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Please for the love of God don't play artillery if you decide to start playing WOT, also general advice for those starting the game the meta is hull down meaning that you unfortunately want to avoid tanks such as type 5 and maus. Best advice would be to get either the super conqueror, object 277, kranvagn, stb 1 or vz55 as your first tier 10, the 277 in particular is a great first tech tree as they are forgiving tanks to play with a fairly low skill floor
Literally Medi-scout. Pair it with the the other fast charging mediguns and you can go from upwards blu base back to spawn faster than a level 3 teleporter if you know what you're doing
And Blue should have done the same for the banners! Alternatively, building uber up to 150% would just allow you uber for 12 seconds upon activation and 16 seconds at 200%, so on so forth. This would make the banners less of a hassle to use. Some other items that this change could affect is how many balls the scout can hold and how much "milk" he can sling. You start with one but the game doesn't have an upper limit for how many times the weapon can "recharge".
@@imaplaygames633 See the reply from Redstonewarrior0. TL;DR is "can only be used when full" becomes "can only be used when at least 100% (of vanilla TF2) charge, with duration/magnitude of effect increased to charge level when activated". Vaccinator Uber at 200% means you can make eight bubbles instead of four, etc. This also makes the Vita-Saw stack infinitely instead of stopping after seven organs.
If you took into account MvM, it might not be the best but the air strike would be super fun because you can mag dump your entire ammo stock with a crit canteen to kill almost anything
For the chocolate bar, you can bypass the 10 second cooldown by holding down right click and using the taunt button while eating. Holding down right click prevents weapon switching (and reloading) and taunting bypasses the left click cooldown restriction.
@@jimmyrustler5801 Yeah, I mean I know already what it is, the hardest to get is the one with engineer and the golden wrench kill. But it would be cool if he did like with the rarest kill icon but with voice lines
The dragon's fury could technically be used here where if the Pyro is infinitely accurate he could theoretically do millions of damage per second if the enemy has enough health
1:17 yes, "free" (the game is incredibly p2w don't bother trying you'll need to invest hundreds of dollars to be competitive forget about looking cool)
You could probably make it to where the banners have an infinite bar, but can be activated if you reach a certain damage threshold. So that means you can have them popped for however long you like.
Comparing this video with videos from only a few months ago is like night and day, the quality of your content has hugely increased and I'm here for it
honestly i think the biggest thing that would happen if this was done on a custom server is that bazaar bargain snipers would become demoknight target number one for that sweet sweet head cache
With the bazaar bargain, if the 25% increase in charge speed is factored onto the current charge speed instead of the base charge speed, that increase will get smaller as the charge time increases. Basically, with percentage increases, the increase will stack, but since the charge time is decreasing, so does the boost per headshot.
The BFB's real bonus, assuming the movement speed still caps, would be that that accruing extra boost over 100% would effectively place a buffer on losing the speed to taking damage, which, in my opinion, would actually be a genuinely well-balanced change since, right now, a single pistol shot from across the map rips off literally half of your boost meter. Imagine if BFB scout was rewarded by playing well by having their speed boost be more resilient to being removed from damage taken. I like that idea. I like it a lot. Might make me crack out my Hale's Own BFB some more.
