[TF2] Seriously Stunted Stock Weapons
Вставка
- Опубліковано 17 сер 2021
- Some guy mentions melee balances for the stock weapons, it's a pretty meh thing all around, can't do anything too drastic but can't do anything too menial... aren't these things supposed to have alliteration? Hell happened? This guy really lost his mojo man.
SFM Intro made by TroliFishi
/ @trolifishi
"But SpaceGuy aren't random crits a very poorly designed game mechanic that makes it so new players don't need to be skillful or have practice to be good at the game and punishes those that do have skill and although they were designed to end stalemates isn't that the entire point of Ubercharge? To end stalemates? Seriously Space you cannot be serious;y promoting random crits."
Well yeah you are right, and this balance change makes it so stock weapons are only good if random crits are enabled, but I'll be honest, It's genuinely hard to think of anything else that could be applied to stock weapons without going overboard, and besides... removing crits on everything but stock just means less crits ergo I'm actually disapproving of random crits so yeah... I think that logic works out. - Ігри
First idiots, that's right.
I did it first.
Also ignore the KGB and GRU in the thumbnail, stock fists would look weird
third not second
@UClrYkvJkNHXUzDWfq1lwhQg The only part that I did was the freeze frame and zoom thing, the animation was done by Trolifishi linked in the description
@@SpaceGuyOnline Yeah but where do I commission them???
@@danielnowacki2020 Ask.
@@SpaceGuyOnline scary
well yeah, but everyone knows the best melee weapon is the direct hit
Especially with crits
Lmfao true
More like the direct shit and lucksmanns
@@rowen616 good job, you said the totally funny overused "joke", you win 2 funny tokens
@@CheeseWeegee yur mome
Biggest problem with melee weapon is that they all feel atrocious to use. Period. Being extremely short range hitscan in a game where hitboxes and model collisions might get a bit funky results in some awkward misses and "where the fuck is the guy i was trying to hit?!" scenarios when enemy constantly jumping and strifing and colliding with your own model. I think core melee mechanic should be reworked from stabby hitscan laser to actual swings in an ark, pretty much how it is done in mordhau for example. This will massively boost melee weapon efficency since there will be lot less misses, and being an ark melee may be able to hit multiple opponents with a single swing making it valid option in a clusterfuck-on-an-objective type of fight
You get used to it after thousands of hours but yes
Theres also the 0.25 second swing delay
One of my favorite video game melees ever is L4d2's melee. The way you get an arc to hit with rather than a tiny dot is very nice.
@@dkskcjfjswwwwwws413 thats to be expected since most got a windup animation.
Valve doing more then throwing a medal in and localization files? What timeline are you living in? Can you tell me what happens in the final comic?
Obviously soldier’s stock shovel is the best weapon in the game, because famous youtuber octo told me so.
The new intro looks really good
Thx u ;)
@@TroliFishi your doing good lad
I work on TF2 Classic, a community-made sourcemod, and we keep random crits turned on for melee for this exact reason. The main thing keeping melee viable on classes that have no real reason to use them is their uniquely high crit chance, making it (imo) a fun gamble to close the distance and try for a lucky crit
Are the TF2C servers still active?
I think so
4:00 Found him, ... i don't really know what to say, it took me a while to get used to tf2's melee. It got easier after i started thinking about those weapons like very short range pistols rather than shovels and axes.
Damnit someone found it before me
This one was mad easy to find ngl
@@SrMadru Yeah.
Still, well done!
Technically Soldier’s melee is used when you have a banner equipped and you realize that splash damage also hits you
THAT INTRO YOU ARE IMPROVING SO FAST DUDE LETS GO
lets go where
Sorry to dissappoint, but someone made it for him, check the desc
Ight, he is ;)
@@chaoz7370 right
🥶🥶
The overall video quality went up a lot from last time
Damn space, ur really on that animation grind
Great vid btw
I have my fun as a steak melee heavy main. Its really effective on Koth maps.
...not so much on everywhere else (Although I am experimenting with some payload maps and seeing "Some" results.)
I personally use the chocolate bar for more of a tanky playstyle on 2fort. It's really fun for me
Solution:
Have valve get working on TF3 for Source 2 so they can make a less spaghettified game with lessons learned from its predecessor.
Ah shit wait . . .
there’s a 3 in there.
TF: Alyx
@@darth_autismo TF: After 2, Before 4
@@joeakajoe431
TF: the newest one in the current moment of its release
tf2 unspaghettified edition
Tf2 squared.
