50:59 honestly if someone manages to get on the cart and STAY on the cart long enough to cap on higher tower, they deserve a fucking medal, not a kick.
Nah, capping itself is fine, but on highertower standing on the cart itself tends to lag the game because it’s a moving object rather than a moving platform.
25:38 Fun fact about crits: the way they work is that the (mini)crit hit is actually 2 hits: one of them is the weapon's normal damage that would be dealt if the hit wasn't a crit, it's subject to damage resistances as you'd expect; the second hit is crit damage scaled in a way so that both hits together do expected crit damage, and it only is affected by crit resistance. e.g. Center mass crit rocket from across the map would do 48 explosive damage and 222 crit damage.
just a note that full crits remove fall off and ramp up so a max range critical rocket would still do 90 explosive damage and 180 critical damage. and mini crits also remove fall off but not ramp up.
fun fact about damage bonuses the way damage is calculated is that it takes the number 65, divides it by 2, multiplies it by 2, adds the number 900 to it, subtracts the number 450 from it twice, multiplies it by any damage bonuses on the weapon, adds 1 to it, subtracts 1 from it, and then adds 20 to it, and then removes 11 from it, and then removes 9 from it
The Splendid screen is a weapon of mass destruction in anything beyond x10. You can just hold right click and isntakill anyone who dares exist in your way
@@goosesgohonk6131 You forgot about the Persian Persuader. Being able to pop off a charge every 0.3 seconds can easily shred through the 8000 health heavy gets in x100 and the 80000 in x1000
My guess for the loch and load is that maybe the explosion radius is just barely the size of the grenade's hitbox, meaning that at certain angles maybe the explosion doesn't reach outside of the hitbox so when the the grenade impacts with the enemy, the explosion can't reach them. Just a guess though.
That’s what I was thinking but if that’s the reason then the iron bomber should never hit because the hit box of the grenade is bigger but the explosion should be the same. It could be the case the descriptions just aren’t correct but assuming the numbers are right the issue is probably something with the shatters on impact
My only experience with TFx10 was a Demoknight player dumpstering my noob ass for 10 minutes until I switched to Natascha Heavy and then ate a bunch of complaints about "you're op"
Okay, two things I want to address that I didn't cover in the video. First, my original reasoning for the Quickiebomb rating is that once you got good enough with the Sticky Jumper, it was a direct upgrade from the Quickybomb since you don't take self damage. However, after using the Quickie a bit more, I think there is something to be said for instant stickybomb jumping even if it causes self damage. I would honestly end up moving it up to One or Two Uses since it's a sidegrade to the Jumper for market bottling. (Even in the video you can see I was hitting a lot more bottles with the Quickie than the Jumper). Second, I forgot to mention that the Nine Iron's damage increase also increases the damage of the shield charge (and the melee crit at the end of the charge), so it has slightly higher burst damage compared to the Eyelander. This one is important since it's what made me consider the Nine Iron to be evenly matched with the Eyelander, even though the Nine Iron looks significantly worse at first glance. I'll probably make a "stuff I got wrong" video once I'm done with all of the classes since there are a few things I want to correct, but until then I feel like these are important enough to mention since they alter the placement of certain weapons. Sorry about that!
Really enjoying this series. A lot has changed since I last played x10. (such as the Persian Persuader not having infinite charges anymore) But the one I'm really looking forward to is Medic. Pretty much NOBODY played as Medic back in the day due to it lacking any broken setups that the other classes had, and its upsides being more focused toward pocket medic rather than general purpose medic. I hope that class got some well needed love over the years.
I should probably correct, but not only Medic's upsides, but also the overall TF2x10 design is better for pocket medic. So many classes have too much mobility for Medic to keep up with, even on servers with medigun tether.
The reason Splendid Screen is so good is because it's also so good in Casual. Missing out on Splendid Screen damage can make you a mincemeat for heavies and beefed up Soldiers and Demos.
