If the weezdogs start biting just flex your superior damage number and they'll shut up real quick lol. I stand by him being the weakest, but some players can make him work well, wish people took into account that latter half more often. Your channel's still a massive hidden gem in the community, please keep going :)
@WeezyTF2 sometimes it lasts the whole game (even if i point out the damage) 😭 It's okay though, I usually don't see them multiple games in a row, so it's at least manageable lol
Fun fact, medic with Vaccinator and knowledge on how to properly use Canteens with upgrades is the most OP shit ever on Medic in MvM. Blows my mind that so little people use it, even the high tours.
Ill give a small tip for each as well. Scout: the better you get at playing scout the less collecting money is a thing that you do but instead a thing that happens to you. Get confident and begin trading in the support style for damage. Soldier: its not as good value as the first but extra rocket spec points are slept on hard. Even if its just for the mini nukes you can have. Pyro: looking up and maximizing tank dps is nice, but the tank makes for an excellent shield. If bots are pushing up, its usually worth sacrificing some dps to kill bots on the other side of the tank. Demo: Every playstyle is more fun than the meta scot resist giant killer. Play how you want to have fun, the valve missions arent so hard to require it. Heavy: you have a leash tied around your neck attached to a dispenser or ammo pack. Buy ammo refills and capacity to lengthen that leash. Engie: If for whatever reason you have to do it yourself, theres always the pomson sitting there. Medic: movement speed is great. The best resistance for medic is to DODGE Sniper: tankbusting is neat, but the bushwacka is still effective against a lot when push comes to shove. Spy: i hate spy, hit reg sucks at high ping and as an australian its always high ping. So instead im just going to complain and say that no, I as the scout am not responsible for you only getting 7k damage the whole game. Im not adding "keep track of the spy and dont go near him" to the list of stuff to keep track of. Ill try if i happen to but if youre a spy you should be thinking about your survivability too.
My heart is so warm after seeing the Spy bit! For now, I'm still just a Botbashing/Capering Spy, but I hope to be able to make it work in other waves. I hope your channel grows, this is quality stuff even for experienced MvM players =)
Something I don't see nearly often enough is how easy it is to cancel your wrangler shield, which while bad for blocking bots, can be amazing for bot spam waves. Once you're done with the wrangler, put it away, pick up your turret, and place it back in the exact spot it was. MvM doesn't have cooldown time between placing your sentry and when it becomes active, so the sentry is immediately ready to go.
One thing I have to remark about Scout. Going with less resistances and more damage works better the more experienced you are as a Scout. I have seen plenty of new scout players that went full damage and had death totals in the double digits. So for beginner Scouts, go resistances. And the more you play and get used to robot patterns and map layouts, the less resistances you have to buy and the more you can spec into damage.
I was playing the potato custom tour, and one of the mission judges joined us as a spy. Yeah, i knew spy can be good, but carrying the entire team of experienced players from wave 1? I did not expect that at all. Spy needs more love in mvm, its an amazing class if you know how to play him, sadly I dont lol.
Heavy tip: Flex on everyone and use the Fists of Steel during a melee-centered wave. Then die a lot. And get kicked. But you got a funny punch in on the Engi bot before being turned into a flying russian corpse by the crit KGB Heavy right behind you, so worth it.
5:40 damage ramp up on phlog works not only when looking up but also at different angles. Basically you want your flame particles to enter and exit tank's hitbox as soon as possible, so this technique works at different angles, not only while looking up. I'm surprised noone said this in comments yet Edit: you also can det jump on a tank and phlog cancel for longer crit time, you shouldn't try to do this always since sometimes its more efficient to just activate mmph immediately Edit 2: 18:33 funny how this isn't the case for community mvm, they aware of power of spies
Fr, if there's one thing I wish more people were aware of, it's that Scout gets massive, massive overheal from money pickups, so *please leave money for the Scout to pick up* unless it's about to burn up and the Scout isn't around. This can honestly make or break a wave, since having 700 HP at all times means your Scout basically never dies, and having 125 HP means your Scout spends half the game in the respawn queue, and you'll functionally just be down a player. I know it's tempting to run over that big tantalizing shiny pile of cash and get the little ka-ching sound, but letting the Scout do his job will make him more able to do his job effectively.
