@@dkskcjfjswwwwwws413 as said above, sentries could be upgraded at launch. And even so, dispensers and teles got the level 3 treatment in December 2008, so there was over a year and a half where Engies had to destroy their dispensers they spent 400 extra metal on just to keep up with their teammates
So, you're telling me that : -Everyone can build -Only engineers can upgrade, repair, or remove sappers -People don't play engineer Is the red tape recorder finally useful?
In that one specific scenario? Yes, because nobody can upgrade or unsap sentries (unless your a Pybro with the Homewrecker but why would you play Pyro?)
@@xray8012 unless they are some air blasting god I wouldn't see much reason to go pyro since you will almost always get bombarded with rockets and pipes like it's some airstrike
@@samuels1123 Yeah but still since explosives counter sentries and every other building, each team will still have a good amount of soldiers and demomen users for the pyro to airblast
I actually had an idea a while ago where spy could build his own mini-teleporters only he could use. The trade-off was that it goes in your sapper slot, so it's primarily useful in the event that the opposing team has few or no engineers.
God the animations are terrifying. Other than that, I am impressed by these unique and different styled videos. I legitimately am interested in seeing what's next. Wished we could have gotten a whole video just showing off some parts but that's fine.
@@GeZz. What does that word mean? I tried googling it and I'm realizing that you might have said the wrong word. But I'm just going to ask? If that's not rude?
i love these hypothetical scenario videos when there's an evolving metagame that spawns from them (first dominant strategy arises, then a new strategy that beats the previous one is discovered, and so on) i'd love to see one where Sniper is unable to be picked, since i see a lot of people say that he "doesn't fit into TF2" or that him being removed wouldn't change anything. Heavy Medic combos (or Medic in general) would seem terrifying, as would Engineers hiding behind Sentry nests, but maybe Spies could pick up the slack? or is having Sniper in the game necessary for beating those things?
TF2 but Engineer, Sniper, Spy, and Pyro are unable to be picked. What would the game look like if everyone who said these classes should be removed got their way? Spoiler: It's just Comp
@removethatpfp usubhhumanssackoffshiitbbittcchh why is there so much hate in you, my guy all they did was make an innocent comment on team fortress the second, why do you have to yell at them what did furries ever do to you? did they ruin your life? did they piss in your cereal?? or do you just believe that everything you personally dislike is morally wrong (instead of just, like, different) and feel the need to voice that at every possible opportunity?
A big thing to note is with more time spies would be countered by Pybros. Homewrecker is incredibly useful for defending the last area and removing sappers. Constant flame checking everything is huge and good varied sentry placement is also huge. Lock down enough areas and spies have a hard time. A couple Engineers and Pybros would relegate spies pointless since everything is on fire. Ubers can be air blasted back. Rockets can be air blasted back. Sappers won't work at all due to the Home Wrecker. A single Medic supporting the anti-uber Pyro would also be able to uber said Pyro to stop even mass Uber pushes.
@@taurusrest when you're playing medic it's all about risk and reward. Let's take that pyro example, keeping the pyro alive long enough to shut down the enemy's über would be an amazing reward, however, in process of keeping your pyro alive you have to be pretty close to the enemy über yourself and you're basically putting your life in the hands of a random pyro that might not be able to guarantee your safety. More often that not it's better to let the pyro die so that you live and continue healing your team and building über. Now am I saying all pub medics take this into consideration? No. Probably not even half of them.
Yes I think shounic draws conclusions too quickly, for example the one with all weapons on all classes he said its all about scouts with flamethrowers but it was just people not being creative enough, there's many strategies to render them useless.
@@Goldenleyend i don't disagree but it's more about practicality more than anything. i don't want to wait 3 months on one experiment just to see what happens. i'm not trying to write a phd paper on the effects of rain water on frog populations, i just want to see what dumb shit happens if i make people play a dumb plugin and move on :P
@@shounic My man, if you write a phd about how frogs getting wet and then make a video summarizing the results, everyone will still like it. The only loser in the equation is you, since you have to make a phd about frogs getting wet.
Here is an idea: What if the defenders had the same spawn time as the attackers, but had fewer teammates to compensate? Something like 8 RED vs 16 BLU or maybe 10 RED vs 14 BLU.
