What if You Could Dual Wield Secondaries? [TF2]
Vložit
- čas přidán 6. 08. 2022
- You're playing Fat Scout. You rush an enemy down, dispatching them without much effort, but you take 212 damage in the process. Wouldn't it be nice to have a sandwich on top of your shotgun at the cost of your useless primary slot? I'm sure most people would say yes. But what if EVERY class could do this? Well, that's what I wanted to explore: if TF2 let you use your primary slot for another secondary weapon, would any classes benefit from this? And the answer is... complicated, as most things in life are. That's why you should watch the accompanying 11 minute video instead of reading the description for some reason.
Join the community!
Patreon: / greatblue
My second channel: / @bluesnest
My group channel: / chucklenuts
Steam group: steamcommunity.com/groups/GreatBlueHeron
Discord: discord.gg/TFVcZUR
Twitch: / greatblue
Outro music by liledix4: • 🎵 Graze the Roof ︱ PvZ...
Also yes, I'm aware that that's not what dual wielding means. There are only so many interesting ways to title a video like this in under 50 characters, so you just got CLICKBAITED! Hahahahahaha - Hry
Imagine seeing a Gunslinger engineer running at you with 2 pistols
Oh yeah, duel wield time. This would make gun spy a lot more viable, and also create the subclass "Long-range Engi". That sound fun tbh
And 2 primarys
@@45.chuminh81
Level two engie gun
Oh no engi with duel wield pistols
“Let’s do this Texas style!”
I got all excited, "dual-wielding Handguns on Scout! Dual-wielding Mad Milk!"
"No duplicates."
"My hopes and dreams!"
Duel wielded pistols replacing the primary and secondary weapon would be cool.
@@jacehackworth6413 I've thought that Spy being able to equip dual-wielded Stock revolvers might be interesting. Increased fire rate and magazine size in exchange for an inability to cloak while equipped, longer reload, and worse accuracy might make for an interesting Gun Spy.
I mean, you could still dual-wield pistols, since he has variants of it
@@jacehackworth6413
"The Tandem Terrors"
Appearance: dual wielded m1911 handguns
+100% more bullets per shot
- 33% less bullets per clip
- 33% slower reload
- 33% less accurate
@@calsalitra4689
i think a more interesting gunspy item could be a "cloakwatch" which negates random bullet spread while active instead of cloaking the spy.
It would still grant spy the normal resistances he would have while cloaked, but he would be fully visible.
It would drain by just over 15% with each revolver shot, meaning the benefits of the cloakwatch only last one clip.
The weapon could be called "The Pip Mann" and would resemble a Pip Boy from Fallout.
I really do wish Heavy had 4 loadout slots. Meaning that both shotguns and lunch box items can be equipped. It would make the Shotgun more useful and encourage heavies to use it more often without having to sacrifice a free healing source. I think overall it would give more variety to playing Heavy which he desperately needs.
Even just the choice to either approach with a shotgun faster or a mini gun without failing behind in healing would make the class much more interesting, heavy is literally W+m1
That could potentially lead to an engineer secondary situation where the separation of the sandvich and shotgun would result in both slots having very few options. He has 2 unlockable weapons outside of the lunchboxes.
Edit: I just looked up Russian firearms to see what could be added and oh my god MORTARS.
@@nugget0928Fat Soldier, here we come!
Agreed. It really wouldn’t be that overpowered and would allow for people to still have the shotgun as a quick backup weapon.
@@nugget0928 I think you're underestimating the big differences between the what is it, 3 shotguns he can use? I can absolutely see a heavy load out like the brass beast, panic attack, dalokohs bar and gru being a decent choice with the dalokohs bar + gru glitch and dalokohs bar + brass beast letting you tank better, for a combo that let's you switch between solo flanking and team fight tanking at a moments notice. Or maybe natascha + family business/stock + any lunchbox so you can still deal with threats without having to get full spin on a reduced damage weapon
Turning pyro into a flaming dual wielding gunslinger from hell sounds both terrifying and awesome
Flare gun or detonator and thermal thruster
@@nameless......................Detonator, Thermal Thruster and Back Scratcher for the most terrifying assassin that isn’t guaranteed to get you laughed at
Imagine a eyelander demo with a charge n targe and the tide turner it would be so busted with the highest shield resistance and the best mobility from a shield
2 charge n targes
If possible
A demo knight with a sticky launcher would be terrifying
Except they can barely steer due to not having boots and also any damage depletes their charge via the tide turner’s downside
Sticky jumper + tide turner + eye lander
I would easily give up the crossbow to run both the Medi Gun and the Kritzkrieg, but if the ubercharge meter is shared between the two, it probably wouldn't be that great
Me too
what if you run stock and quickfix 😈
like imagine the possibilities. being able to get invulnerability at the fastest rate 24/7
I disagree, if you could use BOTH mediguns at ONCE, (eg kritz and stock) you could make someone as well as yourself invulnerable for 8 seconds PLUS crits.