Or TF22
I honestly find the stock shovel pretty useful, I usually use stock rocket launcher with the gunboats and I often find myself in situations where it’s faster to swing my shovel at enemies than reloading, I also find the bat to actually be kinda good with the force-a-nature because I often don’t hit a really good second shot, but I can just run up to the damaged foe and tap them with the bat to finish them without having to reload, although there are probably better options out there, they aren’t useless and can still be fun and practical to use
the stock + force a nature thing is very interesting. I'll try it someday
In the original TF Quake mod, ammo was specific to each class of weapon, so running out of ammo was a lot more common than in TF2. So having to use your melee was also a lot more common. Many of TF2s problems come from its long history.
They should make the gunslinger crit mechanic (crits on 3rd consecutive hit and not randomly) on melees as default instead of random crits. This doesn't address the video topic though!
This is a nice idea, but you'd run into the same problem the gunslinger itself has, which is that two hits is enough to kill the majority of light classes which removes much of the point.
@@samuelpires3247 One could argue that's a good thing, since random oneshots aren't very fun for the recieving player, 2 hits to kill is pretty fair since it gives a chance to fight back, and the extra damage only coming in against bulkier targets also makes sense. I'd say it depends whether or not you think eg. a sniper randomly oneshotting a scout rushing him is fair.
I'm vaguely wondering if it would be .... "bad" if stock melee did as much damage as a shotgun at close range, aka 90. You're already risking a lot to get close, now there's actually a reason to use melee instead of only desperation and out of ammo.
Honestly, stock should remain unchanged. If it’s not good, so be it, that’s why unlocks exist. Making stock super viable would just make an inverse of the problem, which solves jack.
I think an easy fix for the melee hit reg is to make it a cone instead of a single bullet (Except for backstab calculation)
4:34 the wrap assassin actually has a tiny bit of utility cuz you can hit your feet with the bauble to deal self damage and steal health packs - I mean help your medic build uber
Damn, I love the SFM at the start! Very nice intro
ua-cam.com/channels/ollfishi.html
If Valve were to fix stock melees they would have to give each class different stock melee stats. They wouldn’t be overpowered but they would have to be useable. Here’s an example:
The Stock Heavy fists could have the stat “+15% Faster Lunchbox item cool down on wearer”. The stock Bat could have the stat “No fall damage while active”. Meanwhile the Stock Bottle would have no buff because it isn’t worse than the side grades.
Or the Stock melees could give the wearer slightly more reserve ammo for their primary weapons. You wouldn’t get a larger clip size but you won’t run out of ammo as much.
Stock is stock, if you change something about them, it’ll have to apply every weapon in that category.
@@thebushbros6626 Valve has changed stock weapons before. They usually add slight tweaks to the other unlocks. For example, the Flamethrower was given a +10% damage bonus while the Degreaser was given a -10% damage nerf (well really the stock was buffed and the Degreaser wasn't changed).
Just counting the days till this channel sees massive growth from the aglorithm's blessing
Nice intro and the stuff you said about crits was interesting good vid bro
So many stock melee's are useless.It's a shame how pyro's melee problem wasn't fixed during jungle inferno.
I like the idea of random crit, maybe make it even more extreme though.
Maybe past 5 seconds, and if you have done enough it's 100%, rewarding skill but it might be frustrating to fight idk.
i'm sorry but that's a horrible idea, would you like it if a soldier was just shooting crockets at you 24/7
@@wabbajocky8235 think they mean melee only
Maybe the longer you hold the melee out the higher the crit chance becomes until you swing and "use" the crit, then it starts charging up again.
The guy who thought and designed random crits is the dumbest fucking human being on Earth
Wait, it isn't. The one who FIRST SAID that Random crits were "balanced" is in fact the stupidest fucking human being on Earth
#RemoveRandomCrits
just wanna say i love what you’re doing man, keep up the great work.
Wow, I wasn’t a huge fan of yours but you really amped up the quality! I liked this a ton, amazing video.
Turn the volcano fragment into a caber for pyro with afterburn included.
