- Entered the kitchen - Burnt the damn kitchen to the ground - Whole restaurant went wild - Didn't get discouraged - Rebuilt the kitchen - Cooked a 5 star meal - Hell yeah.
Here's a real neat fun fact: Kunais were never actually used as throwing knives given the fact they are too damn heavy and tend to thumble when thrown, kunais are so bad at being projectile weapons that nobody actually used them for throwing. Instead Shinobis often used to use Kunais as stabbing weapons given the fact they're pointy and extremely sharp since they are used to deal with roots (double fun fact: Kunais are gardening tools) So Spy is actually one of the very few people in gaming that actually uses Kunais in the right way.
IMO enforcer can be made better simply by following in line with how the current weak version *could* work, and what it should be meat to achieve; The disguised damage buff is interesting but just useless how it works by default. If we make it so the Spy gets 2-3 shots with the empowered damage, and also slightly buff the attack speed when firing out of disguise, it'd be weaker most of the time still but it could be used as a Pick weapon when you get caught out by a stray, weaker enemy in backlines. Think about it: A scout comes around while you are running through the backlines, he looks you DEAD IN THE EYES, and you unload 3 shots into him before he can get to a medpack and kill him. Those 3 shots are fired slightly faster and deal more damage than the normal enforcer, more than the revolver. We put this on a timer, so the spy CANNOT "save" these shots - Either unload 3 empowered shots directly into an enemy when disguised as a desperate attempt to get away, or suffer the current penalty. IMO this gives the enforcer real-game use cases as a backup weapon that isn't as strong normally but gives the Spy opportunity to escape and win in 1v1 picks where he's discovered while disguised. The weapon just needs more than 1 shot to do it, because 1 shot is lame regardless of damage.
You forgot about another use of red tape. If you’re following an engineer holding a building, you can bait them into placing down their building to fight you. If you sap the building as soon as it’s placed down, it almost instantly gets destroyed because it starts reverting at the same point it’s constructing in. Very niche, but cool.
Gun spy using enforcer truly is a "THIS TOWN AINT BIG ENOUGH FOR THE TWO OF US!!!" moment 9/22/2024 edit: yo bro ur server is dead there's nobody online
The bleed enforcer was such a hilarious balance 😂. Like all things considered though, that enforcer would theoretically be Spy's best ranged option. Though at the same time, I'd rather just use the Amby at that point.
@@MarioLuigi0404 The kind of world where you're picking off an enemy from a long distance to where the falloff is massive. Bleed damage doesn't have fall off. But also I said theoretically, not actually (the unnerfed crit diamondback and ambassador does that job well) Regardless, I'm saying the concept is okay, but the "execution" (no pun intended) is very bad. If he *wanted* to go this route I'd suggest to decrease the damage nerf and make it function like the flying gullotine where it has no base damage fall-off or ramp-up and it still has that bleed effect, just so it's less polarizing. And maybe to top it off, increase the ammo capacity, the ammo reserve, and maybe have it pierce resistance just like the old enforcer. At least then it would have some niche with a bit more practicality. By no means am I saying his previous rendition is a good weapon.
-Creates server for people to enjoy funny weapons changes -Receive lots of hate comments -Takes it like a champ and keep making cool changes -Refuses to elaborate
I actually like the sprint change. It’s useful for Spy if he’s disguised as a tougher class but he has to be careful with it to avoid exposing himself. If it were possible I’d also make him able to mimic engineer hauling a building by pressing reload while disguised as an Engie with the wrench out.
@@male_07officialYeah, to be fair it's not Grouch who made it up. It's also on FishStickOnAStick's server. Didn't know it was also in TF2 Classic though. Thanks for the information, will make sure to use it next time I play TFC.
Now I want that the last video of this series would be an april fools were you say that you would revert all the changes and put bleed in every weapon. And say afterward that you are serious... The community would be split... Again...
@@HeyGrouchi. A serious manner, there's the potential direction found breaking melee as dying wish instead of lucky 1 shot . That's another indirect buff to spy .
Honestly what a fucking chad. He gets shit on for his previous video and what does he do? Does he get defensive or complain or try to play the victim? No, he owns up, listens to the criticism, and has another go at it.
@@HeyGrouch An alternate rework for the Enforcer that could work, is fixing the bug that prevents the Enforcer from doing extra damage to enemies with the Pain Train out, and lowering the damage bonus from +20% while disguised, to a flat +15% damage bonus that is in effect at all times regardless, and it can still pierce resistances, fires slower, and can't get random crits. Making it a serviceable counter to those pesky Vaccinator Medics without being annoying to fight.
Caution, very long! I discuss his changes then at the bottom I discuss the reason for people not liking his changes and how he can improve while maintaining the silliness. Disguise kit = good change. Period. Enforcer = interesting idea, I could see it working but it might not have enough sustain to justify the lower accuracy, but that depends on the actual numbers. The sentry busting with it sounds great though. YER = Another interesting idea. It could certainly work though the base weapon could also be fixed by just removing one of the debuffs. I like the creativity though. (Take this one with a grain of salt as I am less familiar with this weapon) Ambassador = Oh god please no. There is a reason the ambassador got nerfed. Sniper headshotting is fine because he has no movement and *should* be weak in close quarters. We do not need to give the invisible Frenchman 102 damage at any range when he can just slink away afterwards. The crit falloff doesn’t make it unusable, it just turns it from an upgrade to a sidegrade. Arguably, the falloff should apply to the diamondback too. Red tape recorder = wtf the man? I can understand your reasoning, being that it will certainly piss off battleengies but, if the main problem with the RTR is that it doesn’t kill things fast enough, don’t remove its ability to kill at all. Remember, no sentry is better than a disabled sentry 99% of the time. I will say that the increased health, just on its own, would probably make the RTR usable, so good on you for that, even if the other buff you gave it makes it useless again. (Sidenote, your main problem seems to be that your solution to a weapon being too niche is to make it even more niche. Please stop doing that.) Wrangler = creative idea, but the engineer can just hide behind the wrangled sentry. I would suggest the obvious solution for obvious reasons. Just reduce the shield to 33% instead of 66% and *maybe* remove the firing speed bonus and you’d be fine. This is because the wrangler when used the way it’s intended is actually fine, the problem is pretty specifically the ability to save your sentry by pressing 2 on your keyboard. I really like the sentry jumping idea though. Natasha = sure, I guess. Seems a bit extreme and you could probably just tone down the upside instead, but I don’t have much of an opinion here. You should rethink it though. Cozy camper = the tf2tuber watchalong summed this one up pretty good. You nerfed sniper, then gave him unlocks that invalidate the nerfs, thus making him unfun to play as, while keeping him unfun to play against. Just rethink your whole sniper rework, please. Eureka effect and Machina = I personally think the EE is fine as is, it fills a specific niche while working in most situations just fine. The Machina is heavily dependent on your sniper rework, so we’ll see. Rocket Jumper = fine I guess, but a big part of the rocket jumper is to be stock with no damage so that newbies can practice rocket jumping. The trollger part is secondary. More ammo could work, but firing speed should remain unchanged. Diamond back = I really like this weapon. The perfect aim should be reconsidered for something else, but I think this is reasonably balanced. Critfalloff should be considered, but with the limited circumstances you get your crits, it might not need it. If you do keep the perfect aim, you should definitely consider giving it critfalloff though. Kunai = if people like the change, keep it. The simple fact it no longer invalidates it’s own downside is more than enough to fix the weapon. I actually kind of like it. Response to backlash response: I don’t think anyone is concerned that a weapon doesn’t fit in or that is too different from the original. The usual problem people have is that you tend to change the weapons based on a specific use and buff and nerf it only based on that use with no consideration to how it could interact with any other situation. This results in your rebalances being either unimaginably strong for reasons you don’t consider like giving sniper the highest mobility in the game when mobility is his main weakness or being unimaginably weak because the situation it is specialized for is not actually useful like the RTR not destroying the building, which when fighting a battle engie, is pretty good, but in literally any other situation makes the weapon infinitely worse(which is a problem it already suffers from). As someone from the Tf2tuber watchalong said “you accurately identify the problem, then propose a solution that makes it 10x worse”. In short: people dislike these changes not because they don’t fit in tf2 or anything, but because they create more balance problems while rarely actually fixing anything. This btw is meant to be constructive criticism. So if I came off as mean, please forgive me. I think you have alot of good and more importantly unique ideas to offer(like the new diamondback and enforcer). All they really need is more time in the oven, so get baking. I’m excited to see what you cook up! Also, just remember that reasonable balance is not mutually exclusive with silliness and that you can infact have both. Just remember to how the silliness interacts with other weapons because it can have some drastic side effects.
