If it's not one thing with my videos it's another, I guess. I tried not only using Fraps, but also the highest possible recording method on OBS that wasn't lossless since that gets all fucky when I put it in Sony Vegas. Apparently, this has caused pretty significant dips in the framerate which I didn't notice while recording, when all I was trying to do was fix my problems with bitrate. There's just no winning. I might be able to fix this with more RAM, but I don't know when I'll be able to get some, I already bought a 2 TB hard drive just so I could store videos this month. I can either lower the game's quality which looks like shit, I can go back to recording with a subpar bitrate, or I can continue recording with a choppy framerate. Those options all suck, but I'll probably just go with the subpar bitrate. Also, I don't know why people are saying that Engineers can just destroy their buildings with the destruction PDA or binds when a sapper is applied to them. I've never known that to be the case and in my 7+ hours recording footage for this episode, on top of the footage I lost, I never saw it happen once. Either it's some exploit I'm not aware of or some of you just don't know that sappers block the destruction PDA. Also my statements on the Ambassador are apparently controversial enough that it may need its own non-BWA video some time in the future. I'm not a particularly good Spy and I'm definitely not the best with the Ambassador, I never have been. But a lot of people seem really dismissive towards it and act like it's useless when I can tell you multiple times that it bailed me out of a bad fight because killing someone at lower health in one shot is better than spamming the Revolver. That's for the future though. Until next time.
If you have an Nvida GPU: they have a recording software that does not impact perofrmance edit: Its Nvidia shadow play. I have it open 100% of the time to have the last min recorded incase something happens
Sappers actively block the Destruction PDA from being used to destroy the Sentry. HOWEVER, as Uncle Dane tells us, switching between the Gunslinger/Wrenches while dead/near spawn will destroy the sentry regardless of whether it has a sapper attached, which can cockblock spies from gaining points from the destruction.
I usually laugh at spies for using red tap... "If they had used normal sapper, my sentry would have been destroyed and I'll have to build it up again". (I use eureka effect a lot so it takes time to build)
12:04 Pyro of the year ladies and gentlemen. He walks up to a slow moving scout standing next to a sapped teleporter exit and his response is to look at a wall and call for a medic.
i very often take health packs that i don't need as a spy, because i'm usually far away enough from my teammates that I'm actually helping my team by denying the enemy from getting health
Something you forgot about the red tape recorder, it INSTANTLY empties all the metal from dispensers, which really hinders engineers in bringing their guns back up to snuff
@@Fytrzaczek21 yeah that's why rtr spies should never forget the dispensers. I would say they are a higher priority over the teleporters because porters are easier to replace than the 600 metal in that engie's dispenser, which is enough to fully replace a lvl3 sentry
@@Fytrzaczek21true red tape recorder it way better than people think but they dont want to see it all people see is iT TaKes LoNgEr tO DeStROy A seNtRy
@@omeromreomerYou typed that last part like as if the damage output of a sapper is nothing compared to taking one out of the many sources of metal away. Now if the Red Tape also took away Sentry ammo, then that’d be something
@@jblazerndrowzy sorry about misunderstand. at the last part I tried to say some people are not even spy main or used the weapon longer than 5 hours says it destroys sentry slower and tells this to newbies so they dont even try to use the weapon. they say it takes longer but they do not even think about how fast it turnes lvl3 sentry to lvl1. and the most important is engineers strongest building is not sentry its teleporter and dispenser because sentry can get overwhelmed way too easy. Im not saying zapper is useless, both of them have advantages and disadvantages and they they can be better than other in different situtations
One point that was missed in this video is that the Red Tape Recorder is especially strong against buildings that are being rebuilt after the engineer has packed them up and moved them somewhere. SUPER niche, but the stock sapper has to wait for the buildings to reach lvl 3 before the rebuild self-heal stops undoing all the sapper's damage; meanwhile the RTR completely and immediately halts the reconstruction and starts unbuilding it before it has a chance to fully level back up. Once again, not a situation that comes up often enough to justify switching off stock, but it's a point most people don't even realize is worth talking about because they don't use this trash enough to notice how big a difference this is in the few cases it does come into play.