A server I used to play on had custom balance for certain weapons. Bfb was one of them, and it removed the ability to double jump while equipped, and you lose boost equivalent to half the damage you took. Ex: 8 damage pistol shot removes 4% boost
The BB's charge time makes sense when you consider it's increasing the *Charging Speed* and not *Charging Time*. Charging Speed would be how much or how quickly you gain charge. Charging Time would be how much time it takes to get a charge, or how much charge you need to accumulate in the first place. So let's say Medic's Uber gains charge at a rate of 1% every second, equating to 100 seconds to gain 100% Uber. 100/1=100 Speed is 1, Time is 100 If we were to triple the Charge Speed, you'll gain 3% Uber every second, equating to 33.3 seconds to gain 100% Uber. 100/(1*3)=33.3 Speed is 3, Time is 100 If we were to half the Charge Time, you'll still gain 1% Uber every second, BUT, you'll need 50 seconds to gain 100% Uber (100*0.5)/1=50 Speed is 1, Time is 50 So, with that in mind, we can define Snipers default Charge Meter as x/(1*y)+0.3, with X as Time, Y as Speed, 1 being the base charge rate, and 0.3 as the delay Now, if we change the Charge Speed to 50%, 150%, and 200%, we'll get 3/(1*0.5)+0.3=6.3 seconds for full charge 3/(1*1.5)+0.3=2.3 seconds 3/(1*2)+0.3=1.8 seconds And if we were to add 250% and 300%, we'll get 3/(1*2.5)+0.3=1.5 seconds 3/(1*3)+0.3=1.3 seconds Perhaps it'll make more sense if I replace Charge Time with HP and Charge Speed with Damage Vulnerability So, let's say Scout has an item that gives him 20% Damage Vulnerablility. One might assume 20% DV equals 20% less HP, or has 80% HP instead of 100% through this equation. 125*0.8=100 HP Makes sense right? Wrong. Because if that were to be the case, a Demo Pill could deal 125 damage to a Scout. And at 100% DV would give Scout basically 0 HP and get's killed by stepping on a pebble. Instead, the actual equation is 125/1.2~104 effective HP. After all, it's *20% increase in damage taken*. And at 100% DV, it's 125/2=62.5 effective HP Similarly, it's how the Sentry's Wrangler Shield is OP and gives Triples the HP, 150/0.33~450 effective HP. And if you still don't get it, let's use a car. A car is driving 50mph, and needs to travel 100 miles 100/50=2 hours spent driving A car is driving 75mph, and needs to travel 100 miles. 100/75~1.33 hours spent driving A car is driving 50mph, and needs to travel 150 miles. 150/50=3 hours spent driving Separate how fast something is with how much something needs to go. And sorry if this is too much information, I don't know how to condense/simplify it any other way.
Meters that are activated when full (Buff Banner, Phlog, Medi Gun, Heatmaker etc.) is still a possible idea. Basically the current max meter would become the MINIMUM amount needed to activate it. Hypothetically, you can still fill the meter and activate it whenever and it would add on to the current duration as long as the minimum has reached. Example: Concheror Needs 480 Damage to fill up the meter for 10 seconds of the effect. So doing 960 Damage would cause the effect to last for 20 seconds, then 1440 for 30 seconds and so on. Every 48 damage after 480 would essentially give you an extra second of the effect.
Something i just discovered from the wiki: "If the player kills an enemy Demoman wielding the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron, a Soldier wielding the Air Strike, a Sniper wielding the Bazaar Bargain, or a Medic wielding the Vita-Saw, the player receives an additional amount of heads relative to the stored heads/kills/organs of the enemy player's weapon."
The baby faces blaster does counteract how painful moving that fast would be thanks to the fact you can just double jump to get your boost to the amount you want at the moment.
I think the things that can be activated when the charge is full could still be overfilled, like how the Binding of Isaac does it, it starts filling a new charge after the first is full.
surprised you put the dalakohs bar so low considering the god heavy bug that abused the gru changes in jungle inferno/blue moon was such an opressive thing for quite a while
There are some servers where you can see exactly what happens when you uncap the kunai, i've seen a couple videos of it, and yeah, it basically devolves into someone picking spy and using the kunai to kill the spy or a pyro holding them in the corner with airblast and someone else shooting them until they die.
There's a game on Roblox called Typical Colors 2, it's basically Tf2 but in Roblox. There's a multi-class shotgun called the Bullet-Stormer that increases its clip size with every kill you get with it. I experimented a bit and apparently once you reach the max reserve size, every kill after gives bonus reserve ammunition. It's pretty neat.