I also think that the ambassador is definitely not enough to nerf the danger shield, because it forces the spy to use the ambassador against it. Basically if you don't have a spy that is using specifically the ambassador in your team then you're screwed. It's also a problem when we take into consideration the sniper changes he made in the last video since now any competent sniper is gonna be using the hitman's heat maker and the danger shield given its absolutely absurd mobility
The problem with the Amby and sniper as a whole is the fact that valve created them thinking that no one would ever put hours in them, then people started to actually putting hours in them.
Honestly a long ranger Amby would be amazing... in competitive lobbies. See, this is the main problem with Valve's methodology for TF2 balance: they kept trying to do universal stats, even when they're unbalanced and situational depending if you're playing casually or competitively.
@@mix3k818 best example of this? The caber, a gimmicky funny meme weapon in casual, but a medic picker in comp. Logical result? Can't one shot medic anymore. Actual result? Trash weapon a part for caber knight.
I hope no one is being too mean. In the end theorising balance changes can be about fun and trying different stuff. I like the idea of the enforcer change.
If you had titled the first video something like "making goofy changes to tf2s weapons" the video would have recived way less hate, usually balancing videos want to balance weapons and classes, you also want balance but its clear you prioritize changing up the experience and making things more fun, i still think some changes are bs but i understand a lot of the changes you made in the first video now
Yeah, I was about to comment the exact same thing, these are not weapon balance videos. These are new weapon concept videos. Now, if only the title reflected that.
The only shoots that should do damage are the ones where you are in the air . The least likely place to get shoot from for that extra sneak factor. Buffed!
"In practice, the forester's frogskin really isn't that crazy" >Refuses to elaborate in any way After seeing the end part of the video, I understand what you're trying to do. However, both the title and the content of your 'fixing' video did NOT make it clear you were just experimenting for personal, wacky, all-out fun. It would have been very easy to use a pinned comment or a disclaimer at the beginning of the video, or even a different script to make it clear you're trying to experiment. Instead, your last video genuinely came across like you thought all your changes were for the best for vanilla TF2.
Yeah, most people probably were thinking the "fixing" video was just trolling when we went from Heavy's somewhat understandable changes to Sniper becoming Scout, if it had a disclaimer saying he was experimental for the sake of fun (And not calling the video FIXING, how do you mess that one up?) the backlash wouldn't be NEARLY as bad as it is
Consider having a sense of humor and saying sorry for feeling insulted by an elaborate shitpost someone made for fun lol. Forester's Frogskin not being crazy was already explained and implied. It lets you jump but it reduces your health and there are counters present, including his new Spy.
I think a neat idea would see the spy able to hold the reload key to mimic secondary class characteristics, such as a heavy revving up, a sniper scoping in, an engie carrying buildings, or all classes reloading. Of course the caveat is that the spy does not suffer the movement penalties of revving or scoping, and reloading happens indefinitely, so anyone paying attention can sniff them out.
@randomguy152-hk8fi Yes, but this effect is lackluster in the base game. First, you must be disguised without a full revolver, forcing you to purposely enter hot zones without your max ammo all for the hope that faking a janky reload (As the reload animation will cut once your actual reload is done) will be enough to dissuade observant enemy gamers. With this change, you would be able to do full reloads + secondary class characteristic actions that can dissuade both observant and unobservant gamers if used well, with the caveat of damning your cover if used poorly.
ive always liked the idea of an alternate disguise kit that only lets you disguise as scout, medic, sniper but you can mimic their actions (run speed as scout, fake heal teammates, aim down sights on sniper)
I am not sure if red tape recorder was buffed. Yea the one that we have right now isn't faster than normal saper in therms of destroying the buildings, but it would remove 2 lv faster than stock saper could destroy the buildings
I feel like this one would pair well with the new enforcer. If you want the building destroyed just unload the chamber onto the building. Like sure if you want to destroy buildings without losing your disguise, stock would be better.
the Ambassador buff to me sounds like, "sniper is annoying to play against, so we added another sniper to counter him". Is it evident on how this may be an issue? The Spy that infiltrates the backline to attack snipers and retreated classes up close and personally is the Spy that was intended, and promoted by design on day 1. Instead of turning spy into a half-sniper, would buffing the Spy's ability to infiltrate the back line without dying or being caught be more faithful to the intent of the classes design? It certainly would be a lot more fun to play against than more snipers...
10:09 I think you should have said sooner that you wouldn't want to see these changes in the base game, not mentioning it made a lot of confusion and that's what generated all the hate
Last video: "Stealth is Spy's thing, not Sniper's. Get this man some universal tracer rounds." This video: "Yeah so revert the Jungle Inferno changes to the Ambassador, call it a day. Who even cares about Spy being effective at long range?" Edit: for those that say the old amby is in fact fine and balanced, I recommend fsoas’ video on it.
He has some very bad choices but the ambassador thing seems like a quality change. I don't think anyone ever actually had any gripes with ambassador as it was. It doesn't instakill, only has perfect accuracy on the first shot, and it can't scope in, so it's still pretty difficult to use at long range
21 damage on stock is still enough to kill light classes at long range, spy has always been extremely capable at long range chip damage in general. The only thing I'll agree on is that 5 revolver shots worth of damage at long range in an instant is a little silly, but not the idea of spy being allowed to be capable there. There's a reason Valve gave him a capable midranged gun instead of literally any of their previous ideas for the class
It's not that easy to use the ambassador since you have to consider the slower firing speed the fact you can't chain together headshots and the absurd damage penalty that was even higher than the one of the diamondback before this video
It’s nice that you’re clear for the changes you made in the first video but you should’ve been clear from the start or people were confused because your channel usually has a really high standard of quality and it does but having out of place changes like that really true people off and created A ton of negative backlash you should’ve said from the start of the video that you were just making changes to see what would happen instead of making changes to rebalance weapons
If your disguised cloaking makes walk at your normal walk speed So sprinting with jump is useless The enforcer is.. ok The yer is a bit better now The amby is perfect Also the darwins is just dumb The red tape is just... bad.. just WHY?! The wrangler is actually ok, its a pretty good nerf The rocket jumper is... ok The diamond back is pretty good The kunai was good, back then it was a great example of risk vs reward. you start out with the lowest base health out of any class, backstabs giving you overheal is balanced.
@@artifactU 3 weeks late, but this a reference to the infamous Zenith copypasta where he nearly always comments “[x] always seemed like a strange case to me.” lol
@@crabbycakey i swear just replied to you but for some reason youtube isnt showing that reply, i guess it got deleted. anyway zenith was himself referancing a great blue video titled "What If Reskins Were Different? - TF2"
My man was evicted from the kitchen as a laughing stock but went right back to cooking. While I do think your original video deserved the criticism it received, harsh as it was, a solid chunk of that is a result of a poorly communicated thesis statement. A wacky, experimental playground that enables things like the "frog sniper" should not be mistakable for a genuine rebalance proposal.
Honestly, I respect this absolutely insane method of balancing. I would call it "Balance Anarchy", honestly, because some of these changes are things only tested via custom weapons. TF2 is a super old game. Weapons have been the way they are for ages and, for the most part, people's approaches to balancing them has been mild reworks or tweaks, and I think this kind of method of rebalancing is basically uncharted territory for the game that would be interesting to see plunged into. If only for the hilarity.
Wait. Engineers whose buildings are being sapped by the new Red Tape recorder can just switch classes for a moment so their buildings will just despawn. They might lose some already built buildings, but it doesn’t lock them out of building a certain building.
@@admiral_gravleos8 dude, i think a healthy level 3 teleporter being destroyed by a class switch to just destroy a red-tape recorder sapped sentry is problematic for the entire team.