@@thunderspark1536 Yes, hence the "completely and immediately halts the reconstruction and starts unbuilding it before it has a chance to fully level back up" part of my previous comment
Correction: This gun breaks basic tf2 design rules and arbitarily has damage falloff and cutoff and destroyed spy's only alternate playstyle which people had put in thousands of hours into
I feel like people who said: “Engies can destroy their buildings while it’s being sapped” are the same type of people who ate untold amounts of glue in kindergarten
Okay, for real, this comment needs to be pinned, because I'm astonished at the number of people that don't realize it: YOU CAN'T DESTROY YOUR OWN BUILDINGS WHILE THEY'RE BEING SAPPED, GUYS. For crying out loud. This is Engineering 101. >.
@@nonten4 it doesn't have anything to do with the red tape yes but its just that some people thinks that they can destroy sentries with the pda while being sapped and commenting it on the comments saying that he is wrong and it can be destroyed yadayadayada (just saying if ya don't know what he's talking about)
@@nikodoge99 I think he meant the sapper should be having more health, my dude. I think that's a good buff to balance out the weaknesses of this sapper.
since spy only has 1 different sapper the red tape, I've had ideas for 2 new sappers, one that takes one swing (2 for Jag) to take out but is faster at 50% extra damage than stock and one that takes 3 (4 on Jag) hits to destroy but saps slower at 50% slower than stock
@@spino650 The slower one is what Red Tape Recorder is for. Delaying the enemy from building stuff and generally being much slower than stock. This would have been excellent had it got more HP to balance out the weak damage.
Maybe it would be nice to have the disabling thing still occurring after the sapper is removed, so it makes it more support oriented by making the buildings remain more vulnerable to be easier to finish off
I'd like to point out that the red tape is INFINITELY superior to the stock sapper if you catch an engineer transporting his buildings- regardless of the level it was when it was being transported, if you put the sapper on it the MOMENT it's put down the building gets instantly destroyed. Even if you're a half second off, it'll still get the job done a LOT faster Also it makes engineers significantly more angry than stock, so the tilt can help :p
it really doesnt. as an engineer main, your buildings are dead if a spy catches you transporting them no matter what. and if my buildings get downgraded, I'm pretty happy because some stupid spy saved me 100-130 metal by not making me have to build a new one entirely
@@NarmolSB how to counter spy using stock sapper while transporting buildings: 1: put building down 2: shoot spy 3 remove sapper if they placed one its not hard at all to deal with spies while moving your buildings if they're using stock unless you let them get into melee range for whatever reason, their amby aim is goated, or they have a diamondback crit, and most spies use the L'etranger anyways so yeah, the stock sapper is better against bad engineers who simply dont turn around and aren't aware at all while transporting buildings, but the red tape does act as insurance
Ever played a match of CTF where the engie on the other team thought his gun in the intel room is save because he has a tele-exit there and he uses the Eureka Effect? If you use the stock sapper he would be right-ish, but the RTR prevents the engie from teleporting to the tele-exit while it is deconstructing, so you can take down the nest undisturbed.
Well, there's two other advantages the RTR has over stock: 1) Sapping Spree is more effective, as 1 Engy cannot remove all the sappers without permanent harm even if you mysteriously meet your death at the moment you lay your last sapper; at least one of his buildings WILL be downgraded. 2) RTR will drain a dispenser of its metal entirely if you manage to downgrade it from level 3 to 2. That being said, I'm still a staunch supporter of stock since I'm fond of sapping and shooting at sapped sentries or teleports to hasten the deed.
First point I would consider countered in that the damage that the Stock would inflict would equal the metal needed to upgrade that deleveled building, and have a decent chance of destroying the 3rd building in the nest Second point, I did not know at all, and will definitely keep that in mind Ironically, I use the red tape recorder because I don't go for kill or score, I like the paranoia I cause players. They spend time hunting me, they aren't killing my team, and a slower, more present, and more emotionally harming RTR does just that.
@@grayanimate7166 No it wouldnt, repairing a building from a stock sapper doesnt cost 200 metal unless it got destroyed. Even when dealing with turtled engies the red tape recorder has an upside in this regard. if you can downgrade the dispenser, then the engie will likely have to leave to get metal to finish the upgrade. if you survived the first engagement you can swoop in and reapply the red tape, giving the engie more upgrade work to do and wasting more of his time/giving you more opportunities to kill the guy.
Don't forget that it's the best to stop an engi from moving up, If an engi picks up and replaces a building you can sap it while it's rebuilding and if it goes back to the initial build point it will be destroyed no matter what level it is, if you play smart and wait for them to pick it up then decloak in front of them they'll be forced to put it down at which point you can instant sap it and instant kill it, or you just shoot/stab them and destroy it that way
@@UmiZoomR Degrading Building > Doing literally nothing when there team kills you and the sapper is just removed and repaired. The Red Tape isn't good against engis who are poorly defended. But against engis that are surrounded by groups of people who will be gunning you down it's better to potentially weaken a building than to do nothing to it.