As mainly a Heavy player in the solo queue, I love the possibility of hypermobility when using the stock Minigun (I can't stay focused in one place for too long, I yield for lane action), especially when someone can carry a lane on their own but the second one is letting down so I can use that hypermobility to help just in case
Ye, the fun thing is that fast "pre-positioning" can also be seen as high mobility, but is completely independent from movement speed. So even if you're on heavy and slow to move, you can still be regarded as quick in certain cases
6:07 this is true for horizontal jumps but not vertical jumps, as a buffered detonation happens too high. Wait half a second, and the explosion will happen closer to the center of your hitbox, getting you farther.
Ah, I've found the most consistency for both horizontal and vertical by holding down right click (notably the mannhattan jump to cat walk was with held mouse 2) but I've never done proper testing for it, and it's mostly anecdotal informal testing. If slightly delaying works better for you, then yeet
Very neat vid! Good tips overall as well. One small correction for 2:05 - Medic bots typically have a health threshold of **below 51 health** (an absolute number!) before they pop. This also applies to Giant Medics, which is why only the last bit of their health is truly stressful to blast through. (Custom missions rarely tweak this number, which is done through a simple player attribute; Giant Uber Medics commonly have it changed!)
ye, I realized that recently because I had only ever looked into it for functionality, and my "self guideline" is to deal at minimum half of it's HP but after paying closer attention it is just lower than half.
i do love playing spy in mvm but sometimes he isn't a pick so it's better to switch off him and go for much needed class but he is very strong in the right hands
Yeah, generally this is useful stuff to know. Though I can say specifically medic bots uber threshold is 49. Also yeah it's particularly funny to see people beef with a spy when you're doing botbash.
15:36 I've got another tip that's slightly more generally applicable, but also very obscure. Explosive Headshot damage can be crit and mini-crit-boosted.
@@Sinkularity If you use a Crit Canteen then land a headshot, the damage from the HE done to other robots around the main target will be crit boosted (to 570 (190*3) per shots with all 3 HE upgrade). Use in conjunction with firing speed upgrade to make to most of it. It's situationally usefull for example when you have a giant medic pocketing another giant. Pop the canteen and whale on the medic, while repetitively dealing 570 damage to the pocketed giant. This also can be achieved by a Medic poping a Kritz uber on you, or having crit canteen with canteen spec.
This comment isn’t meant to mock the author of the video, but to provide feedback on the Spy section. The Spy tips are terrible, especially the last one. The circle stab is mentioned but not explained, which is problematic considering it requires knowledge of aggro. The most important advice for new Spy players should focus on explaining the class’s role, what he excels at, upgrade priorities, and, most critically, how aggro works. Understanding aggro is essential for good performance, and it directly ties into executing circle stabs and ensuring survivability. The Sapper isn’t your main tool in this game mode - in fact, I don’t upgrade it at all since that money is much better spent on movement speed, jump height and knife upgrades. So generally speaking it’s movement speed = armor pen > swing speed > jump height > resistances > sapper. Ofc it may vary, jump height is an incredible survivability upgrade and you depending on mission (mostly a case for some custom mvm missions, cus official missions aged poorly) want to take it sooner or when wave has many crit bots - you do generally wanna take crit res asap. Sapper without upgrades is already good for preventing fail stab (unless robot that hugs you from behind eats it instead), getting quick kunai heal after being spotted or making circle stab easier, cus reduced movement speed on giant gives you more room to not account for circle stab (it’s however only rly niche if you don’t have enough money on movement speed upgrade, if you do I don’t recommend sapping giants, cus it gives off agro that could have been used to get more stabs or get away without projectile coming in your face) I understand these tips were meant to be very brief, but even as brief advice, the Sapper almost never belongs in your upgrade priorities. Even in niche waves, it’s hard to justify upgrading the Sapper over spending that money on max jump height, which makes you borderline invincible against projectile-based bots and even basic AI. And if you don’t want to abuse the refund mechanic, the Sapper becomes almost worthless on non-niche waves. On a related note, it’s a missed opportunity not to tell players they shouldn’t play on autopilot, especially newer players who want to learn how to play non-idle Scout who actually uses their gun, play Spy effectively, or avoid relying on cheese options like X canteen spam or refund mechanics. These players shouldn’t view their deaths as failures but as opportunities to gather information and improve. If a player only ever sticks to what they already know, they’ll never grow beyond what they currently are.