@@NNinja1255 either way those teleporters are gone, and since a spawn change needed to happen, the sentry and dispenser are also probably gone too, so there really isn't much of a novel problem for the engi. All the change does is say "FUCK YOU" to *frontier justice* engineers and annoy the fuck out of everyone else
Sooooooooo i’m gonna be honest, i’m not a big fan of these, I feel like you’re changing them to be almost entirely different weapons instead of trying to fix the original aspect and niche of that weapon, and make it good (although some things are unfixable like the Sandman and scorch shot, which deserve entire reworks) The enforcer for example, all you had to really do was make it so the damage resistant piercing applied to buildings (which would make it a effective building destroying tool since buildings naturally have a damage resistance to revolvers) and that’s literally it (a good revolver for picking off enemies while you’re wandering with your disguise, or to quickly destroy buildings after you sapped them, there’s no point in giving it extra firing speed besides trying to make a new weapon) Same with the Kunai (fun fact, these knives weren’t even probably meant to be thrown since they’re too heavy so you completely got this weapon wrong) the health on backstab needed a slight Nerf, not to completely erase it from existence which completely butchers how aggressive spy can get (oh boy I love getting killed with a rocket after hitting a stab I would’ve gotten anyway) Honestly, the Kunai is only as painful as it is due to the dead ringer (The watch that rewards mindless walking into enemies to get behind them) so I think fixing the kunai is just fixing/reworking the dead ringer all honesty. And the final thing I wanna say… why even touch the jumper weapon supposed to teach people how to rocket jump? It’s a training tool for a reason that can be used for other stuff like market gardening, I would much rather you do something like that to the liberty launcher then the training tool for new people to learn how to rocket jump (you’re trying to sabotage the new generation my dude) TLDR: stop touching random weapons that did not need to be changed, and stop turning weapons that require one or two changes to completely new weapons (just make your own new weapons man) Plus actually get real people to test this stuff out (there’s hundreds of people that would be willing to help you out and test the servers, playing against bots that don’t even know how to react or use the weapon is an awful idea) Anyway, bye
Less a redemption arc, more people were being reactionary and are now discarding their part in the situation through their previous blissful ignorance. It's all just people having fun ignoring context at other's expense, as the internet loves to do. Really, he didn't do anything wrong, people just didn't care about history or person, just content for themselves in a circlejerk of apathy.
Also "fun" is very subjective. For you as a soldier main destroying engi's building in half of second is sure fun, but rebuilding as an engi takes much longer, and this is why the jag is more used. So you basically make it build faster, but your nest gets much weaker without proper sustain. Your balance just suck so much, please understand how the game works before changing it into a sh*tshow
I don't like the new red tape, it feels pointless because the sapper is still great for team play because it still disables sentries, it also damages them so your team can take them out quicker while also still being good for non-team use. I say bring back the re-wind feature and also keep the new health, making it good for setting back large nests and leaving them vulnerable for team pushes, which would also be a nerf to engineer stacking. This would also keep the ability to insta kill buildings when the engineer places them.
@@thecluckster3908 Yeah. It pretty much consisted of tf2ubers shitting on the first video and everyone saying "this is why tf2 shouldn't be given to the community".
i came to this video expecting you to have more dumb ideas and i was not disappointed. do you know what other sapper can be used to disable a building so a coordinating heavy can destroy it? the regular one
Personally I feel like the red tape recorder is something of a nerf, since even if it takes 4 hits to destroy, having to restore a downgrade takes 8 hits and 200 metal.
Biggest issue is that these weapons have existed for like 15 years and some people really don't want them changed. I think these changes sound fun but would probably be better suited to new weapons instead
This is very case by case, but I find the red tape recorder actually helps when playing gun spy. In my experience, the lower damage means that engineers are more likely to engage in a gunfight as opposed to destroying the sapper, meaning you don't have to deal with sentries AND the ebgineer while using your revolver
Over the years I have learned a few things about red tape recorder. One it's against minis and two it does far more to a croded engi nest than a regular sapper can as it actually degrades buildings quite quick. If I am heavy waiting around the corner with a med waiting for a spy to go on a suicide sap then the red tape is far better for that as the engies fire power is decreased. It also the sapper you take when you want to annoy the hell out of people. Sure red tape isn't good but having a building reverted makes an engineer go crazy!
I’d love to see you change the who-long heater. So that when you get a kill with it, the ring of fire expands twice as big for half a second and deal a little damage, and gain 50 ammo every kill. For the negative Stats I think it’s all right to keep it as it is with the -20% damage penalty and the ammo drain. I think this would make for an interesting up-close chain killing beast
I prefer the idea of just set people on fire when being hit but the time duration of the afterburn is like the Dragon Fury regardless of much you hit then the damage from the afterburn is fix and doesn't increase and only it duration does. Like the damage could be reduced to 35% or 40% due to the fire tick damage from the after burn do increase your damage. With this heavy can mid to long range pepper people with bullet and fire damage but is somewhat weaker up close due to afterburn doesn't apply more damage the longer it goes.
New rtr has a good idea as a ANOTHER weapon, og rtr have his own niche in engaging engineers, he MUST stay as he now, aside little buff like +1 health.
This is a lot better, I'm gonna stick around to see you fix your changes. I didn't like.. any of them really in the first video. But in this one I at least liked some of the changes, you earned a subscriber from me. Good luck rebalancing the rest!
I totally get wanting to make fun and wacky weapons, but instead of "fixing" existing weapons and adding crazy stats, why not just come up with *new* weapons? Import a model from the workshop, throw on your stats, and there you go. I absolutely despise the idea of The Darwin's Dangershield being "The Forester's Frogskin", but if you put that on a *new* backpack, or maybe even some boots, I wouldn't mind seeing it. I *do* think that being able to jump that high isn't totally fair for someone playing Spy though, so maybe just give it a +50% jump height increase like The Winger. I don't think being able to stand out of range of backstabs by simply jumping is okay. A godlike Sniper's only true counter is already another Sniper, and wearing this would just reinforce that.
Also curious since you said Sniper being able to block backstabs through crazy jumps is unfair: What do you think about the Razorback passively blocking backstabs in base TF2?
@@HeyGrouch I think the Razorback is pretty lame, but there's counterplay in the fact that Spy can still two-shot Sniper with the Enforcer or Ambassador at close-range before the Sniper can react. When there's a height barrier, Spy's gun is the only thing they can rely on to do the job if they can't get right up against the Sniper's hitbox. So you shoot at the Sniper, but you don't do enough damage at that distance to matter (unless you can pray for a crit or get one from the Diamondback), so the Sniper player can turn around and quickscope you. I'm not so much saying Sniper being able to jump crazy high is unfair in itself, I'm more saying that since Spy can't really reliably do anything about a Sniper that's perched out of reach without giving that Sniper enough time to react, it's not really fair on Spy's end. Giving Spy a similar item would *maybe* help, but nobody wants Spy to be able to perform jumpstabs from literally anywhere lmao. It's really not even just with Spy, as Sniper's biggest weakness is close-range combat (at least it's supposed to be), so by being able to get out of reach of most classes, you're giving Snipers the ability to always have the high ground in any interaction.
So this alongside the other video were made for a fun server that you run, rather than a genuine attempt at providing solid ideas to balance the game? I mean, I fuck with that but you didn't really advertise it as that, which I think was most people's problem with the original. There was no claim that this was meant to be for a fun, wacky 12 v 12 random crits server, and people saw it as a genuine presentation of balancing ideas. I'm not tryna be an ass about this, but you really should've made your intentions more clear in the first video lol
I think if a building is sapped by the recorder it should receive a 20% vulnerability to only your teammates. It would help support the idea of a team push weapon.
I think I lost my mcfucking marbles watching the first video even as a long time viewer, but I think this video is a showcase that your stuff is headed in the right direction. I love that you're still going despite the fact that the first video bombed harder than your iron bomber rework.
Ayyyyy, your fixed Enforcer is more or less exactly how I thought to fix it too. How I described it a year or so ago was that the niche of a slow-firing hand cannon that rewards careful shot choice is already filled by the Ambassador, and something like the Enforcer is only useful when actively caught out, so turning the Enforcer into an emergency close-range burst damage button seemed like a good way to handle that. Pyro coming into flamethrower range? Spray 6 shots at him and be on your way. That fills a hole in Spy's arsenal that makes it the best option if you bump somebody in a hallway or something similar.
The red tape change goes insanely hard Makes it so sap and stab is way better, and FORCES the engineer to fight you, because if they try to remove the sapper, they just instantly die
It's pretty meh imo, like why would I focus on my sentry if it's not taking damage from the sapper?? Unlike a default sapper which actually forces me to choose between my sentry, my engie and the spy 😭😭
@@Regulinecolt009that's true. This does actually nothing except maybe sometimes annoys mini-sentry engis. But that' s about it. And even if I just fall back wait till someone destroys the sentry and build a new one. But this just sound really fristrating to play against tbh and extremly ineffective most of the times
Listen man, I get you don't think the "Forester's Frogskin" is op because of your subjective experience. But one of your core complaints about the sniper's power in the previous video was that their threat radius ability to lock down the map from sightlines makes it very difficult to coordinate with your teammates when you could only give callouts like "He's on that rock over there." A moon-jumping sniper is able to get to vastly more problematic sightlines, and many of the core maps in the game have been designed and balanced around the concept of Sniper only being able to reach certain places on his own. Literally just give it a few days - Invite cracked sniper players to come try out your weapon, too. I think you'll find you're compellingly wrong on this.