As an engineer I've found myself frequently in situations where my buildings are dying to the RTR and I'd much rather them be sapped normally, and not just the ones you mentioned. There's something uniquely devastating about hitting a major checkpoint in the destructive process at only 3 seconds that can't be undone by just breaking the sapper. That's one hell of a deadline, and even if it's just one downgrade it's additional time and metal you have to spend re-upgrading it or simply dealing with the inferior machine, and with sentries in particular it also means another 2 second upgrade animation where it's also unable to fire. Some engineers are too entrenched to effectively sap, but in many circumstances they can be significantly softened up when red-taped. Though it requires a team to follow up on for maximum effect, I find the RTR is a better team support weapon where the normal sapper benefits lone spies better.
@nameless one I think it should've retained its perfect accuracy on first shot but only deal mini crits (around 54 damage if I remember my mini-crit numbers right) beyond 1200 HU. That way you aren't 2 shotting snipers on the rocks in Badlands. but it's still a viable choice to dish out damage on fleeing enemies
The amby was never really unbalanced, it was better for long range than stock but worse for close range. It is hard to hit a headshot on a tiny moving pixel kilometers away. Now it is worse than stock for close range and worse than stock for long range too. The only uses off the amby now is getting flashy kills and just quick burst damage which is hard to do, but with stock u can do the same damage MUUUUUUCH easier. The youtuber aWoolenSleevelet has a vid explaining it perfectly.
@@Underworlder5 They don’t because when you get a backstab you immediately take the form of the person you killed. They only target players who are undisguised.
@@Underworlder5 In MvM, they’re fooled by it, but just have a delay before they’re fooled by it so they’ll begin to attack you as soon as you attack. If you attack someone outside of range of the bots and then walk within their range, it will work. It’s a bit confusing, and in the end what you said is almost true, but it’s missing an important detail.
I like to think that you go to the dumpster to pick things, and try to make them usable "This is trash, this is trash, this is EXTRA trash, this.... is usable" *picks the bison*
I've noticed the Red Tape seems to work best when I'm playing with a buddy. One of us sap a sentry and the other lays into it, since the sentry will have longer downtime with the constructing animations and getting the sentry to level 2 can be enough to turn the tide. Also it seems to be the better sapper for teleporters because you can greatly slow down a team with the longer tele recharge times (assuming you can get it down a level) and if nothing else, the Red Tape is really annoying to deal with and will piss off engies
@@tribot_leader The second the engi destroys stock sapper the sentry gun is shooting again, with red tape you have a larger window depending on how long it was on the sentry
Either: Change the damage reduction to -75% Or: Make the recorder take an additional hit to remove Allow some give so the sentry is still slightly more vulnerable even when the sapper is removed and I believe you also won't need to wait for the entire deleveling process if starting from a slightly dinged Level 3, or work on itd strengths for the reasons you pointed out.
"However one of the nice things about the red tape recorder is that I dont haven't go into loadouts too much because it dosent have bad synergy with any of spys weapons, exept for your eternal reward but that weapon just sucks" Me: Well we already know where this is going
With l'etranger is a good sidegrade loadout, you can stab a medic near a sentry without it shooting you down, the disguise only work for a short time so i don't see why it is that bad
@@GigasGMX that would just make it even easier to negate, simply by having a random music permanently on your mic the moment it stops playing your teammates know you got stabbed. Oh and Discord, Mumble, etc exist anyways.
As an engie main it hurts my brain to see that a lot of people that dont know that you cannot destroy a building whilsts its being sapped, then again wouldnt blame them since if you dont use the frontier justice you wouldnt want to destroy your sapped building
Lmao I love the cleaners carbine It's still decent for pick DMG, but it's FANTASTIC for both suppress fire when running away, and baiting in a kill when getting jumped on. Sure they know you'll have mini crits when you pop it, but they don't know when you'll have it. Pop that shit out if sight to suprise em and then just wack em with the bushwacka, literally 4/5 classes will get one shot. Only reason why I say this is because soldiers aren't going to pull out their shotgun when going behind a corridor of an enemy base to kill someone. Literally walk into em, hit them for 195, and the only way they're going to live is if a medic is pocketing em
The odd thing is, I unironically main with this sapper. It's fun to hear the engie rage in chat after being backstabbed whilst his buildings slowly whittle away.