Love the intro and how all the songs were from / in smash melee
That intro was so good, glad too see you get more attention
One way to buff the stock weapons of the classes that need it (Soldier, medic, scout, heavy, pyro and maybe engineer) is to give them a passive buff such as +2 hps for your medigun for medic or +10 building health healed per hit for engie.
oh my your animation looks great keep up the good work
I love these new high quality videos! Keep it up!
i think stock melee weapons could have another use that helps their primary objective
such as heavies fist adding a faster global switch speed so it helps with the stock heavy (same thing with pyro's stock fireaxe)
or scout bat having a faster switch-to speed so it can finish off enemies if your clip runs out (principally with the FaN and the soda popper)
Ideas:
Heavy is slow, that is his main weakness, so his melee weapons should let him charge forwards in one direction at extreme speeds (for heavy) dealing mini crits and full crits depending on distance traveled.
Soldier is a generalist, meaning his stock should be generally good, I say give it 120 damage, enough to one shot a light class after some chip damage. You could also make it "charge", hold down mouse1 for 1-2 seconds to deal anywhere from 35-120 damage depending on how long you charge up the swing.
Pyro is ???
If you want to make pyro a support class make it like the disciplinary action, when you hit someone with it it will make em go faster.
If you want to make pyro a combo class make it inflict afterburn for double max afterburn time, so they will be burning for a _very_ long time.
If you want to make pyro a generalist/jack of all trades class make it deal about 120 damage. This will also have the added benefit of making pyro 1v1s even more derpy.
Scout is a fast class, and a generalist. in the meet the medic trailer it shows scout running by a soldier and dealing a high amount of damage. While holding the bat press right click to have restricted turning control for 3 seconds, it will deal normal damage in the first second, mini-crits in the second, and finally full crits in the last. This will combine everything the scout is good at, while being fun to use. Also make the scouts bat deal 45 damage, making it able to deal 135 damage max, not enough to one shot medics, but enough to one shot other scouts, spies, snipers, and wrench engineers.
Also remove random crits, obviosly.
Im sorry but your ideas kinda suck
@@gatitos3753 I take constructive criticism
@@supremecalamitas342 willing to give criticism. Heavy shouldn’t have a terrific movement option because it would unbalance the upsides and downsides of heavy. Heavy also does suffer bad in melee fights because he is so slow that he may find it hard to land a hit. I do like the idea of slight mobility in his melee kit though. I always found it charming that the heavy boxed while in melee fights and thought that implementing that into combat would be fitting and fun way to balance the previous issues. Just tapping left click could let loose a jab or a one-two combo if clicked again. Holding right click and a direction could allow for some limited movement. Charging and holding forward can let heavy take a quick step into a hard hitting cross, and holding either left or right could allow for hook with shorter forward movement but allow for sideways movement. These harder hitting blows could minicrit or do another adjusted amount of damage in case of balancing. Recovery should be long enough for heavier blows so that it can’t be abused for general movement and cement it is solely to help connect blows. This could also be implemented by having the choice to connect the blows or face the consequence of a whiffing animation. This allows movement only in combat. All of this in mind, it should be balanced in order to not overshadow the shotgun in closer range combat.
Oh damn that was only the heavy. I’ve written enough today and may come back for some other ideas. Respond back if you want to criticize
@@fishsticklord5147 uh, that was more then what I was expecting, give me a minute to read this.
@@fishsticklord5147 Oh, and this mobility would only shoot you in one direction, making it impossible to actually be consistantly fast, it would lock you into moving in one direction for a few seconds, and then one you collide with a wall it would stun you for a few seconds. This keeps A: High damage (heavies strength), while letting you catch up to enemies, while also keeping the classes biggest downside.
Dude the intro rocks. Also thumbnail looks great.
Intro animation was really done well my friend.
I feel like the stock melees should have custom stats based on the classes use an example is making pyros stock melee remove any deffect on a friendly team mate and a bubble on top can show an icon like bleed or marked for death
God man your editing has improved alot
Love the smash shoutout and music
One hell of an intro. Nice.
This was a good video this will help me a lot in tf2
Holy shit that intro was so good
Nice new intro man!
Loving the new intro
4:00 found him
I am a Medic main with the Graybanns, Australium painted Manndatory Attire, and the Pass Time Miniature Half Jack
I swear everyone finding these are Medic mains lol
Yeah lol
@@MooseGuy Actually, there appear to be Medic mains all over the internet, but never in game
NAH THIS VID A SUPER BANGER FR
Another good video, good topic too!
Yo excellent new intro dude.