Removing the cap on crit weapons does do something It increases the amount of chances someone has to embarrass themselves by whiffing the crit shots before the percentile of their will to live drops to 0 and they chose to kill bind.
next video is gonna be what if every weapon with a meter had meter ticks, like the vaccinator’s 3 uber forcefields ok holup that’s actually a neat concept
If medic had no uber cap, and soldier had no rage cap, you could spam ubers and buffs. That might be a bit broken considering you could snowball the hell out of a team in the preround
There is a workaround the infinite meter break you can make it so when you fill it it gains a stock of meter to use filling it adds a stock that opens some items shields are broken still
I love your videos, man. I don't play a heck of a lot of TF2 these days, but I sometimes go back and play it for a little bit, and it's never a dull moment. But your videos are always entertaining.
You forgot the Heat maker. It doesn't need full charge to activate. Of course, it wouldn't really do anything extra, other than give you a ridiculously long focus time.
Side note, trying to get from 22 mph to 669million mph would be closer to a 3 .04billion% increase instead of the 108 million % you mentioned. Though I might be doing the numbers wrong.
The air strike would actually change a lot more, depending on the playstyle. Or, rather, you'd be able to keep up that momentum of killing. It would be silly with the conch. You'd be able to divebomb so damn much.
I guess you COULD do something with damage charged weapons where you can overcharge it to increase duration after it's usable at 100% to say stuff like "x amount of uber would take y minutes of healing"
I kind of disagree with the airstrike: If you get a large number of kills with it to get a large clip size, you can then cover the entire area in rockets, most characters can dodge 1 rocket at time at distance, it is much harder to dodge 20+ rockets in 1 volley. Sure targets would still die in only a few hits but the idea is to guarantee that everybody takes those hits as there would be no way to dodge that many rockets.
Counter argument.. uncapping the frontier justice would make it the superior mvm shotgun. Imagine an engine blowing up his turret and you see him type in chat “I have 342 crits”
10x randomizer pretty much made all of these real and tbh he was pretty accurate about how useful these are in-game, the dalokohs bar is a lot better in 10x randomizer though because it gives you an immediate 800 health
The manmelter uncapped would be funny for attacking team, where pyro could farm cow mangler soldiers on the spawn for the duration of the setup, basically walking out with a always crit flare gun until you die.
If the bazaar bargin continues with its pattern of halving the time reduction with each kill ( I.E -2 seconds, 1s, 0.5s, 0.25s) it is already diminished to nothingness
Can you imagine uncapped Eyelander in MVM holy *shit* EDIT: Uncapped Frontier Justice would actually be a massive upgrade in MVM. Your sentry will rack up way more than 35 crits' worth of dead Scout bots, and Engie would appreciate having that stupid amount of crits instead of "only" 35.
I think for the weapons that activated with full meters you could make it so that the effect after each activation stays and stacks, though that’s probably less easy than uncapping so yeah
Loose math here for the Bazaar Bargain. After the reduce from 1 second, each head is reduced by 3.30-0.60 then reduced the 0.60 by 0.20 then to 0.10 then my dumb brain can’t figure out the rest so I’m assuming it stops by around 1.70 if we’re following a pattern here. Though that said I’m dumb so I this might be entirely wrong
the widowmaker could allow you to get unlimited metal as engineer i would assume , wich could mean that an engineer could just get enough metal to upgrade all his stuff in one sitting no need to go to the resupply cabinet
Imagine the Vaccinator under this ruleset. On Upward I usually get to fire off about 15 shields before the game starts and still end with a full charge for a total 47.5 seconds of charge on base. With the shields still charging, at the fastest rate of 6 seconds per charge, if fired one at a time consecutively you would get 17.5 additional seconds, wich alongside the redundant 5.5 would themselves get you another 7.5, wich would be just enough for 2 more charges, wich unfortunately wouldn't be enough to extend even further. Final total, 77.5 consecutive seconds of charge.