The problem with the loch n load is that they forgot to multiply by 10 the only stat that makes it even worth using, the less arching projectyles As you can see in the clips, the 250% speed which sounds like a lot doesn't feel right, that's because the thing that makes loch n load easier to hit is not the bonus speed but more like the reduced arc
Fun fact: during the lobby that the intro clip is in, I, ajgbrl505, caused this man to annoy everyone with the huo-long heater because I targeted him, and regretted nothing.
i think my favorite x10 loadout is the iron bomber, splendid screen, & persian persuader because even though all you get is burst damage, that burst damage makes reading enemies alot more fun
If I remember correctly, iron bomber is bugged, but all grenade launchers use bounding boxes for calculating splash damage, it's just the iron bomber's grenades have much bigger hit box than they should
Take a shot every time you hear the word “like” and you’ll be dead before he gets to the Loch and Load. Seriously though, great video! Gotta appreciate an underrated game mode like this.
I think it'd be better if it was TF2^N and not TF2×N. (Maybe TF1024 or whatever) Every multiplier gets raised to the Nth power. It'd prevent -%s from becoming zero. Optimal N would probably be 5 and not 10. So TF2^5=TF32 or something. 20% penalties would become 67% penalties. Multiplication of arbitrary numbers that can be either offsets or scalars all over the place just doesn't really work if you want to apply it consistently at all.
fun fact, because of the bug that allows you to continue charging after getting a charge kill, you can use the splendid screen to ram into someone, and then just KEEP ON GOIN
the fire immunity on the caber is a reference to the expert’s ordance set with the loch n load and the caber which gave you a 10% fire resistance when the full set was equipped it’s just that multiplied by 10
Ive found a use for the quicky bomb launcher thats not for mobility, if you are good with aiming extremely quickly it can be used as a poor mans airblast to keep kunai spies in a corner for eternity, but if you decide to do that your going to get backstabed because eventually the explosion knock back just wont work anymore...
Scout may be the shittest class in TF2 x10. If I were to make a list for it, it would be: S Tier: Shortstop, the shortstop is weird because you cannot have hp immediately when spawning, your health is still in 125, only when you go to a resupply cabinet that your hp will jump to 375. It does good damage, though if you get hit by anything you go flying. Also when you switch to any weapon it can drain your health so be careful. Mad Milk, you can just basically have it all the time and still have all the utility of normal Mad Milk. Atomizer, being able to jump 30 times with no penalties is very good, though you will die to a very good Direct Hit Soldier most of the time. You'll annoy everyone in the server if you equip this. A Tier: Force n Nature, it is really good at pestering the shit out of everyone in the server. As it does, (as I believe to be) like 150 dg per shot and the spread of the Force n Nature basically makes it so that one pellet can still have the full knock back. Soda popper, a premiere dps gun for scout. Though it doesn't have knock back, for how fast it can reload you can obtain an atrocious amount of damage built up. The 9 jumps you can get from the soda popper is neat as well. Scatter gun: It is basically the Soda popper, but you have 6 shots and you reload instantly. Does great damage and that's it. Winger, it does a moderate amount of damage, It feels like I'm doing such low damage, mainly because of the 2 clip size for the gun. The jump height is really good for towering Higher tower. B Tier: Sun on a stick, you are basically immune to huo long heater heavies and scorch shot spam. But it doesn't do any damage. Bonk! Atomic punch, it's just like vanilla, it just makes you invincible and it charges a little bit faster. That's it. It is really good at survivability, but you'll die really fast anyways. Pistol, again, it is just like vanilla but has a faster clip reload speed and an absurd amount of bullets to fire. Flying Guillotine, you can spam the heck out of this, it is basically a pestering tool for anyone with high amounts of health. Boston Basher, it's like it's vanilla counterpart, but the bleed on miss makes it so you bleed for eternity. Holy Mackerel, being able to turn the enemy a 180 degree turn is pretty good but situational usually on melee fights. Any bat reskin, it is basically a bat, but it has a faster swing speed a little bit more damage, and fall resistance. So it's somewhat useful in that area. C tier: Crit-a-cola, you can do extra damage to anyone. And it lasts a really long time. It pairs really well with every primary and melee weapon. Though if you get hit once you are basically already dead. Back scatter, It is like normal Back Scatter, but you only have 2 shots and you'll do critical hits on the back instead of mini crit. It can be good in flanks but that's just about it. D tier: Baby Face Blaster, not only that your base speed is reduced, when you do hit someone the speed boost barely makes a difference. Pretty Boy's Pocket Pistol, good for recovering health I guess. The mad milk is just superior to this in every way. As well as dying to everyone instantly. Fan O War, literally a meme weapon, anyone that uses this is not taking the game seriously. Wrap Assassin, the bleed is good? I guess, but literally a meme weapon. Candy Cane, you'll die to everything, and good luck killing anyone with this weapon. F tier: Sandman, you'll just die to a fucking feather. Scout is a pretty shit class in x10.