That was a surprising but logical outcome, upgrading 1 set of buildings can take more time than is available before match starts, so upgrading random shit that your entire team build would be literally impossible. There's also the case of engie requiring a game sense with placement of buildings which many players lack leading to using stupid spots. This is further amplified by 12 players needing to find a spot different enough from one that is already taken, in addition to that even engie players tend to ignore teleporters or build them once and then proceed to pretend tele doesn't exist so again lack of teles was predictable when you think about it.
to let everyone upgrade and move, make it so every class literally is the engineer, but they have their class specific stats and weapons. maybe force them to wear certain cosmetics to emulate the respective class appearance, or have a class icon hover above their head somehow. or you could assign each class a specific unusual effect
they said they couldn't because of technical limitations in the first 30 seconds of the video, which was also mentionned in a previous video ("can other classes be the engineer?") it was also mentionned in said previous video that the other classes cannot destruct their own buildings with the pda
I wonder if the Red Tape Recorder would be useful in a scenario like this, as very few people would actually be bothered to save buildings that nobody upgraded because there's so many. In theory, this would put the other team at a disadvantage because it would prevent them from rebuilding all of their level 1 buildings quickly.
i played a bit of engineer in this experiment and all it really did was make it easier to unsap things, which is why its use was short lived from my experience. much better to just get the buildings out of the way faster with a normal sapper
For chaos, I think skial or some other community server had "dustbowl/sentry/engineer madness" when player counts were low, where all players were put on BLU and red team was all engineer bots + a few extra. I liked that mode.
Spy: "IF EVERYONE'S ENGINEER..." The Enemy team stuck in respawn: >:( Spy: *pulls out sapper* "No one is...." *Evil chuckle while walking away from a pile of building scrap*
It’d be cool if each class had their own unique buildings, like if Pyro had a flamethrower sentry and if medic had a stronger dispenser, etc. That’d be almost impossible, but still fun nonetheless
You're gonna like Fortress Obscura (that was the name I think) It's a TF2 mod where all the classes are inspired by Engineer buildings, and iirc most of them have their own special building
1:39 One unmentioned benefit of being able to build, is being able to use the building's collision to reach flank routes that are either too high, or as shown in the clip, provide unusual angles of cover.
If you were to do this again, I think a good way to 'balance' this would be to change what classes can build what: - Offensive classes can only build sentries - Defensive classes can only build dispensers (Save for engineer) - Support classes can only build teleporters Basically engineer can still be used all around, but you can't sentry spam without your entire team basically being scout/soldier/pyro, the dispensers are limited to heavy's, demo's and engineers so sure they could have an infinite ammo source but they'd have to build it first whilst likely engaging the enemy, and finally teleporters would also rewards classes like sniper/spy/medic for being more supportive roles that can get people to and from the front lines or even behind the enemy lines
Oh man, I think the Red Tape Recorder is actually very viable in this situation. One of the things that happens when a spy sap your building is that you cannot destroy it manually. If you were far from your building and wants to set a new sentry by destroying the old one, you can't do that if your sentry is sapped. Therefore if a spy would sap multiple sentries at once with the red tape recorder, they're essentially handicapped for a couple of seconds from building a new one. To add to this, no one but engi or homewrecker pyros can destroy the sapper so yeah.
You should take this and combine it with the All Classes-All Weapons, MVM Upgrades, and Overheal Uncapper versions to just truly achieve chaos. Bonus points for the Revive, Predictable Crits, and just hit true chaos levels with anyone being able to cloak.
This is a super cool concept, and I think it could be even cooler if you had some class-specific traits. Here are some of my suggestions: Scout can place two mini sentries Soldier and Demo can place lvl 3 sentries that only fire rockets, or teleporters. Pyro can use the Homewrecker to upgrade his and other players' buildings Heavy can place a lvl 2 sentry and/or a lvl 1 dispenser Engineer is Engineer Medic can place a lvl 3 dispenser that only heals Sniper can equip the Wrangler Spy can place a teleporter or a mini sentry that's immune to sappers or smth idk
I would imagine that having a single Sniper with the Danger Shield equipped plant a dispenser behind cover would A) help break some of the monotony of explosive class domination on the map, and B) be a decent counter to those same classes since it can one-shot most of them with only a slight bit of charge, while not being immediately countered itself due to the Shield's increased health when worn. It might also mitigate the Spy problem slightly, since Snipers can always switch to the Razorback if necessary and will almost always be in the backline to protect things like teleporters and dispensers.
