Play Enlisted for FREE on PC, Playstation, and Xbox! Click here to get 3 days of a premium account and many more bonus goods to give you an advantage in the fight! -- playen.link/thelucidletters Let me know what you all think of the video! I'm very proud of this one :D
I'll try to give some constructive feedback, here. While the content itself was all accurate and helpful, and you directly cut to what can be considered the meat of what makes Tanks fill their roles well, both in the game and without in an excellent finale that wrapped back around to the point, the theatrical side of things could use a lot more work. I'll start with what's easily verifiable; your spotlight effect for what is supposed to be the most crucial point of advice for the video was not very well done, even though all your other graphical editing was well executed (with the exception of a few glitches here and there, like in the middle of 21:48 and the left side of 22:33). I say graphical because the music was too quiet and I could notice some amount of spotty audio on my end, for both the gameplay footage and manually inserted sound effects. Mainly for Reinhardt, though that could have been me noticing it only after hearing the issues after I'd sampled enough of them. Some tearing that wasn't quite present in your mic, which had some as well, though that can be easily pinned on not having an especially expensive microphone. Speaking of voice, yours doesn't have the same qualities as, say, someone like EmpLemon. Someone who's able to carry on in this extremely dry tone without detracting from the content, but adding to it, the deadpanned descriptions to otherwise extremely climactic, sad, or terrible events almost being it's own form of satire. You have this same dry tone, and even some of the buildup towards the transitional segments where the character 'dies' that you capitalize on properly, but it's not present in any of the other parts of the video for the most part. You don't stand out as either chaotic or structured, and you don't make yourself out to be sarcastic nor dramatic. RU-vid is a place of extremes. You need to do something not even _you_ might think to do, though, that steers towards the opposite end of the spectrum from EmpLemon. That end being someone of similar sub-count despite spending less time on this site, by the name of Kaluka. He constantly has entirely unrelated, completely unhinged jokes in his essay videos, but it is extremely engaging because it is unexpected- brief enough to not lose sight of the topic, while leaving us wondering what the next trick will be. In your videos, by comparison, you drop subtlety too much; what could have been a sudden reveal was spoiled by the thumbnail. We _know_ you're going to mention the Heavy and Reinhardt by default, but not the Gunner. It could have been an excellent third and final entry leading into your next points, to say, "well, yes, but actually no" when asked if you needed to be durable to be a tank, before revealling that what makes a Tank a Tank isn't just attention, but pressure. Instead, you revealed them before that question could even appear in our heads. The thumbnail is your foot in the door to people's annually decreasing attention spans. You could have, instead, made Reinhardt and Heavy obvious focal points in the thumbnail, but with a third red and blurry silhouette that only regular Stout drinkers could make out, immediately drawing the question of who could fill this role- along the other two cult classic equivalents when it comes to tanks- could be.
Hi as the other guyzsz saidsz, i do also have to agree that the dead-on voice tonesz was kinda getting boring at some point, butzsz thatzsz asidesz the videosz was still quitesz well-conscriptedzsz and constructedzsz and editedzsz, but id say there only just 2 more minor mistakesz, well first off splatoon doesnt exactly have “tanks” as a role, except for maybe the Tenta Brella, as Brellas literally have Shields that couldzsz alsoerzsz be launchedzzsz for protecting their teammates or setting up a push, but thatzsz asidesz, which thisz alsoerzsz means that the Hydra in the video (the minigunzsz-lookingsz weapon thatzsz looksz likesz an Hydrantzsz) isntzsz or wasntzsz exactly the most fitting example for showingzsz offsz a tanksz, brellas in splatoon play a certain role the mostzsz (roles in this gamesz are fluidzsz, youre not locked to 1 for the entiretyierzsz of the gamerzsz) and thatzsz is the Skirmisher, their job is to draw the attention away from the enemy and ontoerzsz themselves to let their teammates capitalize and on pushing on towardsz the objectivesz, the Hydra on the other hand is mostly an Anchor like an Eliter is, their focus is to denyierzsz enemy spacerzsz, not to drawsz enemyierzsz attentionzsz, andzsz butzsz lastly alsoerzsz i wouldnt say that the Heavyierzsz are effective when “well-utilized”, unless were strictly talkingzsz aboutrerzsz low and / or mid-level skillzszerzsz gameplaysz, because the Heavy hasnt really been well-playedzsz or that much at allzszerzsz in 6v6s which aresz likesz, the most popular competitive TF2 formatzsz, and for at leastzsz quiterzsz a whilesz the meta for the 6v6zsz was honestly prettzyilyierzsz quiterzsz a bitzsz stagnantrzszerzsz. Butrzszerzsz regardlesszsz greatzszrzszerzsz videorzsz mansz!