What would the self-heal emote of the Kritz look like?
"HAHAHA! November Fest!"
@@Dementia_Springtrap that,, yeah that is what having both at the same time would do. What a useless comment
i swear this is gonna cause some high level scouts to just never die because they’re running pocket pistol and mad milk
What about the funny man running infinite milk and soda?
@@davidhong1934Pilk
Except for ultra-accurate and/or lucky spies.
@@davidhong1934 Crit-a-cola + Bonk with the Boston Basher or Fan-o-war for a hilarious melee flanker scout.
I personally think that heavy should have an additional slot like spy's invis watch for his lunchbox items, this would mean that you have a primary damage dealer, a secondary for when you want to be ready for enemies when moving forward along with the helpful utility of the lunchbox items. This would actually make heavy a lot more practical and would even mean there would be some more merit to introducing more secondary weapon variance
chaotic neutral, have the lunchbox items replace melee
@@elicenyneproblem is you could loose all damage options and the game would have a stroke trying to figure out what to do
@@awanderer3047 womp womp
I can imagine there would be some sort of "support" pyro playstyle with the gas passer and shotguns so you could actually somewhat make use of the gas lol
Except you still wouldn't because you wouldn't be dealing any fire damage, so it'd charge incredibly slowly
@@emeraldmann1329 guess you gotta sit back and wait 60 seconds every time you wanna do anything with the gas :D
@@emeraldmann1329 still tho it would be the worst thing in the world since you can still play with the shotgun (and the sharpened volcano fragment if you really wanted to) while you wait for it to charge
Gas Passer + a Flare gu-
Wait why not just use the Scorch Shot?
but why bother when you could just use the scorch shot with the shotgun?
I've always felt like Heavy should be allowed to equip food items in the primary slot if it's not already being used in the secondary slot.
Ik fat scout would still be worse than actual Heavy, but it would be a lot more fun and actually pretty good.
Hell, just split his secondaries into two slots, shotguns and lunchboxes.
Or even better a more powerful shotgun primary
Heavy Primary Weapon Concept:
Name: Second Helping
Appearance: Some sort of actual lunch box as in a box you put food in.
Stats:
wouldn't really have any true stats (and knowing valve I can imagine them leaving it blank like the huntsman) but basically it would come in different varaints like "Second Helping (Sandvich)", "Second Helping (shotgun)" etc and there would be one version for each secondary that you can also craft by putting any second helping version + the secondary you want and while equipped it would basically transform into that secondary but maybe with an added effect of the heavy holding the actual second helping box while the item is out or even just alwasy having it soemwhere on his body.
@@spyro2002 I already saw this Idea somewhere else and I would find it funny if you could turn Heavy into a type of healer.
I think you should be allowed to have two lunchbox items equipped at once. If you equipped both of them, you'd be restricted to melee so it woudn't be too overpowered. Plus, boxing heavy would become so much more viable.
Timestamps
Info: 0:25
Scout: 0:40
Soldier: 1:28
Pyro: 3:05
Demo: 4:29
Heavy: 6:38
Engineer: 7:10
Medic: 7:40
Sniper: 8:28
Spy: 8:49
Awesome awesome
In fairness, I’d say the biggest problem with a flare gun+scorch shot strat would be the scorch shot and not really the concept overall. That thing is broken by itself, so pairing it with another flare gun would be even more broken.
You can already use the scotch shot as a primary weapon, doing so just makes you vulnerable to pyros with shotguns. But if you have the scorch shot and a shotgun you have no weaknesses. Spamming the shotgun and scorch shot would still be decent for spychecking too. At least with using two flare guns you still have to get two shots in a row, a direct hit if using the flare gun or mannmelter. That's pretty hard at longer distances.
