but are more beneficial to the team, the Gas Passer does not work fine on its own. Unless thrown directly in front of the user (A.K.A. at most at flamethrower range, at least at melee), as FSoaS mentioned, they cannot follow it up by themselves (unless they do the weapon switch he -mostly sarcastically- suggested or brainlessly run into the crowd of soaked enemies that are now fully alert to the user's presence and fighting back or retreating into their team's defenses, where a Pyro will get torn to shreds if by themselves). It benefits the team (and I use the word "benefits" loosely) MORE THAN it benefits the user, as only medium- to long-range damage sources can safely trigger its effects, something Pyro loses access to when he trades in his secondary weapon for it (again, as FSoaS mentioned). It goes against the very idea of a TF2 item, and as such should be HEAVILY reconsidered, not just for its frankly barely noticeable effect, but for its core design. *TL;DR* : Every weapon in the game benefits the user at least as much as, and usually more than, it benefits the user's teammates (in other words, every weapon can be followed up by its user better than by their teammates) except the Gas Passer. That, coupled with its lackluster effect (afterburn always has and continues to suck), is why it's such an abject failure that's nigh-on impossible to salvage outside of MvM. THE WEAPON SUCKED THE MOMENT IT WAS CONCEIVED.
The thing about the Carbine is that it has FANTASTIC synergy with the Bushwacka. Activating it essentially gives you a Kritzkrieg with the Bushwacka for awhile. Kinda like an ultra-sustained Jarate. Give it a shot sometime. =)
I remember when afterburn used to be a threat from the pyro's primaries. Now, because of how afterburn is calculated, pyro's overall damage has just been made... tragic. Always played him as a support role. Airblast projectiles, spies, spy check, smash sappers, and of course scorch shot just to piss off enemy snipers. Hey, don't judge me. Australian tears are delicious.
The part I find the most confusing is how he can complain about the scorch shot but use the phlog, the phlog (imo) is the most broken weapon in tf2, the scorch shot is not even close to being as broken
4:50 It's interesting to see how much more impactful pyro's afterburn used to be, a full 60 damage way back then, so easily applied, was dangerous when there were so few ways to counter it. Few healthpacks, only dispensers and medics could help you
Man, you have a real hate for the scorch shot. XD that knockback is actually really good in certain situations, and will actually be a lot mote helpful in mvm if you're on certain maps. I've had rounds of nightmare mode where the giants never even make it passed the drop.
Lately I've moved from the Scorch Shot to the Flaregun and honestly the Flaregun is a lot better if you can aim. I think they're balanced. Unlike the Detonator which is an inconsistent piece of shit only good for jumping.
I think something like plus 20% damage vs debuffed players(mad milk, bleeding, jarate, afterburn). the shove having 15 damage that can be plus 100% while airborne and minicrits are crits and also being a Scout core class ability on mouse 3 that can push you off walls to refresh airjumps.
the dream for this weapon: 40s recharge time, 220 damage to fill it bak up, lingers for 6-8s start with it out of spawn, recharge at cabinets, faster charge at dispensers/carts.
My idea for the gas passer, it makes a cloud of gas that is invisible to the enemies until it is ignited by the pyro who put it down, at which point it activates for 10 seconds as it does now. Just let it play into the pyro as an ambush class
There is ONE use in pubs for the gas passer. Heavy pocket hives. The afterburn reduces the healing of the heavy, and this afterburn makes the medics panik and run away, so it is actually worth to troll the trollers.
@@mrking5437 yeh, but then you have to actually fight the heavy. With the gasser, you throw it and let your team deal with it while you chase that one fucking spy that is killing your engi friend.
4:15 Hey, this thing sounds useful in tandem with the "flame on a stick". Though tbh, it would've been better if Jerma's idea was implemented instead on the Phlogistinator.
I mean. Doing more damage then the standard Flaregun cause the fucking thing explodes aftering hitting an enemy is too much. Just lower the explosion damage or blast radius or something. And it is fixed for the most part.
An Idea for a rework of the Gaspasser: Just add an explosion to the Gas that deals about 100 dmg and knockback and clears the gas and replaces it with fales that last for a few secounds, what i mean is, that only the cloud itself explodes not peaple that are doused in Gas. 100 dmg might seem to much but it really isn't when you consider that it builds up pretty slowly and you will have to switch to it and swith back to it to actually deal the damage it seems like a solid sidegrade to pyro other secondaries with the shotguns being able to deal 90+ dmg at close range and the flargun dealing a flat 90 after the enemy is lit on fire. This change would also improve it's area denial to actually matter meanwhile making it so that the pyro actually has to be around to utilise it. The explosion would also knock enemys and you back, making it so you can explosive jump of it making it even cooler. I think it probably should work in a way where lit enemys will not make the gas explode, so that it is not frustating for the enemy your fighting, there would probably also have to be a switchspeed-penalty because it would reduce the potential combo-time significantly. Obviously there also should be damage falloff on the explosion so that if your just at the ery edge of the gas you don't insta-die, furthermore there should be range-based fall-off as well so that you won't just randomly die by another flame source from it if the pyro isn't around and actually has to reinforce the area denial, the knockback should maybe also scale that way to reduce the impact on other people's fights. I think for the fire that is left behind in place of the gas after the explosion, it's fine if it just inflicts afterburn, it doesn't really need to deal additional damage because that's the explosions job and it would probably make it to strong in close quarters like in a corner, the explosion in this sugested state is already pretty strong, it's basicly a recharge-able stickybomb for the pyro so additional damage on top of that would make it to op. Also the Neon-Anihalator should work with the Gas-Effect, it would make both Weapons more usable and form a neat gimmik. It should also obviously not be recharable of dispenser or the payload-cart and mayybe have a slower reharge on spawn-lockers, but that is a problemm with the short-circut and other weapons (on the locker) in general, so that should maybe just be changed complettly, although you could also say that if the locker is to lose to the spawn-exit it's just bad map-design. Also I wrote this after watching the sunonastick video and didn't rewatch this one so sry if I repeat stuff
5:07 To make i clear i´m a Spy main and the thing is: Healthpacks often help but you somehow have to get to them. Medics can´t really heal me when i´m behind the enemy. They all play Phlog. I´m behind the enemy I´m behind the enemy I´m behind the enemy I mostly play Dustbowl Once a pyro hits me he knows i´m here and the Flames still make damage (Valve pls make me immune to fire for 10 sec) I personally use it rarely because it is very hard to play if you have enemys that played TF2 10h. Soldier Item I´m behind the enemy. had to do a backstab 10 sec ago to keep alive Demo/Soldier Item Sniper item Demo Item wow
THEY FIXED IT, IT COMBOS WITH THE NEON ANNIHILATOR NOW
WOOOOOOOOO
We need an updated video
Still utterly worthless when the axtinguisher exists tho lol
It is still sucks
WHAT
It's like playing a hero shooter where your ultimate does nothing.