Now I just want spy to have a new secondary unlock to replace his sapper that lets him place a exit teleporter only he can use, and functions like the eureka effect. So holding it out gives you a menu like a PDA where you press 1 to tele to spawn, 2 to tele to the teleporter exit, 3 to build a tele exit. This would be so cool and give spy a use for his secondary slot not restricted to fighting just engineer buildings, although the sapper would probably be better for playing on offence. But I’d like the idea of using this on defence or neutral game modes.
That'd be pretty neat. I kind of wish Valve would try to rework the idea of "Spy Traps" & expand Spy's "Buildings" to more than just Sappers. Like in addition to a "personal teleporter" there could also be a "wire tap" building that reveals enemy players in it's radius to the Spy's team. Maybe an "Objective Hacker" that could cap a control point or push the cart or a "ÜberSapper" than can drain a Medic's übercharge? It's a little weird that part of Spy's load-out is entirely dependent on one opposing class with no option of swapping it for something else...
How about "every weapon crits on headshot" next? I can't imagine what would be meta then, point blank shotguns? Tomislav? Or perhaps something miscellaneous like a flare gun? So many possibilities!
Heavies probably wouldn’t work because of 2 things at minimum, 300 damage crit grenades, and 338 damage Crockets from the direct hit That and flanking scouts would probably be pretty nasty to deal with too Though having tomislav heavies at certain points and just continually firing at head height at corners would probably be pretty deadly as well Actually after thinking, the heavies might be the best choice due to the headshot hit boxes that were covered in the bow headshot video a while back, though I forget if those applied to hitscan as well
THIS SOUNDS LIKE PYBRO HEAVEN Imagine hunting down several spies in a land of infinite dispensers destroying dozens of sappers (and eventually their teleporter once you find it) with a single homewrecker hit
I always thought it would be interesting to have a version of TF2 where your buildings would stay up when switching from Engineer with the obvious catch that you can't then repair/upgrade/move them.
Somehow, through all of these experiments, the game still stays perfectly balanced. Valve, as difficult as they are sometimes, are absolutely amazing developers.
What if you were able to use the mvm upgrade station in casual play? All players get a certain amount of money depending on the map, and maybe get money with kills or objectives. I wonder what the meta would be?
I find it interesting that there was a Dragon's Fury pyro at the end. I used to play a lot of class wars and whenever pyro versus engineer rolled around, a Dragon's Fury pyro could actually handle building spam decently well. The projectile does solid damage against buildings, shoots fast, and can pierce. I think the reason you didn't see it as much during this experiment is because nobody uses the Dragon's Fury to find out it can even do this lol.
I mean you saw the video didn't you? It would just end up with engie ninja teleporting after he eventually gets past the 3 million pyros. Ie same conclusion different route.
yes i made every class use the engineer's animations
Scout running around with a toolkit is great.
it's horrid, thank you
it...looks uncannily fitting.
Awesome
Can you release a gamebanana mod for it??? Please
Spy: "I used the buildings to destroy the buildings."
The sapper already is a building
@@diegodankquixote-wry3242
"I feel tres bon!"
@@william3371 ton français est la mère de toutes merde. Mais, on n’est pas français.
2:32 I still can’t believe moving buildings wasn’t possible until almost 3 years after launch
valve moment
@@dkskcjfjswwwwwws413 level 3 sentry was existing (?) but level 3 dispenser and teleporter wasnt existing
@@dkskcjfjswwwwwws413 level 3 sentries DID exist but not dispensers or teles
@@dkskcjfjswwwwwws413 as said above, sentries could be upgraded at launch. And even so, dispensers and teles got the level 3 treatment in December 2008, so there was over a year and a half where Engies had to destroy their dispensers they spent 400 extra metal on just to keep up with their teammates
Cries in Team Fortress Classic engi
So, you're telling me that :
-Everyone can build
-Only engineers can upgrade, repair, or remove sappers
-People don't play engineer
Is the red tape recorder finally useful?
