I think they added it in the first place to be really weak and then buff it after the players recommandation to make it useful But dues to no major update in 3 years , they didn't buffed it
In theory, it has some value... if it couldn't be cleansed. Afterburn chips away at health, reduces healing, and allows several weapons to get crits... but if you can just remove it with one puff of an airblast; then what the hell is the point? If the stat "Cannot be removed from player" was added to this weapon, suddenly it would at least have a bit more statistical value, I mean it wouldn't be GREAT but it would be tolerable since any weapon causing afterburn, and being uncleansible would actually make it add up. One Rocket hit does 90 damage up close, plus afterburn would kill anyone with 125-150 HP. Same for a Scattergun shot; this would force enemies to scatter, and panic if they got hit with it, because the mantra would be "oh shit, I'm coated in gas, most players can just slam me now for a quick yolo kill." But because this effect instantly vanishes if you just step on a health pack; what's the actual fear? Now make it so this afterburn can't be removed, even on healing; and it would at least offer SOME value. Even if a little. But let's be real, the damage needed to charge it needs to be reduced.
That last section just felt painful to watch, realizing that a man put himself through all of this awful torture just to make a video for entertainment. I wouldn't wish this on my worst enemy.
@@toneeviera8336 At that point, it isn’t masochism yeah? He doesn’t seem to enjoy the pain in the slightest lol. Sorry if what you said was a joke, I wouldn’t know lol
Gassed enemies don't even count as wet for the Neon Annihilator, even though the visual effect for being Gassed looks like every other wet debuff. Truly the Ass Passer.
I feel like another rule could have been added "Is it unique?" "Can it do something different from other weapons?" "Is it overshadowed/does it overshadow due to overlap?"
I'll answer the three rules because I have time (no I don't) 1 - No, it is not unique, the design of the weapon is to deal afterburn but if you want to do that, just use your flamethrowers or the scorch shot. They are far better than the canister in every way too. 2 - Yeah but that's kinda what a weapon is supposed to be (different) though setting people up for afterburn is not very relevant when you have a flamethrower or the scorch shot 3 - Yes. It is so bad. Literally every other weapon in the secondary slot is better. Even the Manmelter since it can build up crits from enemy pyros being dipshits with wm1 or the scorch shot, and the crit flares can put a dent in Danger Shield snipers which the other flare guns could never do
@@aetu35 I'd personally say the concept and design of the weapon are arguably unique, but the execution makes completely useless. I'd think that if they made it a full on fire bomb, that'd be way cooler like if it was a bomb that affected everybody who gets caught with it in afterburn, maybe even deal a little more damage than the normal afterburn. (tho I'm not that knowledgeable in tf2, so if this seems either too bad or too good lmk)
@@kreatona4219 What you just described is how it works in Mann Versus Machine when you upgrade it with credits. It deals insane amounts of explosion and fire damage. Frankly, it would be a much better weapon if that same effect applied in standard games, and the 60 second timer would then be completely justified if you could create incendiary grenade-type weapon out of it.
1. Yes, it's unique. A throwable area denial tool, though a crappy one at best. 2. No, not really. Every single pyro primary can set people on fire with a fraction of the effort. 3. YES, VERY. Literally anything is better than the gas passer. All of pyro's primaries can set people on fire, and flare guns do a much better job at long range damage.
@@kreatona4219well that would just be the scrapped napalm grenade that you see on Pyro’s model (which would have been sick but also a nightmare to balance)
Darwin's Danger Shield overall is as OP as the scorch shot. They are like 2 counter weapons, sniper has a shield that allows him to rid of pyros and pyro has a gun that allows it to rid of snipers. Another thing that connects these 2 items is that they both need to be nerfed.
@@gunsevenwhillans420 There’s a problem if a Sniper dies from Scorch Shot and it doesn’t have to do with the weapon. Sniper Darwin Shield is a absolute defense that cancels Pyros main Dps while Scorchshots main power is its knockback and explosion. Trying to counter snipe with the Scorchshot only works on one stupid sniper or snipers that clump up. The Scorchshot needs it’s minicrits removed or explosion radius decrease or afterburn time reduce. It’s a very annoying support weapon at most that you can use behind your teammates and harass enemies with chip damage but it’s not useful up close and has the problem with all projectiles from far away which is travel time. I feel like the Detonator needs the buff more than anything as the SS is just annoying.
I think it’s because of how the danger shield makes you immune as opposed to how the pyro is naturally immune. Where as even against other pyro weapons pyros are still lit up for a split second danger shield just doesn’t gain afterburn. Basically pyros can be lit because all it requires is preventing the auto extinguish where as for sniper it would involve spaghetti code turning off only part of an item temporarily.
Its also worth mentioning, the Scorch Shot and the Detonator also ignite large groups of enemies, and they can fire over and over and over again. Plus, the Detonator allows for increased movement versatility. The Gas Passer literally has no purpose outside of MVM.
@@justasimplemanworkinghiswa1569 with a shield, it’s kind of fun to roleplay as a sentry buster just make sure to not try and bust sentries, those still hard counter caberknight. bust people instead
This can relate to what valve was trying to avoid, though. People hate the scorch shot cause you can just spam it everywhere, but valve at the time considered this item that can, at any range, ignite an enemy for full afterburn, push them back and make them potentially take two mini-crits, was balanced. Now, instead of rebalancing the scorch shit, they use the feedback of the weapon for the next sudden area denial weapon that can light up groups of enemies at range: the gas passer. It's just they REALLY tried to nerf this thing before it even got released so it's not as hated as the scorch shot, because being a single-use charge item it should be pretty effective of a weapon, and if scorch shot is meant to be balanced, then something that trades 16 bullets and some range for something better damage/usability-wise would be hated even more. So they kept nerfing it and nerfing it and nerfing it before it even got community support. (probably)
Yea, it really does suck :l Because as someone who hates the gas passer and likes to play pyro in mvm, I've gotten vote kicked so many times that i still have 2 tickets in my inventory from August 2020 :l
@@crushersbutlessedgynow Why the fuck do people hate the gas passer, people want to grind tours and make it as efficient as possible but then kick people who use the gas passer?
That’s actually not too far off; you’d deal far more damage with either a sidearm or just using the flamethrower instead of wasting time deploying the thing
it doesn't do any damage and encourages the enemy to huddle dispensers and medics to remove it faster so yeah. You might as well be giving the enemy team orange slices and caprisun pouches for a 15 second break. Soldiers, demos, and snipers are still at the effective range to kill you even if they have to shoot around or over the gas so what's the point.
And how not to think that, as Haydenward said above, you only activate the mentality of playing as a team of your enemies, you do not cause chaos as the goal of the weapon wants to pose you, you are helping them to cooperate better, and above, you screw your team, because yes, you give them extra time, but they are not the ones who are worried about an intimidating cloud of gas, they are not with the mentality of playing safer, maybe they even get motivated by seeing the other retrocoder team (and that ends being counterproductive, especially when you have to defend)
This weapon is actually so bad that it's more beneficial to just have literally any other secondary but not use it. The enemy thinking you might use your secondary will be stronger than them knowing you have a gas passer.
Talk about a dopamine hit. I can't land sandman + guillotine kills, but I can't stop trying cause that one time I actually did it and it was the most epic feeling ever. I have a problem.
The scorch shot is a direct upgrade to the gas passer in every way. It does the exact same thing, but it doesn't take such a long time to charge, can hit twice, and can pester people from a distance. They both can have area damage, but the scorch shot can do that as soon as it hits. The gas passer can't even light people until they get hit.
idk man comparing any pyro secondary to the scorch shot is unfair considering how blatantly broken the scorch shot is not saying you’re wrong, cus literally every single other secondary is better than the gas passer but comparing it to the best (by FAR) secondary for pyro is a little bit unfair now how do i propose we buff gas? uhhhh add explode on ignite to casual :troll:
One thing the Gas passer has on the scortch shot is how the Gas passer applies full after burn. The scortch shot only applies 7.5 seconds of after burn. Granted, a second hit to get the full 10 seconds isn't that hard to achieve...
@@redstonewarrior0152 That marginal advantage is pretty much completely negated by the fact that Scorch Shot also does damage on impact (or the initial explosion). Would definitely make up for the slightly less afterburn time, and it would also apply some of that damage immediately.
At least it satisfies the last category of being "fun" to mess around with. Its trash, but I bet many will agree that its actually kinda fun if you have a Pyro to buddy up with you as do deal some decently impressive burst damage on someone not expecting the Sun on a stick
I feel like the effect should be something kind of crazy like: "Enemies coated in gas cannot be extinguished and take 2x damage from afterburn" if theyre really gonna try to justify this thing's insane cooldown.
Or just make it resupply on death if they're going to keep invesentivising suicidal tatics, and make the recharge via damage at THE VERY LEAST IN THE SAME BALL PARK AS THE FUCKING BANNERS! I DON'T EVEN PLAY THIS GAME BECAUSE I don't own a PC, BUT THAT JUST MAKES ITS OBVIOUS IMBALANCE WORSE!
I like the incentive of it being a "napalmer", -gas cloud reapplies the effect -you take crit fire damage for 10 seconds -takes 45s to charge or atleast 680-700 damage (750?! Jesus) -it's for the primary slot and.... -nothing can extinguish the effect
@@ReySchultz121 wait, primary? Wouldn't that be as pointless as making the banners on soldier take up the primary slot? Oh, unless it pairs well with a shotgun, in which case I can see it being the pinical of combo pyro, but still might want to be careful with that.
@@ReySchultz121 honestly, that could work given how well pyro's weapons pair with each other, with shotguns seemingly being the exception most of the time. The only tweak I'd make is to make it expressly say it also counts enemies as wet when in the cloud, allowing it to pair with the neon annihilator as well, or make a melee that best pairs with the shotgun and this, as the decision making process should be more than throw it out and then switch to shotgun until it's recharged.
When the item first dropped, I really hoped I'd be able to ignite the cloud. I've always wanted to recreate Meet The Pyro, by setting the environment on fire and denying the enemy advance. But no. Thats too good of an idea.
That would actually be a pretty good idea, basically making a fire barrrier and preventing enemies from going through it (unless they sticky jump, rocket jump or double jump over).
You also need less damage to fill up soldier’s backpack items. Why should I be made to do 750 damage for mere, easily cancelled after burn, which I could use more efficiently by using not only the scorch shot, but any other flaregun secondary, meanwhile the other guy can get minicrits with no damage fall-off or damage resistances to players AND sentry guns for 600 damage or mad milk healing + speed boosts for 450 damage? Especially considering the latter option for soldier takes less than 60% of the gas passer’s required damage to use. Not to mention, the damage resistance and heal + speed ones also have upsides like +20 hp and +4 healing AT ALL TIMES. Keep in mind that a pyro also relies on his secondaries more than the soldier relies on his own secondaries, meaning another upside to soldier’s banners compared to pyro’s gas passer. WHO MADE THIS THING?!?!?!
