[TF2] The Stun Wars
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- Опубліковано 25 бер 2024
- / kalukafromtf2
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MODS:
Kylul's animation packs
Domis scout animations
Paysus sniper anims
Skeleton hotel's particle packs (minus the flamethrower one)
Hexhud
Improved cross hair pack by mr.mister
-------------------------- - Ігри
This video feels like watching a Family Guy episode.
Please refrain from putting Paladins gameplay in your videos so that I may watch them in public without fear of someone thinking I play Paladins. Thank you.
Agreed
Agreed tenfold
Man I used to play paladins 😢😂
alternatively, please continue adding HotS gameplay to your video so I can look like a cool hipster.
Nah, palafins is just better ow rn
thank you for the 18+ warning i was not ready to see tf2 footage
Huh?
@@AJ-vq7im 0:01
I like the direction that tf2 went focusing more on knockback and how you can control it to be in your favor rather than hard cc
yeah. makes me realize how not fun overwatch is when one of the characters main fucking mechanics is a stun.
Natasha, it is both stun and knockback.
@@d.i.ch.1501 its a slow not a stun
This is a tl;dw for the video
@@hunterkinsella5303, it slows you to a speed of brass beast heavy.
kaluka is the only UA-camr I actively laugh at anymore. Mainly because he put a Sumerian curse of laughing on me 3 years ago
i feel like you would really like ssethtzeentach
@@yuanwang9324 he never worked for me as well as I feel like he should, likely due to my time spent in the Congo working under Kolongo Nadiane and the physiological scarring I’ve had ever since
I fucking set this video to the highest quality I could just to read the tiers of the “which celebrity could survive on Venus?” Only to be met with a big “who fucking cares”
I waste my time on the stupidest shit.
"pushing people into traffic is a lot of fun"
-Kaluka
As a Soldier main who gets salty and cries from air blast, I still actually really like interactions with Pyros in pubs. It's like a mind game, having to mix up my timing for when I shoot rockets at them, maybe sometimes even pretend I'm retreating and then flick a rocket onto them really quickly. Only thing I don't like is how I can't airstrafe out of the air blast lmao
You notice this in competitive a lot too. Pyros being able to deny ubers really makes people have to think about who they use their ubers on. Hitscan (usually Scouts) need to be in on it or else the Pyro can deny them really well, and if the Pyro is dead then explosive classes (and Spy) can have a much easier time. It's a really good RPS system that makes the flow of gameplay interesting
why not shoot the stock shotgun at them to counter the airblast that counters your rockets
@@Kobstar Because most soldier mains are terminally addicted to rocket jumping everywhere while wearing gunboats 24/7.
Or they're running blackbox conch with a pocket medic GF.
But yeah, when playing Pyro I do like going against soldiers and demos because then it becomes, as you said, mind games. Try and get the opponent to do what you want without fucking up yourself like said opponent wants you to.
0:35 hold your horses honcho, i LIKE crowd control. i love it in MMO's like Everquest and city of heroes where it's a dedicated role and support classes are not just another healer.
Airblast definably needs the mini-crit boost. Besides a reward for timing / predicting an incoming projectile and managing to actually hit someone with it (Which is much harder then it looks as the consistency between projectiles are numerous), damage falloff would negate any meaningful impact it would have on the attacker / defender.
Otherwise, good video! The animated bits are top notch.
Realistically it could just have the same anti-falloff effect applied as a separate effect to prevent it from doing too much damage up close, but to be fair that would also skew a lot of interactions - up close it can with a little bit of fire damage take almost all the health of a soldier but requires an excellent prediction from the pyro to pull off, and for a medic healing a soldier for example it places a lot more pressure on the soldier to aim his shot well up close since a proper reflect from the pyro could immediately kill his medic if not leave them critical. Sometimes it feels like overkill but other times (particularly either when someone is being med-healed, or against group spam which already makes nailing any reflect very hard and risky) it feels necessary to make reflecting at all worthwhile.
Yeah. And honestly that one kind of soldier player, who does nothing but spam down a chokepoint with his rockets with no care in the world, needs an incentive to learn that, for example, their secondary weapon slot exists and can hold something that isn't gunboats.
It's even better when it shuts down soldier mains with their kritzkrieg pocket medic girflriend up their ass 24/7 by vibe checking either one of them, or both, with that soldier's own rocket.
You are consistently one of my favorite TF2 youtubers. Really, every video you make is just well thought out, everything you bring up is relevant, and you have a great voice. Keep up the awesome work.
I was quite stunned to see a Kaluka upload timed perfectly with my food.