> calling a weapon that deals 35 damage on a mini crit "broken"
@@clausch.3517 Uh, yeah, let’s just ignore all the other crap it’s capable of. It’s literally mathematically proven that a single flare from it can one-shot light classes on a direct hit.
@@purplehaze2358 Let me propose something to you: anything that the scorch shot can do that makes people call it "broken", the soldier can do it (and even more) just as easily with the stock rocket launcher, should we start calling the RL (and soldier by extension) broken too?
@@clausch.3517 Yeah, no. First off, the only weapon soldier has that's capable of one-shotting a light class is the direct hit, and you need to be _very_ precise to do so. He also can't stun lock people, nor can he effectively fire with no interruption save going to metal because he actually has a clip. Finally, flares by default are significantly faster than even DH rockets. So you're just wrong on all fronts.
Second of all, using the balance of another class as a metric to determine whether or not a weapon is balanced is just, not how weapon design works. It's like trying to say giving the syringe guns the same DPS as heavy would be okay because it's balanced on heavy, it's a ridiculous notion.
I'm glad I'm not the only one who thought about having two secondaries and it replacing its primary
I hope that when (if) the Heavy Update happens that allow him to replace the minigun with the food items, would be a nice fat scout buff lol
I got this idea when i wanted to jarate people and mow em down with the SMG
9:00 so the revolvers are actually considered secondaries, so you could pair the l’etranger with the deadringer for extra cloak, and run either the ambassador or stock for ultimate gun spy and we would replace either the knoife or sapper
This also renders Spy as the only class without a primary weapon
@@_kaorudreemurr Makes sense given that the whole point of the class is that he's not supposed to be a major damage dealer anyways.
@@PlayerZeroStart still odd tho
Like, make the watch a secondary akin to demoman's shields, and the revolver can be a primary
Same with medic, by all means the Medigun should be his primary
@@_kaorudreemurr sad sapper noises
*John* The Rise of the Ultimate Gun Spy
I absolute love the idea of a demoflightknight, sticky jumper + shield
Imagine hearing a screaming terror from the sky before looking up and proceeding to being slashed in half
Sticky Jumper, Tide Turner and Eyelander together would be terrifying to see. Just collecting heads mid-air
*SolarLight is rapidly approaching your location.*
During the Pyro section, Blue says that he could think of an instance of having a shotgun and flaregun combo. I then thought about using the Scorch Shot to knock people into the air and then switching to the Reserve Shooter while the target is in midair. Just a thought I had.
Are you Satan?
@@cyanideytandcuriousseadogg4160No, the scorch shot is
The return of the airblast reserve shooter combo but it's even more evil now
6:28
Ok instead imagine the sticky jumper with a sheild the sheer amount of mobility when paired with a sword or stock melee (cause demos is actually kinda good) would be kinda amazing
i was thinking the same thing lmao that would be HORRIFYING
That with the Zatuichi would be the ultimate hit and run combo.
Sticky Jumper/Tide Turner/Claidhead Mor
Solarlight's approved combo
Sticky jumper with the tide turner and skullcutter would be terrifiying because you could jump into the middle of a crowd get a crit and go on a rampage
the danger shield and smg would be pretty scary to pyros and medic's with stock and kritz would be fucking horrifying if 2 medics are using the same weapons
Danger Shield + Jarate
Sniperknight.
That's only if they're sharing the same Uber and most of the time stock is going to outshine the crits either way the main benefit of this would be using the Kris cream just charge your stock Uber which would be very effective under certain circumstances because you could win way more easily if you get Uber for the other medic forcing them to do the same thing so probably just end up making the game more and fun it would be broken though
@@noshutup6617 is kritz a viable medigun?
Okay, but what if any combination of weapons?
Imagine popping into spawn, and your heavy is just hot swapping between two different minniguns? Or the engineer is holding a wrench while using the gunslinger, granting him the on-the-fly choice between a mini-sentry and a regular sentry.
Soldier running the Rocket Jumper, Airstrike, and Manntreads/B.A.S.E. Jumper would be funny.