I like zesty’s content but damn he unfairly hates against the short circuit like he says it’s unfun to play against and can easily get rid of spam at “no cost”, ya know what can get easy kills with no cost spamming down a choke with rockets or pills
well its an op weapon if your playing on a payload map and your pushing you have infinite ammo so you can just spam the shit circuit and boom you never have to worry about a projectile ever again
@@scrumpo6925 yes but you have to AIM the shots so they can be effective the shit circuits hitbox is so big that on some maps [ like the under the hill section on badwater ] that it just makes a shield and the only way to hit them with rockets or pills is to go ALL THE WAY AROUND JUST SO THE BRIANLESS ENGINER CAN JUST SPAM DOWN BOTH SIDES OF AREA, and your buildings cant be destroyed since if from your dispenser you can see your sentry than Boom now the only way to destroy the sentry is to play heavy or spy. so no his hate for the weapon is very fair and justified .
I've said for a while that the gas passer would make more sense as a weapon for a class that *isn't* pyro, maybe scout or something. It's so eye-wateringly stupid to give the fire class a bad secondary weapon that *only indirectly* sets people on fire, and can't even be combo'd with pyro main weapons...it just doesn't make any sense to me.
This is a sentiment I feel toward the Volcano Fragment (even if it has the same “less direct damage but you get damage over time” as the garbage Shiv, at least more classes would have access to fire damage). As for the Gas Passer, I think it would need a rework no matter what class you gave it to. My mind goes to the obvious: make anyone who enters the cloud take damage over time worse than afterburn/bleed (just a bit, maybe 6-8 dmg per tick). Keep the current coating duration so players still take the damage after leaving the cloud, but scrap the ways to remove it; the idea is that you’re taking damage from breathing the gas. And of course, have it stack with the afterburn you’ll still catch if hit under the effects.
especially since secondary slots are where pyro gets range from, which means that you need to do 750 damage with by far the shortest range weapon in the game, or your melee, on a regular move speed class wm1 doesn't work nearly as well as people think it does most of the time, you're just going to die a lot because you literally cannot do damage without being right up in someone's face (except for the rare projectile reflect), and you don't have any means of getting there either
It feels like they ran out of "fire" ideas for Pyro's secondaries, and didn't realize "set more things on fire from a distance" is literally why the Scorch shot exists. Hell, the Gas Passer on a 10 second cooldown would probably still be weaker than the Scorch Shot.
Yeah like there's only 2 things the scorch shot can't do It can't extinguish And it can't afterburn pyro's But like, at the cost of being able to do those two things you set people across the map on fire, knock them back a whole length of an ocean, guarantee a kill on light classes if they don't retreat, flare jump, destroy stickies, and help deny Uber. Like seriously what in the fuck were they thinking when they were making the gas passer
@@Appletank8 you know come to think of it, despite it being an update for the pyro, out of the 5 weapons that were added it was the one item that was added for heavy that I use 100% of the time more than all of pyro's new weapons. I don't use the dragon fury because the hotbox is broken and I really like having airblast I don't use the gas passer because obviously I don't use the thermal thruster because i know how to flare jump with the detonator and scorch I don't use the hot hand because it's pretty terrible I DO use the second banana item that restores more than 50% of Heavy's health and recharges 20 seconds faster than the sandvich. I really don't see why more heavies aren't using this, seriously it is just so damn good
Nope, I saw nobody use the gas passer during jungle Inferno (except for in MVM of course) everyone was spamming the Dragon's fury and Jetpack (and the hot hand for the funny meme) over the gas passer.
Either it was designed for MvM, or whoever made it just didn't give a fuck. Because the Scorch Shot is basically the same weapon, except it's super easy to aim, and it's very spammable.
And even then, not much thought went into it for MvM I'm not a zealot over the weapon and tend to think it's fine having burst damage, that with all the options you have for Uber Medics it's fine for it to be able to take care of them (like a crappy spy with a suboptimal sapper upgrade path has been more effective than some Demos I came across), and think there's a lot of other balancing issues in MvM that it's incredibly unfair to look at the Gas Passer alone as some kind of sin against the holy order of MvM meta But I would be remiss if I didn't admit that because of how the explosion upgrade does not have a damage type and how much damage it deals for so little money that it is still a little overpowered. At 350 damage for just $400 on anything that touches that cloud and nothing being able to resist that damage, it's crazy. Would easily dial it back to maybe just take care of squishier classes, or require some more investment than just $400 for 350 damage. 150 damage maybe? You're not clearing Heavies for nothing. Demos and Soldiers would still require some clean up or at least still die to afterburn. Would still take care of Medics. Just my own opinion
I pulled a Gandalf countless times in MVM, with just the Scorch Shot. pick an alley, fine tune the trajectory of the flare to shoot from the longest distance to right below the drop point, and see how the bots struggle to move the bomb. "YOU! SSSHAALL NOT! PAAAAAAASS! GAAAAAAAAAS!"
@@bcn1gh7h4wk the problem with the scorch in mvm is you generally want to be killing bots, not bouncing them around. Especially when you have teammates requiring precision. Unless you find a convenient hole to push them into.
@@Appletank8 no, what you want to do is *keeping the bots from taking the bomb*, if they don't have it, and keeping them from advancing it if they have it. which results in, keep them as far from the goal as possible, which turns into, bounce them back as much as you can. them being alive or dead, is of no consequence, if they can't move.
I still remember the Gas Passer being one of if not the first random free unlock I got... As someone who had played the game for around 45 minutes I was excited! My mindset was similar to "Oh wow! An item that is not the default kit, it must be better!" Annnnd yeah, you can just about imagine what happened after.
It feels like the Gas Passer was designed as a Primary weapon, but in testing someone went "Wait, with the shotgun this is broken," so they changed it from primary to secondary to "balance" it. I feel like it's also worth mentioning Shounic revealed that the Gas Passer has the lowest debut priority, so all it takes is someone else using Jarate or Mad Milk to completely delete your assist.
Which surprise surprise every fucking scout and sniper uses, and if they're not using those they're using the Darwin's Danger Shield or the Pretty Boys Pocket Pistol
It really does feel like this item is also paying for the sins of the Jarate and Mad Milk which, in my opinion, are pretty overpowered, especially jarate. If Jarate had a starting cooldown like the gas passer, it might actually be more acceptable even tho the combo will still exist that invalidates the entire point of a Long range class being weak at close range.
I had a genuine mental breakdown. I genuinely almost leapt out of my apartment window. Edit: thanks for liking me almost dying of anger. Seriously, though, I’m okay.
@@LaboLad it’s good, man. In the past. The funny part is that I was doing it for the stars so I could do the hot hand but I apparently already had one.
@@nugget0928 Ok, that's good. As long as you're alright. I still need to do my hot hand one, but i haven't got one from a random drop or anything, so i have no idea what it's like.
Let's not forget that there's currently a bug that sometimes prevents the gas passer from being equipped for your first life. You can't switch to it, you can't throw it, there's no HUD element for it, and it doesn't start charging until you die, switch class, or unequip then re-equip it in the spawn room.
Cool concept, terrible execution. They should honestly double the damage, then maybe it could somewhat compensate such a long cool down… or better yet, just give it a much shorter cool down so that you don’t waste a secondary weapon slot.
As a pyro main, I can say that unironically using the gas passer is equivalent to jumping out of a four story window and expecting an outcome that isn’t an embarrassing death.
there are other outcomes to jumping off a building for example you might break your legs in an embarrasing manner so unlike the passer there are options as far as humiliating yourself goes.
@@richardomilos8686 That’s actually quite similar to the gas passer! If you would be so kind as to continue to read on, the outcomes of using it in which you are embarrassed are: 1. No one walks into the fucking cloud. 2. No one takes any fucking damage and gets ignited. 3. The gas is fucking removed. 4. The gas duration is shortened to the degree of it being fucking impossible to deal damage while they are coated. 5. They are ignited and immediately fucking extinguished. 6. They are ignited and take single digit damage before being fucking extinguished. 7. The can is fucking airblasted. 8. The can is fucking deleted. 9. The can bounces away from where you actually wanted it to fucking go. 10. The can bounces into a death pit, making it so that you can’t even unintentionally get an assist. 11. You get bum rushed with your pants down and fucking die because you didn’t have it charged. 12. You get bum rushed with your pants down and fucking die because you don’t have a useful secondary. 13. You try to get a hard read on a choke point and that was the singular fucking choke point that the enemy team didn’t go through. 14. An enemy doesn’t want to approach because they don’t know what secondary you have, you mispress, equip the gas passer and immediately unequip it to save it for a better time, they see you have the gas passer, realize you won’t be able to fucking defend yourself, rush you down and kill you. Secret bonus 15th and 16th option that is the most embarrassing of them all: Everything goes perfectly. You toss the can at a choke that the entire enemy team funnels through simultaneously. You rush forward, finally seizing an opportunity to use it to its full potential. No one is hit by any of your teammates, leaving you to get all the damage back to charge yourself. You might think to yourself, “Hey, wait a second! That doesn’t sound bad at all! Why is that a bad situation, let alone the worst?” 15. You attacked a bunch of people with a status effect that makes it so that all damage dealt to them inflicts afterburn with your flamethrower. A weapon that already has fucking afterburn. 16. You dealt 80 additional damage per target you hit with your melee, which isn’t likely to be more than 2 or 3, over a period of time at which it can be removed fairly easily, and would be entirely fucking pointless if you get a random crit. 17. You wasted your time on this fucking weapon.
yeah, one of my favourite games ever. might be because i played on trilogy version but its better than prime and most certainly corruption in every way
@@ha9phtfpaehs I respectfully disagree with you. Having recently played the Trilogy, I feel safe to affirm that every Prime game is made for different players. 1 is for those that prefer atmopshere and the classic Metroid feel, 2 is for the Puzzles and boss fights, 3 is for the looks and combat (yes, I know Hypermode is OP, but damn does it make you feel powerful). Still, to each their own opinion. Happy New Year, folks!
@@TwilightFlower9 although it's really good for killing uber and giant meds, crit boosted scottish resistance demos and explosive headshot snipers are always gonna be the best med droppers in MvM
The Gas Passer is actually extremely good in MVM. It's bugged and can instakill mountains of enemies when it's leveled up. I would say it's bad in everything except MVM.
@@JoeMama-ll6bn im not a dick i just spent like 6 hours trying to play it and ended up deleting it out of frustration. I love the "idea" of the weapon but its just painful to use. I wish the gas debuffed and acted like a jarate, or caused a small explosion that pushed the player when the gas was detonated or fucking anything to make it worth how painfully slow the charge time is. Demoman is one of my most played classes and it's just frustrating to me that it basically feels like a much worse sticky bomb on a one minute timer. Seriously I never realized how gimped Pyro was without a flare gun to give him range and utility (like detonator jumping up ledges and stuff). If you want to light people on fire on chockepoints use a fucking cow mangler; It doesn't have a one minute cooldown lol. As it stands I think I agree that its the fucking worst weapon in the game. It would be like saying that the vita saw is balanced because in mvm there's a bug where it one hit kills all heavy type robots. Its just retarded. Plus I'm sure its piss easy to do 750 dmg with your 9000 dollar upgraded flamethrower against literal fucking bots so I cant even imagine uptime is any real issue in mvm... Balancing it for mvm is a slap in the face for non mvm players.
