Hey, I'm sorry I couldn't catch the stream but I thought about something. What if the Base Jumper was a banner with the passive being the parachute. The ability might allow teammates to see enemies through walls (or something more useful).
The real benefit of the banners isn't their buffs. It's that whenever your team hears the toot, they all push in together. That way you don't have to wait until the last 10 seconds for the game winning pub push.
Never happens in pubs lmao, I use my horn, literally looking for someone else to show up, but no they decide to camp with full hp and spam corners. Stupid pubbers man 😂and when I use my thing they star spamming harder, like bruh
idk if you're in a game where your whole team last-second-pub-pushes, chances are they're either too new or too bad to also pub push when an obscure horn noise happens
Must nice to be you. It feels like every time I toot my doot my teammates scatter like cockroaches or just sit around with their thumbs up their asses.
I would say that even in MvM, the Cow Mangler isn't a straight upgrade because you lose out on the super shot utility as soon as you upgrade your clip size. The super shot taking up four rockets is bad enough, but even with maxed out reload speed, needing to reload 6 or 8 or 10 rockets is even worse. You basically trade getting rid of one set of upgrades in exchange for making another set an active downgrade to one of your benefits.
@@magicmissile7533 You don't need a medic for the minicrits only downside to come into effect, but if you're not a fan of crit canteens then that seems like it would work well
I'm not a person who plays a lot of MvM so I don't know much about how good the Cow Mangler is but yeah you make a fair point. Although it shouldn't use up the entire clip when upgrading your ammo capacity, it should only use the equivalent of 4 shots, like how it does (technically) at base capacity
Rick May is rocket jumping in the heavens above Legend has it, that if you see a shooting star on the night of the fool moon, that's Rick, reaching 20 killstreak
Battalion's Backup is just the biggest "fuck you" to TF2's worst stereotypes and combos you see way too often. It's just beautiful, especially once you get a second player who is just as big brain as you.
@@supremecalamitas342 the battalions has only 1 weakness to crits being it doesn't protect you at all from backstabs, and besides the spy knife deals 40 damage per non backstab
If I had a penny for the amount of times I saw a tf2tuber who kinda looked like Patrick Bateman from American psycho, I would have 2 which isn’t a lot it’s just weird it happened twice
Just something that popped into my head when you were talking about the Liberty Launcher: It could be neat to give it extra knockback. That way it would combo better with the RS by overcoming the damage decrease which already indirectly reduces its knockback. It could also make your rocket jumps go further, which could open new rollouts etc.
@@vin8754 it's good to be wary of movement controlling abilities and all, but we're talking about normal knockback here, not something like pyro's old airblast. it won't be all that different from the reserve combos we can already do: we'd just be doing it with the LL, which has the worst knockback of all currently.
Zestys rant: "stop circlejerking about xyz gaming, im tired of hearing it. my comment sections talking bout it, other ppl comment sections talking bout it
The cow mangler is actually a decent support launcher. Not requiring ammo means more ammo for the rest of your team. I like to pair it with any banner and the whip.
Personally, I think giving the B.A.S.E. jumper at least 2 or even 3 more tries to deploy the parachute everytime you're in the air would be nice and even give it back the mobility it had previously, it'd give people the chance to be able to juke in midair like before, but you can't exactly spam it to your heart's content anymore to make yourself nearly impossible to hit if used wisely unless the enemy uses hitscan, a sentrygun, a competent sniper, or they're playing Heavy.
Or how about this: Give it a parachute deploy interval, about the same as airblast. At least now competent players know that the second you dpely the parachute, you have like 1 second before you can let go or redeploy.
Thank you for turning me on to the Battalion's Backup. All my best killstreaks with soldier have come with it, and I wouldn't have given it a chance without your old video on it. I love it so much.
air strike should have a gradual rampup on reload speed. not just a simple increase. EG first rocket is normal reload speed, second is 5% faster, third is 5% faster, fourth is 5% faster, and so on and so fourth. it would still encourage burst damage type gameplay while allowing you to not essentially wait the entire length of a respawn to reload.
That comparison with repeating “Jump” on the radio was absolutely perfect I like the song, but I can easily see how annoying it could get after hearing it 5 times in a day
*I don't even play the game but I might as well put myself above the average Gibus player in knowledge of the game, I am addicted to this game and I haven't even got a chance to play, H e l p*
@@Nameless_Cat_IsAGoodGame You should definitely try playing it; it takes a bit to get used to but oh boy it's fun. And hey, it's free! (until you want voice communication, unfortunately)
@@sadjoysplode The issue is I never had any form of a PC or computer, if I ever owned one, would be the first thing I even just think of 100%, like holy shit I know too much not to make use of
@@Nameless_Cat_IsAGoodGame Oof man, sorry about that. But for sure, this game is a masterpiece, and even in its current state it's a blast to play. Hope you're able to play it soon!