So overwatch
@@Luzaku_kiss overwatch bad
@@Luzaku_kiss yes it is, I have no idea why people made such a fuss about it.
@@commenter_HIMIK-MAN overwatch good
Overwatch is a solid game that I've been enjoying a lot even though TF2 is my favourite game of all time. There's no need to fight over 2 very different yet still solid games.
$5 says that gasoline soaked enemies do count as wet enemies but TF2's spaghetti code prevents it from happening.
Wet don’t wet enemies take less fire damage
@@bennnymiddleton40 what
@@skiplet87 That's honestly the most likely reason why
Wrong. In the jungle inferno pre-release patch notes for weapons it said they intentionally made it to not combo with the neon Annihilater.
@@diegodankquixote-wry3242 wow
Rename the Gas Passer to "Kerosene Canteen". Then, make it so that when you throw it on the ground, you can light it on fire with your flame thrower to create an area denial burning floor that lasts 8 seconds and deals a small amount of fire damage per tick. Would make for a great defense alternative to using flares.
So, the tfc napalm grenade?
Tbh i wished that it were like that, but volvo really hates pyro, and it given him a cantern of diesel
Then make it flammable on its own and bam! You invented a molotov.
Really, give pyro a molotov, it'll be fun.
@@sonairys929 they removed grenades to avoid spam, liberally (i will leave it like that lmao) every class was a demoman
Idea: make the "kerosene canteen's" passive charge only 10 seconds. Also rename it again to "kerosene kanteen"
How about a LARGE amount of fire damage per tick, to force enemies to walk around it or die?
But the damage rate doesn't apply immediately; it functions like Spitter goo from L4D2. The damage rate starts low but accelerates the longer the burning floor remains in existence. Does 10HP per second at the start, and ramps up over 2 seconds to deal 200HP per second. Enemies have a chance to get out of the way right when it forms, and if they *dare* to walk into it during the back 3/4ths of its life, they are pretty much insta-dead
Jerma's legacy in the TF2 scene continues to grace us to this day.
Who's jerma
@@eh2587 when the impostor is sus.
@@eh2587
Jerma bitch.
@@eh2587 competitive among us player
@@eh2587 jerma nuts
1:36 is no one gonna talk about how that sniper saved him by bodyshotting him, losing his momentum, making the soldier miss his prediction rocket?
literal 4d chess, move very obviously that you get shot, but not so predictably that they can get an easy headshot. thus preventing inevitable death from the rocket.
more likely just an accident
@@Niiue shhh
GET DOWN MR. PRESIDENT!
Amazing
@@BananaHoovyJ.Rabbit real
How dare you talk about the fart canister in a bad way
Amen
never looked at it like that, and now i'll never be able to look at it without thinking about the fart canister
@@cotulprital0241 it's literally called "GAS PASSER"
wait what? oh
ooooohhhh...
sorry, i'm retarded sometimes
@@cotulprital0241 nah it's ok, it took me a few days too
I get the feeling you like the scorched shot
They are a sniper main. That’s like a trolldier loving mini sentries.
No one likes that weapon. Even people who use it secretly hate themselves for using it. Pyro mains who don’t use it hate those who do for giving them a bad name. Even I, as a heavy main, the class that’s probably least impacted by it, hate it.
@@lewecusgame7598 oh no, I secretly hate myself. Oh well, time to continue torturing some snipers
@@lewecusgame7598 I hope as a heavy main, you hate Natascha.
But as a Sniper Main, it is the MOST annoying. Plops you in the air, sets you on fire twice, with zero to no effort. Worst case scenario you have to straight up leave your perch purely so you don’t get spammed out.
The gas passers downsides imply that the effect is too powerful to constantly have available. Which means that they should be given to the other throwables and taken off this weapon. Being on fire just isn’t a big deal in this game.
Confirmed if you hear the voice lines where the mercs are like "Oh im on fire"
“I appear to have burst into flames.”
unless you're a light class
@@MochicoArtemis even then the gas passer doesn’t do a good job at making it a problem. You have several seconds to put yourself out.
@@Small_child_punter the only reasons that I see the Gas Passer being used is against another Pyro or just using it as a joke
“It’s great for spychecking”
So is literally every weapon he has which can deal afterburn.
I think he meant specifically in combination with the Huo-Long Heater, since you don't make a cone of burning death with your M1.
Didn't expect to see you here of all places
I have arrived here a year late to tell you about the sharpened volcano fragment.