I've never missed a shot in this game in my entire 51 hours. This is somebody else's gameplay. I knew if I showed my own gameplay, everyone would think the weapons are overpowered because I'm just _that_ good at the game
I was a hater of some of your changes but honestly I liked that you went far with your changes and I love that you are just giving it another swing with playtesting to follow. Super cool stuff
Your previous vid got a bit too much hate imo. But i can see where it is coming from. And as i see from this one, you clearly see the mistakes, even with the "fixing" instead of "experimenting". You're lovely, and I cant wait to see your new weapon ideas
Dude you know what ? At that point instead of trying making weapons balanced you can try making them fun, cuz we playing games to have fun, in your "fixing tf2 terrible weapons" was a lot of horrible changes from balance view, but a lot of good changes drom the fun point of view, but ofc you need to add more changes
Several changes weren't fun. That was the problem. This is a PvP game, fun comes from shooting AND getting shot. Spam guns aren't fun on the receiving end. Neither are insta kills.
Honestly, the main complaint everyone had was that even experimentally, the balance changes last video were atrocious. That being said, it was very funny to watch.
If you would be so kind Here is how I would rework the diamond back Mini crits on headshot Gain a stored minicrit for every kill, backstab and building destroyed Turns stored minicrits into full crit upon landing a headshot -50% to clip size Loses stored minicrits on death
@HeyGrouch I forgot if you had costume weapons on your server cause I have a cool idea for a spy revolver It would be called Inconue, meaning something in French It would have No damage falloff Almost completely silent No bullet spread Alt fire swaps your next bullet with one that can be shot while disguised but would have a 12-second cooldown and take 3 seconds to load No damage ramp up No random crits You take 15% more damage while out
"The thing I like about the Wrangler is that it shifts power away from the Engineer himself to his sentry...the thing the Engineer is literally designed around and where all his power already lies." The point of the Wrangler is to buff its OFFENSIVE - *NOT* DEFENSIVE - capabilities, so why does it also buff its defensive capabilities?
@@HeyGrouch The fact that it's the only weapon in the game that buffs its offense? And before you say "Gunslinger," there's a reason it replaces the sentry with an entirely different thing, rather than buffing the sentry you already have.
Another idea to make the red tape recorder better is a very simple change: it doesn’t tell the engineer the building is sapped, at least not on the hud. Might be overkill but it would be a neat idea
not all the changes in the previous video were bad imo but i think a lot of people including myself didn't agree with them. most of these changes though i think actually pretty decent changes, the enforcer essentially being the panic attack for spy is neat. i think the kunai should give overheal, just not as much as it currently does in game, but seeing the kunai be an actual projectioe you can throw would be cool. if you have good aim it could be like scout's meat cleaver except it instakills from behind like every other knife and has a fairly long cooldown since that ranged backstab would be insanely strong. no chainstabs
with the amby, the issue with the nerfs was that it became useless at mid range, as there are multiple revolvers that do higher damage. My solution would be to remove the firing speed penalty and decrease the damage falloff so it still works as a high risk, high reward weapon
It also doesn't really work to defend yourself by saying "I made these changes in service of fun" if your video was titled "Fixing TF2's terrible weapons", but you acknowledge that it's a "clickbait title" while not engaging with the problem you never once insert a thesis statement that you're making adjustments for the purposes of fun.
The red tape one was pretty neat, i had the same idea for a while now basically making the red tape recorder as a "building disabler" than a destroyer, basically giving breathing room for the team and making it to rely more on the team to destroy it
By that i suggest the rapid fire function although fitting enfocer visually, should goes to diamond back instead . Combine with glow effect display on disguise when armed, solves stocking crits meanwhile . Also no, don't make other awkwardly accurate long range gun competing with ambassador
Yep, this is a re-upload. Don't tell anybody. It'll be our secret.
What happened
Sir, the second tf2 balance video has been re-uploaded.
Why did you do ti!!!
Why?
What happened?
put 8 seconds of bleed on the construction PDA
Jarate now also inflicts bleed because of the shards of broken glass (BUFFED)
@@PlatinumAltaria Nah that makes too much sense
@@PlatinumAltaria every throwable jar just becomes the wrap assassin
Rocket jumper now inflicts bleed because… i actually dont know i want to make damage with the rocket jumper (BUFFED)
@@PlatinumAltariaLes Bean
- Entered the kitchen
- Burnt the damn kitchen to the ground
- Whole restaurant went wild
- Didn't get discouraged
- Rebuilt the kitchen
- Cooked a 5 star meal
- Hell yeah.
Yippee 😀
RTR buffs
Just because he didn't get discouraged it doesn't mean the kitchen isn't still on fire or that he miraculously made a 5* meal.
5-star? Let's not get crazy.
in what world is this a 5 star meal.
My favorite part of this video was when grouch said "it reuploadin time" and reuploaded all over the place and inflicted bleed on everyone
Just you wait until I add bleed to a blast weapon. Just you wait.
@@HeyGrouch cant wait for ulapool basher
@@HeyGrouch add bleed to the medigun
@@HeyGrouch That's called shrapnel.
Dear lord in heaven
Here's a real neat fun fact: Kunais were never actually used as throwing knives given the fact they are too damn heavy and tend to thumble when thrown, kunais are so bad at being projectile weapons that nobody actually used them for throwing.
Instead Shinobis often used to use Kunais as stabbing weapons given the fact they're pointy and extremely sharp since they are used to deal with roots (double fun fact: Kunais are gardening tools)
So Spy is actually one of the very few people in gaming that actually uses Kunais in the right way.
Actually cooked on the enforcer rework this time.
🔥🔥
IMO enforcer can be made better simply by following in line with how the current weak version *could* work, and what it should be meat to achieve;
The disguised damage buff is interesting but just useless how it works by default. If we make it so the Spy gets 2-3 shots with the empowered damage, and also slightly buff the attack speed when firing out of disguise, it'd be weaker most of the time still but it could be used as a Pick weapon when you get caught out by a stray, weaker enemy in backlines.
Think about it: A scout comes around while you are running through the backlines, he looks you DEAD IN THE EYES, and you unload 3 shots into him before he can get to a medpack and kill him. Those 3 shots are fired slightly faster and deal more damage than the normal enforcer, more than the revolver. We put this on a timer, so the spy CANNOT "save" these shots - Either unload 3 empowered shots directly into an enemy when disguised as a desperate attempt to get away, or suffer the current penalty.
IMO this gives the enforcer real-game use cases as a backup weapon that isn't as strong normally but gives the Spy opportunity to escape and win in 1v1 picks where he's discovered while disguised. The weapon just needs more than 1 shot to do it, because 1 shot is lame regardless of damage.
@@maxwell_edison I simply wondered by buffing the Enforcer by REMOVING the cloak remove on shot penalty.
Just give a cooldown between each shot.
@@Berd-Wasted. Nah, that would be either too busted, or wouldn't do shit.
The only other thing i could think off was letting you keep disguise while firing but it has a damage penalty.
"mr. president he done did it again... again"
"I thought the "zesty jesus" plan had worked the first time... and the next time!"
A second grouch rebalance video hit the front page...
Yet again
_"Alert parliament to leave the kitchen... A madman is cooking in there..."_
@@HeyGrouchyou should make it so that the enforcer ignores sentries revolver resistance while being sapped
@@Randomperson10083as an engineer main please absolutely don’t 😢
You forgot about another use of red tape. If you’re following an engineer holding a building, you can bait them into placing down their building to fight you. If you sap the building as soon as it’s placed down, it almost instantly gets destroyed because it starts reverting at the same point it’s constructing in. Very niche, but cool.
That's true, that was an awesome feature
@@HeyGrouchwas
If you really fish for it, it's a surprisingly applicable upside, I've gotten it to happen 3 times in a match of swiftwater before
@@HeyGrouch WAS???? THEY FIXED IT???
@@godofportal5905English moment, why don't you try in game instead .
Gun spy using enforcer truly is a "THIS TOWN AINT BIG ENOUGH FOR THE TWO OF US!!!" moment
9/22/2024 edit: yo bro ur server is dead there's nobody online
Absolutely, and I love it
@@HeyGrouch I'm "Anthropomorphic SCP-939" from in grouchland, I'm sure you remember me saying that in chat lol
This enforcer is so so so much better than the one you did before
The bleed enforcer was such a hilarious balance 😂.
Like all things considered though, that enforcer would theoretically be Spy's best ranged option. Though at the same time, I'd rather just use the Amby at that point.
nah bring back the 8 seconds of bleed 😭
@@NeonBlueLightin what world is no damage and a useless DoT spy’s best ranged weapon what
@@MarioLuigi0404 The kind of world where you're picking off an enemy from a long distance to where the falloff is massive.