I find that the best thing to pair with the Air-Strike is any banner. The increased clip size means that you can really use the ENTIRE Duration of the battle banner's buffs instead of wasting half of that time reloading. Also, the increased clip also atones for the lack of a shotgun.
6:35 I just realized your right sniper is the only class that doesn't have any of those things and he is NOT weak in close range cuz there is something named bushwaka & jarate combo and he can headshit you at any range
@@DoofXMachina medic is literally the most powerful class in the game with no other real counter, so I think having to worry about positioning a bit more while in open sightlines is fairly reasonable.
@@ShakerSilver Cry about it. Ankle Dan had been to Valve HQ and asked Tf2 devs about "possible most op class" and Sniper was mentioned as a class that can get a probable nerf. And since Sniper bots have worsened Casual experience, there is even more chances for le nerf
the liberty launcher has always been a guilty pleasure for me. back when it was just increased rocket speed for one less rocket it was definitely worse since all it was really useful for was throwing off a pyro's reflexes. in terms of "meta" use now it's still not as good as stock since even with the extra rocket it doesn't deal with tankier enemies and hardened entrenchments well at all, but it does enable a soldier that is potentially even more mobile than he already is which is pretty terrifying considering the reduced self damage can potentially free up an entire weapon slot. i do wish the 25% damage penalty was a little less severe though, maybe a slight bump to 20%. i want to argue for 15% but that might be a bit much
Fun idea for buffing the airstrike: make it so the damage falloff is inverted. The farther away you are, the more damage you deal, and the closer you are, the less. That allows it to function at its intended purpose while also making your ground game suck even more since you're closer to your targets.
Minis are useless against anything except for a scout, which is already the best class in the game, and flanking soldier, which is also extremely powerful. I'd say it doesn't need any more nerfs
im an intellectual, for i use the stock shovel for some odd reason, simply because i have a strange varient that im obligated to use and because i want to feel like a death korps of krieg trooper who doesnt care if he dies as long as a heretic gets smacked
It feels like the Reserve Shooter's mini crits against someone jumping with their own explosives just feels kinda like something the Devs noticed during testing and, rather than changing it, decided to make it a feature of the gun out of sheer laziness.
Your video on the Air Strike made me start trying to use it. I really like the Air Strike's concept and it's fun on cramped maps like Pier where enemies bunch up a lot. It's fun in MvM too.
@@Calvin_Coolage it's great on the long run, since you can forget about the clip upgrade and leave firing speed for later, and get more important things earlier, like rocket specialist and damage (or whatever soldiers upgrade first these days)
My beef with battalion is that my teammate does nothing whenever I activate it The reason the other 2 banners are used more often is because when you activate it your team knows they can go in Counch:The speed boost Buffbanner:The glowing weapons Battalion:Just a little shield 🛡 on top of your hp alongside a glow effect that nobody will noticed My idea:Is to make shield more relevant alongside a text on top of your hp saying “Take 35% less damage” “Crits don’t effect you” That way so people will know that they can take less damage alongside knowing you’d be immune to the crit So whenever I use the backup or any other banner i have a bind that’s says the banner is activate and we should get in there
I feel you on the circlejerk rant. I find that, very often, while a meme is popular (like amogus) it's annoying as fuck. Everyone and their dog makes amogus jokes nonstop. Then, after it's long dead, I'll remember it exists and giggle a bit.
I find the circlejerk memes funny but in an ironic way, but frankly I’m so entrenched in sarcasm that I might like it unironically and not even know anymore.
I think the direct hit should have a slightly slower firing speed, since in 1v1 situations there's basically no downside. It's like you said when discussing quickscopes, the direct hit is balanced for the average soldier that can't hit all their directs, but an extremely skilled soldier can use that faster projectile speed to always land directs and make the weapon an upgrade to stock in a lot of situations.