Wow! This is a very thoughtful response. I agree with a lot of what you had written, though I slightly disagree that sapper should never be in the upgrade cycle. I am someone who basically only plays the official tours (as in, I've only ever dabbled in community), but when I started playing Spy, I also did not upgrade the sapper. It wasn't until I explored the option of the sapper that it's utility became apparent, while also making certain sections of gameplay super consistent, both across lag and various teams. Though most of my credits, at least in my gameplay, often go into pure damage and stabbing (cause I learned how to cycle fairly efficiently), I don't avoid telling people the strategies and things that would be more consistent for them, considering that not everyone will want to play the same way. I promise I will do more justice whenever i make a full guide for spy, but I completely understand your frustration with how brief I kept it for this video.
There was no frustration involved in my comment, just genuine feedback. I personally hope other players won’t get drowned in the masses that discourage them from trying something different just because it was “established” by less experienced players. The Sapper is largely a placebo for many players, even in high-ping lobbies. I’ve played in plenty of those situations, and I’ve consistently provided more value by targeting Mini-Giants and Giants. Even if you only manage 2-3 stabs before retreating, you’re still contributing significant damage - more than you would by focusing on groups of trash bots that likely would’ve been taken care of by any crowd-control class better and faster. Yes, there are exceptions for certain waves, but as I mentioned before, the Sapper is generally the last thing you should prioritize upgrading. Also please don’t view my comments as me trying to look elitist, it’s just a feedback
Oh, whenever I upgrade sapper, it's also literally just for giant gauntlets to do 1 cycles instead of 2(+)cycles. Robot priority is definitely super important and I feel like I had a missed opportunity now lol, will make a note of that for the future Feedback is great tho! Thank you for taking the time to write everything too
All typos are totally purposeful and I made zero mistakes and you are just seeing things
(I'm not gaslighting)
I can confirm, I was there
If the weezdogs start biting just flex your superior damage number and they'll shut up real quick lol.
I stand by him being the weakest, but some players can make him work well, wish people took into account that latter half more often. Your channel's still a massive hidden gem in the community, please keep going :)
@WeezyTF2 sometimes it lasts the whole game (even if i point out the damage) 😭
It's okay though, I usually don't see them multiple games in a row, so it's at least manageable lol
Fun fact, medic with Vaccinator and knowledge on how to properly use Canteens with upgrades is the most OP shit ever on Medic in MvM. Blows my mind that so little people use it, even the high tours.
Yess, creative medic gameplay is WAY more impressive and interesting than "krtiz me pls" gameplay
pp would just keep asking for krit
Fish approves. God I love fish.
Do you love banana?
Ill give a small tip for each as well.
Scout: the better you get at playing scout the less collecting money is a thing that you do but instead a thing that happens to you. Get confident and begin trading in the support style for damage.
Soldier: its not as good value as the first but extra rocket spec points are slept on hard. Even if its just for the mini nukes you can have.
Pyro: looking up and maximizing tank dps is nice, but the tank makes for an excellent shield. If bots are pushing up, its usually worth sacrificing some dps to kill bots on the other side of the tank.
Demo:
Every playstyle is more fun than the meta scot resist giant killer. Play how you want to have fun, the valve missions arent so hard to require it.
Heavy: you have a leash tied around your neck attached to a dispenser or ammo pack. Buy ammo refills and capacity to lengthen that leash.