Love the new intro.
easy change to the sharpen volcano fragment
on hit: target is ignited until death
-99% (so its 1 damage afterburn)
-100% melee damage
this would at least make the sacrifice of you dying for the melee swing worth something. it being inextinguishable would mean that the player who got hit would need to plan accordingly when it comes to healthpacks/meds/dispensers in order to keep from slowly rotting to death
i know this might sounds strong, but it would keep the "afterburn on hit" while still being powerful in the long run (think of lighting a med and being able to spam flares at them for 90 damage without risk of them being able to put it out)
Yo SpaceGuyOnline! I was in that match where some people recognized you on payload. My name was brain. Your videos are awesome keep up the good work
The new intro looks sick
with this music it feels like an emplemon video and its fucking with me
Wish holy shit your animating got real good real fast. He’s gonna be competing with the top sfm animators soon
The main argument to be made for the “useless” melee weapons could be that the game is teaching you not to use them. What you said is completely true: why use scout, pyro, heavy, or soldier melee weapons if any ideal situation would make other weapons direct upgrades? If you keep the melee weapons “useless,” players will learn switching to the stock shovel or fists will always be a bad idea. Even medic could hold this argument, as new medics constantly get crushed the moment they try to actively seek combat. The game also rewards you with utility/situational melee weapons as achievements are unlocked to show a new player what good and bad play styles are.
your sfm has gotten way better
I'd like to take a shot at balancing these:
Scout: give the bat the same damage and firing rate as other melees, lower the amount of damage ramp-up on the pistole (alongside an increase to accuracy and/or reserve ammo). Now the bat is the go-to finisher for when you're out of ammo
Soldier: make market-gardening work with all melees and re-work the actual market gardener to have a passive buff that plays to the troldier playstyle
Pyro: powerjack is the must pick because pyro desperately needs mobility and I don't think mobility should be locked behind a specific weapon. Make all melees give pyro a 15% faster movement speed when active with no additional downsides. Powerjack now gives a 25% faster movement speed as the downside matters a lot more when moving faster for free is the norm
Heavy: increase base melee damage to 85 and have melee kills restore 75 health aka stock fists get to be a no-downside Warrior's Spirit. the actual Warrior's Spirit would get a new upside to account for health on kill being universal while the damage buff would simply stack
Medic: re-work the Ubersaw and Solemn Vow to have downside that actually matter
All other classes can already make use of their stock melee and can be left as is.
Stock melees imo could have something referring to the class.
Scout: hitting someone with the bat refreshes your double jump if midair and increases the next swing's speed
Soldier: getting a melee kill will result in the next time self damage would be applied via the rocket launcher, there would be none (basically a single rocket of RJumper but it damages enemies)
Pyro: getting a melee kill will increase weapon switch speed for 5 seconds
Demo: when the bottle is broken you can stab (no criticals on the stab, longer time to initiate the melee and longer recovery time) which will make the opponent bleed
Heavy: faster minigun spinup after a melee kill
Engi: keep it the same
Medic: maximises the self heal instantly
Sniper: I'd say keep it the same, the SMG is more of a midrange thing with melee range being too difficult to track, especially if it's a scout
Spy: keep it the same
Perhaps if:
- Axes were throwable
- All Scout bats have a ball to throw
- Soldier's shovels can create trenches (pretty much barricades, doesn't necessarily needs to dig the ground) like an Engie's building
- Heavy's fist can quickly one-two-three you back to spawn (i.e, just make it as fast as the scout's bat; having a heavy come to you with fists would be a less rare sight and, since everyone can outrun one, then there you go)
- (if needed) Demo's bottles are throwable, making a slipable splash on the floor for some time
- (If needed) Sniper's melee can either make the enemy slower for a sec upon being hit or just make him rappel like that custom weapon, I dunno
yo that opening sfm is clean
I approve 👌
Damn, I was hyped for some smash bros melee gameplay, this is also cool tho
cant wait for more
"Oh this idiot has uploaded again"
*Break the Targets starts playing*
"HELL YEAH THE MAN HAS UPLOADED AGAIN"
That intro is golden
lil monke under ammo box 4:00
(RED Soldier) Battle Bob, Founding Father, Mustachioed Mann (Style 2).
I can't wait for the new season!
That intro was something
4:00 Poopy Joe appears for a second under the image of the medium size ammo box
I feel especially bad for the syringe gun and the fire axe. I love the idea of both of those characters using those weapons, but they're completely worthless :c
The scary thing people forget about giving stock weapons a stat boost... is that it changes a lot in TF2.
Lets say you give everyone's Stock the "Movement Speed +10%" many people suggest.