11:00 Too bad that it's not in real life because Lorentz transformation would make even so much as the thought of reaching speed of light an impossibility because energetically, it's a game of diminishing returns with infinitely exponential requirement of energy up to infinite for speed of light. This is why we can't ever reach the speed of light. Also I'd be less concerned about the scout being apocalyptic, given that even a micrometre at the speed of light, he would fast forward either to or far past the demise of the universe or even never be seen again if the Big Bounce theory is correct provided he survives the face evaporating plasma.
You could argue that the frontier justice having no cap on crust stored is good for mvm but this video isn’t about mvm so it’s worthless if you have anything close or more then 30 crits stored in it your quickly gonna lose them because of how often engie’s die when they have frontier justice crits syndrome
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Is the Ratte a playable tank?
congrats on the sposorship dude! cool to see ur channel grow
Please for the love of God don't play artillery if you decide to start playing WOT, also general advice for those starting the game the meta is hull down meaning that you unfortunately want to avoid tanks such as type 5 and maus. Best advice would be to get either the super conqueror, object 277, kranvagn, stb 1 or vz55 as your first tier 10, the 277 in particular is a great first tech tree as they are forgiving tanks to play with a fairly low skill floor
@@PK-Radio no
@@andromenaught4487 rats
i wish eating chocolate non-stop for 2 minutes would double my life expectancy and not halves it
Have you tried downing thousands of 5 hour energys
@@harrypootis9519 I SWEAR DO NOT FILL UP A "SUPER BIG GULP" CUP WITH 5 HOUR ENERGY
@@coolguyowl3341 but its the gateway towards immortality.... and heart attacks but we ignore that part.
@@harrypootis9519 it seems like you live for 1000 years but that’s just time dilation, you actually died on the spot
yo it's the guy from the ape server
Imagine dying over and over in an explosion just because some Scout is moving back and fort and creating sonic booms near your spawn.
You forgot the overdose! You could speed around the map if you had uncapped Ubercharge
Literally Medi-scout. Pair it with the the other fast charging mediguns and you can go from upwards blu base back to spawn faster than a level 3 teleporter if you know what you're doing
@@silverdededestruction2197 You'd have to have some kind of TAS bot to do it, but technically, that is possible.
I forgot what the overdose does honestly
Yeah, but you cannot actually activate the ubercharge. He didn't count weapons with meters that cannot be activated unless the bar is full.
@@Anarqism you get faster the more uber you have
gotta love how this does either nothing to a weapon at all, or makes the user practically un-killable
How about looking at charging mediguns beyond 100%. Perhaps sort of like a vaccinator effect for all mediguns
And Blue should have done the same for the banners!
Alternatively, building uber up to 150% would just allow you uber for 12 seconds upon activation and 16 seconds at 200%, so on so forth. This would make the banners less of a hassle to use.
Some other items that this change could affect is how many balls the scout can hold and how much "milk" he can sling. You start with one but the game doesn't have an upper limit for how many times the weapon can "recharge".
Uber falls under the "Can only be used if fill" category so they weren't included.
@@imaplaygames633 See the reply from Redstonewarrior0. TL;DR is "can only be used when full" becomes "can only be used when at least 100% (of vanilla TF2) charge, with duration/magnitude of effect increased to charge level when activated". Vaccinator Uber at 200% means you can make eight bubbles instead of four, etc. This also makes the Vita-Saw stack infinitely instead of stopping after seven organs.
store multiple ubers? interesting
@@sethbingo Only for the Vaccinator. The other Mediguns have one, longer Uber instead.
If you took into account MvM, it might not be the best but the air strike would be super fun because you can mag dump your entire ammo stock with a crit canteen to kill almost anything
One rocket jump to end Wave 666
I've always wondered why the Airstrike was Kills instead of Heads. Soldier literally collected all of the merc heads in Meet The Soldier.
It's just a hobby
You would start with more than a million heads so it would be too op
Yeah, he has 130 million heads in his pockets at all times
For the chocolate bar, you can bypass the 10 second cooldown by holding down right click and using the taunt button while eating.