In that one specific scenario? Yes, because nobody can upgrade or unsap sentries (unless your a Pybro with the Homewrecker but why would you play Pyro?)
@@xray8012 unless they are some air blasting god I wouldn't see much reason to go pyro since you will almost always get bombarded with rockets and pipes like it's some airstrike
@@unholy_person all the sentries are lv1 because no upgrade, so no sentry rockets
@@xray8012 to kill the spies of course
@@samuels1123 Yeah but still since explosives counter sentries and every other building, each team will still have a good amount of soldiers and demomen users for the pyro to airblast
I like how Soldier’s helmet just flips upside down when he uses the Engineer’s building pose.
Concave surface to deflect enemy sentry rockets.
he uses it to focus the sun's energy into his brain, allowing him to understand how a PDA works
@@MonsieurBro LMAO
@@MonsieurBro Good one, made me chuckle.
2:03 the shot of the sniper building a tele and giving it a little smack with the kukri is the best part of the video
Then getting hit by a sentry
@@deathstar6095 did shounic just randomly use that clip or did you submit your POV and he found it in his demo?
Patting his child on the head
The comedic timing of the Sniper walking out just moments after the Spy saps and destroys all the teleporters, too. Perfection.
"If heavy could build his own teleporters, he'd be like, 200% better"
-PazyLurple
“Heavies plus teleporters equals *A SUPERIOR CLASS”*
@@NerfPlayeR135"More free points for the spy that sapped them"
3:29 There’s something unspeakably cursed about a spy using the construction PDA and building a teleporter.
look how the turntables
The Chad body pose he has is more cursed.
He used to be able to actually build a dispenser. I remember doing it in game.
I actually had an idea a while ago where spy could build his own mini-teleporters only he could use. The trade-off was that it goes in your sapper slot, so it's primarily useful in the event that the opposing team has few or no engineers.
The hunchback of Teufort
As a spy in this mode, you'd be stupid not to use the diamond back.
Crits.zig
As a spy, you'd be stupid not to use the diamond back.
Dont @ me
no thanks i'm not interested in becoming the hitler of tf2
@@CodytheDeer .
yes thanks im interested in becoming hitler of tf2
3:36
"If everyone is special, no one will be."
I guess except spies
"If everyone can build, no one can build." - Spyndrome, The TF2ibles
God the animations are terrifying. Other than that, I am impressed by these unique and different styled videos. I legitimately am interested in seeing what's next. Wished we could have gotten a whole video just showing off some parts but that's fine.
i don't know if terrifying but umfortable, yes. everyone is like hunch over like their spines are broken.
@@GeZz. What does that word mean? I tried googling it and I'm realizing that you might have said the wrong word. But I'm just going to ask? If that's not rude?
@@AlienFan25 uncomfortable
@@AnglosArentHuman Got it. Alright man have a good one, Alright.
@@AlienFan25 yeah i was trying to say that word
i love these hypothetical scenario videos when there's an evolving metagame that spawns from them (first dominant strategy arises, then a new strategy that beats the previous one is discovered, and so on)
i'd love to see one where Sniper is unable to be picked, since i see a lot of people say that he "doesn't fit into TF2" or that him being removed wouldn't change anything. Heavy Medic combos (or Medic in general) would seem terrifying, as would Engineers hiding behind Sentry nests, but maybe Spies could pick up the slack? or is having Sniper in the game necessary for beating those things?
Pyro man spotted.
Yes, I'd like a sniper-less server so that I can play large open maps on them.
TF2 but Engineer, Sniper, Spy, and Pyro are unable to be picked. What would the game look like if everyone who said these classes should be removed got their way?
Spoiler: It's just Comp
@@nts0n switch sniper for heavy and you actually get comp
@@nts0n I've never heard anyone say engineer should be removed.
@@h4724-q6j I've said it.(Gigachad face)
I can tell you that all Heavy players in this game were silently very happy with so many teleporters available at all times.
Until 1 Spy comes to destroy all of them
Finally, the T E L E - H E A V Y is real
@@feefre the *S U P E R I O R C L A S S*
Except there weren't meaningfully more.
