Hyperlaser main here I think I made several tanks cry as a hyper main Seriously why does hyper do so much damage, like a E version m1 with a quick m2 does 95
Hello, sling main here!! One thing he didnt mention in the video that if it's conquer, REMEMBER TO GET ON POINT. To counter Ban, here are some tips for each move: - Passive & m1: Hover and start chipping away dmg when he's using his e. M1 is also used in medium distance because it doesnt have that much range. - Q: Use this when he's using his e as long as you're in the air - E: Save this to either escape (from his m1/m2/q) or to keep distance and use your m2 - M2: As shown in the video, shoot from billions of studs away. Bans are slow and easy to hit so you should have very little problems landing your m2 - Ult: Stand at the very edge of the opposite side of the point if your team is losing. If not, you can stand outside of point For Katana (the harder one D:), for this one im just gonna drop a bunch of combos that lets you escape and do dmg at the same time: - Look up + E (aka dolphin jumping) + hover + D + Q + M2 (M2 if you can lol) - Dolphin jumping + hover + M1 - Dolphin jumping + D (to back up) + M2 + D + Q If he pulls you in, RUN AND PRAY. You can also make him lose interest by constantly hover (until hover ends, then fall down to touch the ground) + dolphin jump + q + m2 then touch the ground + hover + run until your moves recharge (should be easier if you hit your m2 and q) Remember to loop around the point while using these combos! Hopes this helps!!!
if you're hyper and a tank gets close, try and hit them with a direct Q and E combo; this gives you a lot of speed, slows them down and harms them a bit too p.s. for boombox, use your AoE to your advantage; if the tanks are low and/or distracted, circle around them while hitting them with the edge of your attack. if you're low and/or being targeted by one, run! use Q to get on top of objects, m2 for a speed boost (ideally at full charge) and make sure to hit m1 consistently. it's hard to pull this off, though, so the best thing to do is divert their attention. if there's no rangers trying to simultaneously hit, using E/E recast can push them back a little.
2:37 hyper main here, when dealing with a katana or ban, there are options, the grenades give a speed buff to any teammates including yourself if you are inside when it explodes, and gives a speed debuff to any enemies, timing it to hit you and the katana or ban will allow you to outrun them for a bit, allowing you to make distance and possibly teleport away with e, also just pressing e while moving will give you a speed boost to put a bigger gap between you and the tank. Just be careful of Katana’s grapple or bans leap
I was going to say “What do you mean lose interest they aren’t Pokémon!” But then I remembered as a ban hammer main. If you run away long enough. I will lose interest.
as a hyper main: hyper actually has really easy time dealing with tanks, his Q literally makes them unable to attack you, and also speeds you up, and his E just makes you able to run away and do a quick headshot while running, there is a reason why tank mains hate hyperlaser
from a coil player. do NOT use gravity coil to try and escape ban hammer, his m1s keep dragging you back in and you can’t do anything about it. Maybe use speed to try and dodge out of the m1 spam or regen block to not lose too much health
1:15 EY IM DOIN MA JOB JUST FINE seriously tho banger video, i constantly see ppl run head first into katanas and bans and am powerless to do anything so hopefully this reaches out. ty my guy
I can also recomend playing either Katana or Ban Hammer a few games to get the feel of their moveset, that way its a lot easier to predict what they might do next if they're attacking you
vinestaff main here! some tips for her sprouts are very important, they give her a speed buff which is basically her 1 mobility option. make sure you're placing sprouts regularly so if banhammer and/or katana use their longjump/rope, you have a little bit of speed to get away using e on a group of sprouts will give you a burst heal of 50-ish hp, which can help you survive while waiting for your team to bail you out and make sure to be using your e on the tank chasing you as well. it applies stun!
Let me do a TLDR of this video "Dont phight tanks, poke and kill them from range. If you dont have range, wait for them to get low then demolish them" *Banhammer flying towards you whiile dealing half of your health in one combo and using his phiniser* Yes I play Banhammer and please do underestimate how far I can jump :)
As someone who plays medkit, the trick for tanks is that you literally dont have to deal with them they can be used for headshot fuel and you can just outdamage them, medkit is effectively a ranged tank if you can hit your shots and katana and banhammer are amazing headshot fuel
as a bio user ive been trying to run in and then out by blinking w bans as if im some kinda skateboard but using my abilities would probably be a safer move
my tip for when you play subspace against tanks is just focus on them. subspace's whole move set is reliable for chipping down tanks with his poison effects and make them weak enough for your teammates to finish them off. If you are being attacked, you can use your M2 and E to get away for a safer range (unless youre being targeted)
As a Hyperlaser main I do not relate to being bullied by tanks. Ban hammers when they use their Q on you try to dodge it, if you got hit by it press q and jump out. Otherwise Ban hammer is just too slow to catch up to a Hyperlaser.If you encounter a Katana press q if you get hit by his normal m1s or his grapple(Q), use E to gain distance, be sure to utilize the wire frame mechanic. Also telamon is a fair and balanced map and nothing is wrong with it.
The ones that are best at killing tanks in my opinion are either longer range phighters (Hyper and Sling) or chip damage phighters (gun Scythe and Vine Staff) due to the amount of damage they can do when focus firing. Other ranged do work as well. Subspace also does well in conjunction especially if you hit them while no mines are active, bonus damage is done against them while inflicting broken, allowing your team to do more damage to them.