The red tape recorder is also useful for those rare occasions where you have half the opposing team be engie and set up in a single area (attack/defend and CTF come to mind). Your team isn't gonna have a chance against half a dozen level 3's all manned by engies. Against level 2's, and with half the engies more worried about getting the spy, that's a different story
@@maximilianklinger2712 I don't think it would be useful in medieval mode, The afterburn isn't very useful because Health packs drop after every kill, most of the scouts will use milk and demomans can just right click to extinguish themselves, Also the damage penalty just makes everything even worse. Unless you have a Sun-on-a-Stick Scout following you, it is more of a downgrade over the stock which can at least one hit some of the classes with a crit. The Back Scratcher and Powerjack are better choices for pyro in medieval.
The Cloak and Dagger combined with the L'etranger and the Red Tape Recorder are THE loadout for pissing off engineers. You can stay invisible for long periods of time, and when he shows up to remove the sapper, you decloak and stab him before he knows what's going on. The L'etranger is the best revolver to pair with the Cloak and Dagger extends your cloak duration while moving significantly, and it provides a sort of get-out-of-jail-free card, as you can land a few shots, get your full cloak back, and run off and hide in a corner while they run around confused wondering where you went. It's glorious.
One thing about loadouts with this thing - you really shouldn't run the Diamondback with this unless you can reliably get backstabs, since a good chunk of the time the deconstruction won't complete so you'd essentially would be removing half the opportunities to get crits for the gun. Unless you want to be fair to the people you're playing against.
I do use the diamond back even if i'm not that good at backstabing espacialy when i just took down a nest and got fryed in the process since the sapper take a long time when i respawned the crit comes with it
It's actually really good. Even if the Sapper gets removed, it will most likely have downgraded the building to level 1-2. It's extremely annoying when playing engineer.
@@adamantiteB As someone who uses it let me clarify, It's really good when the enemy team is all crowded around the engis buildings and you can't just destroy them because they'll burst you down the second you place the first sapper. If you're in a situation where you can destroy the sentry outright stock is better.
I had a great idea. Essentially, since it's the "Red tape RECORDER", what if it recorded the levels it sapped, the you could place the RTR on a friendly engie building and it would start upgrading?
@@lamihadamshareef5270 hmmm maybe if for example, you sap a level 3, it will downgrade and fill up a meter, if you destroy a building, it will be full and applying it to a friendly building upgrades to level 3.
@@pancakeerobotee6685 reading that made me think of how the buff would work: every time a recorder downgrades a building, it will store a level, in which case the recorder can be applied to a friendly sentry to upgrade it, and destroys itself when it runs out of levels or the building is fully upgraded. for example, if the recorder destroys a level 3 sentry on its own, it could be applied to a level 1 building. level 1 building becomes level 3, and the recorder still has a level left over (since it would go past level 1 and revert the sentry back to a toolbox, gaining an extra level for dismantling it completely). would overall be an interesting concept, since you sacrifice some offense for utility. only issue is that spies and engineers excel at different areas, and so would likely not spend much time near each other. maybe red tape spies could have some niche with ninjaneers
It could be interesting to add a stat that makes it less easy to remove by homewrecker pyros, it would add a genuine reason to choose it over stock sometimes, like when the only reason that nest is still alive is because of pybros instantly knocking sappers off everything.
Do people really think the Your Eternal Reward is bad? It seems fine to me. Also nice reference with the name Skin Man, as you are in fact playing as a villain in disguise.
yeah, YER is objectively a pretty shit weapon. Disguises are much harder to pull off and you're gonna be slower than the most common targets. It's useful for chainstabs when the whole team is facing away, but so is every other knife and they can still disguise afterwards. I'll admit, it does have good synergy with its item set, but only because you need to get your cloak back fast, and the moments when you do cloak are so important. It's a very difficult weapon to use and you honestly don't get much out of it because voice chat exists.
Also, It removes ALL the metal from dispensers if u sap it, so Its pretty good if the engie is basing somewhere where ammo packs arent too accessible and relies on his dispenser
The red tape recorder also works well when suicide bombing massive sentry nests. Even if they take the dapper off it will most likely be a level lower of cource you would have to coordinate with your team but when it works it works
When the Red Tape was first released, the downgrade speed was really fast, 1.6 seconds. It was then changed to 3 seconds, the speed we see today. The deconstruction speed of a Sentry, going from lvl 1 to toolbox takes 10.5 seconds, meaning it used to take around 14 seconds to fully destroy a lvl 3 sentry.