It'd be funny to see a scout with the stock pistol and Pretty boy's pocket pistol, with the force-a-nature and the atomizer.
imagine a demoman with a stickybomb launcher in every slot
"Oh hes a gunslinger he cant sentry jum-WHATTHEFUCK"
For Demoman, I think Stock Stickybomb launcher combined with the Chargin' Targe and your melee of choice would be the way to go. It's like the gunboats but better.
Video idea:
To get some players together, and everyone on one team has to use the scout alien set and the other has to use the pyro alien set
This would be interesting becouse if someone with the scouts alien set hits a pyro with the set it does 200/300% more damage and vise versa
This has been done, maybe not by great but someone else
Dewill did this.
@@williamgrant3231 I knew I saw it, couldn't remember who it was
Dewill did this.
lets go bois 104 likes
I think that using the short circuit with the wrangler would be really OP, a skilled player could make it so their sentry is practically un-killable.
A spy would make it impossible to defend.
Sap sentry and if they attempt to remove sapper go for trick stab. Otherwise just shoot the engie.
@@magi_stricide short circuit would like to spycheck the living shit out of you
@@magi_stricide Use short circuit to reveal spy and focus them with wrangler
@@dimsthedimwit600 You can constantly scan the spy with the short circuit. It eats up way too much metal. Once the spy saps the sentry, ur boned.
@@magi_stricide Teammates exxist
2:35 it already exists, freedom scout, rocket jumper and shotgun
One of my loadouts is exactly RJ, Panic Attack and Market Garden (also known as funni spoon)
Some interesting weapons/concepts I thought of while watching this are the sorta primary weapons that assist secondaries, like the booties for demo. Imagine a sniper primary that made the smg more powerful maybe trading rewarding single shot precision to rewarding good tracking or repeat hits. Maybe a primary that lets you akimbo the smh or maybe even the pistol for engie and scout?
It makes sense that demo probably has one of the easiest times with two secondaries, since the sticky launcher is effectvely a second primary, you won't miss pipes as much
I can't hit a pipe to save my life anyway so I would welcome that.
imagine (if dupes were allowed) 2 sets of 14 scot res sticky piles on the point
Honestly I would love to see this video for equipping 2 primaries to see how broken/OP we can make a class 😄
huntsman and stock
@@alexadams4017 oh god
@@alexadams4017 hunstsman and bazaar bargain
Demo already can do that
Phlog and stock flamethrower
All the crits with none of the airblast removal
I love playing sniper with the cc as my primary, having jarate to assist with filling up crikey and allowing more bushwhacka crits would be a lot of fun
For those who don't know, "cc" means The Cleaner's Carbine.
I think the real question is can Great Blue beat heavy in a strongman contest?
Most likely
no
3:29, finally snyro
I feel like running the crossbow with the overdose would be pretty fun and viable since you'd still have the long range burst healing/damage dealing capabilities of the crossbow and the ability to escape a sticky situation with the overdose
1: those are primaries, not secondaries
2: the only way you could build uber would be the ubersaw or vitasaw, so good luck with escaping.
@@notdead5837Firstly the crossbow gives uber on heal
Secondly two mediguns wouldn't work.
Well for spy his revolver is taken as a secondary weapon slot when crafting a slot token so if he were to have 2 secondary’s than it would be the revolver instead of the sapper since sappers are considered as a building. If you go into the inventory it revolvers go into the secondary weapon type and sappers are in the building tyupe
the submachine gun does not suck lmao it's so underrated, it does pretty good damage, i actually find myself missing it a lot when i go for jarate.
For the medi guns, I'd say there are some broken combos with the quick fix. Being able to use the best uber out of all mediguns, with faster uber build and healing rate would be very strong, and the overheal penalty would be negated completely by just switching to your stock medigun.
Also, for Spy, the sapper isn't considered a secondary. The revolver is his secondary and he has no primary slot. I can definitely see some combos like L'etranger + stock, negating the downside of the L'etranger completely.
The SAPPER is considered a PDA.
Take that, Terrible Red!
@@yazidefirenze I mean, we are saying if one of the slots was replaced by a secondary slot. Even if every class does it with the primary we can make the spy a bit of a stretch, plus it would be neat to switch up your anti-engie tool to be more effective with your gun.