You should really check out the Heavy class from "The Finals." It has such an interesting and nuanced perspective of what it means to be a big, lumbering, unstoppable bastion of structure-busting and defense. Also, it would be nice to see why so many tanks have spin-up times for miniguns, huge damage but low accuracy, vulnerability to high-speed characters, or "backloaded" damage like Tahm Kench/Darius/Sion/etc
I think there is kind of an interesting parallel to real life tanks here in regards to needing others for support, as intimidating as tanks can be. An interesting thing to remember is that tanks are shockingly vulnerable when you close the distance on them. Even in WW2 when tanks were the most prominent, there were stories of Finnish soldiers skiing down to tanks and throwing Molotovs to burn out its crew, in WW1 if a squad can engage in a tank in close quarters, they can actually methodically pry open the hatches or disable a tank with the right equipment. Simply put tanks can actually be pretty vulnerable when left unsupported, as intimidating as they might appear.
All a tank is, is a self-propelled artillery piece. That's it. They are not invincible harbingers of destruction. They are one element of an entire doctrine that emphasizes combined-arms and coordination between supportive elements.
@@tbotalpha8133 Expecting gaming youtuber essayists to understand real-life war machinery was always going to backfire. Unless their game of choice was War Thunder. Any War Thunder player can tell you exactly how shitty tanks can be at the worst of times.
So, tanks are the damage-sponge version of a sniper basically (taking attention from enemies at long range and soaking the damage, while snipers are dealing heavy damage at long range. Both falter when the enemies close in and/or outnumber them).
@@DBArtsCreators Nah, Tanks make no sense at all in a PvP context. They're an idea lifted from PvE MMORPGs, where players can manipulate enemy AI to make them focus on one player, who then soaks all the damage while their team-mates kill off the enemies. But in a PvP context, players can't control what enemy players are going to focus on. And if all a Tank has going for them is a huge health-pool, then enemies will just ignore them and focus on their squishier allies. To actually be useful, Tanks either need high damage (to scare enemies away) or support utility (to boost their allies). But if we're following the Tank/Damage/Support trinity, then Tanks having damage or support abilities makes them tread on the toes of the other two roles. At which point, why play a Damage or Support class, when you can just play a Tank and do everything while also being vastly more survivable? Tanks in PvP are impossible to balance. They're either too strong, or they're useless.
People say tanks are boring, but honestly, when a tank gets time to shine it's so satisfying. Mowing down half the enemy team as the Heavy with your minigun is just amazing, and I'm not even a Heavy main.
Surprised there is no parallels that real tanks is also became easy target without infantry support (or other classes aka other types of vehicles). As always good material and gorgeous video edit tho!
It's funny how people would often under utilize Heavy when the most basic Heavy-Medic combo can completely lock the entire enemy team inside their spawn room
City of heroes has perhaps the most defined and defacto version of the term, you can slog into the middle of the most absurd mess of enemies and come out on top and you really do feel "Super" as one.
i really really liked the parallel of videogame tanks with the real life, the message was very sweet and made me feel like i'm capable of overcoming my problems. i'm usually a tank main in almost every multiplayer game i play, be it sigma from overwatch or ornn and volibesr from league of legends so the last part of the video really touched my heart. great editing, great narration and great scripting, thank you for this video.