The only thing that sucks about the Beggar’s Bazooka is the rocket deviation. Basically makes air shots a roll of the dice. You can’t reliably shoot someone in the air with it because of the random 15 degree deviation The Air Strike is really fucking strong in games with random crits on because if you always fire all of your rockets at the same time, you almost always end up firing a random crit which is always devastating. Especially if you manage more than one in one barrage
27:10 The most effective niche use I've found for the CM5K's charged shot is taking out a turtling engie with a wrangler. Don't aim for the sentry, but instead aim for the dispenser behind the engie. The shot will instantly remove most of his health (122 out of 125), disable the dispenser so he can't heal, and set him on fire, which will most likely finish him off before the dispenser comes back online (4 dmg/tick, 122+4=126 = dead in half a second from max health, unless he has the gunslinger or another source of healing). With the engie dead, the buildings are just sitting ducks. But yeah, besides that, I just like lobbing an ammoless "fuck you" down a long sightline to waylay the unfortunate light class that struts into its path - especially snipers lol.
Love the intro music. Airstrike was the first drop I ever got when I started playing TF2 and it took me all of one round on Gorge to realize how underwhelming it was. Ultimate self healing soldier: Black box bc health on kill, Conch bc health regen passive and speed boost + health back on hit, and Half Zatoichi for 100 health back with each kill.
@@user-of5pz5wz7o I've never actually used the Black box once in my 1200 hours. I just like diving into the weapon stats to see what might work together
16:45 the Base Jumper's original ability to repeatedly deploy was nightmarish for casual scenarios in my experience, but I also agree that in its current form it's not remotely useful or fun. Here are some changes I've pondered: + allow unlimited deployments + crouching while deployed doubles descent speed (224 Hu/s) - 0.5s delay between activation and deployment - takes 1s to decelerate from current falling speed to parachute speed (112 Hu/s)
16:55 I thought you were the one who did that video. It bases it on weapon base damage AND NOTHING ELSE, so it’s extremely effective at long range but less effective at close range.
Because I knew that the direct hit rewards you so much if your good, I’ve chosen to at almost any moment I will choose direct hit. Because even though I’m a complete noob right know, I want that skill reward. Because I will know much easier if I’m better or not at soldier
I think a good way to rework the liberty launcher would be to make it a pure utility weapon. I think the stats would be 25% less clip size 40% less damage from rocket jumping 20% faster switch and switch to speed With the less clip size it forces you to use shot guns and the mg and without the dmg you can more reliably pop enemies into the air and get minicrits for your reserve shooter
While not as often, as I understand the downsides of the cowmangler make it a hard play, I tend to use the cowmangler for defense when fighting man on man. I do this, so that when holding back chokes and halls I don't have to worry about perhaps taking ammo away from defending engies who will need it more then me. Not to mention cowmangler really is more of a pvp weapon then the all around siege weapon, even if it is technically weaker. It also has the upside of kind of confusing pyros, because not everyone realizes they can deflect cowmangler shots. And yeah, charge shotting some random bloke around a corner never gets out. The charged shot also does a decent amount of knock back so technically it's possibly to knock someone off a cliff with it! It's got it's own uses, but it is genuinely weaker for the most part.
Now here’s an interesting idea: for the Airstrike, perhaps a reload that ramps up could be interesting. Starting at the fourth rocket in a row, reload speed increases incrementally. That way there’s no issues with negating getting rushed down with an empty clip, but it makes it less and less painful the more rockets you have to refill from zero.
The gun mettle version of the airstrike was super fun. No decreased blast radius whilst jumping and the blast radius and damage were slightly higher than what it is now
One of the great things about the cow mangler is that the charged shot does big damage, I like to hit the engineer when I can. It's definitely not my "anti-Engineer" weapon, not a chance, and I rarely use it unless I'm gonna be spamming out on a map somewhere I know there's gonna be a bunch of guys.
That's ridiculous. Me and my friend used to love going around the map with the rocket jumper/bison combo and rek the enemy team's shit but now it is literally more useless than the sandman. Why valve, why?
It reminds me of how they made the enforcer pierce the vaccinator because of a 6 second sequence in a jerma video where a guy slightly counters his gun by using bullet resistance
These could use some elevator music in the background, I love the idea of someone taking a whiteboard and yelling in your face what they think about tf2 weapons on an hour long elevator ride
All you need to do to use the Airstrike effectively is use it on crowded payload or attack/defend maps and pair it with the parachute. No, you should not sail high over the battlefield. You only have to be high enough to count as airborne. That could be three feet off the ground. Rocket jump a ways back from a corner and arrive at it at some weird height so you can blast away the moment you get beyond it and see the enemy. Hope that makes sense. Super good on Dustbowl stage 3.