"I've already explained all the rules for the tiering in this video right here [doesn't link to whatever video they're talking about] so if you're new to the series I would encourage you to check that one out first and work your way down the playlist [doesn't link to the playlist at all]"
I think the reason why the Loch & Load doesn't do any damage is because the explosion radius is actually SMALLER than the projectile hitbox. So when it detonates, the explosion doesn't even intersect. Then again, the Iron Bomber has the same feature.. so maybe they fixed the Iron Bomber and didn't for the Loch & Load?
the fix for the loch in load and the iron bomber may be to increase the weapons explosion radius. My guess of what is happening is that the pipe is hitting the players box and exploding, without hitting the players damage box.
Also apparently the sticky jumper in x10 and higher multi game modes if you dont have the reduced explosion effects plugin active well... say hello to the disconnection due to lagging out any time a group of demomen using it decide to lay a truckload of stickies
Almost all projectiles in the game use the bounding box, the iron bomber has some weird programming shenanigans that doubles the width of the iron bomber’s grenade hit box
I think the quickie bomb launcher is one or two uses, it would be better if it did no self damage because it would be more viable but it has 2 uses that I can think of. The first is a quick getaway, you can leave a situation easily by only taking a bit of damage, and the other use is for better mobility because you can sticky jump mid air, making it possible to have easier ways to pick off enemies, especially with the stock
Honestly if there’s was a toned down version of the iron bomber in x10 that’d be really cool like maybe if you loaded al 4 in the “chamber” or wheat we it’s called maybe it could do like 200 damage… though that may be busted for dropping medics.
medics either have the overdose and dodge your stuff instantly or dont have it and die to something else in 5 seconds so i wouldnt say anything is busted for killing medics because everything is busted for killing medics
I wish the old x10 Loose cannon still existed. It dealt waaaaaaaay more damage, even beating the old Loch n load, back when that did 120 damage normally.
Random misses (like random crits) would be so fun am I right guys, it's make it more realistic due to the limitations of the hitbox of players amiright
All proyectile weapons use the Bounding boxes only hitscan use hit boxes, the thing with the Iron bomber is that the proyectile is like double the size of the normal granades
the reason -explosion radius stats sometimes snuff themselves is because the box that triggers the explosion is bigger than the actual hitbox of the player, so if the explosion radius is too small it explodes on them but the explosion fails to reach their actual hitbox.
Demoman standing so high up on higher tower that he can't see the ground and using the Scottish resistance and it's team colored projectile silhouettes to pinpoint where your projectiles are landing turns him into effectively a long-range aeriel bomber
Ik it's a demo video and all but the syringe gun in x10 is godly. It gives you the power of an a-10 warthog's primary cannon (minus the explosive aspect) in a handheld form. You can obliterate heavies at close range in literally one second. Even at mid range with the damage fall off, this thing can still shred through light and mid armor targets in little time at all. The main problem of this weapon is the syringe travel time, which is still slow despite the (epic fire rate), the restricted range, and the fact that you burn through ammo at a ridiculous rate but overall it's still godly in x10 and 110% better than it's normal variant
The reason the loch-n-load doesn't do damage sometimes is because of the basically zero explosion radius. So of you just reduced the penalty to something like 90 or 95% it would be consistent
This guy is still trying to convince us that this game has a balance when the charge n targe literally gives you 100% blast resistance, and that's not even the best shield.
I've never played TF2x10 nor have I really played TF2 but the thought of a weapon being absolutely gutted like the quickiebomb launcher hurts the deepest part of my soul and fills me with a weird hatred for something I have no connection to
The Iron Bomber isn't glitched because it uses the bounding box for explosions. All projectiles in TF2 do that. The Iron Bomber uses a bigger hitbox compared to the other grenades. The thing is, the difference is so small it doesn't matter most of the time.