This is one of the best videos you have worked on. The editing is awesome. The thoughts are conveyed in a beautiful way. And the pacing satisfies my braincells
The phrase you said at the end was really inspirational! Great way of recontextualizing/redefining the video's title. Basically all of the last portion hit me hard, since even though I'm nowhere near the hardest working, I'm definitely a guy who plans and stockpiles ideas into veritable mountains of potential content. One of those would-be plans to execute is a mod I've been planning out for months, but honestly, letting it go and handing over all the concepts to the community would be for the best. Thank you for this video!
I feel like you could do a whole second video on World of Warcraft’s tanks, and MMO tanking in general- the tank is the defacto leader of any party they’re in, and the way WoW differentiates each tank by how they handle damage (preventing/reducing it, healing through it, shielding from it, offsetting it over time, etc) is wild
i could be wrong but im pretty sure reinhardt's role on a team at higher levels is to be aggressive on the enemies, not protect his team (although he is very capable of doing that as well)
It's a little of both categories, and that aggression DOES indirectly become protection for your team, but you are right. Applying pressure is key for higher level of play. I loved the Reinhardt kit because you couldn't perform a defensive role while dealing damage, you had to choose one, and let the threat of the other force the enemies to make suboptimal plays. My favorite tactic in the mirror matchup was to walk up to an opposing enemy Rein, drop shield and swing my hammer once or twice. It usually caused them to try to swing back, dropping their own shield, back up, or to rip an Ultimate, which I can block on reaction.
I remember when I used to play modern combat versus. I used to main tower, a big Russian dude who was able to take a lot of damage(with his shield), deal a lot of damage(with his shotgun or shield that causes massive damage when ramming it on enemies) and protect allies(with his shield). He was a really complete tank, I miss playing him 🙁
One topic that I don't think gets addressed enough is the relationship between "tank" and "crowd control". When you really think about it, both are just ways of keeping enemies off of your team's back. In fact, in some games CC has functionally replaced tanking, like in Warframe or DnD.
My youtube must have bugged there is NO way that you do not have more than 5k subscribers. This was one of the best game related video i've seen in a long, long while, AMAZING
Something worth noting about Overwatch is that in Overwatch 1, there was Tank, Offense, Support, and Defense. Which means the roles are even more muddy as defense got rolled into a different role entirely.
DRGs Heavy is almost Never the top damage dealer. Engie and Driller fra outclass him there. (At least on higher difficulties) His tank utility comes entirely from his shield.
Funny thing about gunner from drg. I once maxed out the mods on the shard difractor for engineer and decided to do his promotion assignment with gunner (with no mods on the stock minigun) and out dps'd the engineer.
Tanks are interesting, generally they become an anchor in a team where others rally because they block damage or provide suppressive fire In ww2 machine gun squads provided covering fire whole infantry flanked, they also held sight lines, much a heavy in tf2 covers for his team In ww1 tanks were used to break lines and strongholds allowing infantry to move up, which as far as I know no lone game tank can do against a competent team
Glad Paladins was somewhat mentioned, while some characters have questionable kit desing, the vast majority of time they nail the characters' role, especially with tanks, which are the most important role of the game.
What is interesting -- some kind of tanks consists even in fighting games. Grapplers have most signs of a tank - huge damage, huge hp, slow speed and very good defense
You should talk about the weapons. I studied a bit about tanks in fps games. What I found interesting is that there's one gimmick that is really basic but kinda out of place for a tank. The reason why tanks fits more with machine guns than rocket launchers, but fine with slow melee weapons is because *tanks don't reload*
i would’ve said winston is hands down the best designed tank in ow but yea rein works ig. a tesla canon that does crowd work and you don’t have to aim to use it. a big leap to start the engage for his teammates and a bubble shield to protect him and his teammates from fire. he’s easily the best designed tank in ow.