Are you also someone that watches long af video essays on yt with every meal?
i feel like this video perfects the impression of not giving a shit with the most tightly written shit-giving behind the scenes, phucking phenomenal
nice thumbnail
and sandman intro is also good
ty
I love watching what i think to be a harmless tf2 video and then suddenly getting blasted by something so out of pocket it puts ME to shame
Isnt... being dead already a stun basically?
The ultimate CC
i mean... ppl dont hate sniper for nothin
If sleep is basically death
It teleports you back to spawn.
I'm not really joking - that's basically what "killing" someone in a game like TF2 is actually doing. You're removing the player from their current location, and sending them somewhere more convenient for you and your team.
same result but dying is the punishment for being out played, CC on the other hand has the same effects but before you've made enough mistakes to warrant it
I love this guy and his vids. The fact that you put genuinly good jokes in your vids rather than just go full video essay is so nice. Your channel feels like the best version of all the "tf2 discusion channel"s out there. Keep making concent, I've watched every vid even if I dont know what I'm getting into!
this truly is a kaluka klassic (patent pending)
The editing in this is so great
Honesty, if I joined TF2 nowadays I wouldn't care about sandman, but I had two years of memories before it was nerfed forever, and I miss it. I would love to use it somewhere on Class Wars tbh
Wow, this video's humor is so snappy! Not to mention just plain funny. That was really fun to watch!
I loved the random tangents as well, I think I'll watch more now
I love your editing style so much :)
I demand more
thanks for putting the mod list in the description!
Nice Emrakul "sealed in the moon" reference at the start there.
This is a really good video, the only time I can think of where stuns are directly needed is when the game features select characters with significantly better movement options than anyone else to the point where you almost can't hurt them without hard CC. This is a rare case thou.
I completely agree that knockbacks are way more interesting than stuns or slows.
This is actually one of the bestest most insightful videos I have ever seen and I am not being sarcastic, holy shit dude this is so perfect. Using multiple medias to instill points, great examples and diving deep into them. It keeps me engaged with jokes. This is perfect I am amazed.
Make the ball go 5-10% slower, give it REAL stun back. If you get a hit, it recharges a little bit faster but cant pick up the ball..ever
You've stated a big part of my opinion on stuns/CC, they should feel like a valid punishment for the player making a mistake or playing like an idiot. I treat stuns the same as instakills - getting headshot by a sniper can be annoying because it often happens out of nowhere, but if you get backstabbed or blown up by a sticky trap it's your fault for not maintaining the situational awareness to catch out the spy/trap and kill/defuse them/it.
They should make sand man able to reflect projectiles instead of launching the ball, it would be interisting skill based mechanic as long as its not spamable, and hey it still fits the base ball theme
Great video, love the mtg shout out! I’m a stax player and I think control is so important when playing against a cedh deck
Great vid, covers exactly why stuff like the Sandman and Natascha are frustrating and unsatisfying compared to other, more interactive forms of crowd control.
I like watching a Kaluka video and seeing the crack wear off as he gets closer and closer to the point.
One thing as well with the holiday punch: jumping makes it much harder to get hit with since you can't be forced to taunt while jumping
0:33 Phoenix in dota2 is literally the epitome of that and i fucking love playing him because of it
Sandman was sacrificed on the altar of casual-sweats, not even pickup-sweat, just common public sweat without a mic.
Heros of the storm mentioned !!
skip to around the 8 minute mark because those 8 minutes are spent telling you over and over the obvious "no one likes stuns"
Yeah the rambling was going nowhere. If not for your comment I would have just clicked off.
that was a sick guitar solo kaluka can you come play at my middle school please
simply do not get hit by the stun and you can continue to have "fun"
oh so true, the best mechanics are the ones that are only good if you avoid ever having it happen
That would require things like strategy or counter play in a class based shooter. If I can't dominate a server unimpeded by playing the same way I always do then the game is broken and bad. Honestly they should remove dying next because having to constantly avoid it is unfun and unfair to me!
It's true though, CC has it's place, it makes engagements more strategy and gamkr knowledge focused rather than pure mechanical skill. It's not some kind of anti gameplay mechanic, it just changes the gameplay. That assumes of course that the game is built around CC as well.
ya idk in th time ive played tf2 i can count on two hands th times iv even seen someone using a sandman, including back when it was way more powerdul and did a full stun, and i can count on one hand the amount of times the other player has landed it, like if u can avoid a pill u can avoid this dumb baseball. but its th shift to talking abt cc in mobas that really loses me. cc has literally always been apart of the gameplay and u learn 2 play around it. like baiting it out when you know the enemy has it and protecting ur teammates when they get hit by it, that's just learning how to play the games. if u think thats unfun maybe those games arent for u, its like sayin u love strategy games but hate managing a bunch of units and resources. i can at least agree that the sandman is a rly weird one but like wat, are we gonna get rid of airblast and the FaN too? remove knockback from rockets so u dont get bounced up in the air anymore, or just remove knockback entirely? i just do not understand or relate to the perspective of op, this was such a long video just to complain that u personaly are not having fun and claiming it a common sentiment. im actually having a lot of fun in case you were wondering
Literally anything can wait when Kaluka uploads a new video
That ending was so perfect lmao
19:25 This goes into the "funniest jokes made in a tf2 video" section 😂😂😂
So underrated too man!