Holding down right click prevents weapon switching (and reloading) and taunting bypasses the left click cooldown restriction.
I don't usually request video, but I always thought, what is the rarest/hardest voice line you can get in tf2
Seconding this, would make a nice short video
@@jimmyrustler5801 Yeah, I mean I know already what it is, the hardest to get is the one with engineer and the golden wrench kill. But it would be cool if he did like with the rarest kill icon but with voice lines
........new ones.....especially for a specific class
@@samwai3762 "new one" oh so none
@@abdallatifalafandi2522 competitive mode sound start responses. Specify the rare ones protaining to previous match results
The dragon's fury could technically be used here where if the Pyro is infinitely accurate he could theoretically do millions of damage per second if the enemy has enough health
0:02 really understood me
Eyelander's head cap is removed.
SolarLight: Unlimited Power!!!!!!
1:17 yes, "free" (the game is incredibly p2w don't bother trying you'll need to invest hundreds of dollars to be competitive forget about looking cool)
You could probably make it to where the banners have an infinite bar, but can be activated if you reach a certain damage threshold. So that means you can have them popped for however long you like.
"I don't know if a cursed soul would count as performance endhancing drugs or not" is an amazing line
0:50 why not let the banner items be used more than once (consumes 100% of the infinite bar
*Sees a beam of light descending from the clouds*
“I’m RuNnInG cIrClEs ArOuNd Ya!”
Comparing this video with videos from only a few months ago is like night and day, the quality of your content has hugely increased and I'm here for it
9:05 99 problems and clip size ain't one.
honestly i think the biggest thing that would happen if this was done on a custom server is that bazaar bargain snipers would become demoknight target number one for that sweet sweet head cache
It's worth mentioning that the hitmans heatmaker does not need to be fully charged to be used. So this would also work.
With the bazaar bargain, if the 25% increase in charge speed is factored onto the current charge speed instead of the base charge speed, that increase will get smaller as the charge time increases. Basically, with percentage increases, the increase will stack, but since the charge time is decreasing, so does the boost per headshot.
dalokohs bar
1 : your health restarts to 300 if you touch the resupply cabinet
2 : the health only last 30 seconds
The BFB's real bonus, assuming the movement speed still caps, would be that that accruing extra boost over 100% would effectively place a buffer on losing the speed to taking damage, which, in my opinion, would actually be a genuinely well-balanced change since, right now, a single pistol shot from across the map rips off literally half of your boost meter.
Imagine if BFB scout was rewarded by playing well by having their speed boost be more resilient to being removed from damage taken. I like that idea. I like it a lot. Might make me crack out my Hale's Own BFB some more.
A server I used to play on had custom balance for certain weapons. Bfb was one of them, and it removed the ability to double jump while equipped, and you lose boost equivalent to half the damage you took. Ex: 8 damage pistol shot removes 4% boost
Blue: “getting shanked when you walk right out of spawn.”
Me: “hehe London.”
The BB's charge time makes sense when you consider it's increasing the *Charging Speed* and not *Charging Time*. Charging Speed would be how much or how quickly you gain charge. Charging Time would be how much time it takes to get a charge, or how much charge you need to accumulate in the first place.
So let's say Medic's Uber gains charge at a rate of 1% every second, equating to 100 seconds to gain 100% Uber. 100/1=100 Speed is 1, Time is 100
If we were to triple the Charge Speed, you'll gain 3% Uber every second, equating to 33.3 seconds to gain 100% Uber. 100/(1*3)=33.3 Speed is 3, Time is 100
If we were to half the Charge Time, you'll still gain 1% Uber every second, BUT, you'll need 50 seconds to gain 100% Uber (100*0.5)/1=50 Speed is 1, Time is 50
So, with that in mind, we can define Snipers default Charge Meter as x/(1*y)+0.3, with X as Time, Y as Speed, 1 being the base charge rate, and 0.3 as the delay
Now, if we change the Charge Speed to 50%, 150%, and 200%, we'll get
3/(1*0.5)+0.3=6.3 seconds for full charge
3/(1*1.5)+0.3=2.3 seconds
3/(1*2)+0.3=1.8 seconds
And if we were to add 250% and 300%, we'll get
3/(1*2.5)+0.3=1.5 seconds
3/(1*3)+0.3=1.3 seconds
Perhaps it'll make more sense if I replace Charge Time with HP and Charge Speed with Damage Vulnerability
So, let's say Scout has an item that gives him 20% Damage Vulnerablility. One might assume 20% DV equals 20% less HP, or has 80% HP instead of 100% through this equation.