Cow Mangler: No downsides if there are no Engineers The charged shot is usually not useful, I don’t have a specific use case for it, but that one-off potshot can fuck someone over for “free”. In ANY situation where normal rockets are useful, the Charged Shot is not worth using. Worth a wombo combo on a payload cart, though.
I’ve actually gotten the Backup push. We were on like, Borneo second or something, and we weren’t making any headway. Our medic couldn’t even muster up a stock uber. So, I said, “Fuck it,” took my time charging up, and we went in for a Backup push and steamrolled the enemy team to cap. It was like, stupid easy with a Backup push.
Air Strike posible change: Keep it like it is now but add a faster proyectiles and reverse falloff like the crossbow, that way you are rewarded for being airborne with same-ish damage to stock, reducing the risk since you can be far away and promotes all secondaries like shotguns, gunboats, banners and manntreads
I agree with most of this list, except i feel like the zattoichi was slept on, because it makes an extremely powerful combo when paired with the concheror. If you manage to earn your entire boost from rocketing the enemy over time, pulling it just turns you into a force that has more speed than any stock class in the game except scout, along with a melee that rewards you with overheal, extra range, and a slight healing boost from hitting with active conch. The two items almost feel like they were meant to be used with one another.
I feel the back is indeed a A rank but am I the only one who has trouble actually getting charge for it? Like what are the charge rates for the other two backpacks because I know the conch is faster for sure.
Alright but what about this: Righteous bison: Increased damage (x %) against sentries (wrangling sentry does not affect bisons damage) + More increased damage (x %) against disabled sentries? 👀 (Would give some incentive to use cow mangler??) The bisons slow projectile will be justified by the high damage it can do against sentries (stationary objects)?
I know this video is almost a year old but I really like the idea of the airstrike having other weapon kills count towards your streak. I would probably use it with the shotgun but I reckon you would see a lot of really insane soldiers using the market Gardner to get those first couple of kills and also use the extra rockets to do insane jumps once they have them. The play style would take high skill but be rewarded insanely. Would make it be used way more often!
I had an idea about the liberty launcher by making it like the degreaser by adding a faster ready and holster time, making it lean towards a combo playstyle more and making it synergize more with the reserve shooter.
25:30 actually wasnt aware of this, makes sense that every other youtuber shills raycon while in reality theyre essentially full bass while sacrificing every other aspect of plausible sound (at least according to dankpods' review)
Zesty I would just like to thank you for the entertainment, I genuinely care about content from RU-vidrs like you than most other visual media and it brightens my day
Usually the mantreads get overlooked on other rocket launchers as I doesn’t have a blast damage reduction thus in most peoples eyes feeling counterintuitive a weapon that promotes rocket jumping but you still have a hard cap on your ability due to the damage
54:57 I haven't tried the following tactics, but I did some theory-crafting that suggests they could potentially be effective: 1) LL + Buff Banner = excellent at rocket jumping and hitting targets from high above. The mini-crits boost the damage up to stock damage _and_ negate range falloff, the higher rocket velocity makes it easier to nail targets from afar, and the reduced blast jump damage means you have more health after landing. 2) LL + Kritz pocket medic = your total potential crit damage output is spread out better. Instead of having 4 rockets that deal 270dmg each (overkill for most classes and wastes 240dmg to kill a Heavy), you have 5 rockets that deal 204dmg each (just enough for most classes and only wastes 108 damage on a Heavy). But yes, even with those combos, I feel that the Liberty Launcher and Airstrike (and to a lesser extent, the Beggar's Bazooka) overlap too much.
Not having the original here is kind of interesting fun fact, if you play a projectile class and have left handed viewmodels, the projectiles come from the left side, its the same with standard viewmodels and the right side, the original is one of the only projectile weapons to have rockets come out of the center of the character. the left handed viewmodels change how soldier/demo are played
The direct hit does have a great purpose in sentry busting: overwhelming wranglers. A wrangler engi is probably going to be more likely to put his sentry in a place where the soldier can shoot it so he can take advantage of the increased range and ride off the resistances, but the direct hit helps offset that and takes advantage of more bold sentry placements.
perhaps the airstrike should have a reverse fall damage effect like what the crusader's crossbow has, so further away the more dmg, well that could be super annoying, (2fort snipers)
ik this is an old video and this might annoy you zesty but a fun strat i've found is using the half zatoichi and the concherer. No one expects the soldier to rush in, fire his rockets from whatever primary and then just whip out a sword to start chopping people up. anything less than a heavy or a sniper charge shot is just not going to kill you.