I wouldn't say _every_ weapon that causes afterburn is good for spy checking. The Dragon's fury isn't really any better at spychecking than the shotgun.
you know a pyro weapon is bad when you have to say "its good for spys"
FUCK I FORGOT THE CHALKBOARD LOGO. Just when I thought I could make an episode without some glaring visual problem.
Bruh you never answered my question on whos your favorite woman bro
its fine, i find your love your videos even if they have "glaring" issues
@@QuaggledMireclops He's going to make a video on why he won't make that series.
@@NekoAlosama Oh
dont worry, but remember the ass passer is a brain dead god tier meta item in mann v machine. But, most of the time you get kicked for using it
I think this weapon should be reworked in this way:
The oil passer
-Charges in 30s
-Requires 300 dmg to fully charge up
-When thrown, an oil cloud will appear covering anyone that touches it in oil.
-Enemies coated in oil receive 80 afterburn damage that cannot be cancelled with healing effects.
-On rainy maps, anyone covered in oil gets the ability to fly until the duration expires.
1. Cover yourself in oil
Unexpected unfunny moment
@Maximillian Collinghan yes
The last one was a cool throwback
@@leomassafm160 2. Wait for it to rain
JUST LET IT COMBO WITH THE NEON ANIHALTOR VOLVO!
It doesn't work, look at 5:30 and 8:53
@@hazard1427 THAT'S WHAT I'M TALKING ABOUT
@Cha cha real smooth eh it's an old joke about calling Valve Volvo yes like the Swedish car company who makes some of the coolest and safest boxes ever
Oh no
Land shark
Holy shit if they just changed that, it would actually be overpowered and banned in competitive. Because it’s basically jarate bushwaka stuff that point. Should they do it? Yes please it would be so fun, but also very very broken.
they did it gamers, they finally made it so gas passer counts enemies as wet
the pyrosharks have invaded land
Apparently by utter coincidence I made my Gas Passer video at the same time Zesty Jesus was working on his own. He now thinks he has to scrap his entire video which I honestly think is a mistake because he brings a level of production quality and humor that is very difficult to come by in TF2 videos or just UA-cam in general, especially for someone with what is a rather modest subscriber count in the grand scheme of things. Even if our scripts would have been similar, I know his video would end up being a much different experience to watch and he's honestly being generous when he's saying that my videos take a 10th of the effort his probably do. In case he decides to not bother uploading it, I'd at least like to direct some traffic his way by addressing the many, many commenters who had issue with my comments on the Scorch Shot. His video on that is pretty much the best you're going to find on it, so go ahead and watch it if you have any questions as to why I think it's unbalanced. I hope there's no hard feelings.
ua-cam.com/video/bvBdNWJlZkA/v-deo.html
EDIT: He made it. It's really good.
ua-cam.com/video/xVjapdoT3H8/v-deo.html
Great minds think alike, I guess
Lol
Rip the original pinned comment
he thinks he has to scrap it because you finished a video on the same weapon? do you have claim on weapon videos? this seems like something silly to worry about imo
@@myr7922Its because Zesty has released videos in the past, after other bigger tf2bers than him have made similiar or identical concepts, and people call him out for copying and being lazy when he's a stickler for how much effort and originality goes into the project. It's like making a presentation in a classroom. If a group goes before you and they did the exact same thing you did, you wouldn't want to immediately follow up with the same thing because the average person would be uninterested because they just listened about it.
The game's source code references being able to create gas pools on the ground, along with being able to light them. Needless to say, there was a missed opportunity to make a good weapon.
Use the gas passer on the Mann vs Machine and here u go highest dmg.
its okay-ish for taking out uber meds, useless against the giants themselves, extremely useless against giant scouts
better play demo if you wanna take out giants and getting 300k dmg at the end of a mission
even sniper's explosive headshot is a better option
Everyone knows that bro
I wish the thing gave explosions on hit
I remembered the weapon being so powerful on release. Where you could throw it and it would instantly recharge.
@@zeeb2190 or maybe turn it into a primary to combo with your shotgun
Nobody talking about that one guy who did a jungle inferno tier list and made the gas passer S TIER because it “gave pyro area control”
lol
Mufukn Pyro IS area control lol
Who
finally pyro area control i was really needing that
5:30 as of today the gas passer now counts enemies as wet
LET'S GOOOOOOOOOOOOO
yipe!
Fuck yeah
The "And let me festivise it", has got to be some sort of running joke, or an actual criteria for a bad weapon video at least i think so
Festive only looks good on stock. End of story.
@LOAN NGUYEN no thanks. I would rather have festive skins as well as a Civilian grade Festive Amby look(dark metal with wood grips) for my classes then wrapping lights around them.
@@synthwavecat96 jarate.
@@synthwavecat96 What about the crusaders crossbow. It shoots candy canes
I mean a festivised backburner look really good
If the enemy team has 200 pyros, you CAN legally use it.
They will just extinguish each other
@@mosshunter4120 Bold of you to assume they're smart enough to do that. It's a 50/50.
yeah like that's ever going to happen
@@melissabarnhart7949 I happend when the inferno update droped
@@melissabarnhart7949 What a load of-
If only this thing was able to refill at the respawn cabinet
It'd still suck
Tbh the term "worst weapon in TF2" gets thrown around a lot for certain weapons but if I honestly had to pick one I'd say it's this. The activation time, the effect, the lack of synergy, the abundance of other secondaries that can do its job (while not the exact same way) better, etc. While you've talked about a lot of weapons that are bad, this is the only one where I think there's 0 reason to bring this weapon into any situation in normal TF2.
fire axe is the only weapon where there's literally 0 reason to bring it
gas passer you could at least theorize a one in a billion scenario it would be the best option.
like. the enemy team is 12 pyros and they're all coming through the same chokepoint or something like that
@@mrdeadmemesAlso Gas Passer is still overpowered in MVM. Hard to call it the worst if its the best at something.