@@figgypudding1664 the biggest issue by far that makes it not fun to play is the long cooldown time. It may be true that the damage isn't a bug in mvm but firstly I imagine its much much easier to build damage in mvm and secondly with how broken you can make weapons through upgrading im pretty sure you can make a wet tissue paper more deadly than an ICBM. Balancing the weapons should be done based on the "core" 12v12 mode not mvm!
Gas Passer new stat : When ennemies are coated, reduces the camera sensivity and the movement speed by 30% , take 10% more damage from all source and block healing sources by 20%, cannot be ubercharged while coated. The Gas cloud last for 10 second, take 300 damage or 25 sec to charge but can't be recharged via cabinets. The Gas Passer is now a debuff support item functionning as a anti-retreat item, and give the Pyro a new way to deny ubercharge push from a long range. Oh, and the cabinet recharge no longer affect Jarate and Mad Milk, preventing these items from being spammed outside of a spawn.
I really like the amount of salt and passion that comes from this video. I really hate when a character or a weapon doesn't work the way it was designed for
for every lime scout stealing a large health pack at 124 hp near a dying medic there is a burning scout at 1 hp dying 2 frames before touching a resupply or health pack
Nor is the hot hand Pomson Enforcer And maybe the sandman Eviction notice Volcano fragment is petty bad but at least it random crits I guess, and the sun on a stick can be pretty fun when you got a friendly pyro
@@ilikewindows3455 What are you talking about hot hand duels are awesome Pomson is pretty shit, but it’s more fun to use than the gas passer by far Enforcer gets used in 100% crit servers all the time since it lets you 1-shot light classes when disguised The sandman is fun because you can hit baseballs at unsuspecting people Eviction notice is fun for heavy boxing, even if it isn’t very good
@@jollytemplar3670 hot hand duels and really melee duels in general are pretty boring to me because it really boils down to who gets the random crit first Pomson honestly isn't that far off from the boredom and unfunness of the gas power I don't play 100% crit servers so I wouldn't know about that for the enforcer Sandman is still boring even with the baseball. I'd rather use clever Eviction notice couldve been somewhat memish and fun if it weren't for the health drain, if I want to heavy box I'll just stick with the KGB or hell even the Gru since they both perform better than eviction
The gas passer's effect is so underwhelming that you could probably just add it as a special effect for a weapon like the dragon's fury and it would still be fine.
Broken in both game modes. Gas passer with ignit eon hit makes it so half your team can afk, while gas passer in casual is about as deadly as the mist setting on a hose.
at first i was like "wow this guy is overreacting" but after you said you had to play it for two straight months i understood, that would drive me insane too
When I play soldier : -Engineer => pulls out short circuit. -Me => pulls out shot gun. -Engineer => after a few shots, panic and use the shotgun. -Me => pulls out the rocket launcher. -Engineer => :(
Honestly this weapon should have a buff something like this: -30 second cool down. -325 damage required to refill. -when enemies are in the gas, they get full crit afterburn that cannot be extinguished for the first 3 seconds. -if the Pyro who sent the gas hits any enemies in the gas, the damage will be mini crits. -Healing from medics will not extinguish the fire. -Dispensers will not extinguish the fire. -Waling back into the gas after being extinguished will re-douse the person who walked back in.
What I would do is essentially change the full afterburn so that it's minicrit (ticks of 5 instead of 4) and can't be extinguished in any way, so that you have to chew through that 100 damage if you get doused or enter the cloud. And also make it combo with the Neon Annihilator and reduce the cooldown to 40 seconds instead of 60. That way it has great synergy with some weapons and poses an actual fearsome threat that justifies increased cooldown.
@@jamesstutts1681 But this isn't a grenade. It is a molotov cocktail. Grenades are bombs that explode after a short fuse. This is a glass bottle that explodes on impact.
So glad you made this, I’d love more people talking about specific weapons, good or bad, even if multiple people cover the same weapon, it’s my favorite tf2 content.
Why should I be forces to choose a totally other option that doesn’t support my team doesn’t allow pushes and prevents me from having extra health or regen boost because an engineer chose to equip it
more likely cheap but usefull,its not like soldier who is really expensive or demo who takes literally some cash and then is ready but the gas passer when jungle inferno comes that THING was broken because in the same explosion you can get it back and do it again without stoping on small bots but later they patch it so for me is ok as a weapon and if you dont have a demo you can use it to deleted small med bots
It is so controversial in MvM that anytime you mention the damned thing to a group of MvM players there's always a 50/50 chance of people defending it or actively cursing it
My proposal to valve: New Gas Passer - Move it to the melee slot, and allow it to be used as a melee weapon. When charged ALT FIRE can be used to throw it. (This will still allow you to have a melee weapon, and create the opportunity to combo a flare gun with the next bit...) - Change of funtionality: When the Gas passer is thrown, any fire damage (friendly or not) within the area created ignites the gas. The gas then burns for 3 seconds, enemies that stand inside are set on fire (refreshed every second). -Finally charge time change. Instead of damage done charging gas passer. -> Every second enemies are on fire, add one second of charge to gas passer. (i.e. setting 5 enemies on fire and them burning for the full 10 second duration will fully charge the item).
@@ilikewindows3455 the Scottish resistance, the fan o war, the overdose, the blutsauger, the brass beast, and the black box are all bad in casual but great in mvm
@@redmosquito2173 AGAIN WHY IS EVERYONE SAYING THE FAN O WAR IS BAD?! WHAT IS WRONG WITH A WEAPON THAT LETS YOU AND YOUR TEAM MINI CRIT SOMEONE FOR 15 WHOLE SECONSS?!
Wutvilles has some crazy ass invisible chips of wall everywhere along the edging. Did anyone from valve actual play a match in the map? I like it though besides the invisible walls.
Everyone is always hyping up trickle-down balance, but I'm not sure how much "end of all gaming" it is. Theoretically it should be effective, but much like economic trickle down, it has many issues in its implementation, and cannot operate by itself. In the context of tf2 let's analyse what the issues are. First of all, to work trickle down balance requires competitive to be the same or a similar environment to causual. But this isn't true for several reasons: 1-competitive skews heavily towards 6vs6, meaning in most games a team isn't composed by all nine classes 2-the lack of random crits greatly nerfs melee or other weapons that rely on it to work in casual 3-fixed bullet spread makes dealing damage more consistent in competitive, and nerfs or buffs certain weapons 4-the competitive map pool doesn't include all casual gamemodes, meaning there's no data on what weapons work there 5-ban lists are a thing, basically making it impossible for Valve to gather data on certain, if overpowered, weapons Then, in the economic version of trickle down, there's no guarantee the money will be spent in useful investments like factories or infrastructure, instead of buying another super yatch. This in tf2 basically translates in: 1-all weapons should have a low skill floor, that is to say be atleast mediocre even in the hands of noobs, because= 1.2-buffing or nerfing a weapon exclusively used in competitive could have a terrible unforseen fallout for casual players 2-in the same vein, all weapons should have an high skillcap, because= 2.2-a weapon not usable in competitive won't have enough data for Valve to balance it correctly So all in all, Valve should still take note of how a weapon behaves in both competitive _and_ casual, the latter especially in the case of weapons used exclusively or rarely in said gamemode. If there's any criticism I missed, I'll gladly add it to my list. As for the method to determine the best/worst weapon, including in the context of balance and fun, this is my idea: 1-it should have both a low skill floor and an high skill ceiling, ergo be useful in both casual and competitive 2-it should be unique, because variety is fun and to avoid becoming a straight upgrade or downgrade compared to another slot option 3-it should act as advertised and consistently 4-it shouldn't have negation or apply-debuff mechanics 4.2-because it takes away the enemy abilities, instead of enhancing yours, making skill less relevant and the fight less rewarding 5-it should encourage team and fair play 6-it should cause instant gratification on hit/use 7-it shouldn't be bugged
"4- it shouldn't have negation or debuff mechanics" for negation mechanics it depends on the mechanic, but for debuffs, im fine with the existence of bleed, afterburn, the milk and gas passer being in the game
I was incredibly disappointed when the Gas Passer was unveiled. A gas cannister for Pyro? Awesome! The weapon sucks? What the fuck! I remember a weapon on a custom weapons community server which would completely outclass the Gas Passer. I was tiki-torch themed and could lay down oil on the floor and ignite it, and if enemies stepped into the fire, they started burning as well. I'm fairly certain this was such a popular idea for a Pyro primary that dozens of people independently came up with this same idea in various capacities, including myself. Back in middle school, I would have called it the Oil Slick (I was not a creative child) and you would switch between the flamethrower's pilot light being on or off, with off spraying the floor and players with oil and on being a normal flamethrower. The idea was that it could be used for area denial and spread afterburn like a wildfire (pun intended). The downsides would be that laying oil would use the same amount of ammo as using the flamethrower normally and reduced - nearly nonexistent - afterburn on players not soaked in oil. I feel like that's well balanced, fun to use and to fight against, and infinitely better than the Gas Passer for 1) not being a fart pun, and 2) not getting rid of your secondary weapon*. In case anyone is curious, I think the tiki torch flamethrower from that community server is on the Steam Workshop, though I don't know if it has stats on the workshop page. *However, on the Workshop, in a proposed set with the tiki torch flamethrower should be a coconut gun secondary (which fires in spurts).
I still have memories of running in Hightower, playing a Pyro without cosmetics and trying to set everything on fire with this thing, including friendlies (although I merely ran away from them after setting them on fire) just for the sake of completing the contract. I was a F2P with less than 2 months of experience back then so it seemed kinda fun to do. I don't think I would be able to do this now, though.
I’ve fought against people with the gas passer, and I don’t think I ever noticed anything about it other than “oh what does this thing do, It’s probably gonna result in my death but it isn’t damaging me so I’ll stay here I guess?”
Knowing this man had to literally use the gas passer outside of MVM, the one only good instance that it can be used, is something I dare never try, and I respect the hell outta this man for even getting an assist.
i mean, sniper's purpose is to support his team from afar, but godamnit sometimes the snipers just use their team as a meatshield or a wall and kill 70% of the enemy team by demselves edit: quickscopes are bs, you get behind the enemy lines you somehow manage to avoid the sniper's sightline, and, there you are, behind him, he doesnt see u, you barely touch him, boom headshotted, although, jose.gonzales.2007 wont be that hard to kill or not even worth to kill it takes skill to do quickcopes but its too powerfull for how hard it actually is
maybe because there's been a massive bot crisis going on for the past year? I'm either completely missing the point of this comment, or you have no sense of context whatsoever
Feel like this "weapon" could be fixed by just combining it with the Hot Hand as a melee throwable much like how scout has his ball weapons, it'd still be bad but you wouldn't have to lose a secondary to use it.
God tier idea And make the second hit of the slap mini crit if it connects after the first, like that one workshop stat suggestion for the rattlesnake.