125*0.8=100 HP
Makes sense right? Wrong. Because if that were to be the case, a Demo Pill could deal 125 damage to a Scout. And at 100% DV would give Scout basically 0 HP and get's killed by stepping on a pebble.
Instead, the actual equation is
125/1.2~104 effective HP. After all, it's *20% increase in damage taken*.
And at 100% DV, it's 125/2=62.5 effective HP
Similarly, it's how the Sentry's Wrangler Shield is OP and gives Triples the HP,
150/0.33~450 effective HP.
And if you still don't get it, let's use a car.
A car is driving 50mph, and needs to travel 100 miles
100/50=2 hours spent driving
A car is driving 75mph, and needs to travel 100 miles.
100/75~1.33 hours spent driving
A car is driving 50mph, and needs to travel 150 miles.
150/50=3 hours spent driving
Separate how fast something is with how much something needs to go. And sorry if this is too much information, I don't know how to condense/simplify it any other way.
Meters that are activated when full (Buff Banner, Phlog, Medi Gun, Heatmaker etc.) is still a possible idea. Basically the current max meter would become the MINIMUM amount needed to activate it. Hypothetically, you can still fill the meter and activate it whenever and it would add on to the current duration as long as the minimum has reached.
Example: Concheror Needs 480 Damage to fill up the meter for 10 seconds of the effect. So doing 960 Damage would cause the effect to last for 20 seconds, then 1440 for 30 seconds and so on. Every 48 damage after 480 would essentially give you an extra second of the effect.
Something i just discovered from the wiki: "If the player kills an enemy Demoman wielding the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron, a Soldier wielding the Air Strike, a Sniper wielding the Bazaar Bargain, or a Medic wielding the Vita-Saw, the player receives an additional amount of heads relative to the stored heads/kills/organs of the enemy player's weapon."
i was looking for that usless inforamion for a week thank you
The baby faces blaster does counteract how painful moving that fast would be thanks to the fact you can just double jump to get your boost to the amount you want at the moment.
I think the things that can be activated when the charge is full could still be overfilled, like how the Binding of Isaac does it, it starts filling a new charge after the first is full.
The soda popper could stack by letting you activate the bar whenever if it’s full or over full so that way you could get more jumps.
Did you find it?
If the eyelander stacked, SolarLight would he invincible
surprised you put the dalakohs bar so low considering the god heavy bug that abused the gru changes in jungle inferno/blue moon was such an opressive thing for quite a while
There are some servers where you can see exactly what happens when you uncap the kunai, i've seen a couple videos of it, and yeah, it basically devolves into someone picking spy and using the kunai to kill the spy or a pyro holding them in the corner with airblast and someone else shooting them until they die.
My Hitman’s Heatmaker comment from two years ago still stands, since you can activate the Focus meter without full charge.
4:14
"Erm. ACHSCHUALLY, the terms are 'Linear, not exponential.'!!!"🤓🤓
There's a game on Roblox called Typical Colors 2, it's basically Tf2 but in Roblox. There's a multi-class shotgun called the Bullet-Stormer that increases its clip size with every kill you get with it.
I experimented a bit and apparently once you reach the max reserve size, every kill after gives bonus reserve ammunition. It's pretty neat.