Spy: This is a bucket
Soldier: 8:51
"There's more"
2:20 i shall name it,
Drafted scout
Congrats on 100k! Keep up the GREAT work Blue 😉
I always thought it would made more sense for scout to have a special duel wielding secondary
Remove the shortstops shove and make it so that you can sacrifice a little accuracy to have 2 weapons out at once
I love these type of videos, something about tf2 but what if scenarios never gets old
100K WOOOOOOOOOOOOOOOOOOOO
Still new to your channel but glad I was here to see this happen, congrats man!
Gotta say I just discovered you today and the Goobers line made me laugh harder than it should've and made me subscribe. Good stuff
I've always wanted a heavy primary that replaces the minigun and either just makes him more tanky or gives him heal on hit.
You should try TF2 Classic custom weapons then because it has that exact primary.
Or just give him 4 slots with miniguns, shotguns, lunchboxes, and melees
I would indeed like to carry two foods whilst in the midst of battle.
4:13 The real meme strat with Pyro would, of course, be using a shotgun with the Gas Passer. The fact that this actually has some weird form of synergy is alarming.
(Low-key this and some of the other jank that can happen is one of the reasons I want to see Shounic do tests and see what could end up working as at least weird meme strategies.)
as a battle engie the idea of running stock or widowmaker with frontier justice and gunslinger makes me _very happy_
also, you kinda just glossed over the fact that the wrench is kinda necessary for Engineer and just jumped straight to replacing the shotgun
I WAS THINKING THE SAME THING. I love the idea of scout duel welding pistols at the same time
If one of you start bitching about tracer-
Pretty boys pocket pistol + the winger = the best secondary combo for attack scout that i can think of
@@davisdf3064that has to be too much mobility cmon now
@@r.ndomperson
There's no such thing as too much mobility
Dual bison end of story
You deserve more subscribers! Keep up the excellent work!
Came back here to say something I realized, regarding the conceptual "lunchbox" loadout slot.
Scout would have to have that slot too, and that means that everyone is probably using Crit A Cola, and that thought terrifies me.
Next video
"What If You Could Triple Wield Melees? (And Dual Wield Melees with One Secondary)"
For Pyro, I think the issue lies with the Scorch Shot, if this were to be implemented the Scorch Shot would definitely need some limitations. The Manmelter one seems a lot more fair because it's not AOE and you have to have crits stored.
How I'd personally balance Demoman for this is by making him have two primaries instead of two secondaries. I'd do this because his secondary is arguably more important and stronger than his primary. Plus if you could somehow use stickybombs and a shield he'd be busted, also it just wouldn't work because they're both Alt-Fire. This is a much better solution that allows two Grenade Launchers. Like having the Iron Bomber and the Loose Cannon. Or a Grenade Launcher and the Booties for the bonus health.
For Medic, you'd probably have to either deny him from having this feature or lock at least the Medi Gun in place, and give him the option to run two Syringe Guns and have no melee option or two Melees and have no Crossbow
Also for Spy, I'd personally allow him to something special as well, the ability to run either two Revolvers or two Knives. Both would have their ups and downs. Gun Spy would have a lot more utility, being able to run the L'etranger and Ambassador for high damage output and cloak regen. And dual knife Spy would be fun because you can double up bonuses, but you'd probably double up downsides too, can you imagine running around as a 45 health Spy with the Big Earner and Kunai and overhealing to large amount with both a speed boost and high health if you swap between knives.
Also potential names for "Stocky Scout"
- Patriot Scout
- Warcrime Scout
- Banner Scout
For Triple Melees you'd get some cool results I think. Every class would now have a full loadout in Medieval Mode. Pyros can do the Sharpened Volcano Fragment and Axtinguisher combo by themselves without a need for a second Pyro. Demoknights can trade their booties for another sword with other bonuses and drawbacks attached. etc.
@@krysys9703 So does the Engineer hold the other wrenches with the Gunslinger hand if he has the Gunslinger?
@@thesmm2311 Yea!
Sun Tzcout
8:42 jarate + razorback
Thanks to this video, I now have recurring nightmares about Solar Light running Sticky Jumper + Tide Turner
2:02 You're telling me?
What if certain cosmetics could actually give bonuses? Like Medic's bulletproof vest would give 15% bullet damage resistance, or the MK1 would let you breathe underwater for a limitless time.