Yeah, that's an excellent idea. Being able to have a secondary to actually use in conjunction with it would increase the Pass Gasser's mileage by a significant enough margin to make it usable, but the tradeoff of not having one of Pyro's other amazing melee's would be enough of a downside to keep it balanced, imo.
@@nugget0928 Honestly, neither did I. On second thought, I think a damage vulnerability or other passive downside would probably get added to the Hot Hand if Valve were to merge the two. Not a big one, mind- like the Pain Train's little increase in damage taken from bullets (15% I think?). That seems to be how they like to do things. I can see it now: "nO rAnDuMb cRiTz"
*The Virgin Gas Passer (pvp)* -Not useful in most situations -Inconsistent -Doesn't do much damage output *The Chad Gas Passer (pve)* -Extremely useful -Easy to use against the horde -Does an unfair about of damage
I just started tf2 and picked up Pyro. The gaspasser was one of the first items I got and I kinda enjoyed it (since I did not experience the JOY of other weapons) until I got the Thermal Thruster and, oh boy, did I never touch the gas passer ever again.
At first I was like, "Well it's not that bad, I remember using it." But then I thought about my pyro loadouts for a bit. I haven't equipped it in months. I'm not a very effective player. I use the homewrecker for fighting players more than for breaking sappers and buildings. I haven't used the gas passer even for shiggles. God it sucks outside of MVM.
The Sharpened Volcano Fragment becomes useful because of how often it crits. If I can kill a pyro with two random crits In a roll, then it's a good weapon.
The fact that this is a reward and the second banananananana is a "meme" is actually hilarious. Thank you Jungle Inferno for literally nothing good other than pyro flame fix and a bananana
The best part is that the banana is a genuinely good side grade, for mobile heavies without a med. The only good pyro weapon from JI was the dragons fury, but even that has issues (projectile causes massive fps drops, and is not indicative of its actual hitbox.
It's incredible that Valve thought the Gas Passer effect was powerful enough to warrant a massive cooldown while Jarate and Mad Milk are in the game.
they need to make it so it crits players in gas
I think that’s because everyone moans about pyro in general
I think they added it in the first place to be really weak and then buff it after the players recommandation to make it useful
But dues to no major update in 3 years , they didn't buffed it
In theory, it has some value...
if it couldn't be cleansed.
Afterburn chips away at health, reduces healing, and allows several weapons to get crits... but if you can just remove it with one puff of an airblast; then what the hell is the point? If the stat "Cannot be removed from player" was added to this weapon, suddenly it would at least have a bit more statistical value, I mean it wouldn't be GREAT but it would be tolerable since any weapon causing afterburn, and being uncleansible would actually make it add up.
One Rocket hit does 90 damage up close, plus afterburn would kill anyone with 125-150 HP. Same for a Scattergun shot; this would force enemies to scatter, and panic if they got hit with it, because the mantra would be "oh shit, I'm coated in gas, most players can just slam me now for a quick yolo kill." But because this effect instantly vanishes if you just step on a health pack; what's the actual fear?
Now make it so this afterburn can't be removed, even on healing; and it would at least offer SOME value. Even if a little. But let's be real, the damage needed to charge it needs to be reduced.
Wow I’ve been seeing you around alot in the comment section
That last section just felt painful to watch, realizing that a man put himself through all of this awful torture just to make a video for entertainment. I wouldn't wish this on my worst enemy.
Poor guy...
It's okay, it's masochism at its peak
@@toneeviera8336 At that point, it isn’t masochism yeah? He doesn’t seem to enjoy the pain in the slightest lol. Sorry if what you said was a joke, I wouldn’t know lol
@@calamity5222 is a joke
@@toneeviera8336 Okay, sorry lol. Thanks for letting me know
Gassed enemies don't even count as wet for the Neon Annihilator, even though the visual effect for being Gassed looks like every other wet debuff. Truly the Ass Passer.
Unfortunate because I love the Neon Annihilator
420 BLAZE IT
Wait it doesn’t count as being wet?
@@dr.killakill960 Yeah, it doesn't count as being wet.
Gasoline is an insulator, not a conductor, so that's realistic. Not fun in any capacity, but realistic.
I feel like another rule could have been added
"Is it unique?"
"Can it do something different from other weapons?"
"Is it overshadowed/does it overshadow due to overlap?"
I'll answer the three rules because I have time (no I don't)
1 - No, it is not unique, the design of the weapon is to deal afterburn but if you want to do that, just use your flamethrowers or the scorch shot. They are far better than the canister in every way too.
2 - Yeah but that's kinda what a weapon is supposed to be (different) though setting people up for afterburn is not very relevant when you have a flamethrower or the scorch shot
3 - Yes. It is so bad. Literally every other weapon in the secondary slot is better. Even the Manmelter since it can build up crits from enemy pyros being dipshits with wm1 or the scorch shot, and the crit flares can put a dent in Danger Shield snipers which the other flare guns could never do
@@aetu35 I'd personally say the concept and design of the weapon are arguably unique, but the execution makes completely useless. I'd think that if they made it a full on fire bomb, that'd be way cooler like if it was a bomb that affected everybody who gets caught with it in afterburn, maybe even deal a little more damage than the normal afterburn. (tho I'm not that knowledgeable in tf2, so if this seems either too bad or too good lmk)
@@kreatona4219 What you just described is how it works in Mann Versus Machine when you upgrade it with credits. It deals insane amounts of explosion and fire damage. Frankly, it would be a much better weapon if that same effect applied in standard games, and the 60 second timer would then be completely justified if you could create incendiary grenade-type weapon out of it.
1. Yes, it's unique. A throwable area denial tool, though a crappy one at best.
2. No, not really. Every single pyro primary can set people on fire with a fraction of the effort.
3. YES, VERY. Literally anything is better than the gas passer. All of pyro's primaries can set people on fire, and flare guns do a much better job at long range damage.
@@kreatona4219well that would just be the scrapped napalm grenade that you see on Pyro’s model (which would have been sick but also a nightmare to balance)
The Gass passer:
Absolute Ass in casual
God Tier in MvM
Ulapool Caber: the most inconsistent weapon in TF2, Please valve, fix the explosion
dude gas passer in mvm can deal with so much, its so much more than ok in mvm
@@rob.6427 not true, they nerfed it
Ha ha yes
@@Kano_Productions I remember when the explosion from the passer itself refilled the charge and you could immediately throw it again.
Good times...
The ullapool is really fun to play with though
grown man bullies a virtual gas canister for 23 minutes
And that virtual gas canister FUCKIN’ DESERVED IT
That virtual gas canister is a disappointment to the coders, the players, and the in game manufacturers.
the virtual gas canister committed murder
@Thot Destroyer so you're saying that you would deal with an extreme Karen vs. a crap weapon.
@@purple8767 it pisses gasoline
It's funny that the Gas Passer doesn't ignite Darwin's Danger Shield Snipers when it does so with Pyros, who are normally immune to Afterburn.
Ever get the feeling one weapon was rushed?
Valve moment
Darwin's Danger Shield overall is as OP as the scorch shot. They are like 2 counter weapons, sniper has a shield that allows him to rid of pyros and pyro has a gun that allows it to rid of snipers. Another thing that connects these 2 items is that they both need to be nerfed.
@@gunsevenwhillans420 There’s a problem if a Sniper dies from Scorch Shot and it doesn’t have to do with the weapon. Sniper Darwin Shield is a absolute defense that cancels Pyros main Dps while Scorchshots main power is its knockback and explosion. Trying to counter snipe with the Scorchshot only works on one stupid sniper or snipers that clump up.
The Scorchshot needs it’s minicrits removed or explosion radius decrease or afterburn time reduce. It’s a very annoying support weapon at most that you can use behind your teammates and harass enemies with chip damage but it’s not useful up close and has the problem with all projectiles from far away which is travel time.
I feel like the Detonator needs the buff more than anything as the SS is just annoying.
I think it’s because of how the danger shield makes you immune as opposed to how the pyro is naturally immune. Where as even against other pyro weapons pyros are still lit up for a split second danger shield just doesn’t gain afterburn. Basically pyros can be lit because all it requires is preventing the auto extinguish where as for sniper it would involve spaghetti code turning off only part of an item temporarily.
Its also worth mentioning, the Scorch Shot and the Detonator also ignite large groups of enemies, and they can fire over and over and over again. Plus, the Detonator allows for increased movement versatility. The Gas Passer literally has no purpose outside of MVM.
meanwhile caber has zero purpose in the game.
@@justasimplemanworkinghiswa1569 unbased and blue pilled
@@justasimplemanworkinghiswa1569 with a shield, it’s kind of fun to roleplay as a sentry buster
just make sure to not try and bust sentries, those still hard counter caberknight. bust people instead
This can relate to what valve was trying to avoid, though. People hate the scorch shot cause you can just spam it everywhere, but valve at the time considered this item that can, at any range, ignite an enemy for full afterburn, push them back and make them potentially take two mini-crits, was balanced. Now, instead of rebalancing the scorch shit, they use the feedback of the weapon for the next sudden area denial weapon that can light up groups of enemies at range: the gas passer. It's just they REALLY tried to nerf this thing before it even got released so it's not as hated as the scorch shot, because being a single-use charge item it should be pretty effective of a weapon, and if scorch shot is meant to be balanced, then something that trades 16 bullets and some range for something better damage/usability-wise would be hated even more. So they kept nerfing it and nerfing it and nerfing it before it even got community support. (probably)
@@justasimplemanworkinghiswa1569 With a shield,it can one-shot nearly every enemy
I find it fascinating how the worst item in the game is arguably the best weapon in MVM, even AFTER the nerfs.
Yea, it really does suck :l
Because as someone who hates the gas passer and likes to play pyro in mvm, I've gotten vote kicked so many times that i still have 2 tickets in my inventory from August 2020 :l
@@crushersbutlessedgynow Why the fuck do people hate the gas passer, people want to grind tours and make it as efficient as possible but then kick people who use the gas passer?
@@bowelripper255 they don't kick people who use the gas passer, they kick anyone who doesn't :l
@@bowelripper255 I don't see where you got all that from
@@crushersbutlessedgynow nah they kick people for using the gas passer
i'm preety sure the gas passer actually heals enemies instead of damaging them
69th like
That’s actually not too far off; you’d deal far more damage with either a sidearm or just using the flamethrower instead of wasting time deploying the thing
it doesn't do any damage and encourages the enemy to huddle dispensers and medics to remove it faster so yeah. You might as well be giving the enemy team orange slices and caprisun pouches for a 15 second break. Soldiers, demos, and snipers are still at the effective range to kill you even if they have to shoot around or over the gas so what's the point.
And how not to think that, as Haydenward said above, you only activate the mentality of playing as a team of your enemies, you do not cause chaos as the goal of the weapon wants to pose you, you are helping them to cooperate better, and above, you screw your team, because yes, you give them extra time, but they are not the ones who are worried about an intimidating cloud of gas, they are not with the mentality of playing safer, maybe they even get motivated by seeing the other retrocoder team (and that ends being counterproductive, especially when you have to defend)
@@Cursedbox009 3 69th like.~
This weapon is actually so bad that it's more beneficial to just have literally any other secondary but not use it. The enemy thinking you might use your secondary will be stronger than them knowing you have a gas passer.