...congrats Attackers have an advantage versus Defenders while destroying their Tele is less impactful.
If you duck into cover... switch to your melee 100% of the time. Move away quick as the other person has to run up in a bad position with Melee or slowly with their primary out. Anything you alter has game rippling effects...
Because Stock is what the game is designed around... adding something to Stock breaks the balance. Especially when doing it to 9 classes someone is going to be much better then before.
A few things Valve could do to fix TF2's "stock melee problem" could be:
for soldier: Make it so that the shovel has an increased chance to crit after successfully rocket jumping and landing. This keeps the melee balanced as it increases the chance of it instead of giving it a guaranteed crit like the gardener. This would make it so that people have a balanced way to get rid of enemies if theyre using the gunboats mantreads or any banner and theyre low on health after a rocket jump and have seemingly rocket jumped into an enemy. (P.S i would add the bison but it just gives me pain to talk about it :( )
For pyro: Deals extra damage to enemies set on fire without getting rid of afterburn, no seriously just like a 25% or 15% increase to damage and afterburn give the stock fireaxe more use, but keep in mind it is highly situational and only to be used to flank the enemy by going for unsuspecting victims and conserving ammo.
For scout: Just make the bat give the scout a temporary 10% speedboost when below 50% hp, this gives the scout more utility out of the bat and acts as an escape plan does or a speedboost to get a low retreating enemy depending on what you want to do more.
Lastly for heavy: theres nothing to add for the heavy, his stock melee is genuinely the most confusing thing to give a good stat or bonus to. A damage bonus for hitting consecutive hits on enemies maybe?? but that completely becomes situational and unreliable unless your out of ammo and theres a scout right in your face but that still becomes pointless because most heavy players will keep and eye on their ammo and the chance to actually get the bonus from the fists would rarely come up, I'll let others have their say about this.
I know i could be wrong but this is just my opinion on how it could be improved to give tf2s stock melee problem a little fix and make the game more unexpected. I'll let you gamers discuss this.
i saw another comment that suggested stock fists could get a switch speed boost, like the degreaser. could make it useful in close combat situations where you do not have time to rev the minigun
why would you stock shovel when gardner gives guarantee crits?
@@Appletank8 unlike the market gardener you could still do crits even after landing and like i said it is highly situational and would only benefit someone who hasnt unlocked the gardener. Tho i thank you for bringing it up since i wasnt being clear!
Sick intro
3:23 jesus christ that demoknight took it like a man
I had a similar idea of the 100% crits, but mini crits instead with the old crit system in effect too.
love the borderlands style intro
Many people say that TF2s melee system is terrible because it’s made weirdly. It shoots a hitscan bullet a fraction of a second after you click and every HU it makes a box and if the hitscan or box hits a collision hull, it counts as a hit. And melees have higher random crit ramp up. It varies from 15% to 60% if you have dealt 800 in the past 20 seconds.
The melee is the same for CSGO and Valorant (More or less) it's just that in TF2 you can use your melee a lot more reliably than CS or Valorant simply because TF2 has more options for mobility, as a result its problems shine through a lot more than the two.
Just make all melee weapons crit when you hit someone from behind, and buff spy’s revolvers so he doesn’t become completely outclassed by scout
2:50 i disagree with Soldier's melee being in the "no use" category, when there's a close range combat, Soldier is not too good, Rockets are harder to aim, especially if he's against a Scout, the reload time feels like an eternity, he only has 4 shots and he's vulnerable to self-damage, yeah, you could use a Shotgun, but Soldiers don't have a Shotgun most of the time. Also his melee is also good for melee's main purpose, running out of ammo, There's some classes that almost never run out of ammo (Pyro, maybe Demo, Heavy, Engineer, Medic unless there's no one around and he's in a 1v1, Sniper and Spy) whoever, Soldier is not in this category, and Soldier has a lot of secondaries that are not Shotguns (Or the Bison) so Soldiers will not have a backup weapon most of the time. Conclusion: Soldier melee good, I admit that the stock Shovel can be easily replaced but when you don't have other melee Is not a bad option
Also thinking back with that comment about the more damage. I can see how that could be a bad idea, so there could be another potential thing of just having a higher base switch speed. But that could indirectly buff things like the powerjack and make them even stronger than they already are.
Honestly it would be hard to ballance melees without making already strong melees even stronger. Unless they SPECIFICALLY focused on upgrading the stock weapons.