The chocolate wears down after 30 seconds, so you'd only be able to eat it 5 times in a row at best (and the stacked health will quickly deplete)
Removing the cap on crit weapons does do something
It increases the amount of chances someone has to embarrass themselves by whiffing the crit shots before the percentile of their will to live drops to 0 and they chose to kill bind.
next video is gonna be what if every weapon with a meter had meter ticks, like the vaccinator’s 3 uber forcefields
ok holup that’s actually a neat concept
If medic had no uber cap, and soldier had no rage cap, you could spam ubers and buffs. That might be a bit broken considering you could snowball the hell out of a team in the preround
There is a workaround the infinite meter break you can make it so when you fill it it gains a stock of meter to use filling it adds a stock that opens some items shields are broken still
I love your videos, man. I don't play a heck of a lot of TF2 these days, but I sometimes go back and play it for a little bit, and it's never a dull moment. But your videos are always entertaining.
It’s not the eye lander that doesn’t make demo tired, it’s the amount of alcohol he drinks
You forgot the Heat maker. It doesn't need full charge to activate. Of course, it wouldn't really do anything extra, other than give you a ridiculously long focus time.
The Air Strike uncapped could possibly become *quite* the DPS dealer in MvM
10:48 can't stop the a-train
Side note, trying to get from 22 mph to 669million mph would be closer to a 3 .04billion% increase instead of the 108 million % you mentioned. Though I might be doing the numbers wrong.
dizzy guy running at you with a sword so fast he can't move around without bumping into walls so powerful you need multiple rockets to take him down
Whar about the the Quickiebomb Launcher? Does it mean that it can one shot like everything, as long as you hold it enough?
the Dalokohs Bar effect was in the game at one point using an exploit involving the Gloves of Running Urgently
It was just as bad as you think
The Soda Popper would let you fly forever.
poggers, new vid, poggers, keep it up
In theory, if you could get an infinite amount of kills with the Air Strike, you could also get an infinite clip size.
The air strike if fired into an enemy team could sweep them out if say they had 20 rockets in the clip. I think that makes it B tier
No mention of the fact that the chocolate hypothetical was real for a time? We have the footage, we know EXACTLY how bad it was.
The air strike would actually change a lot more, depending on the playstyle. Or, rather, you'd be able to keep up that momentum of killing.
It would be silly with the conch. You'd be able to divebomb so damn much.
You can always ask famous TF2ber shounic to implement this mod into either one of your TF2 servers.
I guess you COULD do something with damage charged weapons where you can overcharge it to increase duration after it's usable at 100% to say stuff like "x amount of uber would take y minutes of healing"
4:02 people who use the machina are usualy not good at hitting headshots
The Baby Face's Blaster would give you the power of Speed Force...
Uncapped Kunai Spies would turn any casual match into VSH.
i know how to deal with the mediguns and stuff: if longer than 8 seconds charged then they just go on for longer
I will never forgive you for pronouncing the chocolate bar as “day-loh-kohs” “ITS DAH-LOH-KOS”
Before Watching: Eyelander would end up being the funniest thing. 'Do they die in one hit or do I die?'
Ok, Blue, have you played airstrip soldier on mvm? You know how fun a rocket mini gun is and how many kill you can get with it? B-tier MINIMUM
Fun fact the dalokas bar was glitched and it allowed heavies to get 20000 health
Putting the Kunai in S tier assumes that casual spies can even get one backstab.
I kind of disagree with the airstrike:
If you get a large number of kills with it to get a large clip size, you can then cover the entire area in rockets, most characters can dodge 1 rocket at time at distance, it is much harder to dodge 20+ rockets in 1 volley. Sure targets would still die in only a few hits but the idea is to guarantee that everybody takes those hits as there would be no way to dodge that many rockets.
Counter argument.. uncapping the frontier justice would make it the superior mvm shotgun. Imagine an engine blowing up his turret and you see him type in chat “I have 342 crits”
10x randomizer pretty much made all of these real and tbh he was pretty accurate about how useful these are in-game, the dalokohs bar is a lot better in 10x randomizer though because it gives you an immediate 800 health
"Casual as we know it would be a kunai spies paradise!"