I really felt that guitar solo
kalukas vidos are just amazing
This reminds me of a hilarious moment I had last year where I was playing on a server and me and 2 other heavies on my team were running Holiday Punch. And we kept owning this noob on the other team who was screaming in text chat stuff like "WHY AM I LAUGHING?!" And I would respond like "Because we tickled you" and he would say "NO! tell me the real reason!"
I agree that Crowd Control isn't necessarily bad. In-fact, TF2 without crowd control would be a less interesting game. Bad Crowd Control is one that removes all agency and it makes no difference if you just take your hand off the keyboard. Good Crowd Control limits some options but leaves others open. For example, in TF2 a soldier turns a corner into an enemy. The Soldier hits the target in the feet knocking them into the air limiting his options, but every class can dodge the incoming follow-up shot with good airstrafing, and some classes have an additional option: Scout's doublejump, Pyro's airblast, Engineer's Short Circuit, Heavy's Fists of Steel, etc.
Not only does TF2 give you options against all crowd control, it also sometimes can be used to your advantage. Medics can surf an enemy rocket away from danger. An even more impressive feat is surfing off a Lvl3 Sentry Gun's damage to rocket across a big map. Not to mention the rare but hilarious CC strat of body blocking a jump over a death pit as a cloak and dagger spy.
The reasons stuns are so popular and even necessary in MOBAs and Fighting games is because of the slow TTK. That means, getting a followup attack isn't the end of the fight. But in a game like TF2 where the game is balanced around 2-hit ideal ttk, then one hard stun completely shuts down the fight.
23:37 I was Not expecting a OPTCG Reference in this video! Good shit!
Anyway, 7k face.
Another banger video. I’m honored to be your subscriber
19:30 That gun sound scared the shit out of me
1:30
Grohk shown, video good, new subscriber gained
Damn that guitar solo was insane
I like this video more than the last one, the jokes felt like they tied into the script and topics better.
It is nice to see someone who thinks about the dynamic airblast adds, although I would personally say it could at least have something like a slightly increased cooldown whenever it hits and pushes a player to prevent full on stunlocking (uber isn't perfect but it wouldn't allow a pyro to just shut all that effort down, and it could allow enemies like demoknight to time a charge between the increased cd, or a soldier could approach to bait an airblast and use the increased cd window to shoot). As it is I think a lot of people just seem to be unable to accept that something requires more than the super fire-and-forget soldier usually enables and that even just delaying another rocket shot by a bit - a skill I often employ when I encounter a pyro at a closer range - will often work out. I think a lot of players are also too attached to the gunboats (I can understand why though) to consider running a shotgun, and from a pyro perspective I can say just a shotgun WILL work really well to ward a pyro off free of reflect risks.
You should do more guitar stuff! That solo was amazing
Kaluka is a melee enjoyer hell yeah.
13:00 this is why we should remove the air-strafing stun on airblast thank you for coming to my ted talk
Sounds nice to me but you'll have to argue with combo pyros
unless combo pyros gave me 20 bucks for every combo kill they get why would i ever care about them@@smallman9787
I think the best way its been done is in garden warfare with the hypno shrooms. They dont slow you down or stun you, but only make it harder to move. Along with this the only two ways you can do this are overall weaker than other options (as in damage, hp, duration)
such a banger video
19:30 dont have sounds that are this loud please man, you scared the shit out of me
agreed
0:37 the sandman makes you are a sad man
After watching the video for roughly four minutes, I can say that the Holiday Punch is okay and was not nerfed because it's funny
Sick guitar riff dude
We know it's you, Caption. We need fallout 76 and starfield reviews from you
1:31 I hate raising canes I’ve been there multiple times and their chicken is wetter than my homies sloppy toppy in the back of math class
Man, this video is good.
You are good.
Have a like. :)
I love the use "chat" as forth person pronoun
You’ve convinced me that the stun shouldn’t exist on the sandman anymore. I just missed how it was used for a clever combo now.
Ridiculously long respawn times also feel the exact same. For Honor is the worst offender for this, having respawns going into 50 seconds when your average life is around 30-120 seconds.
