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Yeah, I interpreted it as people coming together to actively combat the bots, functioning as a morale booster of sorts in spite of the fact that Valve won't fix the problems themselves.
Here's a hot take: 15:55 videos like those should serve as criticism to workshop creators rather than "irresponsible takes", the fact that one of those videos proves team recognition is important with gameplay and calling it "irresponsible" and/or a boring subject just means hiding/ignoring the problem under the carpet and never try to improve your own work.
It just comes off as revisionist history, because you cannot watch those videos and come out of them with the conclusion that they are anything near "irresponsible"
absolutely, Zesty's video about team recognition exposes how easily it is to destroy said recognition with certain cosmetic combinations that currently exist in modern TF2, it should not be something that's ignored or deemed an irresponsible take.
Hot take: A lot of people complain and meme that scouts take medkits from medics. But, a lot of medics that i see in game REFUSE to heal anyone that isn't a power class or their friend on a call, so the scout goes after a medkit and the medic gets mad at him
that my friend is what we affectionately call a medic girlfriend. Unlike real girlfriends a medic girlfriend are severely loyal and wont heal anyone other than their chosen pocket for life. You dont usually find them in the wild but if you do, dont expect heals from them cause they are utterly devoted.
Honestly those guys are missing out. Love watching overhealed scputs be a menace, and Ubering a scout is one of the most energetic feelings in the game.
scout mains be like "MEDIC HEAL ME PLS" when they have all the mobility in the world to dodge attacks and not take damage then when they finally get healing they run into a sentry gun and die
Missing the point with meet your match. The queue times arent the issue (though being able to directly join a map mid match did make things faster) but rather what we lost with it. Not being able to join a friend mid match (Literally an option built into steam exactly for this thats useless now), cant switch teams, vote scramble when getting steamrolled, cant stay in the server without it becoming a deadzone when the match ends. The only intended way to play "casual" mode is to sit down queue up, play the whole match through and then leave and requeue again which obviously leads to a more sweaty experience. What made the game magical was the pub vibe like kids gathering around with their friends shooting hoops where the fun mattered more than the competetion. I dont think its wrong to have a competetive experience for the minority of players that want it but its hard to deny the loss to the game in pursuit of esports. Also the halloween contracts now being tied to match completion is extremely annoying and only there to band aid the problem valve caused themselves.
I reckon a bit more feedback on sniper's location would make fighting him less lame. Whether it's scope glint, tracer rounds, a more obvious laser sight or whatever else we may have not considered yet, anything to help players out maneuver sniper instead of just hiding and praying he's no longer there would aid tremendously in making sniper match ups more interactive. Simply assuming a sight line is occupied by a bushman, or having to drop dead to reveal their location is not enough at this point.
This in turn would also make it so instead of just “click on head”, you would actually have to be wary on repositioning so players can’t home in on your location, while making it so players know there’s a sniper and need to tread carefully. Adding something like this would be beneficial for both sides and “respecting the sightlines” would be a lot more possible if we know where they are. It makes Sniper have a bit of a higher skill ceiling and even improves maps with horrible sightlines (Like Upward or Dustbowl) because you can actually see and respect them, and maybe even correlate a way to get closer. Maybe I'm just speaking nonsense, though. It’s late as of typing this.
Totally agree with your medic take. There's literally been times when I was having a lot of trouble aiming at people and was ending up bottom 3 on the leader board so I decide to play medic and actually help my team win the round (which usually results in a steamroll because neither teams have a medic usually)
My own hot take as somebody who plays Medic: I think people don't want to play as him because Medic is perceived as defenseless and an easy target; casual players want to get a lot of kills and pick classes that can kill instantly or can move really fast. Nobody wants to admit this because they know it'll make them look like K/D obsessed meatheads.
The sniper thing is interesting because I didn't realize some people see a difference between "lame" and "OP", maybe others use the term differently but overpowered to me means not "statistically good" but just "more powerful than it should be". If some class or character is awful to play against but still has a below-average stats or whatever, I would still call that overpowered, because it shouldn't be powerful enough to make that engagement unpleasant. On the flip side, something can be objectively, undoubtedly statistically powerful and not "OP" as long as it's still fun to play as, against, and with, like medic.
33:33 My biggest issue when playing as medic isn't that I'll get focused, my issue is playing medic and healing people who clearly don't understand how to play when they have a medic on them. (which I get is kind of like a snowballing issue) But it just sucks to build your uber or your kritz and give it to someone and they absolutely waste it.
For me, my issue with playing Medic is simply that there's not much for me to do in terms of skill and decision-making. The main skills a Medic player can improve on are deciding who to heal/uber and when, crossbow aim, and avoiding sightlines or damage sources. The game's balance needs him to be the weakest offensive class, but I think TF2 goes way too far and makes Medic feel like a passive role. At its worst it's like the gaming equivalent of being an assembly line robot. Engineer can have this problem too when you're turtling, but at least he can still have fun shooting people.
@@QuintessentialWalrus This is why I personally really like the Vaccinator: You become an active participant in a battle, instead of your only real decision being to whether or not bail on your heal target.
As a hybrid-knight main, it varies from- "Thanks mate" To "Sentry-WOHOHOHOHOHAHAHA, WOHOHOHAAAHAHOHOHO" To "Dang it engi, PLACE YOUR GODDAMN DISPENSER!" -For us
Here's a hot take that I thought up after watching through this: The Red Tape Recorder would actually see more use if it had a stat that say gave it enough health to require 3 stock wrench swings to destroy instead of 2, would that fix all its issue? Most likely not, but it would certainly allow it to hold up better against the stock sapper and perhaps make it punish Jag and Gunslinger engies a bit harder as well as those engies who over rely on the rescue ranger's healing and stray too far from their sentries too much.
That ending hot take put a smile on my face, because whenever I go into the game, I see that Medic is my highest played class. I kinda prefer Medic, actually because it can be an entertaining class to play, and because like Dane said, NO ONE PLAYS THE HEALER! Like, not just in TF2. Most games, everyone hates playing the healer, because they'd rather do the "fun things".