50:59 honestly if someone manages to get on the cart and STAY on the cart long enough to cap on higher tower, they deserve a fucking medal, not a kick.
Yeah that guy deserves a medal.
o7 salute to him
Maybe, but it lags the server sometimes which is annoying, but if it doesn’t, it’s good to go
Nah, capping itself is fine, but on highertower standing on the cart itself tends to lag the game because it’s a moving object rather than a moving platform.
@@willowbarrelmaker8269 I've done it! and It was on even highertower! I call it commiting Haram due to the situation
Every sword in a nutshell: "It also pairs really well with the Splendid Screen."
Melee*
akechi
*tide turner
@@carinhanice2874 adachi
@@volcaronaa yosuke
25:38 Fun fact about crits: the way they work is that the (mini)crit hit is actually 2 hits: one of them is the weapon's normal damage that would be dealt if the hit wasn't a crit, it's subject to damage resistances as you'd expect; the second hit is crit damage scaled in a way so that both hits together do expected crit damage, and it only is affected by crit resistance.
e.g. Center mass crit rocket from across the map would do 48 explosive damage and 222 crit damage.
just a note that full crits remove fall off and ramp up so a max range critical rocket would still do 90 explosive damage and 180 critical damage. and mini crits also remove fall off but not ramp up.
Very interesting, thank you
fun fact about damage bonuses
the way damage is calculated is that it takes the number 65, divides it by 2, multiplies it by 2, adds the number 900 to it, subtracts the number 450 from it twice, multiplies it by any damage bonuses on the weapon, adds 1 to it, subtracts 1 from it, and then adds 20 to it, and then removes 11 from it, and then removes 9 from it
@@cheesepop7175thanks that helped alot
wow@@cheesepop7175
The caber would be even more of a meme weapon if it spent all 10 of those charges on hit. Think of the possibilities.
ngl that'd be real fun for defense
instant eradication
On right-click: set off a miniature MOAB
I think that'll definetly help with bullying snipers
Disintegrate your target and his entire brethren at the cost of shredding your arm into mist.
The Splendid screen is a weapon of mass destruction in anything beyond x10. You can just hold right click and isntakill anyone who dares exist in your way
Forgot about dhalokust bar didn’t ya?
Solger tf2
@@goosesgohonk6131
You forgot about the Persian Persuader.
Being able to pop off a charge every 0.3 seconds can easily shred through the 8000 health heavy gets in x100 and the 80000 in x1000
My guess for the loch and load is that maybe the explosion radius is just barely the size of the grenade's hitbox, meaning that at certain angles maybe the explosion doesn't reach outside of the hitbox so when the the grenade impacts with the enemy, the explosion can't reach them. Just a guess though.
Thats the most likely case as this bug isnt unique to tf2 as in fallout 76 the broadsider suffers the same issue
That’s what I was thinking but if that’s the reason then the iron bomber should never hit because the hit box of the grenade is bigger but the explosion should be the same. It could be the case the descriptions just aren’t correct but assuming the numbers are right the issue is probably something with the shatters on impact
@@brianoconnor5799 in fallout 76 issue
Man, the old quickiebomb was really fun to use, it was kinda like a instant delete button that you could send across the entire map in a second.
My only experience with TFx10 was a Demoknight player dumpstering my noob ass for 10 minutes until I switched to Natascha Heavy and then ate a bunch of complaints about "you're op"
Charge spammers are just lame.
im sure you must get this a lot but your thumbnail design is always so good
I wouldn't call 20% damage a "very slight" damage bonus. That's 78 damage, 7 less than the Warrior's Spirit.
Eh, but all damage bonuses get multiplied in times 10 typically otherwise
keep making tier lists please, they are quite useful when playing x10 as a guide for how well things function and also to know what anything does
Okay, two things I want to address that I didn't cover in the video.