1:47 we all know you wanted to say double pump
This would be really interesting in medieval mode and is the other option to an idea I had to making primaries that are medieval mode friendly
yk i look back to the outro video one year ago the pvz graze the roof remix and 1 year later your using it what a legend man
2:36 Scoldier?
No just
do you think heavy should have a 4th weapon slot for food items?
Congrats on 100k Great Blue :)
Congrats on the 100k Blue!
Better question:
What if TF2 let you equip whatever You want in whatever slot You wanted on any character that YOU wanted? :D
(In cases of collisions, like Medic healing & Spy watches, each item has it's own meter, or maybe a 3rd meter that maybe only starts charging when BOTH other meters are full, and THAT meter can be used as a combined meter, as described in the video)
I hand you shounics shared weapon video
Tl:dr direct hit betallion backup gunslinger scouts. Quake meta
Pyros with the rocket jumper, thermal thruster, phlog, and Pretty boy's pocket pistol
You should do "The evolution of TF2 class playstyles" or something along those lines. For those who dont know i think it would be cool to learn that.
Like the videos from Lister?
other people: using smart and strong loadouts
Me: Scout with the Crit-A-Cola, Bonk Atomic Punch, and the Holy Mackerel
It was cool seeing you in that landfall match
1:42 Ultrakill shotgun swapping
8:30 they both suck? the carbine is ass but the smg puts out great damage if you can track
What a set of pulls on that last tin, thats the perks of opening vintage, you can get really good hits in slots other than the rares!
Great Blue has the best outros out of any youtuber. you have the random "If you hated this video, do X before doing Y" and then the Banger of a Graze the Roof remix.
Imagine a really powerful lunchbox for heavy but it takes up your primary
From the thumbnail, I just assumed you'd be dual wielding each weapon at the same time like in halo. So for the mediguns, you'd have one uber meter that'd be the combined effects of both guns at the same time.
Imagining a kritzkrieg with stock uber at the same time is a horrifying prospect.
Also, congrats on a hundo thousand subs.
One medic for a KrUber, makes it slightly easier to dispose of them after the charge. If you're still alive at least.
@@johnweber80 good luck surviving triple damage and complete invulnerability
@@feIIas 8 seconds of powerplay vs... gibus engineer (he can take the medic on okay)
Congrats on 100k blue!
your welcome, and congrats on 100k
3:45 just make it so the flare guns share ammo, and don't reload passively, so it would be a mid range burst damage tool for countering classes that run away a lot, like soldier and demo.
but that's just boring :D
sharing ammo would make sense & be fine but no auto reload completely ruins the weapon.
@@AziSlaysIt's so you couldn't fire them forever, you know how bad scorch shot spam is already, imagine if it was twice as fast with more damage to boot
@@jraff2735 the flare gun is most definitely not the scorch shot. It's the same speed, the pyro just now has a skill check to do a lot of burst damage but has no answer to soldiers.
Solving heavy could be simple: allow him to equip shotguns as primary. Engineer already has shotguns as a primary, it wouldnt be unprecedented.
While you were talking about Scout, I thought about using Stock with the Shortstop.
It’s a really strong combo in mind.
happy 100k! also I don't really want it to be glossed over of how broken and infuriating it would be to fight an engineer with both the short circuit and wrangler, as they're both very annoying on their own already
Now what if you could equip two primaries at the same time?
Scattergun + Shortstop on Scout would probably be about the same or worse than Scattergun + A Pistol. Pairing the FaN with another primary could lead to some fun shenanigans.
Rocket Jumper + Any Rocket Launcher would be terrifying. Black Box + Any Rocket Launcher would be awful to fight, especially if you're an Engineer
Pyro with two flame throwers is probably meh, but you might be able to do some cool stuff with Air Blast on stock or the degreaser + the DPS of the Dragon's Fury.
Booties + Grenade Launcher is probably meh. I'd like to see what people would do with the Loose Cannon though.
Heavy with two miniguns probably stinks.
Widowmaker + Frontier Justice would be terrifying as stated in the video.
Crossbow + Syringe Gun would probably be meh also as stated in the video.
You could get something done with a Sniper Rifle + Huntsman combo, I'm just not sure what.
Wtf do we even do for Spy
big earner + kunai is a combo that shouldn't be touched
@@Zackwashacked 45 max health
@@dmxand3r ok you have a point.