Engie: If for whatever reason you have to do it yourself, theres always the pomson sitting there.
Medic: movement speed is great. The best resistance for medic is to DODGE
Sniper: tankbusting is neat, but the bushwacka is still effective against a lot when push comes to shove.
Spy: i hate spy, hit reg sucks at high ping and as an australian its always high ping. So instead im just going to complain and say that no, I as the scout am not responsible for you only getting 7k damage the whole game. Im not adding "keep track of the spy and dont go near him" to the list of stuff to keep track of. Ill try if i happen to but if youre a spy you should be thinking about your survivability too.
Person who is scarred by bad spies found
My heart is so warm after seeing the Spy bit! For now, I'm still just a Botbashing/Capering Spy, but I hope to be able to make it work in other waves. I hope your channel grows, this is quality stuff even for experienced MvM players =)
o7
Something I don't see nearly often enough is how easy it is to cancel your wrangler shield, which while bad for blocking bots, can be amazing for bot spam waves. Once you're done with the wrangler, put it away, pick up your turret, and place it back in the exact spot it was. MvM doesn't have cooldown time between placing your sentry and when it becomes active, so the sentry is immediately ready to go.
Ye, this is a wonderful tip for engineers!
good video, gonna share it to my friends : - )
the single stacking technique has opened my eyes for demoman cause ive always stuck to demoknight
One thing I have to remark about Scout. Going with less resistances and more damage works better the more experienced you are as a Scout. I have seen plenty of new scout players that went full damage and had death totals in the double digits. So for beginner Scouts, go resistances. And the more you play and get used to robot patterns and map layouts, the less resistances you have to buy and the more you can spec into damage.
I was playing the potato custom tour, and one of the mission judges joined us as a spy. Yeah, i knew spy can be good, but carrying the entire team of experienced players from wave 1? I did not expect that at all. Spy needs more love in mvm, its an amazing class if you know how to play him, sadly I dont lol.
SPY IS SO FUN!!! Spy hate is so awful to be on the receiving end of. Share spy love frfr
Heavy tip: Flex on everyone and use the Fists of Steel during a melee-centered wave. Then die a lot. And get kicked. But you got a funny punch in on the Engi bot before being turned into a flying russian corpse by the crit KGB Heavy right behind you, so worth it.
That's just the definition of worth
5:40 damage ramp up on phlog works not only when looking up but also at different angles. Basically you want your flame particles to enter and exit tank's hitbox as soon as possible, so this technique works at different angles, not only while looking up. I'm surprised noone said this in comments yet
Edit: you also can det jump on a tank and phlog cancel for longer crit time, you shouldn't try to do this always since sometimes its more efficient to just activate mmph immediately
Edit 2: 18:33 funny how this isn't the case for community mvm, they aware of power of spies
Ye, I do like all of this but couldn't include it all. Nice catch!
Fr, if there's one thing I wish more people were aware of, it's that Scout gets massive, massive overheal from money pickups, so *please leave money for the Scout to pick up* unless it's about to burn up and the Scout isn't around. This can honestly make or break a wave, since having 700 HP at all times means your Scout basically never dies, and having 125 HP means your Scout spends half the game in the respawn queue, and you'll functionally just be down a player. I know it's tempting to run over that big tantalizing shiny pile of cash and get the little ka-ching sound, but letting the Scout do his job will make him more able to do his job effectively.
Recalls are slept on can. Use them.
As mainly a Heavy player in the solo queue, I love the possibility of hypermobility when using the stock Minigun (I can't stay focused in one place for too long, I yield for lane action), especially when someone can carry a lane on their own but the second one is letting down so I can use that hypermobility to help just in case
Ye, the fun thing is that fast "pre-positioning" can also be seen as high mobility, but is completely independent from movement speed.
So even if you're on heavy and slow to move, you can still be regarded as quick in certain cases
i think this is my new favorite youtuber
Hell yeah! I hope you stick around
6:07 this is true for horizontal jumps but not vertical jumps, as a buffered detonation happens too high. Wait half a second, and the explosion will happen closer to the center of your hitbox, getting you farther.