Also like, caber buff to have the deploy speed be normal? Losing 20% damage on the first swing is already bad enough lol
Well, that one person's idea of turning Pyro's fireaxe into Scorpion's chain spear from MK does sound like a good idea tbh
You mentioned the volcano fragment somewhere in this video I think to balance it it she keep most of its stats but get mini crit on the first hit of a target on fire target on fire along with it it’s ability to set targets on fire it could be a good “balance”
Love the improvement
Banana 🍌
Fucking love the intro.
I think tf2 has the melee in such a state because it originated in quake, where melee was just a useless axe, and your only first weapon that isactually useful is weak (by quake standard) shotgun.
I really want for scouts thing to be that all melees have a projectile, so for the sun on a stick give it Mario fireballs. The spike bat is good enough though same with the atomizer.
You mean Atomizer, Equalizer is the soldier pickaxe
@@Skullhawk13 thank you I thought was wrong.
I like this concept a lot. there's one problem, though: stock reskins would look weird.
...eh. a small price to pay for salvation.
I think the biggest issue is what you said at the start. All of the stock melees appart from scouts bat are the same. There is no specialisation, nothing unique between them and no reason to pull them out except for praying you get a random crit. I don't think there is a solution within the current state of TF2, but one within a potential future game by making some of the unlock weapons in TF2 stock in a future TF game and working around those. So for example, making the Ubersaw stock and reworking every bonesaw around the Ubersaw would fix Medic's melee issue if done correctly. Heavy should have a higher base damage than all of the other classes because quite frankly if you're allowing a Heavy to melee you, you deserve to die and so on.
That animation in the beginning was great
Ok wow that intro looks great
Thanks)
I like the intro
Nice new intro
wow, that intro animation compared to your other animation in the last video is like comparing a slow cooked, juicy steak to cold chicken nuggets
It's impressive how good it looks especially considering you're new to SFM animations.
Literally not my animation, said in the description and pinned comment
oh, now i feel silly
@@fondiut5596 its fine)
It's simple.
Stock is, well stock, but that's the thing, TF2's weapon design is strictly side-grade based. So if the unlock is objectively better, nerf it.
The GRU (power jack) is the meta because of speed on a slow class. So, reduce the damage potential of it. So in the case you do need it, it fails you.
Scouts melees are a touchy thing on they're own, but:
Boston basher - fix the Uber bug
Atomizer - remove the mini-crit gimmick
These are the only ones you actually see players use. (besides the Pan)
Soldier's melees are also hard to touch, but:
Escape plan - reduce damage
Whip - I feel like increase damage taken would be balanced. I dunno for this one, if you have any ideas, please, tell me.
Pyro:
Power jack - reduce damage
Back scratcher - fix Uber bug
Heck, pyro is so messed up in the melee section, there is literally a direct upgrade to stock. I'm not even going to mention that either.
Uber saw - %25 Uber on KILL and maybe a slower firing speed.
Crossbow - no passive reload and slower reload. Maybe less damage.
The "Uber bugs" aren't bugs though that's just how Uber works, it builds faster on injured players so hurting yourself or delaying the heal rate builds it faster
@@SpaceGuyOnline I know, but they are exploitable, unintended game features, thus if we remove that ability somehow, then that weapon becomes a lot more balanced.
@@Cast-Carnival they aren't unintended though, it's a core mechanic of the game. You know what is unintended though? The force a nature in almost it's entirety.
Adding another level of depth to weapons that only really work or play off in experienced hands isn't unbalanced and I wish more weapons had it
This is probably the most correct balance discussion comment on the entirety of TF2. Buffing what is supposed to be the core of the game/class would make things incredibly unbalanced and unfun, and also make the things that are already powerful even more powerful. There is a reason why most of the time developers tweak/nerf the good or best items in their games.
*Points at Escape Plan & Market Gardener* This is brilliant.
*Points to Strange Shovel with 409 kills on it* But i like this.
The Kukri, Knife, and Bottle are good because the rest of the choices are sidegrades, but the other classes have unlocks that are better.
about soldier not risking self damage with the gunboats, i'm pretty sure the damage reduction doesn't apply if the splash also hits an enemy, so it's at least kind of useful if you run out of rockets and lack a shotgun
the intro made me proud
I like the new intro
First of all, that intro is great and this video is true
I like how you used melee music
4:00 is that poopy joe ?
Love your content bro, I wish I could make TF2 videos but I don’t think my audience would like that 😅