@@januszpolak254in normal tf2
Just thought of a meme strategy. Gas Passer and Sun on a stick then just rush people
For the meme, that would be kinda funny.
Someone call Octo and crew
Crazy_Critter1
Honestly, wracked my brain for flame-advantedged weapons upon hearing about this thing and thought we'd get a video similar to "The Flava-Flav Scout" *_somewhere_* by now...
Guess they're just not willing to yet.
"aand make people disconect with the scorch shit"
i mean, you are not wrong
If that's all it takes to make someone ragequit, I'm surprised they play at all.
@@Ryusuta have you ever had to fight agains the people who use this thing? its the most unfair weapon in the game
@@facemcshooty6602 Not really
@HIsForHacks yeah, both are pretty fucking brain dead. also, the scorch shot can deal up to 126 damage with ONE shot
@HIsForHacks nah, diamond back is more like unfair weapon, considering ambassadors nerf
Can we get a Bison episode next? Sorry for repeating myself,but something needs to be done with that weapon.
That weapons hitboxes with stairs is really bad.
The problem is that when they reverted the weapon, they forgot to revert the hitbox on it as well. It used to be much, much bigger.
It's good for building buff with the backpacks for solider.
@@somebaby1518 I hope you're trolling
@@mysoncrumphaseveryinjury3853 He might be confusing it with the Cow Mangler.
Although real talk - if it were possible to pair the Bison with the Buff Banner and play some laser tag, I'd totally do it. XD
I kinda forgot how bad it is normally. My perception of the thing's been clouded by HiGPS's balance mod where it combos with the neon and explodes for some damage on igniting.
Can confirm. Weapon is actually decent in HiGPS’ balance mod servers... same as many other weapons you’ve previously discussed 👀
I would be inclined to play on those servers if most of the other changes weren’t so questionable.
Dunno why no ones mentioned how cTF2w does both the explosion and neon, too
Bruh, if it acted like a grenade and exploded that shit would be SO GOOD.
Especially since it would pretty much be the only explosive in the game that is stationary, and cannot be disarmed or reflected. the denial potential would be huge. And it would make the _agonizing 1 minute timer_ worth it for balancing purposes.
Fix idea:
-300 damage charge
-30 second charge
-counts players as “wet”
-when thrown, the gas will linger on the ground for a while
-when the gas interacts, with anything affected by afterburn/causes afterburn(flamethrower, burning players) it will explode, causing lots of damage and afterburn
Like in Mann vs. Machine but less op
Instead of the last one how about they take mini crits from all sources of Fire damage including afterburn. And they cannot be put out by anything except the resupply cabinet and being submerged.
@@Lucifer_Nihilum yeah
Make the explosion deal 50-100 damage and rename the mvm upgrade to "explosion master", which deals the normal mvm 350 explosion dmg
@@OGuiBlindao Nah remove that uphrade from MvM and give it slow
Good news, it’s wet now
In MVM: S tier
In Regular Match: D tier, outclassed by every other secondary weapon
That applies to a lot of weapons in MVM
I think the Gas Passer is more of an F or even a Zee tier weapon.
In MvM: So good you get kicked and blacklisted for using it.
Falconizer 64
D?
I was thinking F, tbh.
Kinda the worst scenario for the weapon. It's way too good in PvE making the mode trivial, way too bad in PvP because it's easy to counter for humans.
MvM be like: haha, you underestimate my power
@@meatloaf9716 throwing a bunch of Heavy's in MVM then you will see that it is overpowered
Your alive how you got blown the hell away from the dang Top Hat spaceship
@@meatloaf9716 oh you're making a joke my b
@@meatloaf9716 I'll use whatever the hell I want in MvM.
I got kicked out of a ToD for using gas (in a wave with no tanks btw) being told "you'll contribute nothing to the team and only watch the meter" (which is a fair play, but it's not like I dont have a primary to go with it as well as the damage basically nullifying my 'uselessness')
This thing just doesn't make any sense.. why ever use it over ANY of the other flare guns?
Yea, u kinda already have 2 splash flare guns.... Why even bother?
All Valve really need to do to make this weapon good is slap the power up from MvM on it, tweak it slightly and you have a viable Pyro secondary
Oh you're here
Hello again
@@thepumpkindoctor nobody wants to watch your low quality videos, piss off
In MvM lots of non-scorch shot secondaries are viable, scorch-shot and detonator are really good. Even basic flare gun is nice.
@@thepumpkindoctor quit advertising your channel spammer
Step 1: Cover the enemy in oil
Step 2: Oil is lighter than water. When enemy is covered in oil, wait for it to rain.
@@randomtexanguy9563 what happens next?
@@kobold7964 Enemy floats up because oil is lighter than water.
Then they die of fall damage!
@@alicelombardo83 Then they respawn and kill you.
You gotta do a follow-up video now
gas passer in normal play: shit
gas passer in mvm: cheese weapon, my friends actually ask me to *not* use it in mvm because it makes the waves too easy
MvM: "don't use this broken weapon, it's no fun my dude"
Casual: *everyone uses the most cancerous loadouts*
objective: grind
if you beat it more then once, you can do it again, so grinding in da rules is pointless
@@TKsh1 *flash backs to gunslinger wrangled loadouts*
I'm an engie main btw
@@TKsh1 MvM has tighter team comps, the exact same strategies every time, and plenty of toes to step on. There's a reason that some things are universally and informally banned in skilled lobbies.
If OP weapon somt used whatstge point of jts existence
You should just say that sniper Shouldnt buy the head shot explosion upgrade and engineer Shouldnt buy dispernser range...