Ah, I've found the most consistency for both horizontal and vertical by holding down right click (notably the mannhattan jump to cat walk was with held mouse 2) but I've never done proper testing for it, and it's mostly anecdotal informal testing. If slightly delaying works better for you, then yeet
god and he likes omori, ur my fav mvm channel
:D
My only tip for heavy is priority having max res over damage. There are multiple time our team failing apart after the heavy dies in 0.5s
Real! There are a lot of people who would better live with survival upgrades over damage upgrades.
look i made it 1:50
6 medic was my favorite mvm game ever lol
That game was so fun lol
It took me so goddamn long to figure out why there’s fall off. It’s because the gunpowder hasn’t had enough time to slow down.
Very neat vid! Good tips overall as well.
One small correction for 2:05 - Medic bots typically have a health threshold of **below 51 health** (an absolute number!) before they pop. This also applies to Giant Medics, which is why only the last bit of their health is truly stressful to blast through.
(Custom missions rarely tweak this number, which is done through a simple player attribute; Giant Uber Medics commonly have it changed!)
ye, I realized that recently because I had only ever looked into it for functionality, and my "self guideline" is to deal at minimum half of it's HP but after paying closer attention it is just lower than half.
the quality of these vids is just smth else!
Thank you! I don't like slacking on the quality lol
i do love playing spy in mvm but sometimes he isn't a pick so it's better to switch off him and go for much needed class but he is very strong in the right hands
You'll learn how to be effective in every situation as spy if you just play him more often. Trust!
As a mainly tetrio and tf2 player I haven't felt this seen in a while haha, there must be dozen of us!
I used to play all sorts of tetris a while ago, but nowadays I don't commonly play tetris. I still will though!
getting on mvm
17:36 lmao i didn't expect to see tetrio on a tf2 video while i'm playing tetrio
T spin factories my beloved lol
Yeah, generally this is useful stuff to know. Though I can say specifically medic bots uber threshold is 49. Also yeah it's particularly funny to see people beef with a spy when you're doing botbash.
@@wizardii4961 people beef with me for playing spy on anything 😭
@@Sinkularity At least community mvm is more accepting of spy.
thank you once again coconut 🙏🙏
@theelderlardrider2425 this is still on the weirder side of things I have been called but it's funny so I like it
Spy is fun
15:36
I've got another tip that's slightly more generally applicable, but also very obscure.
Explosive Headshot damage can be crit and mini-crit-boosted.
I don't think I've ever seen them be fully crit buy mini crits for sure.
Tell me your secrets magic man
@@Sinkularity If you use a Crit Canteen then land a headshot, the damage from the HE done to other robots around the main target will be crit boosted (to 570 (190*3) per shots with all 3 HE upgrade). Use in conjunction with firing speed upgrade to make to most of it.
It's situationally usefull for example when you have a giant medic pocketing another giant.
Pop the canteen and whale on the medic, while repetitively dealing 570 damage to the pocketed giant.
This also can be achieved by a Medic poping a Kritz uber on you, or having crit canteen with canteen spec.
very cool funny man
alot of these feel like personal development tips more than mvm tips
"That's my secret, Cap."
The money unusual effect is awesome! (W VID)!!!! : D
The Weezy slander i needed. SPY IS A GREAT CLASS!!
He's okay with it!!
(I think.. and hope)
Spy is so fun in mvm and I love finding people playing spy
Check his comment on this video and the latter half of every video he ever made about spy
Mr Jame! WOO!
4:31 Only appears on FOVs higher than 90
Oo, I didn't even consider this lol, like how some of the other animations break a bit with a lot higher POV too.
Another great video)
new james video liked and subscirbed
omg new jame tf2 video!!!!
(Seriously good video unfortunately I am poor and will never be able to use any of these tips)
Ez tip, if you have one ticket and then leave before the game ends, you will be able to reuse that ticket
(Also custom mvm is cool)
Bootcamp exists.
This comment isn’t meant to mock the author of the video, but to provide feedback on the Spy section.