In Phighting a class based 5v5 tps on Roblox, the most suitable there are two tanks, Katana and BanHammer. Katana has the highest health in the game and deals a high base damage, however they have little range with the best ranged attack being the ability to grab opponents with his rope, which makes them vulnerable to ranged attackers. They are also capable of other methods such as using their m1 to movementary float and applying slashes, which slow the target down. Banhammer is slightly weaker than Katana in terms of health but makes up for it with their high damage and their ability to regain health with their attacks. Though, they have no projectiles, so can die very quickly if they can’t get in reach of the enemies.
In most games I play, be it MMOs, MOBA or hero shooter, I often gravitate towards the tank archetype of characters, as i usually like to play as the usual "big guy" and i really like that feeling of being THE TROUBLE that the enemy has to get through first, being that wall as you say. But i can confirm that being the tank can get quite tough. In PvE games it's not that bad, and you still get that feeling of being the team's cornerstone, but tanking in a PvP game is really stressful, being a Ram/Hog main in Overwatch has some great highs but some deep lows, and yeah, some people sure like to point fingers at you even if you're doing things right.
the main three roles in most multiplayer games are tank, healer, and DPS (aka Damage Per Second), so i wouldnt say damage is such a foundational part of the role, especially in team based pvp games, nor would i say it's the first thing anyone thinks of when someone says "this character is a tank".
Weird how he didn't mention Ammo for the Gunner. Since your ammo pool can be seen as it's own health poll, it can be said that Gunner has the highest health in DRG. And the cases where the Gunner relinquishes a resupply to a teammate are great examples of indirect support.
My primary Gunner build in DRG is Burning Hell Minigun with Hot Bullets in T5, a Volatile Bullets Bulldog, and Cluster Grenades. It is extremely powerful thanks to the Minigun's ability to ignite enemies at any range by firing at them long enough, and ignite groups of enemies in a cone before the gun at a close range, combined with the VB giving the Bulldog +300% damage against burning enemies, and the ability of Cluster Grenades to stun large groups, but it's even more like walking a tightrope because I have to keep myself close to the swarm to maximize the build's effectiveness while avoiding actually being hit and avoiding overheating the gun. It's literally and figuratively playing with fire.
14:39 I immediately thought "Oh cool, someone uses the same minigun skin/color combo that I do" then I realized that's because because it *was* me hahahhaha. Good video; I really appreciate that you credited myself and everyone else in the description!
My favorite class in any game even board games is the tank class paladins I play raum , darktide its orgyn just to name a few, I get a warm feeling when I save someone’s life by hurling my self into the enemy giving them enough time to get to safety
I unironically main heavy on tf2, he's by far my most played class and I love every aspect of him, it's fun getting into fire fights with multiple people and barely getting out alive after killing them all, you get to enjoy the map scenery more too due to you not being as mobile. I tend to find heavy gets his true potential out if you use the dalokahs bar/fish cake, the 50 health may not sound like a lot but it let's you tank so much, it let's heavy tank 2 quick scopes from sniper, and makes him more sturdy to explosives. Overall I see the issue with people calling him boring as you really need the mindset to enjoy playing him, if you have that mindset he becomes the funnest class in game.
Every game I play I lean to the tank. I’m among the dozens of proud Heavy Mains who give our sandviches freely to the medic friends. I’m a DRG Gunner graybeard who will babysit Doretta when no one else will. And when I still played Overwatch, I was the best damn Orisa in bronze where I belonged. This whole video explains why I play Tank. Not to stay alive, not to teamwipe, but to die babysitting and die on the objective. And I’m proud.
ngl one of the best tanks ive ever played is the Sazabi from Gundam Evolution. massive and imposing, armed with a shotgun and shield, and long-reaching yet limited mobility options, the entire playstyle DEFINES "LOOK AT ME! OR DIE!" most in ANY game ive played. I LOVE aggressive tanks that walk in out of nowhere and cause chaos, of course he dies eventually (especially when everyone else has their boost split up into 2-3 dashes compared to sazabi's one-and-done dash) and i think despite bandai's incapability of actually managing their games, gundam evolution had really fun twists on FPS archetypes. Throw an axe, hop in the middle of their frontline, and hope your team comes in and cleans up the mess youve made of the enemy. Great twist on the tank archetype.