Hi, scythe main here with some more insight with her I've been playing her since the day she dropped so I have quite a bit of experience. Funnily enough, m1 spamming full health tanks is actually a really good idea sometimes. If they're targeting a teammate, tipper m1s deal tons of damage because it scales off of health (tipper = 7 + 10% of current hp, minimum 5). For example, a single tipper m1 on a full health katana would deal 32 damage with one hit, not including potential bonus target damage. You can chunk them down faster than they can regen oftentimes. Of course, this doesn't always work. At half hp m1 does much less damage, but luckily, scythe can activate her domain expansion and pull out a gun. Rifle m1 shreds incredibly fast on a slow target, and is especially potent at mid range. This comes with the danger of being targeted by a tank, which can be scary. For ban, he always tries to close the gap with q. It's up to you to anticipate when he does this and swap to scythe mode to get out before he can get to you. For katana, it's messier and easier to screw up. They will either 1: use q to pull you in. IF they do this, swap to scythe mode and gtfo, retreating to your team is the best bet. If, for whatever reason, you can't get to your team, try to go somewhere katana can't get to easily. Alternatively, they can go for 2: walk up to you. In this scenario, strafe backwards while firing. As they walk up to you, they will 100% 11 times out of 10 always use e. Always be prepared to stop firing. With practice, you can even predict when they will use q and punish it. One of the top five feelings in the game is predicting an e, waiting a second, and then dealing 60 damage with a shotgun. Not only does this apply for 1v1 situations, but also applies doubly as much when in a group. This is because you can bait out an e and the rifle ult on a group, dealing waaaay too much damage. IF you have an ally subspace, chances are you just kill katana outright. And that's about that for scythe. Her role is a tankbuster after all. Oh yeah just wanted to add for coil; katana is air grav e food. just m2 e e he can't do anything about it lol.
thank you for the insight, im trying to learn more about scythe's playstyle as i hope to one day effectively main her more, so this is really great. thank you, and happy phighting!
tip from a tf2 player: coordination is key. give callouts to your teammates on who to attack first so that they can focus fire on the tanks (or the medkit / vinestaff supporting that tank) so that it could help your team. and for scythe mains, please stop holding down w + m1.
my one issue with fighting tanks is i *do* use ranged stuff against them, its just when they're low they simply walk away to find a melee player and kill them to regen all the damage i did
Typicall if you use any sort of ranged move to get them low enough to run away, melee fighters should be able finish them off without a problem. They should also be slow enough to not really be able to run at all it most cases. Personally, I don’t really see how it’s a huge problem.
i like how you split up the video segments into the 3 classes! it makes things very clear and it's a nice touch that you swapped some phighters around into places they fit into better. here are some tips i have for phighters i play! one thing i can say for mid health melee classes mainly scythe, sword, and sometimes coil, is that jumping around the enemy tank is very helpful since tanks are slower and take time to turn around in order to hit you, scythe herself can usually take on a banhammer pretty easily if she does this using her melee. i don't recommend going melee against a katana with her though since i believe he has more melee range than her. for sword, the same thing applies, plus you get a lot of extra damage if you can movestack your q and empowered q, i don't recommend using q against a katana though, since some katana players air surf and you end up being unable to reach them. i do believe sword is very close to being a tank the only thing is that he isn't able to self sustain anymore but in return he gets a lot more damage which is still helpful. i can't say much for coil though since play him but i suppose the same things apply, with bio and skate they're way to fragile and don't output enough damage to take on a tank alone. skateboard specializes in burst damage with getting off of his board, his q, and his m2. and i don't even have to explain biograft. these two melees are better off going for picks like a med or subspace, rather than facing a tank head on. but if they're low health you can go in and get the kill, esp with skates burst dmg and bios execution. for ranged classes they are killers i tell you! if a tank is in stays in their sightline a, rocket, sling, or hyper can easily burst them down to low health with how much damage they can output. shuriken usually wants to be a bit closer to the enemies mainly behind the enemy line but do NOT approach the tanks DONT DO IT!! with the shuriken nerfs he has little to no mobility options he can use during a battle and he can easily get pulled in by moves like ban m2 and katana q. overall with ranged classes, keep your distance and constantly move, unless you're a camping hyper that is. this also goes with supports, as medkit, vinestaff, and subspaces damage is crazy if you can keep hitting them uninterrupted. i don't play boombox either you're not alone on that one so i don't have anything for him :<
Moves that let you jump around tanks quickly and get in damage is kinda what I meant by “slightly mor ranged moves”, though I should’ve been more explicit 👍
As someone who used to play Boombox a lot (which I’m glad I don’t anymore). Boombox has a few ways of distancing himself from the tanks (unless Katana has Q ready, then you’re just cooked) When I first played Boombox, I EXTREMELY underestimated the hitbox of his Q when he slams down. The range of it exceeds Katana and Banham’s M1s. So with good spacing, you won’t get hit. His M2 also covers a huge range around him at max charges so with good spacing again, you won’t get hit. His E however, from my experience, feels like it doesn’t have as much range as his Q or M2, but with good timing and best possible spacing, I think you can get away with not getting too close to the tanks while still hitting them with E to knock them back. As you’ve seen from other comments on Boombox. Yeah… if the tanks get close enough to get their hands on you, then good luck running away (because you won’t) You can use M2 to create distance but you’ll still take a beating and E doesn’t push them far away enough to be out of reach when they’re already on top of you. You can use Q to escape if there’s a platform or area that’s high up, but Katana can still reach you when you use Q unless you jump before you use it. Oh, and there’s those times when a Katana gets close to you without using his Q by just walking up to you or sneak attacking you, and then when you try to escape with your abilities, he just grapples you in again and your F*CKING DEAD.