@removethatpfp usubhhumanssackoffshiitbbittcchh why is there so much hate in you, my guy
all they did was make an innocent comment on team fortress the second, why do you have to yell at them
what did furries ever do to you? did they ruin your life? did they piss in your cereal?? or do you just believe that everything you personally dislike is morally wrong (instead of just, like, different) and feel the need to voice that at every possible opportunity?
1:13 is one of the funniest Ragdolls I've ever seen
F A C E W A L L
I nearly laughed when my parents are asleep in the other room at 4 AM 💀
*WHAM!* *THUD!*
A big thing to note is with more time spies would be countered by Pybros.
Homewrecker is incredibly useful for defending the last area and removing sappers. Constant flame checking everything is huge and good varied sentry placement is also huge. Lock down enough areas and spies have a hard time.
A couple Engineers and Pybros would relegate spies pointless since everything is on fire. Ubers can be air blasted back. Rockets can be air blasted back. Sappers won't work at all due to the Home Wrecker.
A single Medic supporting the anti-uber Pyro would also be able to uber said Pyro to stop even mass Uber pushes.
Too bad pub medics just let Pyros die when they try to stuff ubers lol
@@taurusrest when you're playing medic it's all about risk and reward. Let's take that pyro example, keeping the pyro alive long enough to shut down the enemy's über would be an amazing reward, however, in process of keeping your pyro alive you have to be pretty close to the enemy über yourself and you're basically putting your life in the hands of a random pyro that might not be able to guarantee your safety. More often that not it's better to let the pyro die so that you live and continue healing your team and building über.
Now am I saying all pub medics take this into consideration? No. Probably not even half of them.
Yes I think shounic draws conclusions too quickly, for example the one with all weapons on all classes he said its all about scouts with flamethrowers but it was just people not being creative enough, there's many strategies to render them useless.
@@Goldenleyend i don't disagree but it's more about practicality more than anything. i don't want to wait 3 months on one experiment just to see what happens. i'm not trying to write a phd paper on the effects of rain water on frog populations, i just want to see what dumb shit happens if i make people play a dumb plugin and move on :P
@@shounic My man, if you write a phd about how frogs getting wet and then make a video summarizing the results, everyone will still like it.
The only loser in the equation is you, since you have to make a phd about frogs getting wet.
The spy sapping those teleporters, the Sniper coming out in shock and then casually placing another teleporter is like a comedy skit
Here is an idea: What if the defenders had the same spawn time as the attackers, but had fewer teammates to compensate? Something like 8 RED vs 16 BLU or maybe 10 RED vs 14 BLU.
Hmmmmm i want to see that
i believe that was tried already by the main person behind watergate and it didn't work
8 vs 16 is very unfair
@@krowta2062 spawn camp exist
@@krowta2062 even with same spawn time, one team with 2x more players than the other can easily overwhelm the other team
4:33 guess we'll never know what gabe's favourite class is
He said "Sp-", which is obviously shorthand for spengineer
The sp- yro.
Sp-emoman, or possibly sp-out
imagine a spy going to sap an enemy's sentry and then immediately putting down his own
Dear god..
Fortnite logic
Switcharoo
That was a surprising but logical outcome, upgrading 1 set of buildings can take more time than is available before match starts, so upgrading random shit that your entire team build would be literally impossible.
There's also the case of engie requiring a game sense with placement of buildings which many players lack leading to using stupid spots. This is further amplified by 12 players needing to find a spot different enough from one that is already taken, in addition to that even engie players tend to ignore teleporters or build them once and then proceed to pretend tele doesn't exist so again lack of teles was predictable when you think about it.
I love how this gave the spy very broad shoulders.
Shoulders big enough to carry that weight.
@@quint3ssent1a they make the spy become a gigachad
Engineering has a lot of workout
to let everyone upgrade and move, make it so every class literally is the engineer, but they have their class specific stats and weapons. maybe force them to wear certain cosmetics to emulate the respective class appearance, or have a class icon hover above their head somehow. or you could assign each class a specific unusual effect
they said they couldn't because of technical limitations in the first 30 seconds of the video, which was also mentionned in a previous video ("can other classes be the engineer?")
it was also mentionned in said previous video that the other classes cannot destruct their own buildings with the pda
@@cyre77 there was a point but you missed it.