They missed the opportunity to call it the “Grease Trap”
I had an ideas to fix it
-Takes 500 damage to charge
-Or 30 seconds to charge
-The cloud lingers for 10 seconds
-It applies a +25% damage vulnerability to gassed targets
-makes players wet
@@samtheballoon1522 The Jarate but on steroids.
@@vivelespatat2670 Yes
It is a fart joke along with the jet pack tount
@@vivelespatat2670 Takes 500 damage to charge
I wasted a lot on a professional ks backscatter, hopefully it gets featured soon
its the backburner but for the quick dude
@@szelski. except the backburner isn't as terrible.
@Source Dasher They're gonna raise in price when fish makes a video on the backscatter
@Source Dasher 2.50 wasted
@@izrrr4785 bruh that's less than the price of a fucking water at a theme park tf you mean that you wasted a lot
NEON ANNIOHILATOR made this an evil combo
"The scorch shit."
Sounds like the morning after Taco Tuesday.
lmao
Basically it’s use is MvM usage to cover for lack of a Demoman, as long as you have Explosive Passers. And it’s still amazing since the damage the explosion does recharges it almost instantly, so it shreds Medic, Scout, and Solder hordes
Maybe you haven't played since Valve updated the weapon years ago, or paid attention to the video. He doesn't mention it specifically, but you can see it in the gameplay. It was nerfed in MvM and no longer recharges from its own explosion damage, but as the video notes, it still does extremely well.
Yeah now its not just a brainless exlposion weapon, you have to actively recharge it quickly if you want to have it up for the next wave of medics since they like to spawn one after another. Backburner is good but i prefer the stock flamethrower tbh since it gives you the freedom to airblast the meds away and let your team take out the giant if your gas isnt up and is a good backup when your team is stupid and doesn't know how to bodyblock super scouts
mmm scottish resistance giant and horde killer......
Personally I prefer demoman as a solution to lack of demoman
Depends on mission. Gear Grinder? oh hell yes demo or sniper is far better. but i find Pyro works extremely well on twocities.
Imagine if gas passer permanently marked your enemies with gas
Or it's afterburn was permanent unless you find a medic/health kit/sandvich/dispenser
Nah that would be way too unfun to fight against
@@benshcarrot4435 just to piss off people that find pyro overpowered and complain about wm1
@@he3004 to be fair just use the scorch shot aganist those people, its reeeeally fun to watch em rage.
Considering the relatively low damage from afterburn and frequency of health kits on 90% of maps, infinite afterburn might not even be that overpowered
If say the gas should give them a 30% fire and bullet vulnerability. That pairs well with the defensive asthetic it's going for and helps out other pyros and heavies.
Gass passer in casual and competitive:I am weak...
Gass passer in MvM:UNLIMITED POWER!!!
Gas Passer finally got a buff 🥳
Honestly that intro scene just made me question how much money those jocks would have wasted on gas. Even if the didn’t just delete themselves, they certainly deleted their bank accounts.
lh0000
Huh.
I would have thought that even _that_ much gas wouldn't have been too much for someone like them to handle.
Even when gas get to the equivalent price of milk per gallon, it's considered a little pricey, so I thought it was wasteful, but not ruinous when gas prices are normal.
Probably not as much as you would think. Even with inflation accounted, gas prices used to be significantly cheaper across the U.S than they are now. This movie most likely takes place at or just after the gasoline golden period.
Sniper: *instant kills medic
Me as pyro: *scortch shot
Sniper: "Broken weapon."
Me: "This is a side grade to the Detonator. You have an instant kill gun, not me."
Sniper: "Broken weapon no skill"
Me: *scortch shot again
nerf pyro i hate his get critz for free style :)
@@necro6823 Cry harder
@@rcman1023 YOUR GONNA MAKE ME CRY DO YOU WANT ME TO CRY
@@rcman1023 I'll cry it'll be a power move on you
@@rcman1023 you are week
Aight aight, backscatter next surely
Wdym I always use the backscatter I even have a loadouts with it so I can maximise my backscattering
He said its most likely Pomson next.
To be honest i think it's a pretty decent weapon
Plus you can spawn camp with it same as spy(if you really want to be that guy)
Why spawncamp like that when you have the ultimate spawncamper?
me and the boys uploading at 3 in the morning
Time zones exist
@@auri8810 you get the premise of the comment 🥲
This aged well
The Gas Passer doesn't even make enemies 'wet' so I can't meme with it and the Neon Annihilator 0/10
Elyk Tsorb
I feel like giving melee crits to a decently tanky ambush class that moves faster than sniper, while funny, _might_ break a few things... although with the recharged time, it's not broken.
I’d rather just have a Molotov cocktail weapon that breaks on impact, setting a patch of ground on fire for like 10 seconds. Standing in the fire would effectively be like taking damage from a stock flamethrower, and players who leave the fire suffer stock afterburn.
Being directly hit with the bottle would cause the target player to suffer minicrit damage from standing in the flames and from the afterburn. Holding the primary fire button would allow the pyro to charge up the range of his throw (kinda like the sticky launcher, but with less min and max distance).
How about additional bleed debuff on direct hit from molotov cocktail?
that'd be awful. imagine the spam on cart or spawn
@@h3069 By making it share the same charge mechanic as the Gas Passer, it wouldn't be able to be spammed, you'll have to think before acting
Awper Sniper and molotov Pyro
Time to rush B >:3c
In a world of youtube meme cringe, your edits are highly appreciated. For real. Top tier references. Keep it up, brother.
I can't imagine a better intro for this weapon.
True.
Is it that difficult to play around the Scorch Shot considering that two Engineers can bring any Casual game to a halt with minimal coordination?