Crowd control effects weren't originally designed to be able to lock any one player down completely. Stuns were more acceptable in real time strategy games were only a part of your forces could be disabled at any one time. The Dota mod was a pigeonholed version of RTS gameplay with only one controllable character, and stun effects were carried over to games that were inspired by this mod. How about we just get full on RTS again, instead?
Oh shart 6:13 gotta do my detractor reps now
24:23 good point. controller design that works great is called utility and you know which kind of players love utility most? low tier heros!
I found a hidden gem channel here
Remember be careful with anything electric as they could be harmful and or lethal to you and or other people and or start a fire along with causeing other things.
Remember be careful with and stay safe.
Heroes of the Storm mentioned, today is a good day.
A game that does CC good is the finals
Example is the stun gun
Put on basically scout tf2. Weak (low health) but fast and nimble character. Yet you need to be up close. But the enemy can still spray their gun at the same speed (just can’t aim and random jitters in the camera) I feel like it works. It’s a fast paced game and if you play slow while using it you might still get hit in the crossfire or die to someone else
Some the finals players should really watch this video
Sadly i can paste a video this long into the feedback chat
Oh well, great video
Glad after watching it
This video is so great and funny, I showered it with love and now its all over my screen! Dattebayo😆
i know this little game called "Roboquest", great PVE high paced FPS with stuns. and "stuns" in question can be negated through build in mechanic of "MASH 1 RANDOM BUTTON 3 TIMES AND YOU WILL REGAIN CONTROL FASTER" which is already some form of counter play to stuns
IMO, the sandman was perfect when it was a long-range stun, it was dodgeable and not that easy to hit and thus not that much of a threat. At most they could adjust the time you get stunned for, giving the scout only a really tight time window to close the distance and get something off of the stun in the first place. Now it's just useless, literally just a meme weapon that not only does not add anything to your favor, it actually just handicaps you because of the max HP cost.
Or, they could keep its current slowness mechanic and amplify it so you're so slow you're practically a still target, which would help with landing the guillotine followup, and allow for easier meatshots (with the thing that you can actually defend yourself unlike with the stun)
this dude is ADHD the content creator, and I approve. Also, buff caberknight. make the booties have some sort of knockback resistance.
The last section reminds me of some guy I saw, who made what felt like an _hour long video_ screaming shitting crying about how pyro is OP because airblast "hard counters" soldier. Like, people forget that juking, timing your shots, and _the shotgun_ exist.
I also recall that instead of responding to criticism of the video, he spent the next few months furiously yelling nonstop at furries & queer people in the comments section who were making fun of him for skill issue
I'm not going to adopt your definition of "crowd control" but I agree with your points duder
Stickybombs and engineer are too good at crowd control and too different from being something that slows you down
That's not "my definition", that's been a definition used by games since the 90s
@@kalukagamingfellaguy area control and denial is also CC
-rep you forgot the third component of the airblast discussion tax: the stunlock that prevents you from doing cool fun airstrafes
waaaa i cant airstrafe - me when i get airblasted into the sky and hit by a crit flare
very funny 👍, tanks geezah
great video
I like your funny words funny man
12:13 I like how you said "interesting wacky characters" then showed the least interesting least wacky lack of personality characters, ow characters.
My man did not just took airblast as an example of a good mechanic
TF2 video with Magic the Gathering reference? i must be dreaming
Sandman was dumb but I miss moon shots so much, getting one on a sniper and taunt killing him was so fun. Either way good vid
Loose cannon knockback is worse to a few classes then an outright root or even stun sometimes. Pyros becoming an instakill at campable area is also even more dumb.
I quite liked this video, definitely one of my favorites, do you think you will ever discuss a non shooter game?
NO
@@kalukagamingfellaguy good
that guitar solo was sick
19:32 that sound scared the shit out of me.
thank god someone else said it oh my fucking god
i love ur videos war owl❤️
😐
that gunshot was so fucking loud lmao
4:08 jokes on you I have ad block
i get the red zoro reference. i do. counterargument, Green Uta
Good video, great video, helpful video, funny video, perfect video
honestly, knockbacks are almost the same as a stun since many of them do take control over you while you are in the air (like the scorch shot). so i think it still depends on the kind of knockback used.
this has made me question though if they could just add some kind of knock-back effect to the sandman similar to the scorch shot that would open up enemies to the cleaver combo if you hit them in mid air. maybe even change the cleaver to dealing damage to knockback targets like the reserve shooter was? that last part could be too strong, but it would also just make the sandman useful for displacing targets to get picks or for escaping.
Missed the chance to put Master Duel footage when you said "You can't just throw your entire decks at each other"
True