The Spy tips are terrible, especially the last one. The circle stab is mentioned but not explained, which is problematic considering it requires knowledge of aggro. The most important advice for new Spy players should focus on explaining the class’s role, what he excels at, upgrade priorities, and, most critically, how aggro works. Understanding aggro is essential for good performance, and it directly ties into executing circle stabs and ensuring survivability. The Sapper isn’t your main tool in this game mode - in fact, I don’t upgrade it at all since that money is much better spent on movement speed, jump height and knife upgrades. So generally speaking it’s movement speed = armor pen > swing speed > jump height > resistances > sapper. Ofc it may vary, jump height is an incredible survivability upgrade and you depending on mission (mostly a case for some custom mvm missions, cus official missions aged poorly) want to take it sooner or when wave has many crit bots - you do generally wanna take crit res asap. Sapper without upgrades is already good for preventing fail stab (unless robot that hugs you from behind eats it instead), getting quick kunai heal after being spotted or making circle stab easier, cus reduced movement speed on giant gives you more room to not account for circle stab (it’s however only rly niche if you don’t have enough money on movement speed upgrade, if you do I don’t recommend sapping giants, cus it gives off agro that could have been used to get more stabs or get away without projectile coming in your face)
I understand these tips were meant to be very brief, but even as brief advice, the Sapper almost never belongs in your upgrade priorities. Even in niche waves, it’s hard to justify upgrading the Sapper over spending that money on max jump height, which makes you borderline invincible against projectile-based bots and even basic AI. And if you don’t want to abuse the refund mechanic, the Sapper becomes almost worthless on non-niche waves.
On a related note, it’s a missed opportunity not to tell players they shouldn’t play on autopilot, especially newer players who want to learn how to play non-idle Scout who actually uses their gun, play Spy effectively, or avoid relying on cheese options like X canteen spam or refund mechanics. These players shouldn’t view their deaths as failures but as opportunities to gather information and improve. If a player only ever sticks to what they already know, they’ll never grow beyond what they currently are.
Wow! This is a very thoughtful response.
I agree with a lot of what you had written, though I slightly disagree that sapper should never be in the upgrade cycle. I am someone who basically only plays the official tours (as in, I've only ever dabbled in community), but when I started playing Spy, I also did not upgrade the sapper. It wasn't until I explored the option of the sapper that it's utility became apparent, while also making certain sections of gameplay super consistent, both across lag and various teams.
Though most of my credits, at least in my gameplay, often go into pure damage and stabbing (cause I learned how to cycle fairly efficiently), I don't avoid telling people the strategies and things that would be more consistent for them, considering that not everyone will want to play the same way.
I promise I will do more justice whenever i make a full guide for spy, but I completely understand your frustration with how brief I kept it for this video.
There was no frustration involved in my comment, just genuine feedback. I personally hope other players won’t get drowned in the masses that discourage them from trying something different just because it was “established” by less experienced players.
The Sapper is largely a placebo for many players, even in high-ping lobbies. I’ve played in plenty of those situations, and I’ve consistently provided more value by targeting Mini-Giants and Giants. Even if you only manage 2-3 stabs before retreating, you’re still contributing significant damage - more than you would by focusing on groups of trash bots that likely would’ve been taken care of by any crowd-control class better and faster. Yes, there are exceptions for certain waves, but as I mentioned before, the Sapper is generally the last thing you should prioritize upgrading.
Also please don’t view my comments as me trying to look elitist, it’s just a feedback
Oh, whenever I upgrade sapper, it's also literally just for giant gauntlets to do 1 cycles instead of 2(+)cycles.
Robot priority is definitely super important and I feel like I had a missed opportunity now lol, will make a note of that for the future
Feedback is great tho! Thank you for taking the time to write everything too
Not a short.... Negative six trillion hours watch time
Nooo!!! How could this happen :(
more videoooooooooooooooooooooooooos
@karmatraq149 o7
what about demoknight :(
MY BAD HOMIE I should have known
What about this tip?
What about this tip?