Scorch shot is just gas passer but on the exact oposite end. It's actually a good and WAY too viable weapon.
@@DuskDewd
Hell, squatting in a corner mindlessly spamming the Manmelter would be more impactful than the Gas Passer.
@@DuskDewd Exactly, you get the exact same effect with the gas passer by just shooting a single scorch flare into a crowd of players plus more.
@ElKezote Ehhh... its rate of fire is a bit worse, so that's annoying.
is good on something..... making scrap
As lazy purple said
“Psychological damage isn’t as fun as physical damage”
Still funny tho
"Psychological damage doesn't show up on the scoreboard."
"it ain't worth anything...
Actually, it is worth a chuckle
OH MY GOAD! "
Well that's just wrong. I mean, we're all sadists here, right?
“Psychological damage doesn’t show up on the leaderboard man”
at least the sun on a stick gives the occasional dopamine of rapid-fire crits
Your pun was gross but your point was valid
@@EvilRaccoonDM what pun?
@@nugget0928 sun on a stick, rapid FIRE crits
@@EvilRaccoonDM ah, I see.
Hello fellow apples member, funny seeing you here haha
Even the sandman is fun to mess around with sometimes, this weapon can't even be used for jokes
One joke every minute woohoo 🎉🎉🎉
Actually it can be used as a joke
The one using it is the punchline
And nobody is laughing
Talk about a dopamine hit. I can't land sandman + guillotine kills, but I can't stop trying cause that one time I actually did it and it was the most epic feeling ever.
I have a problem.
The scorch shot is a direct upgrade to the gas passer in every way. It does the exact same thing, but it doesn't take such a long time to charge, can hit twice, and can pester people from a distance. They both can have area damage, but the scorch shot can do that as soon as it hits. The gas passer can't even light people until they get hit.
B-but it can light enemy pyros! That means it's good! That's definetly worth the 1 minute charge time!
@@justafurrywithinternet317 Fuck, it appears my argument has been invalidated
idk man comparing any pyro secondary to the scorch shot is unfair considering how blatantly broken the scorch shot is
not saying you’re wrong, cus literally every single other secondary is better than the gas passer but comparing it to the best (by FAR) secondary for pyro is a little bit unfair
now how do i propose we buff gas? uhhhh add explode on ignite to casual :troll:
One thing the Gas passer has on the scortch shot is how the Gas passer applies full after burn. The scortch shot only applies 7.5 seconds of after burn.
Granted, a second hit to get the full 10 seconds isn't that hard to achieve...
@@redstonewarrior0152 That marginal advantage is pretty much completely negated by the fact that Scorch Shot also does damage on impact (or the initial explosion). Would definitely make up for the slightly less afterburn time, and it would also apply some of that damage immediately.
The "Sun on a Stick" can be stated in on quote: "THIS SUCKS ON ICE".
At least it went from completely useless to situationally useful in 2016.
@@Woogoo336 I love it now
At least it satisfies the last category of being "fun" to mess around with. Its trash, but I bet many will agree that its actually kinda fun if you have a Pyro to buddy up with you as do deal some decently impressive burst damage on someone not expecting the Sun on a stick
@@NinjaAO42 at the range of a melee, a scattergun shot will deal more damage. That's why the melee is complete dumpsterfire.
@@ryllian1 I agree, though Im more arguing about that the Sun-on-a-stick at least can be fun to play with, regardless of how crap its stats are
The short circuit is perfectly balanced with its major downside being it replaces the wrangler
So it's like how the übersaw is better then everything because it's broken ?
@@SirDavid290 hes joking. The short circuit takes the entirety of the engineer's metal supply to use three time
@@DoofXMachina oh, ok.
Sometimes the best downside for an item is that you aren't using something else.
Yeah that's like Medic's primaries- the biggest downside is that they aren't the crossbow
I feel like the effect should be something kind of crazy like: "Enemies coated in gas cannot be extinguished and take 2x damage from afterburn" if theyre really gonna try to justify this thing's insane cooldown.
Or just make it resupply on death if they're going to keep invesentivising suicidal tatics, and make the recharge via damage at THE VERY LEAST IN THE SAME BALL PARK AS THE FUCKING BANNERS! I DON'T EVEN PLAY THIS GAME BECAUSE I don't own a PC, BUT THAT JUST MAKES ITS OBVIOUS IMBALANCE WORSE!
I like the incentive of it being a "napalmer",
-gas cloud reapplies the effect
-you take crit fire damage for 10 seconds
-takes 45s to charge or atleast 680-700 damage (750?! Jesus)
-it's for the primary slot and....
-nothing can extinguish the effect
@@ReySchultz121 wait, primary? Wouldn't that be as pointless as making the banners on soldier take up the primary slot? Oh, unless it pairs well with a shotgun, in which case I can see it being the pinical of combo pyro, but still might want to be careful with that.
@@shadowsnake5133 yeah that's the intent.
@@ReySchultz121 honestly, that could work given how well pyro's weapons pair with each other, with shotguns seemingly being the exception most of the time. The only tweak I'd make is to make it expressly say it also counts enemies as wet when in the cloud, allowing it to pair with the neon annihilator as well, or make a melee that best pairs with the shotgun and this, as the decision making process should be more than throw it out and then switch to shotgun until it's recharged.
When the item first dropped, I really hoped I'd be able to ignite the cloud. I've always wanted to recreate Meet The Pyro, by setting the environment on fire and denying the enemy advance.
But no. Thats too good of an idea.
That would actually be a pretty good idea, basically making a fire barrrier and preventing enemies from going through it (unless they sticky jump, rocket jump or double jump over).
When I first saw it in a video, I also thought the same 😔
To put into perspective how much damage you need to deal to fully build the gas passer, you need less to build mmph with the Phlog.
you need to kill 2 heavies and a medic
You also need less damage to fill up soldier’s backpack items.
Why should I be made to do 750 damage for mere, easily cancelled after burn, which I could use more efficiently by using not only the scorch shot, but any other flaregun secondary, meanwhile the other guy can get minicrits with no damage fall-off or damage resistances to players AND sentry guns for 600 damage or mad milk healing + speed boosts for 450 damage? Especially considering the latter option for soldier takes less than 60% of the gas passer’s required damage to use. Not to mention, the damage resistance and heal + speed ones also have upsides like +20 hp and +4 healing AT ALL TIMES.
Keep in mind that a pyro also relies on his secondaries more than the soldier relies on his own secondaries, meaning another upside to soldier’s banners compared to pyro’s gas passer.
WHO MADE THIS THING?!?!?!
@@mexxicano4635 or a Gunslinger Engi, or an Eyelander Demo with no boots
That just sad
Before trying the item: "Wow this seems neet, I was bad with the shotgun anyways."
After trying the item: "Some scrap metal wouldn't hurt after all."
no reply to this good comment?
ok
∟̵̡̋±̸̯̿æ̸̩͒ ̸̭͛Y̷̰̿»̷̗͊╩̵̺̑►̴̢̕æ̶̭͗╩̸̣͆σ̸̪͗⌡̷̫̀ ̶̩͛Æ̶̓ͅ►̸͉̆ ̸̢̆Ý̶̧╦̷͚͒ ̴̳̚A̸͖̔╩̵̙̅╘̴̤́Ṷ̶̈̾ ̶͂͜∟̵̡̋±̸̯̿æ̸̩͒ ̸̭͛Y̷̰̿»̷̗͊╩̵̺̑►̴̢̕æ̶̭͗╩̸̣͆σ̸̪͗⌡̷̫̀ ̶̩͛Æ̶̓ͅ►̸͉̆ ̸̢̆Ý̶̧╦̷͚͒ ̴̳̚A̸͖̔╩̵̙̅╘̴̤́Ṷ̶̈̾ ̶͂͜
I have a sneaking suspicion Zesty's dislike of the short circuit comes purely from that one moment an engineer deleted his gas passer.
yep
Oh god,
I like zesty’s content but damn he unfairly hates against the short circuit like he says it’s unfun to play against and can easily get rid of spam at “no cost”, ya know what can get easy kills with no cost spamming down a choke with rockets or pills
well its an op weapon if your playing on a payload map and your pushing you have infinite ammo so you can just spam the shit circuit and boom you never have to worry about a projectile ever again
@@scrumpo6925 yes but you have to AIM the shots so they can be effective the shit circuits hitbox is so big that on some maps [ like the under the hill section on badwater ] that it just makes a shield and the only way to hit them with rockets or pills is to go ALL THE WAY AROUND JUST SO THE BRIANLESS ENGINER CAN JUST SPAM DOWN BOTH SIDES OF AREA, and your buildings cant be destroyed since if from your dispenser you can see your sentry than Boom now the only way to destroy the sentry is to play heavy or spy. so no his hate for the weapon is very fair and justified .
I've said for a while that the gas passer would make more sense as a weapon for a class that *isn't* pyro, maybe scout or something. It's so eye-wateringly stupid to give the fire class a bad secondary weapon that *only indirectly* sets people on fire, and can't even be combo'd with pyro main weapons...it just doesn't make any sense to me.
Three/two (idk) words: Huo-long Heater
This is a sentiment I feel toward the Volcano Fragment (even if it has the same “less direct damage but you get damage over time” as the garbage Shiv, at least more classes would have access to fire damage). As for the Gas Passer, I think it would need a rework no matter what class you gave it to.
My mind goes to the obvious: make anyone who enters the cloud take damage over time worse than afterburn/bleed (just a bit, maybe 6-8 dmg per tick). Keep the current coating duration so players still take the damage after leaving the cloud, but scrap the ways to remove it; the idea is that you’re taking damage from breathing the gas. And of course, have it stack with the afterburn you’ll still catch if hit under the effects.
especially since secondary slots are where pyro gets range from, which means that you need to do 750 damage with by far the shortest range weapon in the game, or your melee, on a regular move speed class
wm1 doesn't work nearly as well as people think it does most of the time, you're just going to die a lot because you literally cannot do damage without being right up in someone's face (except for the rare projectile reflect), and you don't have any means of getting there either
@@isenokami7810 when I first saw the gas passer, i thought you could ignite the cloud for a giant firewall, maybe they could add that?
I think valve forgot the scorch shot exists when making this weapon
It feels like they ran out of "fire" ideas for Pyro's secondaries, and didn't realize "set more things on fire from a distance" is literally why the Scorch shot exists. Hell, the Gas Passer on a 10 second cooldown would probably still be weaker than the Scorch Shot.
Yeah like there's only 2 things the scorch shot can't do
It can't extinguish
And it can't afterburn pyro's
But like, at the cost of being able to do those two things you set people across the map on fire, knock them back a whole length of an ocean, guarantee a kill on light classes if they don't retreat, flare jump, destroy stickies, and help deny Uber. Like seriously what in the fuck were they thinking when they were making the gas passer
@@ilikewindows3455
They apparently ran out of more fire ideas, and refused to make a new pyro focused shotgun i guess.