Yeah but its total shit cuz you basically dont have to aim it like you do with normal flare gun and you can stun lock with it and you cant really do that with the detonator or normal flare gun
@@auri8810 yeah Man because turtling is so fucking hard
@@auri8810 none of that would be a problem if they removed the bouncing flare. The scorch shot does chip damage if you don't take a second minicrit.
tThe real problem with the scorch shot in my opinion is the speed, if the projectile was slower it would be easier to react to and also take more skill to use.
With minim cordination snipers, loch a load demos and spies fuck them up.
Hey, you know the jarate? the weapon the sniper STARTS with the full meter? That deals extra damage on hit? like, more then the flames which require other teammates to be effective? Yeah, the jarate also charges faster. So, this thing isn't the most balanced.
It’s back
They buff the gas passer
Honestly I would've just made it a gas canister you can set down that explodes when exposed to fire damage
Zenyatta The Peaceful
Username _doesn't_ check out, but I honestly like this idea more than many.
The Scorch Shot isn't the strongest secondary lmfao.
He's a Sniper main. Perspective is kinda lost on him.
@@Ryusuta Lol I'll give him that it's the most annoying to play against, and the easiest. But yeah, best is not something the Scorch Shot ever approaches.
He says the Scorch Shot ruins the fun for people its used against. As someone who hates Soldiers and Snipers for making the game unfun to play at all, I gladly return the favor.
@@awesomearchon9933 Soldier is the most fair and quintessential class lmao
It can easily do more damage then the normal Flaregun. All because the flare can bounce off enemies and explode. Just reduce the explosion damage and it'll no long do that.
Update from the year 2024... valve has declared gas is now wet
I don’t think Scorch shot is overpowered and broken to the point that all Pyro’s secondaries are worse than it. It’s not fun to fight against, but that isn’t a sign of the weapon being overpowered. Remember, the Pompson is absolutely terrible and it’s also not fun to fight against, and the gunslinger is actually pretty balanced despite mini-sentries and tank engis being the banes of my existence.
My rework idea for gas passer:
Stats:
+coat enemies in gas
+kill enemies to reduce charge a by 15% that are coated in gas
+cant put out the fire but reduces the afterburn damage and duration by 25% when extinguished
+afterburn lasts for 25 seconds
-150% Longer recharge rate
25 seconds is kinda overkill
Changed the stats a little bit
Bad weapon academy: The Pomson 6000.
this
wish granted
>doesnt use the scorch shot because its "overpower'
>plays sniper
At least with sniper you don't just spam your weapon in a choke and hit everyone with a 8 second long afterburn and deal 128 dmg for some god forsaken reason if you hit an light class
I do agree with sniper getting a nerf tho because lets be honest, how many times have you actually decided to peek on upward ?
All they have to do is re balance sniper and bots wouldnt be a problem which is fucking hilarious
@@lisathefoolish i agree the scorch shot is op and needs a nerf, even though i use it. sniper though, just shuts down entire areas of the map if theyre good enough. at least with spy they have to get "behind' you and be close, but sniper is just spy but without the danger of being found out.
the scorch shots bouncy flare is kinda dumb tho
@@cracinlac923 Heavybots are almost as bad as sniperbots.
@@cracinlac923 Rebalancing and making said class completely useless aren't the same thing
FISHHHHHHHHHH!!!!!!!!!! THEY MADE IT DO CIRTS ON PLAYERS COVERD IN GAS MAKE AN UPDATE ON THAT NOWWWWWWWWWWWWWWWWWWWW
3:00 “pyro lives and dies by his secondary, more than any class with the exception of maybe medic”
me : cries in stickybomb launcher
Grenade enthusiast
Grenade enthusiast
Shield Enjoyer
You're not using your Grenade Launcher?
Yikes
Remii Santana
Yeah, I'm not as exprienced with this game as he or most big TFTubers are, so I'm not going say he's wrong, but that _immediately_ struck me as off upon hearing it, of at least something that I hadn't thought about.
"pyro lives and dies for his secondary"
laughs in demo
Demoman doesn't have any secondary weapons though.
@Adenosine is a heck of a drug Yes, Demoman has a primary weapon, another primary weapon, and a melee weapon.
@Adenosine is a heck of a drug Your unwanted opinion has been duly noted.
@@Mantafirefly Jokes aside, the freaking grenade launchers offer equal options to the demo, the only thing they cannot do is area denial, the insane damage stock and the Iron bomber can do just makes the sticky launcher not a big loss.
@@deadpunisher4584 It is very much like he has two primary weapons, indeed.
Hey man what are your thoughts on
yeah
Personally I think that
It's Godtier in MVM tho you gotta admit
@@meatloaf9716 yes
I fucking hate how Pyro finally got a weapon that makes them not shit in MVM, and MVM try-hards just screech and instantly ban it because it might shake up their 1 medic, 2 engies, 3 heavy meta.
Imagine getting left out even in the one part where you work. *Manmelter crying in a corner*
I've thought about how much you hate the scorch shot, I might replace mine for you
Scorch Shot isn't even particularly overpowered. Fish just confuses "annoying" for "OP."
@@Ryusuta It is hell attempting to get shotgun
@@HumanPersonYes What do you mean? Like, fighting using the shotgun?
@@Ryusuta No, buying the shotguns. I add warpaint
@@HumanPersonYes Yeah, war painted items can get kinda pricey. As much as I enjoy Fahsion Fortress, I'd say just stick with the normal versions first and worry about the war paint later. =)
the gas passer should have been a weapon for heavy. it would allow him to finally have access to another damage type, and imagine it with the huo-long heater
Sounds like someone got hit with the Scorch Shot one time too many.
@DamnMerasmus anything but a direct hit is nearly pointless when trying to kill an enemy.
@DamnMerasmus He literally says in the video how afterburn is underpowered.