They just don’t know how to get frags on medic. The best part of the crossbow is that it does way more damage than the syringe guns and is easier to aim, snipe some light classes with 2 shots and you can heal your team at the same time
one interesting fix to sniper is to include a sniper scope glare, kinda like the ones seen in cod. that way you know when the sniper is aiming right at your head. that's the only problem for me, lack of interaction
@@Kewertate if they were to add something auditory it'd probably be a sniper ahead voiceline. when it comes to crossing a sightline, i think the glare helps you know when you're dodging the sniper's aim and when you're not (assuming you're aware)
Not a braindead suggestion for once. Battlefield 1 has this mechanic, but the scope glint was a sweetspot and was visible from certain distances, said sweetspot also varied from rifle to rifle. The effect is just a rainbow lens flare and serve as visual feedback that you're being scoped in on. This could work in tf2 if it's not implemented poorly/intrusively. Still, far better idea than "just replace the dot with a laser bro" lol
@puzzlepuddles6712 That's a good idea too, but what I meant was something along the lines of actually hearing something to hint a sniper is scoped in on you. Like a small glint noise or a musical que of some kind? Just anything to give you some info on his current actions.
the sniper being scoped in should be more obvious than a metal gear solid helicopter or sniper not just the incredibly massive lens flare plus the sound, also when you appear on the sniper's screen david hayter and troy baker literally appear behind you and scream into your ear hitting z5 on keyboard plays a "sniper ahead!" voiceline until these conditions are met the class will not be balanced
I don't normally watch videos about TF2 which makes me even happier that this video was recommended to me. Well constructed and kept my attention to the end despite not being a seasoned TF2 player. Can't wait to catch up on all of your other amazing content
Hot Take: Mini sentry should shoot rocket salvos instead of bullets. Hear me out: - Rocket damage ramp-up/fall-off scales with distance from the Engi, encouraging the aggressive battle Engi playstyle - Addresses what makes the mini annoying without making it weak. You can dodge at a distance, but it's stronger when closer or against distracted players - WRANGLER ROCKET JUMP ON BATTLE ENGI!!!
I have almost never seen anyone complain about "At range mini's" the only person who wouldn't struggle with them is heavy or another engineer, One whom can take the damage and move on and one who doesnt even run into them anyways been close to close-mid range Mini's that were the issue, giving them damage scaling, AOE inducing rockets on a quick to build, cheaper, more mobile sentry gun that can be placed a minimum of not once but twice in a say a one on one engagement. No one would survive that unless they are a Heavy already revved or a Demo with the lock and load or the enemy engi is just bad. It would kill whatever issue people would have with it now im sure, just invent one that is much worse in the process.
@@SpookyScarySkeletor "the only person who would struggle with them is heavy or another engineer" did you forget that scout and pyro are classes in this game
I don't think the problem with random crits is that they're random, but that crits themselves are way beyond overtuned in TF2. If random crits had the strength to say, random minicrits, I don't think they would be nearly as contentious. Randomly doing over 3 times damage at any range, especially ranges where you would normally be hitting for like, 40% of base damage because of the falloff that crits ignore, is ridiculous; that's like 8 times damage in a theoretical scenario that isn't at all rare. Especially in a game that I, and I think most, would consider to already have really tight balancing on it's damage outputs vs it's health breakpoints. Personally my hot take is that random crits, the kritzkrieg, sniper, and bots could all be balanced or fixed by halving the damage of crits from 300% with no damage falloff to 150% (maybe as high as 200% if that's low enough to fix some breakpoints) with no damage falloff in all PvP modes (leave them as-is for MvM) sniper wouldn't be able to invalidate the metagame, lobbies, or enable botters as heavily if a quickscope was nonlethal, but still crippling enough to contribute to teamfights and scraps. Random crits wouldn't be quite so hateable if a crocket wasn't a guaranteed instakill on a dice roll. I think the value in random crits breaking stalemates is really in the ignoring of damage falloff, turning a potshot from a stalled position into a heavy chunk that can open up a play, and the huge damage bonus on top of that making the crit the play itself just robs it of complex satisfaction.
The whole Sniper talk reminds me of Big Yellow's second video on banned strategies in competitive Pokémon. He talks about how Agility and Partial Trapping, a Gen 1 strat where you use a move that increases your Speed followed by a move that prevents the opponent from attacking you for multiple turns in a row while slowly damaging them if it hits. With higher speed, the APT mon will always go first and hit the partial trapping move again as soon as it ends, leaving the opponent with no chance to retaliate unless they get lucky and the move happens to miss. If you think that sounds overpowered, it's really not, but it's very uncompetitive and unfun, so it was banned all the same. The video also mentions Gen 2 Snorlax, a Pokémon so powerful it is MANDATORY in all singles teams if you seriously want to win. It's *not* banned because you still have to put some thought into how you use it, plus it serves as a hard counter to a lot of Pokémon that *would* be unfun *without* Snorlax to keep them in check. Big Yellow compares it to Medic, as both are massive game changers that are mandatory on any serious team, but the game would be way worse if they were totally removed.
32:07 Alternative proposal: Heavy should be allowed to equip lunchbox items in the primary slot, granting him a passive movement speed buff for doing so with no extra downsides other than the inherent downside of not having a minigun (and not being allowed to equip a secondary lunchbox if you already have one equiped in the primary slot). The only extra thing you'd have to do is make Heavy equip his shotgun on respawn by default if he has a lunchbox primary, which there's already precedent for in the game (ex: Medic's spawning with mediguns equipped despite them being secondary, and Demos spawning with their stickylauncher equipped if they're running booties).
The shotgun is too strong and Heavy is too tanky to justify that. It is realistic to do 180 damage in 2 shots which is going to kill everyone but Soldier and Heavy. Being a 300 HP tank while having the ability to heal yourself anywhere or heal an ally is just way too much on top of this. Heavy would need a shotgun primary designed specifically for this, something that does 70-80 damage but ups his mobility. This would balance out his tanky nature by making him 3-shot Soldier, Pyro, and Demo and if you drop to 70 then Medic would survive 2 shots giving them a chance to run.
Here's my hot take: content creator worship in this community is even worse than the Minecraft community. Nobody ever said Sniper was overpowered until Soundsmith said it Nobody ever said random crits were fair until Dane made his video about them Nobody ever said V-script game modes were bad until Monkey said so. The list goes on and on.