I main heavy in TF2. And I'm a chef irl. My main position on the cooking line is expo, where I have to deal with the front of house, coordinate the line, and basically run everything in the kitchen. Until that group project metaphor I never made the connection that I basically tank for my kitchen... I like it. Next time I make myself a sandwich at work I'll run around a corner and loudly scream "NOM NOM NOM... NOM... NOM."
In DRG Gunner and and Driller have 120 hp compared to Scout and Engineer's 90, so not a massive difference, but they do have a little more bulk. They don't all have the same base hp.
For a more literal take, playable armored vehicles in games. Namely Battlefield 1 is what I'll use for this (though all of the franchise's games do this, the ones with faster tanks tend to embody it less since they're kind of more mobile weapons platforms for picking off specific things), since I play it a lot. In BF1, there are quite a few varieties of tank, and those have further varieties within, but they all share something - compared to infantry, they are far larger and tougher a target. Impervious to bullets, shrugging off singular explosives that would kill a normal player soldier instantly, and often taking coordination and/or planning to take down (provided they don't get themselves into an unwinnable situation entirely on their own, as these _are_ players), they have a lot of weight in combat, but that is juxtaposed by the sort of target they are. In an armored vehicle, you don't have the agility of someone on foot, and are much more visible, leading everyone who has anything which can damage you to throw it all at you when they can. This means that, unless you are properly supported by your teammates, your health is, indeed, nothing more than a timer until you get sent back to the spawn screen, and that timer can only be improved so much by more and more armor and health. Even the game's behemoths, which share the same role as tanks and are powerful enough to be given to the losing team in an effort to balance out the flow of the game, only have so long before their death is certain, and are all but guaranteed to die in any round they appear in - well, unless it was the sort of steamroll fight that was never really going to be lost. A lone tank, unsupported and overextended, is a dead tank, through and through, its repairs unable to outpace the damage even scattered, uncoordinated players can pump into it. But, if you have five, ten, even twenty players all focusing on that tank while it fights alongside its team's other members, then that's vastly lowering the damage output that the other team has for the soldiers picking them off, capturing objectives, and otherwise winning the fight and the game. Tanks, as big, bulletproof targets, are designed to be used as rolling cover, allowing your allies to move in behind the tank and reach better positions, and they have further utility in this way as well - some variants of the game's tanks can drop health and ammo crates, some have lingering damage such as gas and fire to better hold off enemies, and any with multiple seats is often used as a mobile spawnpoint for the entire team, as any player can simply spawn into the tank and immediately hop out, completely forgoing having to run the distance from a spawn location to the front line. This, alongside many other more nuanced things such as using many tanks' smokescreens for your teams' cover rather than your own or the specialized ones for, say, vehicle-killing or spotting, allows the game's tanks to have excellent utility as supportive tools as well as fulfilling the primary attention-soaking role of any game's tank class.
15:35 yeah, but at the same time he can run Coilgun with Tier 2 B, Tier 3 B, and Tier 5 B to spam low cost instant Fear trails to constantly scare anything off of him
So tanks in the military are close to infulttry units because they need the cover. Tanks and other Armoured vehicles need infulltry support so they arent surrounded. I'd argur you can use this real life example for game metaphors as well.