A bit late perhaps, but this came to me upon a second viewing : *the Gas Passer fails to such an extent that it is antithetical to TF2's weapon design at its core.* (TL;DR at the bottom)
TF2 is a team-based game, yes, but there is a high emphasis on individual skill, and it's the individuals that prop up the team, not the team that props up the individuals. Even at its highest level of play, despite astounding levels of coordination, if an individual on the team messes up, the entire team suffers the consequences. This effect only increases the less coordinated a team is, because teammates aren't immediately alerted (or even forewarned) to the misstep and as such can't react as quickly to fix or alleviate it. Therefore, despite cooperating, each player must be independently skilled in order to succeed, that is, they must be able to operate by themselves in order to operate within their team. The weapon design of TF2 reflects this philosophy, and here's how :
Every single weapon/item/consumable/whatever in the game, bar exactly three exceptions, benefits the user more than it benefits their teammates. Heavy's lunchbox items heal him far more than they heal teammates, the thrown jars and the banners only help teammates near the affected enemies and the user respectively, whereas they always help the user, obviously weapons kill the user's target and only indirectly help the team by making sure that target doesn't harm the team, mobility items only affect the user, etc.
Among the three exceptions I mentioned, two belong to the same class, and that class is Medic, that is, the most teammate-dependent class (and even then, one could argue those items help him AS MUCH AS instead of more than his teammates) : his Mediguns and the crossbow. Mediguns heal teammates more than they heal the Medic (Quick-Fix Über notwithstanding) and the crossbow heals teammates more than it damages enemies. Again, they help him AS MUCH AS his team, since every Über (bar the Kritzkrieg, the only true exception to that rule) affects the Medic, with or without a pocket (hence "Pop It, Don't Drop It") and the crossbow is still an incredible personal defense tool even when it's not being used on teammates (two-shotting light classes at long range is nothing to scoff at). They work fine _on their own_ , they're just more useful when used on a teammate.
Have you guessed what the third exception is?
That's right. It's the Gas Passer.
Except unlike the previous two, who work fine on their own but are more beneficial to the team, the Gas Passer does not work fine on its own. Unless thrown directly in front of the user (A.K.A. at most at flamethrower range, at least at melee), as FSoaS mentioned, they cannot follow it up by themselves (unless they do the weapon switch he -mostly sarcastically- suggested or brainlessly run into the crowd of soaked enemies that are now fully alert to the user's presence and fighting back or retreating into their team's defenses, where a Pyro will get torn to shreds if by themselves). It benefits the team (and I use the word "benefits" loosely) MORE THAN it benefits the user, as only medium- to long-range damage sources can safely trigger its effects, something Pyro loses access to when he trades in his secondary weapon for it (again, as FSoaS mentioned). It goes against the very idea of a TF2 item, and as such should be HEAVILY reconsidered, not just for its frankly barely noticeable effect, but for its core design.
*TL;DR* : Every weapon in the game benefits the user at least as much as, and usually more than, it benefits the user's teammates (in other words, every weapon can be followed up by its user better than by their teammates) except the Gas Passer. That, coupled with its lackluster effect (afterburn always has and continues to suck), is why it's such an abject failure that's nigh-on impossible to salvage outside of MvM. THE WEAPON SUCKED THE MOMENT IT WAS CONCEIVED.
I can’t believe jerma indirectly made ANOTHER abomination that defies the very laws of the reality it is in to pursue its own sickening nature.
ToonLinkHox
Respect. 👍🏾
BOYS THE GAS PASSER MAKES ENEMIES COUNT AS WET NOW.
WE DID IT
Off topic, I love the scorch shot, but I think the explosion should only occur when it hits a enemy, and the explosion damage should be nerfed.
Sounds like a good trade off.
This video needs to be renamed "Good weapon academy: scorch shot"
If he did make that video it would be an hour straight of him complaining about how unbalanced it is lol
Shitty weapons:
Backscatter, equalizer, volcano fragment, cla dah more, buffalo steak or warriors spirit, pomson 6k, overdose, carbine, or dead ringer
Cla deh more or dead ringer are not bad thoe
The thing about the Carbine is that it has FANTASTIC synergy with the Bushwacka. Activating it essentially gives you a Kritzkrieg with the Bushwacka for awhile. Kinda like an ultra-sustained Jarate. Give it a shot sometime. =)
Cla deh and dead ringer are good tho
Agree with all but dead ringer and carbine
The DR, Claid, carabine and Equalizer are not bad weapons
I remember when afterburn used to be a threat from the pyro's primaries.
Now, because of how afterburn is calculated, pyro's overall damage has just been made... tragic.
Always played him as a support role. Airblast projectiles, spies, spy check, smash sappers, and of course scorch shot just to piss off enemy snipers. Hey, don't judge me. Australian tears are delicious.
“Hahah iTs CaLlEd ScOrTcH-sHiT aNd ItS oP” hmmmm you sound like a sniper main ;)
It is op. Very, very, very op. Like, non-objective stock upgrade levels of op.
The scorch shot doesn’t exist there is only flare gun, detonator, man melter, and flame boi gun
"the problem with this execution is the everything" top kek
You bragging about the Scorch Shot is gettin really annoying now. It's like you can't live 2 minutes without mentioning it
The part I find the most confusing is how he can complain about the scorch shot but use the phlog, the phlog (imo) is the most broken weapon in tf2, the scorch shot is not even close to being as broken
4:50 It's interesting to see how much more impactful pyro's afterburn used to be, a full 60 damage way back then, so easily applied, was dangerous when there were so few ways to counter it. Few healthpacks, only dispensers and medics could help you
Man, you have a real hate for the scorch shot. XD that knockback is actually really good in certain situations, and will actually be a lot mote helpful in mvm if you're on certain maps. I've had rounds of nightmare mode where the giants never even make it passed the drop.
that's the thing, the scorch shit is broken
That intro was gold, at least Zoolander didnt loose his friends.