@@Appletank8 you know come to think of it, despite it being an update for the pyro, out of the 5 weapons that were added it was the one item that was added for heavy that I use 100% of the time more than all of pyro's new weapons.
I don't use the dragon fury because the hotbox is broken and I really like having airblast
I don't use the gas passer because obviously
I don't use the thermal thruster because i know how to flare jump with the detonator and scorch
I don't use the hot hand because it's pretty terrible
I DO use the second banana item that restores more than 50% of Heavy's health and recharges 20 seconds faster than the sandvich. I really don't see why more heavies aren't using this, seriously it is just so damn good
@@ilikewindows3455 heavies don't use this because sandwich benefits the medic more.
For a solo runs or flank style the banana rules
Remember when everyone was using the gas passer when Jungle Inferno just hit? Good times.
Even then everyone thought it was shit and just used it for the contract...
The jet pack on release tho actually was a really good time
Thank you for this memory Gaylord Hitler
Nope, I saw nobody use the gas passer during jungle Inferno (except for in MVM of course) everyone was spamming the Dragon's fury and Jetpack (and the hot hand for the funny meme) over the gas passer.
i mean it was marginally more useful then because everyone was playing pyro so you could at least use this to get after burn
I remember some people seriously trying to argue that it was better than the Jet pack. oh man...
Either it was designed for MvM, or whoever made it just didn't give a fuck. Because the Scorch Shot is basically the same weapon, except it's super easy to aim, and it's very spammable.
And even then, not much thought went into it for MvM
I'm not a zealot over the weapon and tend to think it's fine having burst damage, that with all the options you have for Uber Medics it's fine for it to be able to take care of them (like a crappy spy with a suboptimal sapper upgrade path has been more effective than some Demos I came across), and think there's a lot of other balancing issues in MvM that it's incredibly unfair to look at the Gas Passer alone as some kind of sin against the holy order of MvM meta
But I would be remiss if I didn't admit that because of how the explosion upgrade does not have a damage type and how much damage it deals for so little money that it is still a little overpowered. At 350 damage for just $400 on anything that touches that cloud and nothing being able to resist that damage, it's crazy. Would easily dial it back to maybe just take care of squishier classes, or require some more investment than just $400 for 350 damage. 150 damage maybe? You're not clearing Heavies for nothing. Demos and Soldiers would still require some clean up or at least still die to afterburn. Would still take care of Medics. Just my own opinion
It's the polar opposite of the scorch shot, in a way. The scorch shot is much too powerful and this too weak.
I pulled a Gandalf countless times in MVM, with just the Scorch Shot.
pick an alley, fine tune the trajectory of the flare to shoot from the longest distance to right below the drop point, and see how the bots struggle to move the bomb.
"YOU! SSSHAALL NOT! PAAAAAAASS! GAAAAAAAAAS!"
@@bcn1gh7h4wk the problem with the scorch in mvm is you generally want to be killing bots, not bouncing them around. Especially when you have teammates requiring precision. Unless you find a convenient hole to push them into.
@@Appletank8 no, what you want to do is *keeping the bots from taking the bomb*, if they don't have it, and keeping them from advancing it if they have it.
which results in, keep them as far from the goal as possible, which turns into, bounce them back as much as you can.
them being alive or dead, is of no consequence, if they can't move.
I still remember the Gas Passer being one of if not the first random free unlock I got... As someone who had played the game for around 45 minutes I was excited! My mindset was similar to "Oh wow! An item that is not the default kit, it must be better!" Annnnd yeah, you can just about imagine what happened after.
It feels like the Gas Passer was designed as a Primary weapon, but in testing someone went "Wait, with the shotgun this is broken," so they changed it from primary to secondary to "balance" it.
I feel like it's also worth mentioning Shounic revealed that the Gas Passer has the lowest debut priority, so all it takes is someone else using Jarate or Mad Milk to completely delete your assist.
Which surprise surprise every fucking scout and sniper uses, and if they're not using those they're using the Darwin's Danger Shield or the Pretty Boys Pocket Pistol
It really does feel like this item is also paying for the sins of the Jarate and Mad Milk which, in my opinion, are pretty overpowered, especially jarate. If Jarate had a starting cooldown like the gas passer, it might actually be more acceptable even tho the combo will still exist that invalidates the entire point of a Long range class being weak at close range.
Or maybe it was designed specifically for MvM?
@@nmotschidontwannagivemyrea8932 Oh yeah, I forgot about the changes to MvM Valve made in Meet Your Match and Jungle Inferno.
imagine getting filled with piss, gasoline, and then dying
Trying to get my gas passer contract objectives was the most painful moment of my time playing TF2.
Sorry man
I had a genuine mental breakdown. I genuinely almost leapt out of my apartment window.
Edit: thanks for liking me almost dying of anger. Seriously, though, I’m okay.
@@nugget0928
Is everything alright? I'm not a therapist or anything, but if you need to talk, i'm here, man.
@@LaboLad it’s good, man. In the past. The funny part is that I was doing it for the stars so I could do the hot hand but I apparently already had one.
@@nugget0928
Ok, that's good. As long as you're alright. I still need to do my hot hand one, but i haven't got one from a random drop or anything, so i have no idea what it's like.
Let's not forget that there's currently a bug that sometimes prevents the gas passer from being equipped for your first life. You can't switch to it, you can't throw it, there's no HUD element for it, and it doesn't start charging until you die, switch class, or unequip then re-equip it in the spawn room.
Or you could just unequip it and use another weapon.
@@averagamer9222 Sure, but that doesn't fix the problem with the Gas Passer itself.
@@averagamer9222 _Or you could just not fucking use it._
Cool concept, terrible execution. They should honestly double the damage, then maybe it could somewhat compensate such a long cool down… or better yet, just give it a much shorter cool down so that you don’t waste a secondary weapon slot.
The saddest part is I got one of my best kill streaks as pyro with the gas
HOW???
Same
@@macorwindows754 because they have anime pic
I mean, if you do your best with the worst item, you must be doing something right to make it work
If it ain't broke don't fix it bro
As a pyro main, I can say that unironically using the gas passer is equivalent to jumping out of a four story window and expecting an outcome that isn’t an embarrassing death.
there are other outcomes to jumping off a building for example you might break your legs in an embarrasing manner so unlike the passer there are options as far as humiliating yourself goes.
@@richardomilos8686 That’s actually quite similar to the gas passer! If you would be so kind as to continue to read on, the outcomes of using it in which you are embarrassed are:
1. No one walks into the fucking cloud.
2. No one takes any fucking damage and gets ignited.
3. The gas is fucking removed.
4. The gas duration is shortened to the degree of it being fucking impossible to deal damage while they are coated.
5. They are ignited and immediately fucking extinguished.
6. They are ignited and take single digit damage before being fucking extinguished.
7. The can is fucking airblasted.
8. The can is fucking deleted.
9. The can bounces away from where you actually wanted it to fucking go.
10. The can bounces into a death pit, making it so that you can’t even unintentionally get an assist.
11. You get bum rushed with your pants down and fucking die because you didn’t have it charged.
12. You get bum rushed with your pants down and fucking die because you don’t have a useful secondary.
13. You try to get a hard read on a choke point and that was the singular fucking choke point that the enemy team didn’t go through.
14. An enemy doesn’t want to approach because they don’t know what secondary you have, you mispress, equip the gas passer and immediately unequip it to save it for a better time, they see you have the gas passer, realize you won’t be able to fucking defend yourself, rush you down and kill you.
Secret bonus 15th and 16th option that is the most embarrassing of them all: Everything goes perfectly. You toss the can at a choke that the entire enemy team funnels through simultaneously. You rush forward, finally seizing an opportunity to use it to its full potential. No one is hit by any of your teammates, leaving you to get all the damage back to charge yourself. You might think to yourself, “Hey, wait a second! That doesn’t sound bad at all! Why is that a bad situation, let alone the worst?”
15. You attacked a bunch of people with a status effect that makes it so that all damage dealt to them inflicts afterburn with your flamethrower. A weapon that already has fucking afterburn.
16. You dealt 80 additional damage per target you hit with your melee, which isn’t likely to be more than 2 or 3, over a period of time at which it can be removed fairly easily, and would be entirely fucking pointless if you get a random crit.
17. You wasted your time on this fucking weapon.
@@nugget0928 17 fucks, wow
@@Notabl3 indeed.
f u w+m1 main
That went zero to a hundred real quick.
You could say it got pretty...
“heated”
Yes
The gas passer should have been an area of denial weapon that automatically sets that area on fire similar to a Molotov
That Metroid Prime 2: Echoes title screen sequence at 1:58 was godly. *GODLY.*
You allowed me to find that song, since he forgot to list it in the description. You're an actual hero.
yeah, one of my favourite games ever. might be because i played on trilogy version but its better than prime and most certainly corruption in every way
@@ha9phtfpaehs I respectfully disagree with you. Having recently played the Trilogy, I feel safe to affirm that every Prime game is made for different players. 1 is for those that prefer atmopshere and the classic Metroid feel, 2 is for the Puzzles and boss fights, 3 is for the looks and combat (yes, I know Hypermode is OP, but damn does it make you feel powerful).
Still, to each their own opinion. Happy New Year, folks!
I agree! It was just so well done ❤
I thought the exact same thing man
HEY THE GAS PASSER IS NOT USELESS
it's half a scrap
Can also use it to trade for a better weapon on scrap.tf
it's also god tier in mvm, probably the best med dropper in the game
@@shortfuse875 who would ever want it ? *it's absolute useless*
@@TwilightFlower9 although it's really good for killing uber and giant meds, crit boosted scottish resistance demos and explosive headshot snipers are always gonna be the best med droppers in MvM
its good that he and fsoas did it at the same time
He complained about him on Twitter lol
btw Im talking about zesty complaining about fsoas on twitter
@@mikalicious. yeah i saw it in the fsoas vid tho
Chillin which post did he on that, wanna see it
I like both of them
@@ozzymetalface7363 sry, who complained about who?
14:23 the gas passer removing afterburn is the dumbest thing in tf2
It doesn't even count players as wet, so you can't somewhat don't it with the Neon Annihilator.
gas fumes is not water
thought you didn't know about tf2
but hey, at least i'm not the only one that gets youtube blast recommending tf2 to me
last time i tried that it worked? Thats why I use it on 2fort as Pyro Shark :]
@@RiveryJerald Last time I checked, water isn't the only thing that can make you wet.
@@RiveryJerald Gas is still a liquid.
The Gas Passer is actually extremely good in MVM. It's bugged and can instakill mountains of enemies when it's leveled up. I would say it's bad in everything except MVM.
So what your saying is that its only use is because of a bug/unintended effect in a niche side mode to the main game?
@@ivan_says_hi well when you say it like that you sound like a dick, but yes.