First, my original reasoning for the Quickiebomb rating is that once you got good enough with the Sticky Jumper, it was a direct upgrade from the Quickybomb since you don't take self damage. However, after using the Quickie a bit more, I think there is something to be said for instant stickybomb jumping even if it causes self damage. I would honestly end up moving it up to One or Two Uses since it's a sidegrade to the Jumper for market bottling. (Even in the video you can see I was hitting a lot more bottles with the Quickie than the Jumper).
Second, I forgot to mention that the Nine Iron's damage increase also increases the damage of the shield charge (and the melee crit at the end of the charge), so it has slightly higher burst damage compared to the Eyelander. This one is important since it's what made me consider the Nine Iron to be evenly matched with the Eyelander, even though the Nine Iron looks significantly worse at first glance.
I'll probably make a "stuff I got wrong" video once I'm done with all of the classes since there are a few things I want to correct, but until then I feel like these are important enough to mention since they alter the placement of certain weapons. Sorry about that!
The Scottish handshake has the self damage force thing so the push force immunity doesn't completely delete sticky jumping
I think
Thank you for taking your time to review and rate the weapons for us!
if you use the charge n targe with Ullapool Caber do you take self damage or are you immune
Love your vids, so this is fine.
Obligatory ask for x10 scoot tierlist also haha
📌?
45:45 Demo: "I want to be close to you."
Enemy: "Aww."
Demo: *Pulls out instakill axe*
Enemy: _AAAAAAAAAAAAAAAAAAAAAAAAAHHH!_
Demo: AAAAAAAAAAAAAAAAAAAAAAAAAHHH!
Enemy: "AAAAHH-" *head has left the chat*
Enemy: *pulls out back scratcher*
Really enjoying this series. A lot has changed since I last played x10. (such as the Persian Persuader not having infinite charges anymore)
But the one I'm really looking forward to is Medic. Pretty much NOBODY played as Medic back in the day due to it lacking any broken setups that the other classes had, and its upsides being more focused toward pocket medic rather than general purpose medic. I hope that class got some well needed love over the years.
I should probably correct, but not only Medic's upsides, but also the overall TF2x10 design is better for pocket medic. So many classes have too much mobility for Medic to keep up with, even on servers with medigun tether.
the x10 syringe gun gives me life
The reason Splendid Screen is so good is because it's also so good in Casual.
Missing out on Splendid Screen damage can make you a mincemeat for heavies and beefed up Soldiers and Demos.
The problem with the loch n load is that they forgot to multiply by 10 the only stat that makes it even worth using, the less arching projectyles
As you can see in the clips, the 250% speed which sounds like a lot doesn't feel right, that's because the thing that makes loch n load easier to hit is not the bonus speed but more like the reduced arc
Yeah, instead of actually moving faster, it just feels like the nades' animations got sped up instead
Fun fact: during the lobby that the intro clip is in, I, ajgbrl505, caused this man to annoy everyone with the huo-long heater because I targeted him, and regretted nothing.
Legend
i think my favorite x10 loadout is the iron bomber, splendid screen, & persian persuader because even though all you get is burst damage, that burst damage makes reading enemies alot more fun
If I remember correctly, iron bomber is bugged, but all grenade launchers use bounding boxes for calculating splash damage, it's just the iron bomber's grenades have much bigger hit box than they should
a tf2 update removed the big iron bomber hitbox even though that could have been an intentional upside
petition to gie the loose cannon the old iron bomber hitbox (IM BEGGING YOU VALVE
Take a shot every time you hear the word “like” and you’ll be dead before he gets to the Loch and Load.
Seriously though, great video! Gotta appreciate an underrated game mode like this.
"I would much rather have a melee that does damage"
Everyone in vanilla tf2: ??????
The splendid screen turns the ram from a light push to getting rammed by a fucking train
yeah
I think it'd be better if it was TF2^N and not TF2×N. (Maybe TF1024 or whatever)
Every multiplier gets raised to the Nth power. It'd prevent -%s from becoming zero. Optimal N would probably be 5 and not 10. So TF2^5=TF32 or something. 20% penalties would become 67% penalties.
Multiplication of arbitrary numbers that can be either offsets or scalars all over the place just doesn't really work if you want to apply it consistently at all.