Bleed damage doesn't have fall off. But also I said theoretically, not actually (the unnerfed crit diamondback and ambassador does that job well)
Regardless, I'm saying the concept is okay, but the "execution" (no pun intended) is very bad. If he *wanted* to go this route I'd suggest to decrease the damage nerf and make it function like the flying gullotine where it has no base damage fall-off or ramp-up and it still has that bleed effect, just so it's less polarizing. And maybe to top it off, increase the ammo capacity, the ammo reserve, and maybe have it pierce resistance just like the old enforcer. At least then it would have some niche with a bit more practicality. By no means am I saying his previous rendition is a good weapon.
Not enough bleed on hit, though.
-Creates server for people to enjoy funny weapons changes
-Receive lots of hate comments
-Takes it like a champ and keep making cool changes
-Refuses to elaborate
I think the Darwins Danger Shield speaks for itself lol
@@HeyGrouchthat change is the best one ngl, its so freaking cool, idk why some people went mad at it
@@matttheninja990 In my opinion it should instead damage the sniper every time he jumps, or further reduce max ammo to prevent spam-use
He recirved hate comments because he made the first video look like a proposal to how you can balance tf2 weapons.
that's how you do youtube, you need to have a thick skin
I actually like the sprint change. It’s useful for Spy if he’s disguised as a tougher class but he has to be careful with it to avoid exposing himself.
If it were possible I’d also make him able to mimic engineer hauling a building by pressing reload while disguised as an Engie with the wrench out.
That'd be a great change!
the sprint thing is also implemented in tf2 classic, its called spywalk
@@male_07officialYeah, to be fair it's not Grouch who made it up. It's also on FishStickOnAStick's server. Didn't know it was also in TF2 Classic though. Thanks for the information, will make sure to use it next time I play TFC.
I remember that addcon which turns you into a dispenser
I hope you gave bleed to every weapon.
One day...... One day.....
Now I want that the last video of this series would be an april fools were you say that you would revert all the changes and put bleed in every weapon.
And say afterward that you are serious... The community would be split... Again...
@@HeyGrouchi. A serious manner, there's the potential direction found breaking melee as dying wish instead of lucky 1 shot .
That's another indirect buff to spy .
Honestly what a fucking chad. He gets shit on for his previous video and what does he do? Does he get defensive or complain or try to play the victim? No, he owns up, listens to the criticism, and has another go at it.
Still high respect to you for admitting some of your wrongs.
thanks :) nobody's perfect!
@@HeyGrouch An alternate rework for the Enforcer that could work, is fixing the bug that prevents the Enforcer from doing extra damage to enemies with the Pain Train out, and lowering the damage bonus from +20% while disguised, to a flat +15% damage bonus that is in effect at all times regardless, and it can still pierce resistances, fires slower, and can't get random crits. Making it a serviceable counter to those pesky Vaccinator Medics without being annoying to fight.
Caution, very long!
I discuss his changes then at the bottom I discuss the reason for people not liking his changes and how he can improve while maintaining the silliness.
Disguise kit = good change. Period.
Enforcer = interesting idea, I could see it working but it might not have enough sustain to justify the lower accuracy, but that depends on the actual numbers. The sentry busting with it sounds great though.
YER = Another interesting idea. It could certainly work though the base weapon could also be fixed by just removing one of the debuffs. I like the creativity though. (Take this one with a grain of salt as I am less familiar with this weapon)
Ambassador = Oh god please no. There is a reason the ambassador got nerfed. Sniper headshotting is fine because he has no movement and *should* be weak in close quarters. We do not need to give the invisible Frenchman 102 damage at any range when he can just slink away afterwards. The crit falloff doesn’t make it unusable, it just turns it from an upgrade to a sidegrade. Arguably, the falloff should apply to the diamondback too.
Red tape recorder = wtf the man? I can understand your reasoning, being that it will certainly piss off battleengies but, if the main problem with the RTR is that it doesn’t kill things fast enough, don’t remove its ability to kill at all. Remember, no sentry is better than a disabled sentry 99% of the time. I will say that the increased health, just on its own, would probably make the RTR usable, so good on you for that, even if the other buff you gave it makes it useless again.
(Sidenote, your main problem seems to be that your solution to a weapon being too niche is to make it even more niche. Please stop doing that.)
Wrangler = creative idea, but the engineer can just hide behind the wrangled sentry. I would suggest the obvious solution for obvious reasons. Just reduce the shield to 33% instead of 66% and *maybe* remove the firing speed bonus and you’d be fine. This is because the wrangler when used the way it’s intended is actually fine, the problem is pretty specifically the ability to save your sentry by pressing 2 on your keyboard. I really like the sentry jumping idea though.
Natasha = sure, I guess. Seems a bit extreme and you could probably just tone down the upside instead, but I don’t have much of an opinion here. You should rethink it though.
Cozy camper = the tf2tuber watchalong summed this one up pretty good. You nerfed sniper, then gave him unlocks that invalidate the nerfs, thus making him unfun to play as, while keeping him unfun to play against. Just rethink your whole sniper rework, please.
Eureka effect and Machina = I personally think the EE is fine as is, it fills a specific niche while working in most situations just fine. The Machina is heavily dependent on your sniper rework, so we’ll see.
Rocket Jumper = fine I guess, but a big part of the rocket jumper is to be stock with no damage so that newbies can practice rocket jumping. The trollger part is secondary. More ammo could work, but firing speed should remain unchanged.
Diamond back = I really like this weapon. The perfect aim should be reconsidered for something else, but I think this is reasonably balanced. Critfalloff should be considered, but with the limited circumstances you get your crits, it might not need it. If you do keep the perfect aim, you should definitely consider giving it critfalloff though.
Kunai = if people like the change, keep it. The simple fact it no longer invalidates it’s own downside is more than enough to fix the weapon. I actually kind of like it.
Response to backlash response: I don’t think anyone is concerned that a weapon doesn’t fit in or that is too different from the original. The usual problem people have is that you tend to change the weapons based on a specific use and buff and nerf it only based on that use with no consideration to how it could interact with any other situation. This results in your rebalances being either unimaginably strong for reasons you don’t consider like giving sniper the highest mobility in the game when mobility is his main weakness or being unimaginably weak because the situation it is specialized for is not actually useful like the RTR not destroying the building, which when fighting a battle engie, is pretty good, but in literally any other situation makes the weapon infinitely worse(which is a problem it already suffers from). As someone from the Tf2tuber watchalong said “you accurately identify the problem, then propose a solution that makes it 10x worse”.
In short: people dislike these changes not because they don’t fit in tf2 or anything, but because they create more balance problems while rarely actually fixing anything.
This btw is meant to be constructive criticism. So if I came off as mean, please forgive me. I think you have alot of good and more importantly unique ideas to offer(like the new diamondback and enforcer). All they really need is more time in the oven, so get baking. I’m excited to see what you cook up!
Also, just remember that reasonable balance is not mutually exclusive with silliness and that you can infact have both. Just remember to how the silliness interacts with other weapons because it can have some drastic side effects.
Well, you write many words, but yeah. I think for Natasha better have ammo consumption on revved up.
I also think that the ambassador is definitely not enough to nerf the danger shield, because it forces the spy to use the ambassador against it. Basically if you don't have a spy that is using specifically the ambassador in your team then you're screwed. It's also a problem when we take into consideration the sniper changes he made in the last video since now any competent sniper is gonna be using the hitman's heat maker and the danger shield given its absolutely absurd mobility
The problem with the Amby and sniper as a whole is the fact that valve created them thinking that no one would ever put hours in them, then people started to actually putting hours in them.
Honestly a long ranger Amby would be amazing... in competitive lobbies.
See, this is the main problem with Valve's methodology for TF2 balance: they kept trying to do universal stats, even when they're unbalanced and situational depending if you're playing casually or competitively.
@@mix3k818 best example of this? The caber, a gimmicky funny meme weapon in casual, but a medic picker in comp.
Logical result? Can't one shot medic anymore.
Actual result? Trash weapon a part for caber knight.
I hope no one is being too mean. In the end theorising balance changes can be about fun and trying different stuff.
I like the idea of the enforcer change.
Thanks! Mean comments don't get to me, don't worry :) It's just the internet doing what the internet does
I know what you did Grouch. I know about the Harbor Freight incident.
I told you never to speak of this again. Don't make me call The Boss.
@@HeyGrouchnuh uh
Oops
If you had titled the first video something like "making goofy changes to tf2s weapons" the video would have recived way less hate, usually balancing videos want to balance weapons and classes, you also want balance but its clear you prioritize changing up the experience and making things more fun, i still think some changes are bs but i understand a lot of the changes you made in the first video now
Yeah, I was about to comment the exact same thing, these are not weapon balance videos. These are new weapon concept videos. Now, if only the title reflected that.