My ideas of what double primaries would be like if they replace secondaries
Scout: Immediate thoughts would be any combination of Stock, Force-of-Nature, and Shortstop. Stock is always good, and would make up for the faults of the other two. The more fun combo would be FoA/Shortstop, since the Shortstop makes up for the close range of FoA. I mean pistols exist so it wouldn’t be groundbreaking but hey it makes one of my favorite guns a bit more useful.
Soldier: At first I thought the Liberty Launcher and it’s reduced self damage would be amazing, but then I remembered the gunboats exist so that’s a no go. But then I remembered the Rocket Jumper exists and would be perfect utility for rollouts. A fun kind of meme loadout is Direct Hit/Beggar’s Bazooka, since you are combining the perfect skill-based accuracy of the Direct Hit with the “fuck it” accuracy of the Beggar’s. The charged shot of the Cow Mangler could be good utility. I’m not a big soldier main so I might be missing something
Pyro: Dragon’s Fury/any other flamethrower is a good combo. Not nearly the range of a shotgun or flare gun, but it’s pretty cool (or hot haha). The combination of stock/any other flamethrower could be common, since stock is the best for airblasts. The best combo I can think of is Phlog/Degreaser, giving Phlog quick access to airblast, which is really good.
Demoman: Booties/any Grenade Launcher is a combo. Not sure how useful it would be but +25 health is +25 health. Loose Cannon could combine with another grenade launcher so you have a bit better of a close range weapon
Heavy: Tomislav/Brass Beast is really good I think. Tomislav for moving around the map with its faster rev speed and then using the Brass Beast for when you can prepare for an attack could be pretty powerful. Also has the ammo pool of two miniguns, so less of a need for ammo boxes or dispensers.
Engineer: Already outlined how terrifying Engineer would be, and I can’t think of anything other than the Widowmaker/Rescue Ranger allowing you to play more aggressively and far from your sentry. Need to repair your sentry? Shoot the enemy than shoot your sentry
Medic: Blutsager/Crossbow for best Battle Medic and that’s about it
Sniper: Piss Rifle/Huntsman could be fun. Anything with Huntsman really for a decent close range weapon. The Machina would pair greatly with either the Bazaar Bargain (if it carried over between weapons) or the Hitman’s Heatmaker’s focus
Spy: Already talked about everything except Melee, so real quick you could combine the Kunai and Big Earner to give a grand total of 45 Health. Idk why you would do that but you could
Overall, Spy and Medic are boring and the Engineer haunts my dreams more than he already did from class wars
having jarate plus cleaners carbine on bushwaka sniper would be pretty cool, though sydney sleeper is a lot like running jarate in a primary slot already.
I'd also argue that being able to store diamondback crits while being able to use a full damage revolver freely would be pretty cool. you could be really strategic with how you combine normal revolver shots and crit shots to make the most of your crits.
Last combo I think was kinda glossed over was shotgun/thermal thruster. having medium range firepower plus pyros movespeed and hp plus the thermal thrusters mobility would actually make for a pretty awesome subclass. Mobility is generally more powerful for positioning when your effective range is higher, so this combo has some interesting implications.
It be funny if you encounter a demo with the tide turner and sticker jumper, giving him insane mobility and a scary hybrid knight playstyle
Video Idea: If you were to theorize melee builds for each of the nine classes (using custom weapons) how would you go about balancing it mechanically and thematically? Maybe the engineer could have a lasso or something as a melee-enabling primary for example.
Scout would just have like a drink specifically designed to increase damage of both balls and raw melee, as well as ball recharge speed while it's active so you can spam extra lethal projectiles temporarily. I'm not sure what downsides this could use as just "mark scout for death" is lame and already done by the other damage increasing drink. This could go well with a new projectile bat if they ever decide to make one.
Engineer could have some kind of electrically charged whip, on right click it would have a very long range attack with a cooldown or metal cost (or both), on hit it would slow down enemy movement speed, reveal disguised enemy spies, and increase sentry damage against whipped enemies with downsides like slightly decreased melee damage, decreased swing speed (a nerf to nest building that actually makes sense for the shape of the weapon) and no random crits.
Aside from those two classes, the rest of the classes already have "melee builds".