It is not bugged, explode when ignited is just powerful enough to kill most lower level robots
@@JoeMama-ll6bn im not a dick i just spent like 6 hours trying to play it and ended up deleting it out of frustration. I love the "idea" of the weapon but its just painful to use. I wish the gas debuffed and acted like a jarate, or caused a small explosion that pushed the player when the gas was detonated or fucking anything to make it worth how painfully slow the charge time is.
Demoman is one of my most played classes and it's just frustrating to me that it basically feels like a much worse sticky bomb on a one minute timer. Seriously I never realized how gimped Pyro was without a flare gun to give him range and utility (like detonator jumping up ledges and stuff). If you want to light people on fire on chockepoints use a fucking cow mangler; It doesn't have a one minute cooldown lol.
As it stands I think I agree that its the fucking worst weapon in the game. It would be like saying that the vita saw is balanced because in mvm there's a bug where it one hit kills all heavy type robots. Its just retarded. Plus I'm sure its piss easy to do 750 dmg with your 9000 dollar upgraded flamethrower against literal fucking bots so I cant even imagine uptime is any real issue in mvm... Balancing it for mvm is a slap in the face for non mvm players.
@@figgypudding1664 the biggest issue by far that makes it not fun to play is the long cooldown time. It may be true that the damage isn't a bug in mvm but firstly I imagine its much much easier to build damage in mvm and secondly with how broken you can make weapons through upgrading im pretty sure you can make a wet tissue paper more deadly than an ICBM. Balancing the weapons should be done based on the "core" 12v12 mode not mvm!
The fact the GP doesn't have an immunity to being reflected/deleted despite all the time you have waste building it up really says a lot
It shouldn't.
However it should be buffed in a different way
Gas Passer new stat :
When ennemies are coated, reduces the camera sensivity and the movement speed by 30% , take 10% more damage from all source and block healing sources by 20%, cannot be ubercharged while coated.
The Gas cloud last for 10 second, take 300 damage or 25 sec to charge but can't be recharged via cabinets.
The Gas Passer is now a debuff support item functionning as a anti-retreat item, and give the Pyro a new way to deny ubercharge push from a long range. Oh, and the cabinet recharge no longer affect Jarate and Mad Milk, preventing these items from being spammed outside of a spawn.
I really like the amount of salt and passion that comes from this video.
I really hate when a character or a weapon doesn't work the way it was designed for
christ those scientific K's look a lot like H's so whenever it said something like skill or broken I read 'em as shill and brohen
I'll never unsee that
Wait a minute what's up with the K in feedback at 8:15
omfg, same, it stood out to me as I read the transitions.
@@ENCHANTMEN_ Wait, WTF, YEAH, WAIT
Actually, the ks are fine, you can see one at 8:13 in “feedback” zesty J just made a few typos back to back lol
Edit/ Oops enchantmen beat me to it
8:00 that clip was incredibly painful
for every lime scout stealing a large health pack at 124 hp near a dying medic there is a burning scout at 1 hp dying 2 frames before touching a resupply or health pack
I completely forgot that this video was about the gas passer when he was talking about the rules
I scrapped my Contract Gas Passer this morning and felt no regret
In fact, it made my day
Playing with bad/janky weapons can be fun if you’re just fucking around, but the gas passer isn’t even fun to use as a joke
Nor is the hot hand
Pomson
Enforcer
And maybe the sandman
Eviction notice
Volcano fragment is petty bad but at least it random crits I guess, and the sun on a stick can be pretty fun when you got a friendly pyro
@@ilikewindows3455 What are you talking about hot hand duels are awesome
Pomson is pretty shit, but it’s more fun to use than the gas passer by far
Enforcer gets used in 100% crit servers all the time since it lets you 1-shot light classes when disguised
The sandman is fun because you can hit baseballs at unsuspecting people
Eviction notice is fun for heavy boxing, even if it isn’t very good
@@jollytemplar3670 hot hand duels and really melee duels in general are pretty boring to me because it really boils down to who gets the random crit first
Pomson honestly isn't that far off from the boredom and unfunness of the gas power
I don't play 100% crit servers so I wouldn't know about that for the enforcer
Sandman is still boring even with the baseball. I'd rather use clever
Eviction notice couldve been somewhat memish and fun if it weren't for the health drain, if I want to heavy box I'll just stick with the KGB or hell even the Gru since they both perform better than eviction
only in x10 servers
tell that to MVM players
The gas passer's effect is so underwhelming that you could probably just add it as a special effect for a weapon like the dragon's fury and it would still be fine.
It’s also worth mentioning that the Gas passer’s afterburn doesn’t stack with the Phlog’s mmph meter. Probably for the best.
Its worth mentioning that this is the best weapon in Mann Vs. Machine
Broken in both game modes. Gas passer with ignit eon hit makes it so half your team can afk, while gas passer in casual is about as deadly as the mist setting on a hose.
Sniper is better and more consistent, while still allowing for his teammates to have fun.
This man had to make himself suffer for us. Let's have a moment of thanks, for this man.
Yeah he had to give gameplay WITH the gas passer
The gas passer contract doesn't even know why pyro has the gas passer.
at first i was like "wow this guy is overreacting" but after you said you had to play it for two straight months i understood, that would drive me insane too
When I play soldier :
-Engineer => pulls out short circuit.
-Me => pulls out shot gun.
-Engineer => after a few shots, panic and use the shotgun.
-Me => pulls out the rocket launcher.
-Engineer => :(
I love how he announces
“The S U N...on a stick!”
Honestly this weapon should have a buff something like this:
-30 second cool down.
-325 damage required to refill.
-when enemies are in the gas, they get full crit afterburn that cannot be extinguished for the first 3 seconds.
-if the Pyro who sent the gas hits any enemies in the gas, the damage will be mini crits.
-Healing from medics will not extinguish the fire.
-Dispensers will not extinguish the fire.
-Waling back into the gas after being extinguished will re-douse the person who walked back in.
This seems like a really good balance, but i think it should be extinguished medi gun beams and dispensers then it would be balanced imo
@@DoctorBones1 nope. Anyone with a medic beam up their ass would basically be immune to the gas
I find it hilarious that water can extinguish the gas passer since it's a gas fire.
Hiw about adding an small explosion like in MVM but dealing 50 dmg around the target and getting afterburn
What I would do is essentially change the full afterburn so that it's minicrit (ticks of 5 instead of 4) and can't be extinguished in any way, so that you have to chew through that 100 damage if you get doused or enter the cloud. And also make it combo with the Neon Annihilator and reduce the cooldown to 40 seconds instead of 60. That way it has great synergy with some weapons and poses an actual fearsome threat that justifies increased cooldown.
19:13 You can just FEEL the frustration in that 'fuck'
Just got buff with the summer update now it crits with the Neon Annihilator
"Death by aggressive suicide."
Sounds like something I'd do.
le edgy
The ISIS tactic.
Yeah, that's called terrorism.
Giving the pyro just a regular Molotov would probably work pretty well
So just MVM gas passer
people would spam that shit... its kinda like scorch shot basically. would be annoying af
He already has that, sort of. Its called the Scorch Shot
TF2 is not supposed to have grenades per Robin Walker
@@jamesstutts1681
But this isn't a grenade.
It is a molotov cocktail.
Grenades are bombs that explode after a short fuse.
This is a glass bottle that explodes on impact.
19:46 [tired overused "look ma there I am" joke]
It's not that overused, being unintentionally in a youtubers video is what I hope for
So glad you made this, I’d love more people talking about specific weapons, good or bad, even if multiple people cover the same weapon, it’s my favorite tf2 content.
Turned strongest item in the game with the Neon Annihilator
Not the strongest but it became much better at least
short circuit unfair:
big anime energy ball erase projectiles
solution:
s h o t g u n
But I like banners and gunboats
Why do I have to switch to a shotgun that no longer supports my team
Why should I be forces to choose a totally other option that doesn’t support my team doesn’t allow pushes and prevents me from having extra health or regen boost because an engineer chose to equip it
And demo has no counter to that lol
@@cheegus4160engineer needs away to be able to actually 1v1 soldiers without getting slammed
my boi out here using metroid prime music like a champ.
I wonder if he will do some kind of Metroid video/stream in the future, i would love to see it honestly.
Echoes
the nostalgia hit me like a brick
So glad I'm not the only one who noticed lmao
Yes, its trash. But in mvm it's so beautifully broken
more likely cheap but usefull,its not like soldier who is really expensive or demo who takes literally some cash and then is ready but the gas passer when jungle inferno comes that THING was broken because in the same explosion you can get it back and do it again without stoping on small bots but later they patch it so for me is ok as a weapon and if you dont have a demo you can use it to deleted small med bots
It is so controversial in MvM that anytime you mention the damned thing to a group of MvM players there's always a 50/50 chance of people defending it or actively cursing it
@@vc_whatever Yeak is like a nuke botton to veterans and new for two sides or maybe a third one
The problem is, on mvm is so broken (for only 400 credits) than its boring to use
@@amyrosechaqueta like warframe in that game something can be real op or broken and later or is patch or you just get boring
My proposal to valve:
New Gas Passer
- Move it to the melee slot, and allow it to be used as a melee weapon. When charged ALT FIRE can be used to throw it. (This will still allow you to have a melee weapon, and create the opportunity to combo a flare gun with the next bit...)
- Change of funtionality: When the Gas passer is thrown, any fire damage (friendly or not) within the area created ignites the gas. The gas then burns for 3 seconds, enemies that stand inside are set on fire (refreshed every second).
-Finally charge time change. Instead of damage done charging gas passer. -> Every second enemies are on fire, add one second of charge to gas passer. (i.e. setting 5 enemies on fire and them burning for the full 10 second duration will fully charge the item).
So you want the scorch shit and a better gas passer.Understandable.
Funilly enough I think like 70% of bad weapons are actually some of the best in MVM
Doesn't excuse their shittiness tho
Good vid
Nah gas passer and buff banner are pretty much the only bad weapons that are good on mvm, rest of the bad weapons are forever bad in any game mode
@@ilikewindows3455 *Laughs in fan of war*
@@TytoSwift Bro are you implying the fan o war is BAD?!
I TAKE OFFENSE TO THAT! THAT IS MY FAVORITE MELEE WEAPON IN THE GAME
@@ilikewindows3455 the Scottish resistance, the fan o war, the overdose, the blutsauger, the brass beast, and the black box are all bad in casual but great in mvm
@@redmosquito2173 AGAIN WHY IS EVERYONE SAYING THE FAN O WAR IS BAD?! WHAT IS WRONG WITH A WEAPON THAT LETS YOU AND YOUR TEAM MINI CRIT SOMEONE FOR 15 WHOLE SECONSS?!
jesus. that was pretty heated
how about we keep the momentum going by doing a map analysis on wutville?
Wutvilles has some crazy ass invisible chips of wall everywhere along the edging. Did anyone from valve actual play a match in the map? I like it though besides the invisible walls.
Everyone is always hyping up trickle-down balance, but I'm not sure how much "end of all gaming" it is. Theoretically it should be effective, but much like economic trickle down, it has many issues in its implementation, and cannot operate by itself.