I think the enforcer should have less accuracy on top of a smaller clip size, making it so you can’t just spam it.
Possibly! We'll test it a bit more and then see if it needs a nerf :)
@@HeyGrouch alright.
The only shoots that should do damage are the ones where you are in the air . The least likely place to get shoot from for that extra sneak factor. Buffed!
"In practice, the forester's frogskin really isn't that crazy"
>Refuses to elaborate in any way
After seeing the end part of the video, I understand what you're trying to do. However, both the title and the content of your 'fixing' video did NOT make it clear you were just experimenting for personal, wacky, all-out fun. It would have been very easy to use a pinned comment or a disclaimer at the beginning of the video, or even a different script to make it clear you're trying to experiment. Instead, your last video genuinely came across like you thought all your changes were for the best for vanilla TF2.
Yeah, most people probably were thinking the "fixing" video was just trolling when we went from Heavy's somewhat understandable changes to Sniper becoming Scout, if it had a disclaimer saying he was experimental for the sake of fun (And not calling the video FIXING, how do you mess that one up?) the backlash wouldn't be NEARLY as bad as it is
Consider having a sense of humor and saying sorry for feeling insulted by an elaborate shitpost someone made for fun lol.
Forester's Frogskin not being crazy was already explained and implied. It lets you jump but it reduces your health and there are counters present, including his new Spy.
@@ArkayeCh simply reducing HP isn't a perfect nerf for something that increases mobility.
"8 seconds of bleed" the universal fix for everything.
Mr.President, a third HeyGrouch TF2 balance video has hit youtube
1:34 SPY HAS A -GUN- KNIFE
I think a neat idea would see the spy able to hold the reload key to mimic secondary class characteristics, such as a heavy revving up, a sniper scoping in, an engie carrying buildings, or all classes reloading.
Of course the caveat is that the spy does not suffer the movement penalties of revving or scoping, and reloading happens indefinitely, so anyone paying attention can sniff them out.
Absolutely amazing idea!!!!
@randomguy152-hk8fi Yes, but this effect is lackluster in the base game. First, you must be disguised without a full revolver, forcing you to purposely enter hot zones without your max ammo all for the hope that faking a janky reload (As the reload animation will cut once your actual reload is done) will be enough to dissuade observant enemy gamers.
With this change, you would be able to do full reloads + secondary class characteristic actions that can dissuade both observant and unobservant gamers if used well, with the caveat of damning your cover if used poorly.
ive always liked the idea of an alternate disguise kit that only lets you disguise as scout, medic, sniper but you can mimic their actions (run speed as scout, fake heal teammates, aim down sights on sniper)
it already exist
reload your revolver actually mimic the disguise reload animation
@@clayengi69 read my first reply
man says he hates sniper, nerfs him, then puts him back to where he was before. Then also makes spy a sniper again.
to be fair though, i've never played sniper
@@HeyGrouch
@@HeyGrouch Then go play bruh why even suggest changes to a class if you didn't even try the class
The sniper rifle changes were reasonable except hitmans heatmaker bypassing everything. Everything else though? Yeah that was bad, heh
@@niviera7807 Fishstick when balance changes:
Ill re-add my comment: I loooove this new enforcer. it seems fuckin' awesome.
it's super fun! hop on the server and try it sometime :)
@@HeyGrouch will do!
it's, uh, a but op but fun
same
I am not sure if red tape recorder was buffed. Yea the one that we have right now isn't faster than normal saper in therms of destroying the buildings, but it would remove 2 lv faster than stock saper could destroy the buildings
I feel like this one would pair well with the new enforcer. If you want the building destroyed just unload the chamber onto the building. Like sure if you want to destroy buildings without losing your disguise, stock would be better.
Perhaps. Only one way to find out! :)
@@NeonBlueLight yes, I don't want to reveal myself to the enemy team.
@@-RandomStranger- I also wouldn't want to be forced to use enforcer just because I'm running the new red tape.
I think it would be way more fun however.
the Ambassador buff to me sounds like, "sniper is annoying to play against, so we added another sniper to counter him".
Is it evident on how this may be an issue?
The Spy that infiltrates the backline to attack snipers and retreated classes up close and personally is the Spy that was intended, and promoted by design on day 1.
Instead of turning spy into a half-sniper, would buffing the Spy's ability to infiltrate the back line without dying or being caught be more faithful to the intent of the classes design? It certainly would be a lot more fun to play against than more snipers...
10:09 I think you should have said sooner that you wouldn't want to see these changes in the base game, not mentioning it made a lot of confusion and that's what generated all the hate
Oh hey Melon! Love your vids!
That's true. I guess I figured it didn't need to be said :P
Last video: "Stealth is Spy's thing, not Sniper's. Get this man some universal tracer rounds."
This video: "Yeah so revert the Jungle Inferno changes to the Ambassador, call it a day. Who even cares about Spy being effective at long range?"
Edit: for those that say the old amby is in fact fine and balanced, I recommend fsoas’ video on it.
He has some very bad choices but the ambassador thing seems like a quality change. I don't think anyone ever actually had any gripes with ambassador as it was.
It doesn't instakill, only has perfect accuracy on the first shot, and it can't scope in, so it's still pretty difficult to use at long range
21 damage on stock is still enough to kill light classes at long range, spy has always been extremely capable at long range chip damage in general. The only thing I'll agree on is that 5 revolver shots worth of damage at long range in an instant is a little silly, but not the idea of spy being allowed to be capable there. There's a reason Valve gave him a capable midranged gun instead of literally any of their previous ideas for the class
It's not that easy to use the ambassador since you have to consider the slower firing speed the fact you can't chain together headshots and the absurd damage penalty that was even higher than the one of the diamondback before this video
@@birdyisblue a mosquito stealing half your health, then cloaking away is still annoying and a lot of damage
I'd be fine with it if it also had the transparent tracers from the Classic.
(i said this on the original upload but) the reroll your gun game after very kill sounds EXTREMELY FUN!!!!
i'm so happy you think so!! i'm really excited to get back to work on it!!
It’s nice that you’re clear for the changes you made in the first video but you should’ve been clear from the start or people were confused because your channel usually has a really high standard of quality and it does but having out of place changes like that really true people off and created A ton of negative backlash you should’ve said from the start of the video that you were just making changes to see what would happen instead of making changes to rebalance weapons
true
“I honestly thought I was buffing this thing by giving it one shot-“
no.
I like the new enforcer though
Yeah, kinda get what he was going with, but a lot of the downside was just unnecessary and only useful at annoying the sniper.
I love how the enforcer went from a water pistol to a full-time crit diamondback at close range
You should’ve given every spy weapon bleed.
If your disguised cloaking makes walk at your normal walk speed
So sprinting with jump is useless
The enforcer is.. ok
The yer is a bit better now
The amby is perfect
Also the darwins is just dumb
The red tape is just... bad.. just WHY?!
The wrangler is actually ok, its a pretty good nerf
The rocket jumper is... ok
The diamond back is pretty good
The kunai was good, back then it was a great example of risk vs reward. you start out with the lowest base health out of any class, backstabs giving you overheal is balanced.
Buffing Team Fortress 2 classes always seemed like a strange case to me
on one hand if you like how a weapon a weapon works but dont like how it looks
@@artifactU 3 weeks late, but this a reference to the infamous Zenith copypasta where he nearly always comments “[x] always seemed like a strange case to me.” lol
@@crabbycakey which in turn is a referance to great blues video ua-cam.com/video/ArNACWGNwAU/v-deo.htmlsi=wwjVwMf2HFoxrYUd
@@crabbycakey i swear just replied to you but for some reason youtube isnt showing that reply, i guess it got deleted.
anyway zenith was himself referancing a great blue video titled "What If Reskins Were Different? - TF2"
@@artifactU oh yeah
My man was evicted from the kitchen as a laughing stock but went right back to cooking.
While I do think your original video deserved the criticism it received, harsh as it was, a solid chunk of that is a result of a poorly communicated thesis statement.
A wacky, experimental playground that enables things like the "frog sniper" should not be mistakable for a genuine rebalance proposal.
I never left the kitchen
Honestly, I respect this absolutely insane method of balancing. I would call it "Balance Anarchy", honestly, because some of these changes are things only tested via custom weapons.
TF2 is a super old game. Weapons have been the way they are for ages and, for the most part, people's approaches to balancing them has been mild reworks or tweaks, and I think this kind of method of rebalancing is basically uncharted territory for the game that would be interesting to see plunged into. If only for the hilarity.