@@cyre77 Right, which is why they're saying literally just have everyone literally be an Engineer with altered stats and weapons.
@@cyre77 and remember folks, reading is a useful skill
my bad then, it seems i misunderstood O R, as i thought they were asking them to do it instead of just thinking about the concept, i apoligize.
I wonder if the Red Tape Recorder would be useful in a scenario like this, as very few people would actually be bothered to save buildings that nobody upgraded because there's so many. In theory, this would put the other team at a disadvantage because it would prevent them from rebuilding all of their level 1 buildings quickly.
>respawn
>walk out of spawn
>every building is slowly downgrading to death
i played a bit of engineer in this experiment and all it really did was make it easier to unsap things, which is why its use was short lived from my experience. much better to just get the buildings out of the way faster with a normal sapper
❤
I didn't mean to send that heart emoji 💀
"And when everyone is engineer, no one is"
-the funny spy man tf2
I would kill for a server permanently running this, it seems both strategic and chaotic.
Imagine a spy setting up a counter sentry.
For chaos, I think skial or some other community server had "dustbowl/sentry/engineer madness" when player counts were low, where all players were put on BLU and red team was all engineer bots + a few extra. I liked that mode.
Spy: "IF EVERYONE'S ENGINEER..."
The Enemy team stuck in respawn: >:(
Spy: *pulls out sapper* "No one is...."
*Evil chuckle while walking away from a pile of building scrap*
It’d be cool if each class had their own unique buildings, like if Pyro had a flamethrower sentry and if medic had a stronger dispenser, etc.
That’d be almost impossible, but still fun nonetheless
with sourcemod/metamod fuckery probably..
Stuff like that would make spy actually useful in the main game.
Pyro: a small gas bomb; medic: a surgery table; engineer: a workbench; soldier... a bucket ?
You're gonna like Fortress Obscura (that was the name I think)
It's a TF2 mod where all the classes are inspired by Engineer buildings, and iirc most of them have their own special building
@@chpsilva Heavy: Sandvich dispenser
Spy: Baguet dispenser
every class also gets an increase in back problems and hunches over all the time
@removethatpfpusubhhumanssa3819 Default profile pic user s p o t t e d
I liked the spy in the end that instinctively tried to sap his own teleporter.
1:39 One unmentioned benefit of being able to build, is being able to use the building's collision to reach flank routes that are either too high, or as shown in the clip, provide unusual angles of cover.
If you were to do this again, I think a good way to 'balance' this would be to change what classes can build what:
- Offensive classes can only build sentries
- Defensive classes can only build dispensers (Save for engineer)
- Support classes can only build teleporters
Basically engineer can still be used all around, but you can't sentry spam without your entire team basically being scout/soldier/pyro, the dispensers are limited to heavy's, demo's and engineers so sure they could have an infinite ammo source but they'd have to build it first whilst likely engaging the enemy, and finally teleporters would also rewards classes like sniper/spy/medic for being more supportive roles that can get people to and from the front lines or even behind the enemy lines
I like how, despite using the Engie's animations, the classes are still very easy to differintiate. The artistic style of TF2 continues to amaze me.
0:03 why is soldier's helmet upside down?
Good question.
Good question.
Good question.
Good question.
Oh man, I think the Red Tape Recorder is actually very viable in this situation. One of the things that happens when a spy sap your building is that you cannot destroy it manually. If you were far from your building and wants to set a new sentry by destroying the old one, you can't do that if your sentry is sapped. Therefore if a spy would sap multiple sentries at once with the red tape recorder, they're essentially handicapped for a couple of seconds from building a new one. To add to this, no one but engi or homewrecker pyros can destroy the sapper so yeah.
The amount of effort that you put not only in your videos but in the thumbnails as well is something that I really love
You should take this and combine it with the All Classes-All Weapons, MVM Upgrades, and Overheal Uncapper versions to just truly achieve chaos. Bonus points for the Revive, Predictable Crits, and just hit true chaos levels with anyone being able to cloak.
This is a super cool concept, and I think it could be even cooler if you had some class-specific traits.