On your hot take of Medic being the easiest class to win with: Yes, but no. I like playing Medic, and often switch to him if I need to or just for fun. Some days I just feel like not playing him, being a Pyro main. But, I have seen games where we didn't have Medic and pushed through, and games where I switched to Medic and nothing really got anywhere. It really depends on how skilled and in sync the other team is. Now, a couple of my personal hot takes: TF2 already has a Jack of All trades class, it's Pyro. Got a tool to fight every class effectively, is a diet support thanks to Gas Passer for team fire, Homewrecker removing Sappers and air blast putting out fires, can be a diet defense with air blast reflecting rockets and grenades and Gas Passer for crowd control, Offense is the main job they're supposed to have. But, if you know what you're doing a little bit. You are the generalist, you're like the glue that can keep everything running smoothly while Medic is the team dad making sure everyone is healthy. Now my hot button one: Random Crits are honestly, not the worse. I can see why you'd want to remove them (I watched the video), but I do think your point about how "Random Crits hurts new players learning" could easily be flipped if the new player sees a new shiny rocket coming at them showing that "Oh, that's different and likely I could die easier." Personal opinion of; "Skill's amplified with Luck based elements, not hindered." Example: Soldier gets a Random Crit, you as Pyro reflect it back at him, or his pocket Medic. All that said: if Random Crits were removed tomorrow, I wouldn't lose sleep about it. They're not *needed* but they're also not as bad as people claim they are. I've had plenty of deaths that took the chance from a kill due to random crits, but also had a whole lot of deaths caused by the fact I can't aim (I am a Pyro main). I also got a lot of kills thanks to random crits, I can't really be mad for it being unfair if we have a relatively same chance to get it. TLDR: Random Crits are slightly over hated, but at the same time they aren't needed.
"if we have a relatively same chance to get it" isn't true, random crit chance goes up based off of recently done damage, the more damage you deal, the higher your chances of a random crit.
10:35 "lack of cool movement tech" ah yes, team fortess 2, the game that famously lacks techniques such as: • double jumping • triple jumping • hype jumping • rocket jumping • sync jumping • pogos • c-tapping • ramp sliding • flare jumping • just a fuckin jetpack • sticky jumping • charging and the thousand derivatives possible with it • jump revving (maybe) • building boosting • wrangler jumping • quick-fix jumping • zoom by tim allen • air strafing • bhopping • damage boosting • a thousand other things that i haven't listed here clearly, tf2 has no cool movement tech. dead game, guys, pack it up
Tbf most of these are locked to 1 or 2 classes or are only possible with a single weapon. Probably like half that list would just be under the "rocket jumping" umbrella term. Besides, it's obviously not the type of movement tech the hot take was talking about.
Another counter I found to spys is when playing Demo or Pyro shoot something at you feet that has area damage. Demo: Stickies, then walk 2-3 seconds and detonate Pyro: Flare gun or its ‘sidegrades’ at your feet
The 'avoid sightlines' argument for sniper is absolute garbage. Upward is like the most played tf2 map, and the first point has 4 good sniper spots favoring red, 3 of which have a sightline on multiple blue spawn doors. 2 of them in fact can see all 3 spawn doors. So if the sniper can watch all 3 doors I have to walk out of to even plan the game, how do I avoid the sightline/hotspot outside of a spy cloak?
This is like peak RU-vid for one, watched this video like 3 times. I have 1400 hours in tf2 and I think the battalions is fine. Wrangler is broken on some maps but not all, and the phlog is fun and gives a bit of wildness to the tf2 experience. And maybe sniper's fully charged headshot should do 400 damage or lowering snipers health to 90, so heavy isn't a complete crutch on your team (on some maps). Those are my opinions, great video!
0:29 I don't play spy because I am extra useless and bad as spy. Same with sniper. At least as scout I can be a distraction. Chug a bonk and waste the other team's ammo for a good time. And then the bonk wears of and they continue to waste their ammo on me for a few seconds more until I die again while my team does not take advantage of the distraction in the slightest.
The issue of artstyle and team recognition isn't stupid and shouldn't be brushed to the side as minor complaint. Some of the cosmetics created in the last 5 years have been god awful and no amount of "just don't wear it" is gonna save them.
12:46 Ok sorry but I'm feeling moody so I decided to rip this thing apart. For offence stock soldier is already a very powerful generalist and in a one-on-one fight between equally skilled (and competent) players he has basically no bad matchups. This does apply to all the offence classes, but I feel like soldier especially, as scout and pyro do better in close quarters combat and can easily be shut down by a heavy or engineer while soldier does well at short at short and mid-range and can deal with heavy and engineer better than others. The shield character would basically be an MvM medic, which I don't think would be a good thing in PvP games as from what I could tell this would just be a one-sided area uber. It would make turtling even worse and on offence v defense games I think this would make it horribly imbalanced. Bard is literally just amputator medic. Just get the amputator, hang out by a pile of people, and spam taunt. TF2 really doesn't need any more classes, the diverse weapons mean basically every character can be played in various sometimes radically different ways.
Ok. About the medic part: right now I'm usually playing medic, and the teams are, in fact unbalanced, for example there's a bunch of fresh installs (usually 5 or more) while the enemy has less than 2 and the point difference is VERY clear (usually 1:2 or more!)
As a part time medic main, I totally understand not wanting to switch to medic when the team is losing. The fear of one-sided stomps is real. They're absolutely brutal for medics. The entire enemy team is out to pick you. You can't do your one job of keeping teammates alive. You're just kind of expected to build uber in spawn, or die repeatedly trying to break out. It's some of the worst gameplay TF2 has to offer, imo. I agree with requests for healing variety. Mercy filled the original healer niche perfectly as a carbon copy of the Medic, but further variations in Overwatch like Lucio proved very welcome and popular. I would be happy to see Valve try some intelligent new choices in the medic meta to relieve the stagnation.
Honestly, I think creators like yourself shrugging and going "oh I think those videos were irresponsible and people need to not make them their entire personality" is part of the reason why those videos got made. Because big names in the community like you just look at them and see people who and wave that aside. Because those videos were made from a place of genuine concern for the direction of the game's aesthetic, with a desire to see things pushed in a direction. They aren't mindless bitching, and treating them as such is reductive and irresponsible. Especially since a large problem that permeates that side of TF2 is the fact that the creators who often get their stuff chosen are not receptive to criticism or feedback. You are right. A discussion needs to be held between creators and the consumers. But treating voices who do not create like they are less because they are negative is just as bad as being a tribal moron who defends things as good without regard to evidence. Because it is important for a game that has fan base who is committed to have people behind it who are committed to moving forward and evolving while staying true to what came before.