17:07 that's actually what I do with the Scottish resistance in normal TF2 when I'm on defense and the area is a medium sized flat area
fun fact, because of the bug that allows you to continue charging after getting a charge kill, you can use the splendid screen to ram into someone, and then just KEEP ON GOIN
the fire immunity on the caber is a reference to the expert’s ordance set with the loch n load and the caber which gave you a 10% fire resistance when the full set was equipped
it’s just that multiplied by 10
5:18 that sentence just fucks with me as a regular x1 player
These lists are a lot to take in, but they're always a treat
18:05 I wonder how long that pyro was standing there...
weapon reskins in tf2 x10 have always seemed liek a strange case to me
>get sticky jumper
>rename "Scottish Space Program"
>only use it to play x10
Running the "one thousand and one demoknights" set is some of the most fun I've had in this game
Ive found a use for the quicky bomb launcher thats not for mobility, if you are good with aiming extremely quickly it can be used as a poor mans airblast to keep kunai spies in a corner for eternity, but if you decide to do that your going to get backstabed because eventually the explosion knock back just wont work anymore...
The pain train is even worse on payload because the payload's speed is capped at x3 players
Scout may be the shittest class in TF2 x10. If I were to make a list for it, it would be:
S Tier: Shortstop, the shortstop is weird because you cannot have hp immediately when spawning, your health is still in 125, only when you go to a resupply cabinet that your hp will jump to 375. It does good damage, though if you get hit by anything you go flying. Also when you switch to any weapon it can drain your health so be careful.
Mad Milk, you can just basically have it all the time and still have all the utility of normal Mad Milk.
Atomizer, being able to jump 30 times with no penalties is very good, though you will die to a very good Direct Hit Soldier most of the time. You'll annoy everyone in the server if you equip this.
A Tier: Force n Nature, it is really good at pestering the shit out of everyone in the server. As it does, (as I believe to be) like 150 dg per shot and the spread of the Force n Nature basically makes it so that one pellet can still have the full knock back.
Soda popper, a premiere dps gun for scout. Though it doesn't have knock back, for how fast it can reload you can obtain an atrocious amount of damage built up. The 9 jumps you can get from the soda popper is neat as well.
Scatter gun: It is basically the Soda popper, but you have 6 shots and you reload instantly. Does great damage and that's it.
Winger, it does a moderate amount of damage, It feels like I'm doing such low damage, mainly because of the 2 clip size for the gun. The jump height is really good for towering Higher tower.
B Tier: Sun on a stick, you are basically immune to huo long heater heavies and scorch shot spam. But it doesn't do any damage.
Bonk! Atomic punch, it's just like vanilla, it just makes you invincible and it charges a little bit faster. That's it. It is really good at survivability, but you'll die really fast anyways.
Pistol, again, it is just like vanilla but has a faster clip reload speed and an absurd amount of bullets to fire.
Flying Guillotine, you can spam the heck out of this, it is basically a pestering tool for anyone with high amounts of health.
Boston Basher, it's like it's vanilla counterpart, but the bleed on miss makes it so you bleed for eternity.
Holy Mackerel, being able to turn the enemy a 180 degree turn is pretty good but situational usually on melee fights.
Any bat reskin, it is basically a bat, but it has a faster swing speed a little bit more damage, and fall resistance. So it's somewhat useful in that area.
C tier: Crit-a-cola, you can do extra damage to anyone. And it lasts a really long time. It pairs really well with every primary and melee weapon. Though if you get hit once you are basically already dead.
Back scatter, It is like normal Back Scatter, but you only have 2 shots and you'll do critical hits on the back instead of mini crit. It can be good in flanks but that's just about it.
D tier: Baby Face Blaster, not only that your base speed is reduced, when you do hit someone the speed boost barely makes a difference.
Pretty Boy's Pocket Pistol, good for recovering health I guess. The mad milk is just superior to this in every way. As well as dying to everyone instantly.
Fan O War, literally a meme weapon, anyone that uses this is not taking the game seriously.
Wrap Assassin, the bleed is good? I guess, but literally a meme weapon.
Candy Cane, you'll die to everything, and good luck killing anyone with this weapon.
F tier: Sandman, you'll just die to a fucking feather.