"Being able to get to the fight faster is an infinite advantage you could have over the enemy team." "Giving the soldier an on-demand speed boost would be really fucking strong, because the soldier is balanced by his slow speed, so him being able to move faster and cover ground more quickly at no strong penalty [...] is not a good idea." Quotes from man who will soon decry the GRU nerf when these were the exact reasons Valve made for it regarding Heavy.
The soldier has rocket jumping, which reduces his health for the skull of going insane distances in seconds. Compared to heavy who moves faster. I honestly prefer this version. And heavy needs a speedbooster much more
@@DoofXMachina Heavys balance around low speed high power, old GRU removed his one downside being low speed for no tradeoff as all you had to do was put it away 2s before reaching the frontlines. New GRU makes him trade temporary speed for temporary power which is actually balanced. Saying heavy needs free speed is like saying scout needs 300 HP or medic needs a higher damaging primary. Its literally the downside of the class
@@josephg1125 I prefer this version since I still have a chance when running away from a fight. Something thay heavy really really struggles with. I really really prefer the new one
As an engie main I'm heavily against adding a player-only damage buff to the Direct Hit. Not just because of what Zesty said, but also because of the fucking Wrangler. If you remove the damage buff the Direct Hit has towards buildings, you also potentially make wrangled sentries that much harder to take down, because now it's harder for the Soldier to really focus and take down a wrangled sentry.
Honestly the cowmangler shines if you are playing the extreme ends of the soldier spectrum, either very passively or very agressively, if you run a banner and stay in the back behind your team, getting rage becomes a non-issue, also, you simply can't accidentally steal ammo from your friendly engineers since you don't need it. If you are playing aggressive roamer you'll be using the charge shot less and only need to retreat for health, or you can get up in an insultingly forward and aggressive position and fire charge shots and deal high burst damage and scare the shit out of the enemy TL;DR: The cowmangler is good if used in a flip flop manner since if you have the awareness to swap between normal and charge shots you just gain another tool to benefit your team
Now hear me out what IF the Air Strike had the ability to ignore falloff when rocket jumping? it would be better........I think I found an interesting use for the Equalizer, use the Direct Hit, Gunboats, and Equalizer to become a death bomber I use stock shovel to use it as a spoon for my Zombie soldier, he eats your brains, no judgements you are all his meal
If you can splash damage more than just sentry it's kind of engineer's fault. You can't be glued to your sentry, you have to go around it, forwards and backwards, from side to side in order to avoid said splash. If you can hit something else besides engineer and sentry, it's even more of engineer's fault, because of sentry placement in populated place and/or building staying too close. On the other hand engineer usually can't react to two quick direct hits if he doesn't know they're coming, it takes much of his skill and reaction ability to be able to save that sentry, but usual rockets are slower and they'll need three hits to finish sentry, giving much more time to react. As for last note, if soldier is allowed to cheeky splash sentry in the first place, it is once again to the engineer's fault, maybe with some map geometry and no help from team to blame as well, but to lesser extend than engineer.
I genuinely like the Airstrike and think it functions great as a Sneeze Gun in two roles, Punish and Pick. You punish enemies that launch you into the air by sneezing your entire magazine onto them which is really effective if you learn to use enemy rockets and pipes to launch yourself. You pick enemies by bombing straight onto them, negating the falloff and the inaccuracy though doing a lot of self damage unless you're really good meaning the Escape Plan is great for then pulling out. Using it gets rid of Soldiers generalist playstyle and instead forces him into a specific field of play similar to the Direct Hit, Beggars or the Banners.
I feel like you were spot on with the Black Box, especially when put together with the Conch. To put that in perspective, my main Soldier loadout is that classic Black Box Conch setup…minus the Black Box. I do absolutely feel the need for the constant heals, but between only being average at TF2 in general and having a, uh, tendency to unload my whole clip in a fight as a blast class, I also need that fourth rocket. In fact, I think I value the extra rocket over the extra healing, especially since I basically just equip the Conch for the passive regen; that’s generally good enough.
When there's no engineer around, cow mangler is direct upgrade to stock, since it basically is stock with infinite ammo, when engineer is around, there are problems.
I just love the airstrike because I just totally dissolve engi nests, even with only 4 rockets, even when the engineer is turtling the sentry, it's way quicker than the normal rocket launcher or like the beggars bazooka, and I also have a lot of fun playing with it (on open maps of course)