Hot take: Iron Bomber is a STRAIGHT UPGRADE, but it's not too insane. It's annoying to fight already a strong weapon with an ability to be spammable like stickies and also having no counter-play to it (like what, you gonna shoot indestructible projectile or try to airblast it when it has basically no rolling? Good luck, buddy). It also has NO DOWNSIDES, the splash radius is still pretty big and you rarely use grenade launcher for splash damage anyway, and a fuse time is an upside, it makes those un-rolling pipes explode really fast, which makes them so annoying because a lot of time you have no option but to take a big damage even if your enemy missed you, and the fact that it impacts you THE R A N G E is dumb, because demoman is a middle ranged class, if you want to snipe you have loch-n-load. So yeah, it's a stock with an additional mechanic that makes it really annoying. It's also more accurate for some unknown reason and no one ever notices this even if it's listed IN THE GODDAMN STATS
Here's one, spy is way better than people think. People are too fixated on getting backstabs to properly utilize the class. That being said, if you are having fun playing for only backstabs you should just keep doing what makes you happy. I'll explain my thoughts on spy and is place in the meta below, its real wordy so feel free to skip it. The revolver is the single best part of spy's kit. It feels like it was designed to beat most of the other classes in very specific situations. I think that spys should be focusing on using their stealth mechanics to cherry pick fights where they have a general edge instead of beefing it trying to live the dream going for backstabs 24/7. My favorite example on how the revolver shakes things up is the spy vs pyro matchup. A pyro only counters spy if the spy is constantly going for backstabs. Like if you are a spy facing an enemy pyro without one of its ranged options, that player actually just cant catch or beat you if you're outside his range the whole time and the revoler is specifically good enough at a distance to harass/ kill them. Honesty even if the pryo has a raged option its at least not almost a gauranteed loss like it would be if they caught you in their flamethrower range. Outside of specific examples and matchups, the stongest play pattern i think spy has is to use the stealth stuff to get close enough for max damage on the revolver and just blast the other light and medium classes with 2-4 shots. There are some more specific things that i do/watch out for to help me beat the combat clases, ive listed some of them down below, but this isnt like a comprehensive list of every matchup. So one thing that you can do, when fighting a soldier who doesnt have the direct hit is try to engage when the soldier has the high ground and you are close enough for max revoler damage. You wanna do this to makes their rockets more likely to hit the ground. This lets you surf their damage easier. If you surf a rocket and can hit your shots especially while surfing then all of a sudden the soldier needs to be really good to beat you. If the soldier has the direct hit, you should avoid them. If you cant avoid them, then fighting on flat ground with a bit of distance can help make them earn the direct hit. I dont like the dead ringer all that much, i prefer stock watch but d.r. lets you live a rocket from the direct hit. With regular demomen you just wanna be as close as you can comfortably get, it gets a little dodgy if they are rocking the lock n load or quickie tho. If its a demo knight then try gunning them down when they are in between charges. pay attention to what sword they have and what their feet look like. Dont deadringer into a eyelaner or persain persuader. With scouts you want to barely be in the rage where you can two shot them. If you surprise a scout with a revolver then you will win unless they are way, way better than you. Against an engie you wanna take note of what their hand looks like and if they have a frontier justice. If they are a combat engineer without the frontier justice then two tap/sap their sentry, stealth/disguise and 3 tap them when they go to build another. If they do have the frontier justice, kill them before you deal with their sentry and try not to engage if you see they have crits cooking. An engie with a bunch of free crits is suddenly a primo backstab target, and they tend to operate a little bit away from their team. If its just a normal engie, sap their shit and shoot them twice. Most of the time they'll blindly hit the sapper. If they dont and instead pull out the shotgun you can use the hitbox of their buildings to block full meat shots. I typically ignore medics unless they are all alone or the game literally depends on specifically me denying an uber. People stay too close to their medic for it not to be a suicide mission 99 percent of the time and you cant depend on every enemy team member being bad enough to let you get away with it. Its really dangerous even with the extra range of the revolver. The other classes like sniper are just better at dealing with medics without just trading lives. The list goes on. But ill be happy to answer any matchup questions.
I feel like the art style debate is overly complex because everyone insists on acting like team distinction and art style are linked together when they just aren't. If you're not a pastel shades of painterly art style truther, that doesn't mean you shouldn't care about team recognition and vice versa. Pyro's clown pants and sweater aren't causing an issue because they're breaking the art style, they're annoying because you cant tell what team they are on. I love TF2's artstyle and seeing the "wrong" shade of blue kinda sucks, but that is ultimately just my opinion. Even if you think an expanded pallete of red and blue shades is good, you should still care about being able to tell red from blue.
12:37. omg that was so out of place and there was all the serious atmosthere when the guy just burp and said "oh f*ck" and continued. that made me laughs so hard
Gun spy is the most casual friendly way to enjoy the spy class Its also really funny and can mess with people because they don’t usually expect the french man with a revolver to charge directly at them instead of run away
Here's two hot takes - Competetive players opinion on balance should never be more valuable than the casual player's. Fun should be prioritised over balance - Soldier rockets deal way too much knockback making him incredibly unfun to fight in many scenarios. I'm fine with splash damage but missing a shot, dealing substantial damage AND stunlocking your opponent, usually guaranteeing a direct hit, all for MISSING your opponent is slightly ridiculous
18:21 I honestly would love to see Workshop creators release showcase videos that explain their thought process and creative process behind the individual cosmetics they make. Like, having a video on the item's Workshop page that has the creator explain steps, show concepts, the research they did, etc. I want Workshop creators to normalise that! It also makes people browsing the Workshop being faced more explicitly with the fact that behind every creation is a person, and to consider how much work went into making something.
The one semi problem with that is that not everyone who enjoys making art enjoys making content. I can see a lot of folks trying to do that and getting burnt out on the entire scene instead. Also if it does take off you'd probably see a raising of the bar for the supplemental material needed to get any attention on the workshop (just making a cool hat won't get you anywhere if everyone else is doing a 15 minute video essay on top of the hat.)
@@telivan776 That's a good point. Accessibility is important, so raising the bar could create hesitancy to create, especially for instance if a creator doesn't want to use their voice in videos but feels like a text overlay isn't "good enough," etc.
I think there's a good balance of what is typical now and what could be a realistic and ideal future. Workshop creators shouldn't be expected to pump out videos or anything, but even delving a bit more into the design process and/or why they think their item works for TF2 in their opinion in the item description would be a lot more useful than the one-liners that we usually get now. For someone who makes a whole-ass 3D model+ and textures to match, writing a little bit about why they felt like doing that doesn't seem like an extremely high bar, right?
I adore the idea because it forces out transparency. The creators will have to explain their thought process and why they added certain touches as it pertains to tf2.
One of my favorite workshop based series was 3kliksphilip's case showcases. He actually got in contact with creators to talk about the inspiration and process of creating their skins.