Scout is a pretty shit class in x10.
Does Sandman at least fire 10 balls at once?
@@davidhong1934 yes, but you have 1 hp.
I remember back when the Atomizer did damage on triple jump. I had an odd amount of fun with that on x10.
Absolutely love the videos man
The old quickie was like if the vanilla detonator instantly killed people.
"I've already explained all the rules for the tiering in this video right here [doesn't link to whatever video they're talking about] so if you're new to the series I would encourage you to check that one out first and work your way down the playlist [doesn't link to the playlist at all]"
God forbid you have to search up the video he's talking about!
I think the reason why the Loch & Load doesn't do any damage is because the explosion radius is actually SMALLER than the projectile hitbox. So when it detonates, the explosion doesn't even intersect. Then again, the Iron Bomber has the same feature.. so maybe they fixed the Iron Bomber and didn't for the Loch & Load?
If the loch and load does actually work it can be a great tool for demoknight to quickly blow up a sentry and kill everything in there.
the fix for the loch in load and the iron bomber may be to increase the weapons explosion radius. My guess of what is happening is that the pipe is hitting the players box and exploding, without hitting the players damage box.
yeah locking the explosive radius to the same size as the projectile hitbox or maybe slightly larger would make it much more viable
I respectfully think the Quickiebomb should've stayed in "AAAAAUUUUUEEEEGH", because just look how they massacred my boy...
Also apparently the sticky jumper in x10 and higher multi game modes if you dont have the reduced explosion effects plugin active well... say hello to the disconnection due to lagging out any time a group of demomen using it decide to lay a truckload of stickies
8:09 Tricky in tf2??? ReAl???
The skullcutter is just demoman's market gardener.
Rest in peace my beloved Quickiebomb Launcher..
Skullcutter: im gonna kill you....IN 5 HOURS!
*x10 Brass Beast Heavy:* Run! Run, I'm coming for you! >:O
Almost all projectiles in the game use the bounding box, the iron bomber has some weird programming shenanigans that doubles the width of the iron bomber’s grenade hit box
I think the quickie bomb launcher is one or two uses, it would be better if it did no self damage because it would be more viable but it has 2 uses that I can think of. The first is a quick getaway, you can leave a situation easily by only taking a bit of damage, and the other use is for better mobility because you can sticky jump mid air, making it possible to have easier ways to pick off enemies, especially with the stock
Honestly if there’s was a toned down version of the iron bomber in x10 that’d be really cool like maybe if you loaded al 4 in the “chamber” or wheat we it’s called maybe it could do like 200 damage… though that may be busted for dropping medics.
medics either have the overdose and dodge your stuff instantly or dont have it and die to something else in 5 seconds so i wouldnt say anything is busted for killing medics because everything is busted for killing medics
demoknight being less of a meme than stock demo? something something talk about parallel universes
also more metroid when father peligrini
This is the definition of a good opinion.
Quickie, Loch, and Caber. The loadout for those in need of more suffering.
I wish the old x10 Loose cannon still existed. It dealt waaaaaaaay more damage, even beating the old Loch n load, back when that did 120 damage normally.
Random misses (like random crits) would be so fun am I right guys, it's make it more realistic due to the limitations of the hitbox of players amiright
All proyectile weapons use the Bounding boxes only hitscan use hit boxes, the thing with the Iron bomber is that the proyectile is like double the size of the normal granades
TF2 X10 is ironically more balanced than vanilla TF2
true.
I want you to know that the "Bootlegger is a stat stick" joke is what got me to like the video
the reason -explosion radius stats sometimes snuff themselves is because the box that triggers the explosion is bigger than the actual hitbox of the player, so if the explosion radius is too small it explodes on them but the explosion fails to reach their actual hitbox.
I’m pretty sure the loch n load can barely hit because the grenade is bigger than the actual explosion hit box
im ready for the pyro tierlist
Most underrated TF2 youtuber
Demoman standing so high up on higher tower that he can't see the ground and using the Scottish resistance and it's team colored projectile silhouettes to pinpoint where your projectiles are landing turns him into effectively a long-range aeriel bomber
The fact that the eylander can snipe is dumb, but makes perfect sense
9:25 Note, this was caused by a bug with how the Iron Bomber’s grenades were generated. Tf2’s singular dev has since patched this.