I'd take that over bots.
I mean, I'd take losing a nut over bots but still.
The manmelter uncapped would be funny for attacking team, where pyro could farm cow mangler soldiers on the spawn for the duration of the setup, basically walking out with a always crit flare gun until you die.
Technically theres a weapon that stacks forever, thats the shield bash dmg. Valve hasn't fix this one or its actually intentional after these years
If the bazaar bargin continues with its pattern of halving the time reduction with each kill ( I.E -2 seconds, 1s, 0.5s, 0.25s) it is already diminished to nothingness
Can you imagine uncapped Eyelander in MVM holy *shit*
EDIT: Uncapped Frontier Justice would actually be a massive upgrade in MVM. Your sentry will rack up way more than 35 crits' worth of dead Scout bots, and Engie would appreciate having that stupid amount of crits instead of "only" 35.
6:30 facestab
x1000 servers:
Look what they need to mimic a fraction of our power
I think for the weapons that activated with full meters you could make it so that the effect after each activation stays and stacks, though that’s probably less easy than uncapping so yeah
Imagine fighting against quickscope monster with full sniper charge, that he got almost instantly 💀
I think the airstrike would be almost unstopable with enough kills and it would be mvm meta in like one fourth of a wave
Engineers in mvm: you underestimate my power
Loose math here for the Bazaar Bargain.
After the reduce from 1 second, each head is reduced by 3.30-0.60 then reduced the 0.60 by 0.20 then to 0.10 then my dumb brain can’t figure out the rest so I’m assuming it stops by around 1.70 if we’re following a pattern here. Though that said I’m dumb so I this might be entirely wrong
as a BFB enjoyer, it would infact be pretty comical to take a step and vaporize the entire earth
the widowmaker could allow you to get unlimited metal as engineer i would assume , wich could mean that an engineer could just get enough metal to upgrade all his stuff in one sitting no need to go to the resupply cabinet
Imagine the Vaccinator under this ruleset. On Upward I usually get to fire off about 15 shields before the game starts and still end with a full charge for a total 47.5 seconds of charge on base.
With the shields still charging, at the fastest rate of 6 seconds per charge, if fired one at a time consecutively you would get 17.5 additional seconds, wich alongside the redundant 5.5 would themselves get you another 7.5, wich would be just enough for 2 more charges, wich unfortunately wouldn't be enough to extend even further.
Final total, 77.5 consecutive seconds of charge.
11:00 Too bad that it's not in real life because Lorentz transformation would make even so much as the thought of reaching speed of light an impossibility because energetically, it's a game of diminishing returns with infinitely exponential requirement of energy up to infinite for speed of light.
This is why we can't ever reach the speed of light.
Also I'd be less concerned about the scout being apocalyptic, given that even a micrometre at the speed of light, he would fast forward either to or far past the demise of the universe or even never be seen again if the Big Bounce theory is correct provided he survives the face evaporating plasma.
I can't believe he didn't mention the shield bash damage with the eyelander
it's funny you somehow managed to fit in a tier list into another TF2 video
I didn't even know the crit storing weapons had a cap, it's that meaningless
2:32 there IS reasons to not play this game but for some reason you always keep returning to it...
1:15
Would you like to believe I have an entire soldier loadout dedicated to sponsoring world of tanks?
bro wtf my internet is so slow my ad blocker no longer works
God I love it when people calculate shit for no reason
You could argue that the frontier justice having no cap on crust stored is good for mvm but this video isn’t about mvm so it’s worthless if you have anything close or more then 30 crits stored in it your quickly gonna lose them because of how often engie’s die when they have frontier justice crits syndrome
Infinite health spy would be a nightmare
I can’t believe you didn’t mentiom the Dalkoh’s jumgle inferno bug