The fact that people hate the Dead Ringer and Kunai so much shows how 'not getting caught' is so key to spy's gameplay loop. Kunai Dead Ringer IS what happens if you buff spy too much so he doesn't die when caught.
thats what im saying?!?! spies should be rewarded for their stealth, i dont feel like i was cheated when i die cause "damn, that dude slicked me", theirs noting slick about eating up healthpacks and then weezling a kill cause he has extra hp in the scenario when 1 out of 6 of the rockets aimed at the spy shouldve kiled him.
I baffles me why people would play a class who's entire purpose and abilities is based around stealth and subterfuge, only to then disgard 80% of it to run around with the deadringer to then complain that Spy is bad. If a player wants to play agressively with hitscan, they should stop playing diet Scout and actually play Scout.
I think the main problem with spy is that he can get disgustingly shut down by pyro (even with unlocks like the spycicle and dead ringer.) He can also get outclassed by sniper, but I don’t think there is anything inherently wrong with spy himself, just how other classes interact with him.
I don't have twitter, so didn't get a chance to post my hot take, so here it is: They shouldn't have fixed the Box Trot's ability to hide the user from sentry fire. If the taunt was on any other class, I'd think it perfectly reasonable to remove that unintended feature of the taunt. But the taunt is for the spy, the one class that already has 3 ways to avoid sentry fire (disguise, invisibility and sapper). I even assumed it was an intended feature at first because it only protected you from Sentry fire while you were standing still. Once your legs became visible to start moving, the Sentry could see you and you would die. It just seemed like a neat feature of the taunt.
That would be really cool to see added tbh, if you see a spy in a box your gonna shoot, so he’s screwed regardless unless there’s just a random sentry in the middle of nowhere
Spy has other ways to deal with sentries, yes, but the box lets you force a sentry to lock unto a target it can't kill and keep shooting at it forever, giving teammates chances to kill it safely. Maybe you'll say "but people will just kill the taunting spy" but it will not always be the case that the engineer or a teammate will be present to do it (not by any means common, but not rare either, especially in pubs), considering that the explosive classes can destroy sentries with just a clip. It is also better than sapping in this scenario since you can taunt and be far away. Taunts in general should not be allowed to give classes a way to do something they otherwise couldn't. TF2 is not a pay to win game.
@@cornesalvo9366 What you're saying is the opposite of what I'm suggesting. What I said was that I want sentries to NOT target spy while taunting. There would be no "forcing the sentry to lock onto a target it can't kill"
There's a reason why I gravitated to Medic from the beginning of my TF2 career. He's easy, with a fair bit of depth, and the class trains your game sense and movement skills. A great pick for beginners who don't mind the thankless task of having their face shoved into an industrial cheese grater every match while everyone cries out for more cheese.
medic was made super powerful to try and make people actually play him and they still dont play him lmao at least him being the most important/powerful class means people really can't complain when they lose
Auch, I usually die to everything playing medic, and playing him as your first class is kinda painful if you care about healing when all you got is stock medigun with no crossbow
12:38 Yes it is. The creator of the Mad Milk specifically stated that it’s mostly regular milk, the only difference is that it comes from radioactive cows. If you think it’s some bodily fluid because it says “Non-Milk Substance,” then I’d love to hear what you think the Gas Passer is since it’s labeled as “Gas-Like Substance”
Every moment you are alive and are actively helping your teammates as medic feels amazing because you know in the back of your head the entire, and i mean THE ENTIRE enemy team wants you dead and the fact that you still aren't is so cool to me
That and you basically feel like the team leader being able to direct pushes, pull the team back some if they are sticking with you and even help flank super hard. I personally main medic and love the sense that even if I'm sucking at getting kills I can carry the whole team to victory. Also uberchaining is super fun if you have a friend medic and an enemy team that isn't ready to stop it.
As another engineer main, engies have no movement abilities (outside Sentry jumping), our sentries aren't able to protect us at Sniper range, and we're is vulnerable to quick scopes. As an easy pick for highly skilled snipers, I would love to hear how Dane feels about them, since it would be the ultimate "devils advocate" take.
Absolutely. Nobody checks the sniper loitering in the back. Also, the slow disguises give the perfect excuse to let everyone walk past you and expose their backs as you pick your target. My personal favorite is Medic though. Equip medigun and nobody will question you running in a straight towards them to "reconnect" your medigun beam. Also funny to pretend you're lining up a crusader's crossbow shot, bait them into standing still, and score the easiest ambassador headshot of your life - !
the people who say this just pick the exact same disguise (usually scout) and have zero acting skills seriously just disguise as a soldier or demo once in your life, sure you move a bit slower but i promise you will get a few kills because of that disguise
As a Medic main, it really is nice to get a second Medic. 2 medics on payload offense is a massive boon that allows teams to basically steamroll 90% of lobbys.
As a former medic main, it definitely sucks when you become a medic on a team that already has another medic, but then they see you become medic, so they too change their class. Like, now the team only has a single medic. We're back where we started.
same with second engineer on defence, the key is not setting up two sentries, it's getting ONE sentry to level 3 and then focus on getting dispensers and teleporters up before you ever start building a second sentry.
as a pyro main that enjoys getting outplayed sometimes, when other classes kill me i go "ahhhh you got me" and laugh, but when i die to a sniper once I become sad, twice i immediately frow up and try to send evil energy to them with my mind through the computer in a attempt to kill them in real life.
Fr. I don't have a problem when sniper kills from afar, because that's literally his job, killing from high distance. But when he does a quickshot, that's sad, it feels unfair. The best decision after deleting the class entirely, is making him weak in close range, cause strong sniper has no counters, and it sucks. Make spy useful for once, he's designed to counter snipers, and he can't!
One thing about Red Tape that, while it doesn't make it "strong" but does make it really annoying, is that a Spy placing it on a Dispenser for even a fraction of a second will entirely drain its supply of metal. It's not a massive thing but man is it irritating to have a level 3 dispenser that's fully stocked on metal just... lose everything from one touch of the red tape.
@@soundrogue4472 red tape is what you use in a coordinated assault where you know a normal sapper won't kill the buildings you put it on so you use red tape to leave damage that can't be quickly undone just as your team attacks.