TBH i can't wait for the next video on "BALANCING" tf2's weapons 😂
Wait. Engineers whose buildings are being sapped by the new Red Tape recorder can just switch classes for a moment so their buildings will just despawn. They might lose some already built buildings, but it doesn’t lock them out of building a certain building.
True. But then they destroy everything, so that's still a Spy W
@@HeyGrouch No.
@@admiral_gravleos8 dude, i think a healthy level 3 teleporter being destroyed by a class switch to just destroy a red-tape recorder sapped sentry is problematic for the entire team.
@@NNinja1255 either way those teleporters are gone, and since a spawn change needed to happen, the sentry and dispenser are also probably gone too, so there really isn't much of a novel problem for the engi. All the change does is say "FUCK YOU" to *frontier justice* engineers and annoy the fuck out of everyone else
Sooooooooo i’m gonna be honest, i’m not a big fan of these, I feel like you’re changing them to be almost entirely different weapons instead of trying to fix the original aspect and niche of that weapon, and make it good (although some things are unfixable like the Sandman and scorch shot, which deserve entire reworks)
The enforcer for example, all you had to really do was make it so the damage resistant piercing applied to buildings (which would make it a effective building destroying tool since buildings naturally have a damage resistance to revolvers) and that’s literally it (a good revolver for picking off enemies while you’re wandering with your disguise, or to quickly destroy buildings after you sapped them, there’s no point in giving it extra firing speed besides trying to make a new weapon)
Same with the Kunai (fun fact, these knives weren’t even probably meant to be thrown since they’re too heavy so you completely got this weapon wrong) the health on backstab needed a slight Nerf, not to completely erase it from existence which completely butchers how aggressive spy can get (oh boy I love getting killed with a rocket after hitting a stab I would’ve gotten anyway)
Honestly, the Kunai is only as painful as it is due to the dead ringer (The watch that rewards mindless walking into enemies to get behind them) so I think fixing the kunai is just fixing/reworking the dead ringer all honesty.
And the final thing I wanna say… why even touch the jumper weapon supposed to teach people how to rocket jump? It’s a training tool for a reason that can be used for other stuff like market gardening, I would much rather you do something like that to the liberty launcher then the training tool for new people to learn how to rocket jump (you’re trying to sabotage the new generation my dude)
TLDR: stop touching random weapons that did not need to be changed, and stop turning weapons that require one or two changes to completely new weapons (just make your own new weapons man)
Plus actually get real people to test this stuff out (there’s hundreds of people that would be willing to help you out and test the servers, playing against bots that don’t even know how to react or use the weapon is an awful idea)
Anyway, bye
Bro is in his redemption arc.
🔥🔥🔥
Not at all.
Less a redemption arc, more people were being reactionary and are now discarding their part in the situation through their previous blissful ignorance.
It's all just people having fun ignoring context at other's expense, as the internet loves to do.
Really, he didn't do anything wrong, people just didn't care about history or person, just content for themselves in a circlejerk of apathy.
@@JaytheLay1He called a video “Fixing TF2’s Worst Weapons”, and then made them worse. That’s doing something wrong.
Also "fun" is very subjective. For you as a soldier main destroying engi's building in half of second is sure fun, but rebuilding as an engi takes much longer, and this is why the jag is more used. So you basically make it build faster, but your nest gets much weaker without proper sustain. Your balance just suck so much, please understand how the game works before changing it into a sh*tshow
I don't like the new red tape, it feels pointless because the sapper is still great for team play because it still disables sentries, it also damages them so your team can take them out quicker while also still being good for non-team use. I say bring back the re-wind feature and also keep the new health, making it good for setting back large nests and leaving them vulnerable for team pushes, which would also be a nerf to engineer stacking. This would also keep the ability to insta kill buildings when the engineer places them.
0/10 not enough bleed damage
Great job taking the controversy well. Great changes too!
thanks! :)
There was controversy?
@@thecluckster3908 Yeah. It pretty much consisted of tf2ubers shitting on the first video and everyone saying "this is why tf2 shouldn't be given to the community".
@@pixelcatmagic average tf2bers:
@@pixelcatmagic Because they are too lazy to make new content so they just steal a video and make fun of it
i came to this video expecting you to have more dumb ideas and i was not disappointed. do you know what other sapper can be used to disable a building so a coordinating heavy can destroy it? the regular one
this video made greatblue bleed
for 8 seconds
Lol now the Enforcer is op. Nice fix from the older fix you made.
Personally I feel like the red tape recorder is something of a nerf, since even if it takes 4 hits to destroy, having to restore a downgrade takes 8 hits and 200 metal.
Biggest issue is that these weapons have existed for like 15 years and some people really don't want them changed. I think these changes sound fun but would probably be better suited to new weapons instead
True, but I don't have the resources for that rn. Eventually though yes absolutely!
This is very case by case, but I find the red tape recorder actually helps when playing gun spy. In my experience, the lower damage means that engineers are more likely to engage in a gunfight as opposed to destroying the sapper, meaning you don't have to deal with sentries AND the ebgineer while using your revolver
Over the years I have learned a few things about red tape recorder. One it's against minis and two it does far more to a croded engi nest than a regular sapper can as it actually degrades buildings quite quick. If I am heavy waiting around the corner with a med waiting for a spy to go on a suicide sap then the red tape is far better for that as the engies fire power is decreased.
It also the sapper you take when you want to annoy the hell out of people. Sure red tape isn't good but having a building reverted makes an engineer go crazy!
I’d love to see you change the who-long heater. So that when you get a kill with it, the ring of fire expands twice as big for half a second and deal a little damage, and gain 50 ammo every kill. For the negative Stats I think it’s all right to keep it as it is with the -20% damage penalty and the ammo drain. I think this would make for an interesting up-close chain killing beast
Could be super fun!! Might be hard for me to program that with my current experience level, but maybe one day!
I prefer the idea of just set people on fire when being hit but the time duration of the afterburn is like the Dragon Fury regardless of much you hit then the damage from the afterburn is fix and doesn't increase and only it duration does.
Like the damage could be reduced to 35% or 40% due to the fire tick damage from the after burn do increase your damage.
With this heavy can mid to long range pepper people with bullet and fire damage but is somewhat weaker up close due to afterburn doesn't apply more damage the longer it goes.
Wrangler change is a bit mid but he cooked with the rest
After uploading another video and just rolling with it, my respect for you has only grown. Keep on rocking in the free world
🙏🙏🙏
New rtr has a good idea as a ANOTHER weapon, og rtr have his own niche in engaging engineers, he MUST stay as he now, aside little buff like +1 health.
This is a lot better, I'm gonna stick around to see you fix your changes. I didn't like.. any of them really in the first video.
But in this one I at least liked some of the changes, you earned a subscriber from me. Good luck rebalancing the rest!
Thanks!!
@@HeyGrouch No problem! Good luck! ;D
I totally get wanting to make fun and wacky weapons, but instead of "fixing" existing weapons and adding crazy stats, why not just come up with *new* weapons? Import a model from the workshop, throw on your stats, and there you go. I absolutely despise the idea of The Darwin's Dangershield being "The Forester's Frogskin", but if you put that on a *new* backpack, or maybe even some boots, I wouldn't mind seeing it. I *do* think that being able to jump that high isn't totally fair for someone playing Spy though, so maybe just give it a +50% jump height increase like The Winger. I don't think being able to stand out of range of backstabs by simply jumping is okay. A godlike Sniper's only true counter is already another Sniper, and wearing this would just reinforce that.
One day I probably will do new weapons!
Also curious since you said Sniper being able to block backstabs through crazy jumps is unfair: What do you think about the Razorback passively blocking backstabs in base TF2?
@@HeyGrouch I think the Razorback is pretty lame, but there's counterplay in the fact that Spy can still two-shot Sniper with the Enforcer or Ambassador at close-range before the Sniper can react. When there's a height barrier, Spy's gun is the only thing they can rely on to do the job if they can't get right up against the Sniper's hitbox. So you shoot at the Sniper, but you don't do enough damage at that distance to matter (unless you can pray for a crit or get one from the Diamondback), so the Sniper player can turn around and quickscope you.
I'm not so much saying Sniper being able to jump crazy high is unfair in itself, I'm more saying that since Spy can't really reliably do anything about a Sniper that's perched out of reach without giving that Sniper enough time to react, it's not really fair on Spy's end. Giving Spy a similar item would *maybe* help, but nobody wants Spy to be able to perform jumpstabs from literally anywhere lmao. It's really not even just with Spy, as Sniper's biggest weakness is close-range combat (at least it's supposed to be), so by being able to get out of reach of most classes, you're giving Snipers the ability to always have the high ground in any interaction.