In the context of tf2 let's analyse what the issues are.
First of all, to work trickle down balance requires competitive to be the same or a similar environment to causual. But this isn't true for several reasons:
1-competitive skews heavily towards 6vs6, meaning in most games a team isn't composed by all nine classes
2-the lack of random crits greatly nerfs melee or other weapons that rely on it to work in casual
3-fixed bullet spread makes dealing damage more consistent in competitive, and nerfs or buffs certain weapons
4-the competitive map pool doesn't include all casual gamemodes, meaning there's no data on what weapons work there
5-ban lists are a thing, basically making it impossible for Valve to gather data on certain, if overpowered, weapons
Then, in the economic version of trickle down, there's no guarantee the money will be spent in useful investments like factories or infrastructure, instead of buying another super yatch. This in tf2 basically translates in:
1-all weapons should have a low skill floor, that is to say be atleast mediocre even in the hands of noobs, because=
1.2-buffing or nerfing a weapon exclusively used in competitive could have a terrible unforseen fallout for casual players
2-in the same vein, all weapons should have an high skillcap, because=
2.2-a weapon not usable in competitive won't have enough data for Valve to balance it correctly
So all in all, Valve should still take note of how a weapon behaves in both competitive _and_ casual, the latter especially in the case of weapons used exclusively or rarely in said gamemode.
If there's any criticism I missed, I'll gladly add it to my list.
As for the method to determine the best/worst weapon, including in the context of balance and fun, this is my idea:
1-it should have both a low skill floor and an high skill ceiling, ergo be useful in both casual and competitive
2-it should be unique, because variety is fun and to avoid becoming a straight upgrade or downgrade compared to another slot option
3-it should act as advertised and consistently
4-it shouldn't have negation or apply-debuff mechanics
4.2-because it takes away the enemy abilities, instead of enhancing yours, making skill less relevant and the fight less rewarding
5-it should encourage team and fair play
6-it should cause instant gratification on hit/use
7-it shouldn't be bugged
What the fuck does this have to do with the video
@@perturbo4253 4:36, he talks about it.
@@thefirstprimariscatosicari6870 yeah. For one second.
"4- it shouldn't have negation or debuff mechanics" for negation mechanics it depends on the mechanic, but for debuffs, im fine with the existence of bleed, afterburn, the milk and gas passer being in the game
I was incredibly disappointed when the Gas Passer was unveiled. A gas cannister for Pyro? Awesome! The weapon sucks? What the fuck!
I remember a weapon on a custom weapons community server which would completely outclass the Gas Passer. I was tiki-torch themed and could lay down oil on the floor and ignite it, and if enemies stepped into the fire, they started burning as well. I'm fairly certain this was such a popular idea for a Pyro primary that dozens of people independently came up with this same idea in various capacities, including myself. Back in middle school, I would have called it the Oil Slick (I was not a creative child) and you would switch between the flamethrower's pilot light being on or off, with off spraying the floor and players with oil and on being a normal flamethrower. The idea was that it could be used for area denial and spread afterburn like a wildfire (pun intended). The downsides would be that laying oil would use the same amount of ammo as using the flamethrower normally and reduced - nearly nonexistent - afterburn on players not soaked in oil. I feel like that's well balanced, fun to use and to fight against, and infinitely better than the Gas Passer for 1) not being a fart pun, and 2) not getting rid of your secondary weapon*.
In case anyone is curious, I think the tiki torch flamethrower from that community server is on the Steam Workshop, though I don't know if it has stats on the workshop page. *However, on the Workshop, in a proposed set with the tiki torch flamethrower should be a coconut gun secondary (which fires in spurts).
would the coconut gun secondary hurt anyone it shoots
Pyroland contracts with the gass passer was hell, I literally cry after ended up. It’s was only the coating people with it part
I still have memories of running in Hightower, playing a Pyro without cosmetics and trying to set everything on fire with this thing, including friendlies (although I merely ran away from them after setting them on fire) just for the sake of completing the contract. I was a F2P with less than 2 months of experience back then so it seemed kinda fun to do.
I don't think I would be able to do this now, though.
Pyro land contract is HELLLLL
I hate the Dragons Fury, and the only way I finished that thing is by killing 5 friendlies in 2fort.
Sorry
@@asai6201 i like the dragons fury, but I need to admit that the contracts are sometimes annoying
@@asai6201 actually I haven’t completed the part to extinguish members with it because is too situational
@@fanimation617 I'm now dealing with thermal trusther :/
This item could be a decent meme weapon if it could combo with the neon
And if it was more available
If it exploded when caught on fire that would be fun.
@@notalive5479 just like in mvm but not as strong could be a great buff
aged like wine
Zesty jesus every one. The guy you want to go to for philisofical and pycological questions that you want answered
speling moment
@@wetsocks42_50 that’s probably the point dude
I’ve fought against people with the gas passer, and I don’t think I ever noticed anything about it other than “oh what does this thing do, It’s probably gonna result in my death but it isn’t damaging me so I’ll stay here I guess?”
Knowing this man had to literally use the gas passer outside of MVM, the one only good instance that it can be used, is something I dare never try, and I respect the hell outta this man for even getting an assist.
I love how people whine and whine about the pyro yet getting two kills with the sniper will get you instakicked from any pub.
i mean, sniper's purpose is to support his team from afar, but godamnit sometimes the snipers just use their team as a meatshield or a wall and kill 70% of the enemy team by demselves
edit:
quickscopes are bs, you get behind the enemy lines you somehow manage to avoid the sniper's sightline, and, there you are, behind him, he doesnt see u, you barely touch him, boom headshotted, although, jose.gonzales.2007 wont be that hard to kill or not even worth to kill
it takes skill to do quickcopes but its too powerfull for how hard it actually is
ATTENTION: MAD DARWIN'S DUNG SHIELD USER INBOUND. CANNOT SNIPE AND GETS MAD WHEN THEY GET FLANKED
maybe because there's been a massive bot crisis going on for the past year? I'm either completely missing the point of this comment, or you have no sense of context whatsoever
Quickscopes do need a nerf tho
@@tamalrickolino413 why
ngl i thought this was gonna be a tacobot.tf rant until i saw "zesty jesus" in the name lmao
Tacobot.tf
Now that is a name I have not heard of in a while
@@ilikewindows3455 Herald11
@@ilikewindows3455 they are back.
@@johnmokeypants2753 dear god
@@ilikewindows3455 I have never seen so much cancer on a site since I've gone on reddit.
Item got buffed yet still sucks
wdym, you can be a trollro now
The Gass Passer: The bane of toxic MvM players.
Yea, a lot of toxic mvm players hate it but I wouldn’t say all of them.
IM BEAN
I still don't understand why people hate the GP in MvM. It helps with the objective, no?
@@soopcanwastaken it's like being mad that someone switched to the phlog for a tank round.
Ngl, the salt emanating from Zesty is making me just as furious as he is and I'm not even playing tf2 to use it
Feel like this "weapon" could be fixed by just combining it with the Hot Hand as a melee throwable much like how scout has his ball weapons, it'd still be bad but you wouldn't have to lose a secondary to use it.
Would at least be a usable meme then.
God tier idea
And make the second hit of the slap mini crit if it connects after the first, like that one workshop stat suggestion for the rattlesnake.
Yeah, that's an excellent idea. Being able to have a secondary to actually use in conjunction with it would increase the Pass Gasser's mileage by a significant enough margin to make it usable, but the tradeoff of not having one of Pyro's other amazing melee's would be enough of a downside to keep it balanced, imo.
@@Paulunatr Huh. Didn’t expect an objective and concise opinion. I just anticipated memes.
@@nugget0928 Honestly, neither did I.
On second thought, I think a damage vulnerability or other passive downside would probably get added to the Hot Hand if Valve were to merge the two. Not a big one, mind- like the Pain Train's little increase in damage taken from bullets (15% I think?). That seems to be how they like to do things.
I can see it now: "nO rAnDuMb cRiTz"
8:14
Pyro and spy looked at each other slowly and they were like
No
People arguing that one of my favorite weapons is the worst weapon
Me: aw thas apples mate
apples B/
How do you like this thing
@@nugget0928 mvm
@@pearmint308 a niche in a pile of depression.
Thank you for postin' this! I saw the Fsoas comments and got worried you wouldn't, since I love all your videos! Keep up the good videos!
"out of player's control"
as overwatch player I laughed
Hero's never die!
What is the point of having a massive shield if mY TEAM GOES EVERYWHERE BUT BEHIND IT???
*The Virgin Gas Passer (pvp)*
-Not useful in most situations
-Inconsistent
-Doesn't do much damage output
*The Chad Gas Passer (pve)*
-Extremely useful
-Easy to use against the horde
-Does an unfair about of damage
11:20 "It just works, it just w o r k s"
I just started tf2 and picked up Pyro. The gaspasser was one of the first items I got and I kinda enjoyed it (since I did not experience the JOY of other weapons) until I got the Thermal Thruster and, oh boy, did I never touch the gas passer ever again.
Enjoy your new experiences, my newbie brother in arms!
Just wait until you unlock the flare guns
@@firespark0774 And, the best of all, the holy *_Detonator_*
@@Real_temmie_undertalo *holy music starts*
Ok that Metroid Prime 2 styled intro gave me chills lol.
A day before it’s buff I finally watched this video,It makes me feel like a main character(But it totally shouldn’t)
At first I was like, "Well it's not that bad, I remember using it."
But then I thought about my pyro loadouts for a bit.
I haven't equipped it in months.
I'm not a very effective player.
I use the homewrecker for fighting players more than for breaking sappers and buildings.
I haven't used the gas passer even for shiggles.
God it sucks outside of MVM.
I got so engaged in the first half that I was surprised when he brought the gas passer back up
Zesty sounds like a defeated man by the end
He is
Broken beyond repair
the beginning: an average Zesty Jesus video
the end: Austin Hourigan
It isn’t even a meme weapon it’s so trash. At least all the other “worst” weapons have that going for them.
The only use this item has is in mvm and thats it
It's worse than the caber and that is saying something
what about the pompson?
@@GabrielAidley The Pompson is the "I'm god damn tired of spies and their dead ringers, and I will demonstrate it to you" gun. Also pew pew.
The Sharpened Volcano Fragment becomes useful because of how often it crits. If I can kill a pyro with two random crits In a roll, then it's a good weapon.
Just make the Gas Passer into a generic Molotov. You know? actual area denial.
That’s what the Scorch Shot and Detonator already kind of do
The fact that this is a reward and the second banananananana is a "meme" is actually hilarious. Thank you Jungle Inferno for literally nothing good other than pyro flame fix and a bananana
The best part is that the banana is a genuinely good side grade, for mobile heavies without a med. The only good pyro weapon from JI was the dragons fury, but even that has issues (projectile causes massive fps drops, and is not indicative of its actual hitbox.
@@radial8955 isn't any projectile can delete dragon fury flare, especially default weapon of medic with it high rate of shooting?
One stat can make the gas passer balanced. Napalm effect: afterburn cannot be cleansed and flame weapons reset the duration