Here's my Hot Take™ on Quickplay vs Casual: Quickplay sucked, but that was the point. Quickplay was not its own system like Casual is; it was an extension of the server browser. If you view Quickplay in a vacuum, of course it sounds terrible. It was (in my opinion) a solution to the seemingly contradictory sentiment about the server browser that still echoes today, even in this video - the browser is super old and ugly and needs to be fixed up... but it also works perfectly once you learn how to use it. The issue is, why would new players invest time into learning how to use the browser when they don't even know if they *like* the game yet? Thus, Quickplay picked what it deemed to be the best server for these new players. It gave them an easy and convenient (albeit flawed) matchmaking system that DIDN'T detract from community servers - in fact, it allowed them to flourish alongside Valve servers by constantly pumping them with fresh blood. That is why people look back at Quickplay so fondly. If VAC did its job, I'd ultimately side with Casual for its vastly superior presentation and reliability (again, assuming VAC worked). But there being thousands of aimbots flooding Valve servers and even lagging/ddosing them, with human cheaters running rampant as well? That's literally the worst thing that can happen to an online game, and it's largely because of Casual killing most community servers and redirecting everyone to play on unmoderated Valve servers. Playing TF2 today can feel like a slog compared to the days of Quickplay. Waiting for Casual to put me in a server, requeueing after every match because no one else ever stays, requeueing when a server is rendered unplayable from bots/hacker party. If Casual is too unplayable I'll wait 10+ minutes to get into one of the few vanilla community servers that are still alive, and if I was planning on playing TF2 with any friends then forget it. I miss when it took 5 seconds to switch between hundreds of populated servers, and when I landed in one I liked, I could stay for hours alongside everyone else who was also having fun. I know TF2's popularity has recovered and continued to grow since MYM, but I can't help but wonder if that growth was because of Casual or in spite of it, if only because of the bot problem. I can only imagine how many people have tried TF2 for the first time with Scream Fortress, found the new maps unplayable because of bots, and uninstalled instantly. tl;dr i miss when community servers were alive
clicking 1 (one) button and instantly playing with real human beings for pretty much as long as you want is a crazy experience you can hardly get on tf2 anymore besides like, uncletopia its crazy how tf2 was instant fun and now you have to sift through so many queues that lead to botted matches or matches that end instantly and restart on a new map where you then have to wait for the pregame timer to finish only to get one round of gameplay before everyone leaves and you have to requeue...
Even if i agree with everything OP said. I disagree, Quick play was better in everyway . It had minor problems and no critical problems like casual (a system that not been updated since blue moon and is still a bad mvm system) no team scramble or joining server mid game or team switching etc...
Yes, tons of community servers are bad but there was a handful of golden specks in the shit pile that was the old server browser that I'll never be able to play on again thanks to MYM. Matchmaking as it stands will always be inferior to quick play as it exacerbates all the issues quick play had and multiplies them to 11. Stomps are worse than ever and player agency is taken away with inability to play for as long as you'd like with the same players, no team scrambles and no ability to switch teams to even the odds. I'd take auto-balance anyway over the incompetency of modern casual matchmaking. Also uncletopia is not really representative of the broader community server experience, as the old community servers actually had one-of-a-kind game modes and maps so fun it was WORTH waiting 30 minutes to get into a full server.
quickplay gave many players exactly what they want. I don't wanna select a bunch of maps and hope that the system brings me where I want. It is much nicer to get a list of games with players and good ping where you can just pick the one you want. It would be nice if they introduced a similar option for casual. More control over where you play and less waiting.
Pyro is my go to for getting revenge against snipers who won't let me play sniper. Its very cathartic, and surprisingly easy sometimes. I think a lot of people ignore pyros when they arent close, or at least give them lower priority, which makes sneaking around as a Pyro very easy.
Kinda same. And to inhale some copium, try playing Medic when your team is dogshit without falling back onto the Quick-Fix. That isn't easy. Medics and Heavies are similar in the way their difficulty spikes up: On a good team you can practically sleepwalk, but on a bad team it's like juggling bowling pins on a tightrope that's tied between the twin towers on the 11th of September.
Absolutely interested in a Sniper video. The way you spoke about the class's issues makes me think that you really could bring something to the discussion that I would like to hear. Also, I would love to see what ideas in specifics you have!
Picking medic as a class for sure does mean you'll win games, but a lot of the time, having too many medics on the enemy team can be a real bummer: Who wins? The team with 1 medic or the team with 3? Happened too many times on Uncletopia to count.
I had a game of Dustbowl recently where there were 4 MEDICS. 4! And do you know what happened? They lost. On the second point of the first area. However, my situation was unique in how my team actually had more than just a single person with a mic, and we were able to actively communicate instead of typing things out. We were able to counter push the BLU team back to their spawn because despite having 4 medics, they didn't have enough DPS to punish our overextensions.
@@matsurischlaagen1757 I would say four medics is too many. Lets say you have a team with four medics and one of each other class (twelve person team). Engineer, sniper and spy can generally do fine without a medic so you don't really have to worry about them. That leaves only five players that will actually benefit from the medics, and that's if you generously include scout, which is debatable because scouts can usually just run for health packs and don't need medics as much. Considering that one medic can pretty easily keep two players overhealed at the same time, having four medics to heal five people is just too much. The only time I think you could justify running four medics is if literally the entire rest of the team is power classes.
My hot take: stacking engineers is absurdly powerful on defense. I’ve had rounds that have been absolute steam rolls which ended in a loss because the entire enemy team went engineer on last. Even a single engineer can tank their sentry for way too long by pressing 2 on their keyboard. The engineer is not overpowered on his own, but when there are 4 of him, the game becomes a boring game of trudging through molasses.
Yeah the problem with one shots in video games is that they never usually feel good to die to, unless the one shot requires proper planning, or it's effectively useless, just take a look at Spy. On the topic of the problem with Sniper, the counter play to something like Sniper is not really in your control: it's the hope that the other player misses. You cannot control the other player's inability to aim. That's what makes it suck. You do get to go "haha dumbass you missed" when you kill them, though.
Yeah there's a few other oneshots in TF2 but they all have their own things going for them. Demoman sticky trap: A very small area of instant death, counterplay includes finding flank routes that aren't trapped, catching the demoman off-guard, either killing him to remove the stickies, make him misfire, or distract him enough to keep the stickies from popping entirely. Otherwise, "couldn't you see the bloody bombs?" Demoknight charge: Charge is very very limited and the Demoknight has to physically thrust himself in danger to pull it off. Most classes have decent counterplay, such as Heavy simply having the raw damage and HP to shut down Demoknight, other Demomen being able to use a trap, Pyro's airblast, and Scout's superior agility. Knockback + Environmental damage: Incredibly annoying, but similar to the sticky trap it's focused on specific areas of the map that can be avoided for the most part. Kritzkrieged anything: You didn't kill the medic and honestly you deserve getting your ass kicked Spy backstab: The amount of shit a Spy has to pull off to land a backstab is insane, considering that any of them going wrong is enough to get him killed. That said, the fact that Spy paranoia has become so ingrained in the general playerbase does make succeeding as Spy a lot harder than it should be.