I was just wondering if you plan on doing a video on off-tanks? With focus fire down one choke, it's near impossible to contest the space as solely a single tank. 6v6 Overwatch was a great example of this, as there were 2 tanks to perform the job of taking up space. In a PvP world, space is vital to the winning. The off-tank of 6v6 had the job of peeling, contesting off-angles, all to lighten the load for the main-tank and the rest of the team. Like you mentioned with Roadhog, getting that pick and having that self-sustain is vital in their kits, but supportive defense is lacking, however contesting that space Roadhog does with his kit (the bad-positioning punisher of his hook & 1 shot) enables the tank. In TF2, you have something similar with high HP classes like Demo & Soldier often contesting off-angles for the heavy (since their mobility is so much greater) while the heavy pushes the main choke, having their sustain in their amazing mobility. Flanking, or at least the threat thereof, becomes a vital part of the Off-Tank's kit that the Main-Tank could only dream of fulfilling. Off-tanking (which is where I'd put most bruiser tanks like RH & Soldier) is such a unique way to play that's often overlooked but is vital in performing the tank's job, especially in PvP. When fire is so focused, even with the support of their team the tank often fails. That secondary distraction is so important yet so overlooked, I'd even argue Off-Tanks could get their own video. It's such a unique job that really does put the player alone in team games. A mix of the scout and tank. They contest the backline but in a maintained, long-term way, like a tank would in the position of the scout.
This video was very insightful for me because I like playing tanks, but resently I have not enjoyed playing tanks (Heavy) and thinking back on my resent time I have played a tank, I have play too aggressively, so next time I play a tank I will take thing slower and stick with my team more. Thank you for showing me what I have been doing wrong.
16:40 Hey, Inara! Inara is my tank main in Paladins, and having watched the video, I definitely can relate my experience playing her with the things you described. By her very design, Inara is able to endure a lot of damage and stall out the enemies for a long time, and she's able to offer a lot of protection to her teammates by cutting enemies off from being able to reach them. While she's not as damaging as some other characters, she still has enough that it can seriously threaten a player that doesn't respect her, and the same ability design that makes her a defensive master also makes it possible to trap enemies with her and force them to deal with her. When I'm playing Inara, I do my best to make space, controlling the objective, pressuring critical targets on the other team, keeping flankers off of my team, and wasting enemies' time and abilities. If a flanker starts running through my team and I fail to stop them for any reason, I'll likely soon be isolated and killed, but while I'm alive and my team rallies around me, I'll often be nearly unkillable with their support. I personally find it very rewarding to play Inara, as her incredible survivability (even among other tanks!) means I can stick around to continue making an impact for a long time, and just by doing the things I need to do as a tank, I'll often hit many top statistics at the endgame scoreboard
Another great example of a solid wall of a tank is Bardin the dwarf from Vermintide 2, mainly his Iron Breaker career High stagger power and taunt High effective health Super defensive oriented talent set Healthy weapons selection between big horde cleave/high stagger to regen temp health, a good shield, and Drake gun as an opener or a rocket to wipe out armored enemies As long as he can keep the majority of the horde on him, other character can have a good breathing room and help him on disabler special which are IB weakness
Whenever I play Gunner I make my own survival the primary goal, oddly enough. The way the class is designed, Gunner is the one best equipped to push through swarms and revive teammates. However I can't do that if I'm dead myself. Hence I don't try to pull aggro off the team at _all_ costs, I only pull as many bugs as I can chew through using my guns, often while slowly backing off from them or kiting them in circles, using terrain for cover. If there is no space, I try to deploy shields before anyone actually gets overwhelmed and downed, and especially to preserve my own health. If things still go sideways, I run away and call for a resupply in some far corner, to buy more time. That's the weird thing about tanks. To be a real team player and to be there to pull attention away from others, you must recognize the weight of your responsibilities as something that also makes you obligated to look after yourself and put your life first. Often there are other classes that are actually better at bailing out teammates who overcommitted (in DRG it's the Scout, who can quickly grapple across the cave to anyone who needs slightly more firepower or can revive anyone who has relatively few bugs around them). It's not the tank's job to prevent the mistakes of others, it's to be there even after mistakes were made.