I would love if you did backscatter next Also red tape recorder is my favorite sapper And also, use red tape recorder with cloak and dagger, it is the ultimate engineer annoyance tool, go to enemy base, you should be able to find engineera who would like to set their sentry up, then go to resupply, and then upgrade their sentry and go to resupply again If you found one of those, just sap the sentry the moment he goes to resupply, this will effectively undo his last 200 metals, don't ever sap a lvl1 unless your team is pushing, continue sapping his lvl2 or lvl3 buildings until he swithces classes or quits the game Usually takes around 7-8 succesfull saps and he says "fuck it" and goes pyro to hunt you down Yes this might not always work but sapper is already a situational weapon it can only be used against a single class
@RajunCajun34 after some point they start spychecking around, just don't stand in the middle of the way or near the corners, and sometimes they fake going to the resupply but don't, just sap and go invisible, if you are good enough, they won't be able to find you
The backscatter is good if you're a new Scout player because it kinda forces you to get up close and personal and learn the Scout playstyle so when you switch off to other scatterguns you'll do much better. It's kind of like a set of training wheels (not to be confused with a crutch), if you will, though there's not much reason for an already experiences player to use it.
@@pescavelho6151 I kinda did that with force a nature I would get into someones ass and then shoot twice to send them to moon and kill them if they are a light class
@@pescavelho6151 I've just hit 1K hours and I use the backscatter for one thing: I can 1 shot light classes. That kill threshold is my favorite, because if I'm behind the enemy scout, I'm pretty much guaranteed the advantage in the next team fight. Now, it doesn't work that often, but I also love memeing.
Last time I played TF2 a few months ago, I remember having to fight a RTR spy. Now, this was a pub, and his team kinda sucked at doing pushes at the right time, but the spy wasn’t half bad, and I was usually by myself defending against him. Every once in a while, he’ll distract me long enough for the gun to get down to level 2 trying to ward him off. At that point, until I got it back to level 3, I was extremely vulnerable to pushes. We played a few matches together on Badwater, him always on the enemy team, and so many times did he get my sentry to level 2 and then the enemy pushed, it was even worse than if it was a stock sapper because I would’ve been able to repair before they pushed. So I mean, I can see this thing being useful against me.
Rebalance Ideas: + 100% Sapper Health + Engineer isn’t notified of sentry being sapped - Sapper cannot be placed on 3 seconds after being removed ~ Sapper exclaims “Let’s Make Some Noise!” while sapping
I would say that, rather than not notifying the engie, give it a delayed notification (~1.5 seconds after starting). No notification would be a bit too powerful, but giving them less time to respond would help maintain the niche it has while being even more powerful in that role.
@@allenearl1514 yeah, after some review and more experience as spy, i think maybe the stats should be more like: The Red Tape Recorder + 50% sapper health (3 hits with wrench, 5 with jag, 2 with homewrecker) + Sapper notification delayed by 2 seconds - 20% less damage to all buildings - Sapper takes 3.5 seconds to be placed on a building after it is removed ~ Loud crackling and random phrases are produced by sapper while in use this playstyle is mainly meant to combat players that dont stick around their buildings (e.g battle engis) while punishing a spy for trying to be too agressive. i think this is an unfilled role that could be used in a number of situations like large maps and combat focused gamemodes. in mvm it stuns bots for longer and has a larger radius, but deals very little damage
@@tiagosales3373 So it’ll take far longer for an engineer to remove the sapper, thus it’s downside of taking longer to work will be slightly alleviated.
@@AbcDefg-tq3ju When the default option is arguably the best, no. A scattergun being worse than The Scattergun doesn't mean it's bad. A Medigun being situationally worse than The Medigun doesn;t mean it's bad.
RtR is an attrition weapon, while the Stock is a general purpose one. The RTR being able to completely reset upgrade progress and dispenser metal, as well as slow down teleporters, is essentially damning the enemy team to scrambling around and trying to make do with ammo packs, which you can also disrupt by using the stock watch with the L’etranger to leave them with absolutely nothing. It also leaves behind less metal for the enemy team, should the deconstruction process run its course.
Hey, love the series! Can we get an episode on one of the more "forgotten" weapons? Weapons that are bad, but not so bad that they have a legacy for their badness. Ones that come to mind are The Pomson, Solemn Vow, Claidheamh Mor, and Cleaner's Carbine. I love lots of weapons that have this "forgotten" status, just because many of them play so differently.