This technically isn't a video game but I wanted to add to this discussion of one shots not feeling good to lose to, in YuGiOh there are deck that focus on performing an FTK, short for first turn KO, and nobody likes playing against an FTK deck because they either drop the combo and are a sitting duck that you get to murder on your turn, or you watch them combo for 20 minutes and die before you even get a turn, so they aren't fun to play against either way
@@SenyiKimmoI wanna touch on specifically Demoknight with this reply. He screams like a drunken train coming at you. If you cannot pick up on him coming at you and juke his mobility based on that I’m sorry that’s on you. Mainly talking Demoknight using the Targe and no booties, but even with the booties he’s not that great at making a turn. Tide Turner is arguably harder to deal with but it has less resistances so good luck because of being pushed full of bullets. There’s counterplay to it similar to spy where both are listen for them and make your play around it.
@@GamerTheVoidGamingCentre Also the Tide Turner can only go up to minicrits and not full crits which means that a tide turner swing doesn't even instakill, so it's basically irrelevant as far as oneshots go
@@SenyiKimmo and the sniper? he just stands at a balcony or a far away place and just has to hit your head. there is a MASSIVE imbalance of effort to reward. also the fact that sniper can be effective at every range is fucking dumb, stupid, and should not be in the game at all. the class that is balanced around long range should not also be able to be just as effective at close range, which is where he should be a sitting duck. solution? nerf quickscoping into the ground and give him much more limited ammo. or, y'know, just remove all his rifles and force him to use huntsman by default.
My response to Funke's tweet about sniper was this: "Ive played sniper for nearly 4000 hours. i would agree with you on these points, however i think its also worth considering that a lot of people dislike sniper because its annoying to die instantly at any range, more than the strength of the class from a gameplay perspective." I think it aligns with your opinion on sniper while staying within twitters character limit
the biggest issue is that the counterplay is just not play the game. some of the most popular maps have sight lines that cover most approaches. so trying to not be seen is not an option. at that point is comes purely down to how good the sniper is and well, if he knows what he's doing he WILL kill you no matter what. its pure luck if you can get to him. the vaccinator is the other counter play but you know how people hate playing against that as well. the scorch shot is decent at harassing snipers but then you get people like FoAS who just complain about a class whose almost sole job is to counter other classes a counter to one of the most powerful classes. then comes the sniper on sniper duels which most sniper encounters break down into and that just points out that the only counter to him is sniper. add on the fact that either you just can't see the laser sometimes or that quickscoping is very strong and you have it where the only way to know the sniper is there is to die or almost die. most of the classes are built around close combat its why damage ramp up is a thing. TL,DR: sniper doesn't work well in TF2 because of the fact all of the other classes are made to be close range while the sniper can instagib from across the map. most maps don't allow much counter play and anything that shuts down sniper is generally hated by the community.
I normally try not to adopt opinions right as I hear them but “sniper isn’t overpowered, just lame to fight” was very eye opening and made me realize what I’ve been actually trying to say for a long time.
@@rama-rao-y8ubut it makes sense, headshots results to instant kill irl. Not sure about csgo because I mostly played tf2. Besides, not everyone can fit being a sniper so it's still pretty fair. The only exploit I hate is when hacks/cheats are involved.
It's just unfortunate. Any changes to sniper rifle would make the class either unfun, not even a sniper class, or fundamentally flawed as far as game balance goes. I think it's got to do with skill ceiling. Honestly, I might be saying the coldest take on the planet, but if there should be a change it should cap the capabilities of sniper and decrease the power of the headshot. Like causing inaccuracy between successive shots and giving small to large inaccuracy at long range based on how fast the player is moving. Then decrease headshot to 125 base damage that increases to 300 max. He's not a bad class or unbalanced, but the fact that he is easy to exploit and the way his existence ends up redefining the meta and flow of combat into something unfun makes him a problem. He needs to exist, but for once I actually think that the game should step in and make cap player ability instead of letting skill ceiling be infinite.
@@RecklessBucket A bullet to anywhere near vital organs has a good chance of killing you. There's a reason police are taught to aim for the chest than th ehead. The head is much smaller and the chest is a lot easier to hit and there are vital organs like the heart that would suck to have a bullet in them.
@@AeyakSMost of what needs to be done to sniper has already been done in mods. Nerfs to quickscopes is the key, although I'd personally pair it with some kind of turn penalty, while scoped. Point is, sniper shouldn't be able to watch his back AND a sightline. This would make him "not op (depending on the map)" But really all 8 other classes have a very limited micro skill ceiling (except soldier and demoknight) so they have to win with macro skills. On the other hand sniper can disregard a macro decision no matter how well it should counter him in theory, just by having better micro skills. He's still clearly the outlier class.
If I'm not mistaken, Medic's importance was a deliberate design choice. The devs knew that nobody would want to play a regular healer, so they sweetened the deal by giving him the ability to ubercharge and a bunch of other buffs to encourage people to play him.
Holy Shit. THIS. I can't tell you how many times I was "Nerd Emoji-ed" because I was begging our teammates to swap from having so many snipers and scouts. I usually instantly go medic if we don't have one because of fuckers like them. Don't get me wrong, that many spies and snipers can do something, but the first thing they have to do is GET PAST THE KRITSKRIEG'D STICKYSPAMMING DEMO. IF ONLY THERE WAS AN UBER, HUH?
nothing worse than being the one to switch to medic only to have nobody to heal. Whether it be overextending scouts, the 4 spies and 3 snipers, the engineer turtling on last or the friendly hoovy, you can *try* working with what you have but even giving people the option to swap to a power class instead of playing medic only to be told no is incredibly frustrating.