Man even though I love you doing these videos even though I already know what's good and what's bad
Ik it's a demo video and all but the syringe gun in x10 is godly. It gives you the power of an a-10 warthog's primary cannon (minus the explosive aspect) in a handheld form. You can obliterate heavies at close range in literally one second. Even at mid range with the damage fall off, this thing can still shred through light and mid armor targets in little time at all. The main problem of this weapon is the syringe travel time, which is still slow despite the (epic fire rate), the restricted range, and the fact that you burn through ammo at a ridiculous rate but overall it's still godly in x10 and 110% better than it's normal variant
Iron bomber is in consistently average yet has “a lot of inconsistencies” XD
Hi, Gaelic speaking Scot here, ik this vid is like a year old but it's pronounced Cly-duh-more
Demoknight tf2
Demoknight tf2
Demoknight TF2
Demoknight tf2
Demoknight tf2
The reason the loch-n-load doesn't do damage sometimes is because of the basically zero explosion radius. So of you just reduced the penalty to something like 90 or 95% it would be consistent
40:51 i kid you not Great blue, he turns himself into a pinball machine, he's called pinball demo... the funniest shit i ever seen
39:22
DemoCar time
**THOMAS THE TANK ENGINE EARRAPE MUSIC INTENSIFIES**
Scotsman's Skullcutter is also good with Scottish Resistance and boots. If someone rushes you while you wait for stickies to arm, give them a whack
The Loose Cannon in TF2 x10 is literally turns Demoman into Democunt
Nice Video BTW
Only great blue will look at a gamemode designed for chaos logically
4:38 : the reason this happens is because the explosion is less than o% so it is impossible to hit
This guy is still trying to convince us that this game has a balance when the charge n targe literally gives you 100% blast resistance, and that's not even the best shield.
Balance is subjective
when everythings overpowered, nothing is
HEY! Great Blue, do a tier list on Medic TF2×10.
For a second I thought you were using Marvel Vs Capcom 2 music and was super stoked
14:10 "they would be very short" he says in an hour long video
X10 is just controlled mayhem
8:12 T I K Y.
I'm pretty sure the +300% increase in self damage force is to counter the -99% push force
One times 100 server I was in multiplied the sword’s length, so it was basically just a gun
Seeing these videos makes us realize the difference between x10 and x100. x10 is an actual community game mode, and x100 is Dumb Shit Central™️
fun fact, the disc action pulls enemies towards ya it high speed in x100. so i be a notorious basejumper fisherman soldier of Hightower
Wouldn't the caber work well with the targe?
I've never played TF2x10 nor have I really played TF2 but the thought of a weapon being absolutely gutted like the quickiebomb launcher hurts the deepest part of my soul and fills me with a weird hatred for something I have no connection to
there was this server that allowed me to overheal a charging targe demo as DH soldier
This is such a niche video i love it
Don't get complacent with the charge and targe. A soldier with the equalizer will still kick your ass. Damage RampUp is insane.
Part of me wishes that you heal yourself by using the Sticky Jumper, just because it has that funny x10 multiplier to damage, including negatively.
I wonder if you could bhop as a demo- trolldier and still get a bottle crit
Why bottle crit when you can use skullcutter
They are interchangeable
Bro I like how every item in meat is a different demoknight setup
The Claidheamh Mor is just pronounced "Claymore". Scottish gaelic and all that.
according to the wiki, it's pronounced "cliyev more", with the i being pronounced as in "hit" or "bin"
The Iron Bomber isn't glitched because it uses the bounding box for explosions. All projectiles in TF2 do that. The Iron Bomber uses a bigger hitbox compared to the other grenades. The thing is, the difference is so small it doesn't matter most of the time.
Sounds like a cope
@@leonardo9259 as a demo main, probably. But it is very insignificant
A lot of X10 weapons need their own special stats, and the Loch-N-Load should do 200% extra damage to both players and buildings.
I've decided that stickies from a sticky jumper are now called jumpies, if you don't like it you can go to a different Carl's jr