So this alongside the other video were made for a fun server that you run, rather than a genuine attempt at providing solid ideas to balance the game? I mean, I fuck with that but you didn't really advertise it as that, which I think was most people's problem with the original. There was no claim that this was meant to be for a fun, wacky 12 v 12 random crits server, and people saw it as a genuine presentation of balancing ideas.
I'm not tryna be an ass about this, but you really should've made your intentions more clear in the first video lol
I'm glad your still doing these goofy balance changes and I am excited to see what gets changed next.
Thanks! :)
You shouldve named the last video "grouching tf2" and not "fixing tf2s terrible weapon design" lol
Hey man props for taking it on the chin and still working on it.
Ok that disguise kit change is actually great
I think if a building is sapped by the recorder it should receive a 20% vulnerability to only your teammates. It would help support the idea of a team push weapon.
I think I lost my mcfucking marbles watching the first video even as a long time viewer, but I think this video is a showcase that your stuff is headed in the right direction. I love that you're still going despite the fact that the first video bombed harder than your iron bomber rework.
Haha, thanks! Tbh the vid's response was still mostly positive. Like 70%
A SECOND 'FIXING TF2 WEAPONS' VIDEO HAS HIT THE TOWER
jfc 💀
Thank you for continuing to make content bro.
Of course! It's my passion :)
Ayyyyy, your fixed Enforcer is more or less exactly how I thought to fix it too. How I described it a year or so ago was that the niche of a slow-firing hand cannon that rewards careful shot choice is already filled by the Ambassador, and something like the Enforcer is only useful when actively caught out, so turning the Enforcer into an emergency close-range burst damage button seemed like a good way to handle that. Pyro coming into flamethrower range? Spray 6 shots at him and be on your way. That fills a hole in Spy's arsenal that makes it the best option if you bump somebody in a hallway or something similar.
The red tape change goes insanely hard
Makes it so sap and stab is way better, and FORCES the engineer to fight you, because if they try to remove the sapper, they just instantly die
That's the idea!!
It's pretty meh imo, like why would I focus on my sentry if it's not taking damage from the sapper?? Unlike a default sapper which actually forces me to choose between my sentry, my engie and the spy 😭😭
@@Regulinecolt009that's true. This does actually nothing except maybe sometimes annoys mini-sentry engis. But that' s about it. And even if I just fall back wait till someone destroys the sentry and build a new one. But this just sound really fristrating to play against tbh and extremly ineffective most of the times
Such a legend for eating all the bad pr from the last video for breakfast
the hate was kinda validating ngl. made me feel like a "real youtuber" lol
-Makes ass ideas
-Tells its a joke
-Server for everyone to seee ass ideas
Funhater located
@@PlatinumAltaria fatherless located
(I like fun, but his ideas are still ass)
you're really talented at trolling omg
You joke about giving Sniper explosive arrows with the Compound but honestly the Classic shooting explosive rounds at full charge kinda sounds funny.
LET'S DO IT
Listen man, I get you don't think the "Forester's Frogskin" is op because of your subjective experience. But one of your core complaints about the sniper's power in the previous video was that their threat radius ability to lock down the map from sightlines makes it very difficult to coordinate with your teammates when you could only give callouts like "He's on that rock over there."
A moon-jumping sniper is able to get to vastly more problematic sightlines, and many of the core maps in the game have been designed and balanced around the concept of Sniper only being able to reach certain places on his own.
Literally just give it a few days - Invite cracked sniper players to come try out your weapon, too. I think you'll find you're compellingly wrong on this.
>casually misses demopills when mentioning the 100hp threshold
I've never missed a shot in this game in my entire 51 hours. This is somebody else's gameplay. I knew if I showed my own gameplay, everyone would think the weapons are overpowered because I'm just _that_ good at the game
@@HeyGrouch I meant the weapons onscreen during the engineer segment when you mention 96 effective HP
I was a hater of some of your changes but honestly I liked that you went far with your changes and I love that you are just giving it another swing with playtesting to follow. Super cool stuff
Thanks!!
For those wondering, Grouch's hud is AntsHUD (he told me real)
100% confirmed and validated.
Your previous vid got a bit too much hate imo. But i can see where it is coming from. And as i see from this one, you clearly see the mistakes, even with the "fixing" instead of "experimenting". You're lovely, and I cant wait to see your new weapon ideas
i feel like I watched this already...
it's always better the second time
Nuh uh no you didn't fr totally
How about a flamethrower that inflicts bleed instead of burning?
genius
Dude you know what ? At that point instead of trying making weapons balanced you can try making them fun, cuz we playing games to have fun, in your "fixing tf2 terrible weapons" was a lot of horrible changes from balance view, but a lot of good changes drom the fun point of view, but ofc you need to add more changes
Agree!
Several changes weren't fun. That was the problem. This is a PvP game, fun comes from shooting AND getting shot. Spam guns aren't fun on the receiving end. Neither are insta kills.
@@htlchtlc I agree, I feel like the entire reason people dislike sniper it because he can instakill any class from any range.
Honestly, the main complaint everyone had was that even experimentally, the balance changes last video were atrocious. That being said, it was very funny to watch.
If you would be so kind
Here is how I would rework the diamond back
Mini crits on headshot
Gain a stored minicrit for every kill, backstab and building destroyed
Turns stored minicrits into full crit upon landing a headshot
-50% to clip size
Loses stored minicrits on death
Interesting! 2 headshot revolvers would definitely give those flick Spies some variety!
@HeyGrouch I forgot if you had costume weapons on your server cause I have a cool idea for a spy revolver
It would be called Inconue, meaning something in French
It would have
No damage falloff
Almost completely silent
No bullet spread
Alt fire swaps your next bullet with one that can be shot while disguised but would have a 12-second cooldown and take 3 seconds to load
No damage ramp up
No random crits
You take 15% more damage while out
Still has the problem off long range crit spies, the anywhere anytime class doesnt need long rangr crits
Having 2 minicrit sources doesn't sound good
"The thing I like about the Wrangler is that it shifts power away from the Engineer himself to his sentry...the thing the Engineer is literally designed around and where all his power already lies."
The point of the Wrangler is to buff its OFFENSIVE - *NOT* DEFENSIVE - capabilities, so why does it also buff its defensive capabilities?
Who says the point isn't to buff defense?
@@HeyGrouch The fact that it's the only weapon in the game that buffs its offense? And before you say "Gunslinger," there's a reason it replaces the sentry with an entirely different thing, rather than buffing the sentry you already have.
Time to watch this a second time
Please do lol. It helps the vid grow :)
Im happy to discover this great channel due to "that" video. Keep it up
Hahahahaha, thanks :)
*HE CAN'T KEEP GETTING AWAY WITH IIIIIIIIIIIIIIT*
Imagine his next video was "I gave every possible TF2 weapon bleed on hit"
Another idea to make the red tape recorder better is a very simple change: it doesn’t tell the engineer the building is sapped, at least not on the hud. Might be overkill but it would be a neat idea
Interesting
not all the changes in the previous video were bad imo but i think a lot of people including myself didn't agree with them. most of these changes though i think actually pretty decent changes, the enforcer essentially being the panic attack for spy is neat.
i think the kunai should give overheal, just not as much as it currently does in game, but seeing the kunai be an actual projectioe you can throw would be cool. if you have good aim it could be like scout's meat cleaver except it instakills from behind like every other knife and has a fairly long cooldown since that ranged backstab would be insanely strong. no chainstabs
I fw that Red Tape Recorder buff.
nice B) it's been fun so far
with the amby, the issue with the nerfs was that it became useless at mid range, as there are multiple revolvers that do higher damage. My solution would be to remove the firing speed penalty and decrease the damage falloff so it still works as a high risk, high reward weapon
It also doesn't really work to defend yourself by saying "I made these changes in service of fun" if your video was titled "Fixing TF2's terrible weapons", but you acknowledge that it's a "clickbait title" while not engaging with the problem you never once insert a thesis statement that you're making adjustments for the purposes of fun.
your response to the backlash of "oh its just for fun" is a crazy cop out
Aw yeah it’s reupload time
it's even better the 2nd time
The red tape one was pretty neat, i had the same idea for a while now basically making the red tape recorder as a "building disabler" than a destroyer, basically giving breathing room for the team and making it to rely more on the team to destroy it
So if you can guess the team is gonna do a pub push its better than the sapper, other than that scene its mid at best
but the double teleporter was SO COOL!!!! 😢
It'll be back in some form eventually!!
By that i suggest the rapid fire function although fitting enfocer visually, should goes to diamond back instead .
Combine with glow effect display on disguise when armed, solves stocking crits meanwhile .
Also no, don't make other awkwardly accurate long range gun competing with ambassador