@@BootScoot Exactly! One player switching to medic doesn't always magically solve problems, we need power classes god damnit! Support classes are called support for a reason, they're not meant to be the main force
Hot take. the homewrecker/Neon annihilater sapper stat was a mistake. Spy already has it hard enough to sneak into a really crowded defended area. He should be rewarded for killing an engineer and sapping his buildings in order to destroy them. It would make sense for a second engineer to be able to remove a sapper but a fuckin pyro? If his whole job is to protect the engineer and a spy successfully makes it past your defenses he should be rewarded. Why should pyro have the ability to remove sappers at all considering he already has plenty of tools to help an engineer. airblast and just flaming around an area is annoying as it is but punishing a spy who could successfully kill and sap a building should let it be destroyed. Pyro shouldn't be allowed to interact with an engi's building beyond bodyblocking and airblasting away soldier rockets and demo pipes/stickies. Don't reward a pyro for failing to protect the engineer with a get out of sapper free card. That just makes spy even more useless at a job he's supposed to be good at. Disrupting an engineer nest and helping his team get the victory. Either getting rid of teleporters or sentries. tl'dr fuck the homewrecker
I dont really know about the "death of an artstyle" discussion. I really do think there is something lost as you add more and more ridiuclous looking content, on multiple fronts. For one, "just turn it off" shouldnt be a solution. I like cosmetics. I like TF2s blend of 50s retro and wacky aesthetic. I like wacky cosmetics. But theres a limit for me on what just looks horrible. I want to see peoples cool cosmetics, but not being able to tell teams apart or class recognition is actually important to me. Also, and this is more just the nature of games that get more and more cosmetic content, but now everything tries to stand out. Before when you saw someone with a burning flames or neon it was a significant departure, like seeing Recon in H3 before they made it obtainable by anyone. Now its like, what color of 55 different flavors of flashing discoball do you want beamed into your eyeballs?
War paints are cool and all, and I like the unusual effects, but I think the coolest thing they’ve done is the special reskins from the invasion update like the capper, bat saber, and shooting star. Also the Halloween spells and festivizers.
Ive always thought that sniper is best when both teams' snipers have to dual each other over the sightline and the winning side then has a minute uncontested (by the other snipers atleast) over the sightline before the other snipers respawn. I think that's one of the reasons why 2Fort is so popular for sniping
medic is definitely the easiest class to play, but that’s a good thing. it’s important to have a range of skill floors, because while a lot of people love mastering a difficult but rewarding class like sniper, there will always be new players, people with disabilities, or people who just don’t want to have to put a lot of effort into their stress relief hobby after work. having a class that is just look at your friends, press m1, and follow the largest group of people around serves that purpose. you also will win the fight for your team in the process
Its really a concequence of how the medic is the most powerful class in general, and that isn't a bad thing. If he was not overpowered, people wouldn't want to play him and if there was more healing introduced from other soures then he would get even less play
this is actually how i feel about heavy. the class has a low starting skill floor, but has potential to be more complex as you play more and more. i'd say heavy's really just one step up from medic: at the start, all you have to change is who you're looking at when you press m1 to dispense damage to enemies instead of health to friends.
34:00 removing pyro would make both Sniper and Spy more powerful. Pyro's afterburn does aim punch which could throw off a sniper's aim, and it's excellent at catching spies. Ironically, the most casual friendly class in the game seems to be THE tipping scale that makes the game casual friendly.
Removing pyro would remove sniper’s “razorback: this time it works on his gun too”, but yea I get what you’re saying, to an extent. Throwing off a sniper’s aim is good and all but consider what pyro has to do (besides, *THAT* weapon.) to get the flames on the sniper, he ether gets close to the sniper and kills him almost immediately or he launches a projectile that is only slightly harder to dodge than a doom imp’s fireball launched from the same distance (UNLESS *THAT FUCKING WEAPON IS EQUIPPED,* THEN NETHER WORK AS WITHOUT A MOBILITY SECONDARY ON PYRO, YOU ARE NOT GETTING PAST BOTH HIS ENTIRE TEAM AND *AT MINIMUM* ONE SENTRY.)
Removing pyro would also make soldier and demo practically unstoppable in the pub meta as you can easily spam grenades and rockets without getting any consequences. It also gets both of the classes to change up their way of fighting to deal with this unusual threat
Hearing you say "sniper isn't overpowered, he's just lame to fight" was like my mind clearing up. A dense fog being blown away by a massive explosion of "oh yeah that's what i was trying to think of the past few years"
He's lame to fight because he's overpowered. He engages at a range that no one else can, which means while he's fighting you you cannot fight him, that and a bunch of his unlocks hard counter his supposed "counters"
Guess that's why i've always gotten used to him, i knew i had always a way to counter him, just didn't like to be forced out of my comfort zone because of one class doing his usual job
Yeah, in most games snipers kinda suck to play against because they control so much of the map and you have to play so damn cautiosly to not be seen and killed by them. Its the same in overwatch. When the enemy has a sniper you have to hide behind cover constantly and jack off i alleys and stuff. not fun
I'd love to hear how you view sniper from the perspective of Engineer- In fact i think talking about every class, in a balance sense, from the perspective of your main. That would be a fun series imo.
I would love a series of your perspective as an engineer main on all the classes, more in depth than just how to fight them. Your favorite loadouts, problems, why you think it isnt your main. Stuff like that.
@@RocketPhighting. that’s a fair thought, but you can’t get better without playing Medic. I’d always tell you to just go for it. It’s fun and worth it. Your team will thank you whether you’re good or not. Take it from me, I have 5.9K hrs and main Scout and Medic
I still think that giving the sniper a visible laser, not just a wall dot, like the wrangler or Splatoon's charger weapons would go a long way to making fighting him feel like a much more active thing. It'd still be hard to contest him a lot of the time if you dont have the tools to do so, but at least "not being seen by the sniper" would be something you can actually correct before you die, and every time he'd go for a shot he'd be giving away his position, disinsentivising him from staying in one spot and shutting down the same sightline for too long.
There is a video about this made by Shounic, a moderately popular tf2 youtuber who goes over differing gimmicks of tf2 and other things. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ehlrUPrvFuk.html&pp=ygUtd2hhdCBpZiB5b3UgY291bGQgc2VlIHdoZXJlIHNuaXBlciBpcyBhaW1pbmc_
agreed it would also give the right niche to the heatmaker, not having a marker unless the ability is activated (and slightly reduced damage so that a headshot only does 140)
I feel like that would push sniper into a spot where charging up a shot would be pointless, since they would immediately dodge out of the way, meaning that snipers would be forced into an agressive, quickscope only playstyle - which a lot of players complain about. What I prefer is the Classic treatment, where it fires a semi-transparent tracer round, meaning you know you're being shot at from long range, especially if they're missing the first shot. More counterplay, but it leaves sniper's core gameplay unchanged.