Lately I've moved from the Scorch Shot to the Flaregun and honestly the Flaregun is a lot better if you can aim. I think they're balanced. Unlike the Detonator which is an inconsistent piece of shit only good for jumping.
Scorch shot does more damage on unlit targets and does aoe for free and if you hit a direct its nearly as strong vs 1 target as a critical flare is
Pogchamp
HELL NO
you mean “phlogchamp”, yes?
This is specifically bad weapons academy, but I’d suggest looking at the shortstop sometime with it plz
It lets scout do everything he can do at longer range
I think something like plus 20% damage vs debuffed players(mad milk, bleeding, jarate, afterburn). the shove having 15 damage that can be plus 100% while airborne and minicrits are crits and also being a Scout core class ability on mouse 3 that can push you off walls to refresh airjumps.
@@meatloaf9716 did you not get that i said 'but' there. i know it is good, but people never realize it.
the dream for this weapon: 40s recharge time, 220 damage to fill it bak up, lingers for 6-8s start with it out of spawn, recharge at cabinets, faster charge at dispensers/carts.
5:30 Man, hindsight is funny, especially after Summer 2024.
My idea for the gas passer, it makes a cloud of gas that is invisible to the enemies until it is ignited by the pyro who put it down, at which point it activates for 10 seconds as it does now. Just let it play into the pyro as an ambush class
No visual / audio clue = annoying design = sorry but no, it would suck to fight against due to no counterplay
I think it should be visible to the enemies, and maybe deal damage. The concept, however, is pretty good.
It's hilarious what kids will consider funny. Saying 'Scorch Shit' just makes you sound assmad and makes me want to use it more.
I agree. Giving it a childish nickname makes me less likely to hate Scorch Shot players, even if I don't play TF2.
There is ONE use in pubs for the gas passer.
Heavy pocket hives. The afterburn reduces the healing of the heavy, and this afterburn makes the medics panik and run away, so it is actually worth to troll the trollers.
just use the scorch shot then
@@mrking5437 yeh, but then you have to actually fight the heavy. With the gasser, you throw it and let your team deal with it while you chase that one fucking spy that is killing your engi friend.
4:15 Hey, this thing sounds useful in tandem with the "flame on a stick". Though tbh, it would've been better if Jerma's idea was implemented instead on the Phlogistinator.
Gas passer but good now :)
Nope, still bad, but at least pyrosharks are able to go on land now
no wonder why I can never finish that one contract. Oh how I regret picking that specific one
You what?!
This is godlike in MvM
in casual bruh
What? Everything is MvM pal.
PvB
@@MykeGG I didn't know back then it was trash in casual
@@anarullan lol
The scorch shot isnt overpowered, its just annoying
People often confuse the two.
I mean. Doing more damage then the standard Flaregun cause the fucking thing explodes aftering hitting an enemy is too much. Just lower the explosion damage or blast radius or something. And it is fixed for the most part.
An Idea for a rework of the Gaspasser: Just add an explosion to the Gas that deals about 100 dmg and knockback and clears the gas and replaces it with fales that last for a few secounds, what i mean is, that only the cloud itself explodes not peaple that are doused in Gas.
100 dmg might seem to much but it really isn't when you consider that it builds up pretty slowly and you will have to switch to it and swith back to it to actually deal the damage it seems like a solid sidegrade to pyro other secondaries with the shotguns being able to deal 90+ dmg at close range and the flargun dealing a flat 90 after the enemy is lit on fire.
This change would also improve it's area denial to actually matter meanwhile making it so that the pyro actually has to be around to utilise it.
The explosion would also knock enemys and you back, making it so you can explosive jump of it making it even cooler.
I think it probably should work in a way where lit enemys will not make the gas explode, so that it is not frustating for the enemy your fighting, there would probably also have to be a switchspeed-penalty because it would reduce the potential combo-time significantly.
Obviously there also should be damage falloff on the explosion so that if your just at the ery edge of the gas you don't insta-die, furthermore there should be range-based fall-off as well so that you won't just randomly die by another flame source from it if the pyro isn't around and actually has to reinforce the area denial, the knockback should maybe also scale that way to reduce the impact on other people's fights.
I think for the fire that is left behind in place of the gas after the explosion, it's fine if it just inflicts afterburn, it doesn't really need to deal additional damage because that's the explosions job and it would probably make it to strong in close quarters like in a corner, the explosion in this sugested state is already pretty strong, it's basicly a recharge-able stickybomb for the pyro so additional damage on top of that would make it to op.
Also the Neon-Anihalator should work with the Gas-Effect, it would make both Weapons more usable and form a neat gimmik.
It should also obviously not be recharable of dispenser or the payload-cart and mayybe have a slower reharge on spawn-lockers, but that is a problemm with the short-circut and other weapons (on the locker) in general, so that should maybe just be changed complettly, although you could also say that if the locker is to lose to the spawn-exit it's just bad map-design.
Also I wrote this after watching the sunonastick video and didn't rewatch this one so sry if I repeat stuff
5:07 To make i clear i´m a Spy main and the thing is:
Healthpacks often help but you somehow have to get to them.
Medics can´t really heal me when i´m behind the enemy.
They all play Phlog.
I´m behind the enemy
I´m behind the enemy
I´m behind the enemy
I mostly play Dustbowl
Once a pyro hits me he knows i´m here and the Flames still make damage (Valve pls make me immune to fire for 10 sec)
I personally use it rarely because it is very hard to play if you have enemys that played TF2 10h.
Soldier Item
I´m behind the enemy.
had to do a backstab 10 sec ago to keep alive
Demo/Soldier Item
Sniper item
Demo Item
wow