The red tape is best on payload offence, and when you’re attacking on an attack defend map (also sometimes on 5cp). If you sap an engineers nest as your team caps the point, you can buy yourself an extra few seconds before the engineer can start building his nest, since he won’t be able to remove the sapper and he can’t detonate his buildings.
RTR also works best with Cloak and Dagger as a psychological attack. I came across a grizzled Engineer complete with the cowboy hat and a few deaths and saps with this thing, it forced an aggressive Widowmaker Engie to stay in his nest and look for Spies in pathways. I went back to him and saw him turned his back on his nest, and just waiting for me. The backstab is so perfect it's unreal.
Red tape main here, theres something interesting about the red tape's deconstruction mechanic that's can cause great pain to engineers who use leveled guns or other buildings. Attaching a red tape will cause all metal put into upgrading it to be removed, so a sentry should be 150/200 metal from the next level and have it reduced back to 0 by slapping a recorder onto it. I personally find this bit the key reason why I use red tape.
it's still better to use regular sapper because it works far faster. although it is nice red tape removes metal spent mid-upgrading, its better to outright destroy the sentry as fast as possible, as destroying it entirely costs the engineer (at level 3) a total of 530 metal, while red tape can, during combat, maybe remove 200 metal, if no engineer is too near it. (edit) of course if the engineer is dead or pushed back and you're coordinating with your team then i'd argue red tape is the better choice, as the buildings being downgraded so slowly means the engineer cant start building anything until they're gone.
@@pekonipoika7274 That and the toolbox from a total deconstruction is a _large_ ammo pickup, which can (rarely but hey) help in very ammo-starved maps.
I think one weapon that would be interesting to see is the Enforcer. The Ambassador is good purely on skill, while the Enforcer is the worst pistol by far for Spy. So will there be a Bad Weapon Academy on the Enforcer?
@Daniel von Strangle Well the Ambassador isn't the worst secondary choice for the Spy, just if people would complain about a pistol, it makes sense to complain about another. If you get the point! Though I think the Ambassador isn't terrible just you put in more work for a flashy but inconsistent reward.
The red tape recorder should work faster, especially since it's meant to lessen the defenses rather than just destroy it. Because while the regular sapper can damage sentries, it's more of a 0:1 outcome where it works or it doesn't. Where as the red tape recorder is more of a 50:50. It does not destroy the sentry entirely by the time it gets destroyed, but at least it did some kind of sabotaging so that your teammates will have an easier time pushing through against those pesky sentry defenses
bwa back scatter would be something I would be really interested to see, I’ve played a fair amount of scout in my time in tf2 and I couldn’t for the life of me find a way to consistently use the thing. Love the content, keep it up!
It's not bad, I actually played with it yesterday 30 kills 3 dominations, I'm not good at scout tho lel. I find the gun useful in killing medics and pyros
sweet, another youtuber who puts background music in the description. as soon as i heard those smooth Sly Cooper bass strings i thought "oh this better be in the description." and 99% percent of the time the music isnt credited. so good on ya, keep it up.
Ambassador is pretty decent, it’s just that people who can’t aim for shit try to use it and say it’s unusable because they haven’t learned how to headshot and aren’t used to not having critical constantly, for doing what they should be doing already.
New stats for the red tape recorder: +200% sapper health (takes 9 hits to remove) -100% damage penalty -80% revolver and knife damage done to buildings =Emits a loud sound, alerting everyone to the sentry being disabled This is the teamwork sapper, you can disable a building while your team comes in and destroys it.
100% a great rework, it'd be a wacky side grade for spies who don't want to stick around post sap and it'd work beautifully in a team setting, giving the team ample time to followup on a spies sap like they're supposed to
11:49 "But you'll be able to definitively say that your red tape recorder is just as good as stock." You are wrong here by the way. In MvM, the RedTape is a straight upgrade from stock as engineer bots won't remove it from their buildings due to a coding oversight. Engineer bots are coded to hit their buildings whenever they're damaged. The red tape doesn't "Damage" the building. Therefore they don't remove it.
MvM is irrelevant, since the robot is dumb af you can just backstab them and sap their whole nest. So he not wrong in fact he never took mvm into consideration once in this video and since that gamemode is vastly different since alot of weapon like the brass beast and fan o war actually helpful in that gamemode unlike casual or comp.