Trolldier already exists, axtinguisher and back scratcher already exists for pyro, demoknight already exists, heavy already has the Buffalo steak sandwich, medic already uses their melee enough, spy has knife, and sniper has the bushwaka/carbine combo. It would be funny to see these be more viable but it's by no means required for a melee focused playstyle to exist.
@@shybandit521 What would make melee pyro work? Some sort of arrangement that would make the sharpened volcano axe actually good? Maybe an "airblast" that sucked people in instead
@@LexaByteNV melee pyro already does work because the back scratcher and axtinguisher are already great
@@shybandit521 What theoretical primary would fit with that?
@@LexaByteNV idk the fuckin degreaser lol
nfh, i rafu; haste sntso vicdso asdp bean uoi sre hab 10:17
1:29 Blue casually voting to not kick the bot
I had an idea on reworking the weapon slots: one that can be a primary, secondary, or melee, one that can be a secondary or melee, and one that can only be a melee. It wouldn't change much, but I like the idea of Demoman running the Caber, Chargin' Targe/Splendid Screen, and Persian Persuader.
@1:25 I've never seen an engineer do a split before. 10/10 one of the funniest ragdolls ive seen
This was fun to watch
Happy 100k! Make sure you tell my buddy GeneralAlias hi in that yter tourney :)
I think applying the same formula as shield and sticky to 2 shields would be interesting, you would have to sacrifice your boots but having 2 charges (one bound to m2 and one to m3) would be fun, you could trimp across the map with the tide turner and then still get access to guaranteed crits through the splendid screen or chargin targe. Not to mention once you had 4 heads it would be impossible to finish you off with how much mobility you have
Happy 100K my man!
Maybe do a follow-up video on this one about dual-wielding Melee weapons, for everyone except Heavy you could even potentially have it be to where the Melee Weapons can be active at the same time in each hand and use the Heavy's left-click/right click ability that enables him to use the fist corresponding to which mouse button you clicked to swing each weapon separately
7:49 Stock Medigun and the Kritzkrieg both use the same backpack. Only the other two have their own.
Imagine duel wielding the wrangler and short circuit. Nothing but a sniper could take you down.
100k! Good Job, Blue!
6:50 you just insulted the every single heavy player, but yes.
Been asking for primary sandvich for years.
Overlooked idea for a sticky jumper demoknight. Expansive movement tech sure but also a free ticket to the backline and reasonably stealthy at that. Youll never have to doss about at the frontlines waiting for an opening again, massive trimps independent of map geometry and without expending your charge, escape while your charge is on cooldown, this would be my goto build i think. Eyelander, tide turner, sticky jumper. I suppose the damage resistances already let you sticky jump with normal stickies pretty effectively but still.
Imagine if you could have two secondaries AND a primary though. Trolldiers with base jumper+mantreads would be terrors of the skies.
If right clicking with a melee weapon as demo would also detonate the stickies, scottish resistance would be great because you can charge without detonating, and you could maybe set up some weird movement tech where you detonate 1 sticky and charge at the same time to get insane mobility, or detonating *while* charging for some funky stuff
2:00 is just amazing the graphic to go with it resonates with me in a fucking utterly hilarious way
I always had a fun and dumb Medigun idea that was similar to this; a mix between the Quick-Fix and Stock in a way. It was a double barreled Medigun that you'd hit your reload key to swap the barrel, similar to Vac Medics. How this would work is one barrel would be a shield like in MVM and the other would give +5hp/s regen to all nearby allies like you are using a banner. The Shield Barrel would come with 1.75x overheal, but reduced healing rate and uber gain overall, being the more defensive option that allowed you to top up teammates and get them to a higher high, but at a slower pace. The other barrel would be have the -50% overheal like the Quick Fix, normal healing rate, and increased uber gain.
I never got around to modelling it or anything aside from the sheer dumb concept phase, where it has gone through a lot of revisions, such as one where it could heal buildings at the cost of ubercharge, meaning defense against pushes could result in two medics as a powerhouse. Stock to push back people, this one with a shield would mean that even if the engineer(s) go down, you can top up buildings or hold the line and pop a shield.
the sniper one would be good since you still could use the danger shield/the cooary camper together with youre smg and having an mid ranged alternitiv playstyle where you get passiv healing from the most of the time chip damage you get while doing respectable damage youreself you could become a kind of side grade to the gunspy.