As a driller main I’m just exited for the driller video, witch is definitely gonna come because driller TOTALLY fits into a clean archetype right? Right?
As a heavy main, I'd like to say there really cannot be a tank who can only take 3-4 shots before dying furthermore, heavy doesn't actually have that much dps when you consider his bloom and inability to damage multiple targets at once for these reasons, I feel engineer is more of a tank than heavy, engineer takes all the focus fire, distracts from the objective, serves as a team anchor, etc.
And a sentry is the main tool of the engineer for this purpose, while engi operates, maintains and moves it around if needed Ah yes An ungainly killing machine (sentry) is filling the role of the ungainly killing machine (tank) Perfectly balanced, as all things should be
Hey Lucid, your videos are great and the visuals are amazing! Not sure you'll read this, but I find it a little hard to watch them on headphones because the dynamic range is a bit too large and my ears get blasted by music while I was comfortable listening to you speaking Maybe some compression?
I can totally see where the scout drg could be put in a video talking about high mobility classes in video games as either pick classes or recon classes, but where would driller fit in? a video about war criminals in video games
Tank has always been my preferred role in various games. Just wanted to add insights from other genres not covered in this video. In MOBAs, the focus for me is not as much drawing attention away as it is locking down opponents or freeing up allies. Inevitably, that does mean eventually it's about attention management, but not always. Peel, engage, harass. It's a dangerous dance, that just like other tanks, relies heavily on reading the situation and relying on your team. In MMOs, the tank task is much simpler in basic gameplan, but still requires skill and knowledge to do properly. Tanks in that context are expected to know the fights, know their defensive options, and optimize their gear. In all cases, over-committing is the most common downfall. You can't afford to dive in and burn your resources at every opportunity. Knowing when to hold back and when to charge is very much the hardest part of learning to be a good tank. But few things are more satisfying to me than being called the raid boss by my opponents, or watching my setups resulting in kills or objectives. It can be a thankless job, but I love it. Tank on, folks. Rock and Stone! ⛏
A good defense in a pvp game should always be given a counter manuvere, for shielding in fighting games you have command grabs, for airblast its non-projectile weapons, for heavys fist of steel its melee options, but even then a balanced defense tends to have a chance to be worn down with enough brute force, now instead of taking away core gameplay, your actually substituting it for something new to mix things up, which is how defensive mechanics in a game should be.
Ehhh TF2 Medics who think that Heavy is a top-tier Uber receiver are wrong. Ubers give the patient the ability to do a lot of damage to the enemy team and push towards the objective. Heavy is too slow to do that, and the minigun lacks crowd control. The actual prime targets for Ubers are Demomen and Soldiers, because they can cause a tremendous amount of area damage quickly while on the move. Heavies, Pyros, and Scouts are secondaries depending on the situation. Scouts if there is a particular player who is good and can quickly get to the enemy Medic to spoil their Uber, Pyro in confined spaces especially with Phlog (if you hate fun), Heavy only if the enemies are actually moving _towards_ you as a loose group and you already stand on or near the objective.
This video is very well put together and paced, and I really enjoyed how it unfolded, but the audio mixing can use some work. I know you don't want your mic to peak, but the difference in levels between the character showcases and your voice got annoying, 17:08 is a good example of this. You're going to want the video to be a consistent level of loud, and viewers will adjust the audio down to their liking. Aside from that I really enjoyed it, looking forward to your next video!
* insert The Heavy is Dead script here * Jokes aside, yeah, playing any tank role can be an absolute pain if either you or your team don't work well with each-other, and as a TF2 Medic main I do respect any Hoovy willing to take the front line for the team (and the Sandvviches). Soloing with gunner in DRG on H4+ is pain...
I feel another great Tank is Atlas from Paladins. What makes Atlas such a great tank in my eyes is in how all of his abilities can be used both offensively and defensively. One example being his setback, which sends the target back 3 seconds can be used offensively in reducing the healing they received, and defensively in getting a Flank off of your team.