Here are some of my suggestions:
Scout can place two mini sentries
Soldier and Demo can place lvl 3 sentries that only fire rockets, or teleporters.
Pyro can use the Homewrecker to upgrade his and other players' buildings
Heavy can place a lvl 2 sentry and/or a lvl 1 dispenser
Engineer is Engineer
Medic can place a lvl 3 dispenser that only heals
Sniper can equip the Wrangler
Spy can place a teleporter or a mini sentry that's immune to sappers or smth idk
Spy with engineer pistol animations looks so devious, like a cartoon villain
I would imagine that having a single Sniper with the Danger Shield equipped plant a dispenser behind cover would A) help break some of the monotony of explosive class domination on the map, and B) be a decent counter to those same classes since it can one-shot most of them with only a slight bit of charge, while not being immediately countered itself due to the Shield's increased health when worn. It might also mitigate the Spy problem slightly, since Snipers can always switch to the Razorback if necessary and will almost always be in the backline to protect things like teleporters and dispensers.
Now I just want spy to have a new secondary unlock to replace his sapper that lets him place a exit teleporter only he can use, and functions like the eureka effect. So holding it out gives you a menu like a PDA where you press 1 to tele to spawn, 2 to tele to the teleporter exit, 3 to build a tele exit.
This would be so cool and give spy a use for his secondary slot not restricted to fighting just engineer buildings, although the sapper would probably be better for playing on offence. But I’d like the idea of using this on defence or neutral game modes.
eh, getting behind is already easy enough with cloak
@@uwuLegacy
It would make for fun escapes no doubt.
That'd be pretty neat. I kind of wish Valve would try to rework the idea of "Spy Traps" & expand Spy's "Buildings" to more than just Sappers. Like in addition to a "personal teleporter" there could also be a "wire tap" building that reveals enemy players in it's radius to the Spy's team. Maybe an "Objective Hacker" that could cap a control point or push the cart or a "ÜberSapper" than can drain a Medic's übercharge? It's a little weird that part of Spy's load-out is entirely dependent on one opposing class with no option of swapping it for something else...
This guy always checks all the what if questions I have before watching the videos
"if everyone can build....no one can build..................because spies" is truly a deep and thought-provoking message
How about "every weapon crits on headshot" next?
I can't imagine what would be meta then, point blank shotguns? Tomislav? Or perhaps something miscellaneous like a flare gun?
So many possibilities!
Bro scouts gonna be the meta against it
someone with good tracking can abuse the hell out of the short circuit
Enforcer spy can get behind people and one shot light classes
Heavies probably wouldn’t work because of 2 things at minimum, 300 damage crit grenades, and 338 damage Crockets from the direct hit That and flanking scouts would probably be pretty nasty to deal with too
Though having tomislav heavies at certain points and just continually firing at head height at corners would probably be pretty deadly as well
Actually after thinking, the heavies might be the best choice due to the headshot hit boxes that were covered in the bow headshot video a while back, though I forget if those applied to hitscan as well
Pls
>upgrade engineer is boring
>uses Eureka Effect
THIS SOUNDS LIKE PYBRO HEAVEN
Imagine hunting down several spies in a land of infinite dispensers destroying dozens of sappers (and eventually their teleporter once you find it) with a single homewrecker hit
Finally after many years heavy can finally pootispenser here
Hooray!
Yeah, need a dispenser here!
No matter the channel size, tf2 videos are always better put together even if seemingly "lower budget" then anything else on youtube
"Everything spy can do, sniper does better" -htwo
Well in this mod, everything sniper can do, spy does better.
Love experiments like this! hope we get more soon!
Yes!
shounic saying "quote, 'fucking boring'" in a deadpan voice gets me everytime
3:45 revolver spy actually looks really good with that engie running animation
I was curious how the game decides what expressions your character makes, or what your character is looking at.
eyes always face the camera
The third person animation of the spy being hunched over (holding wrench) is rather devious and intimidating looking
"Nearly everyone went Soldier and Demoman"
Oh, so it's normal TF2, then?
the way spy hold the teleporter box is so silly i love it so much
"If everyone could build: No one can build because Spies."
That ending quote is so fucking funny.
0:08 "does blu team ever win again?"
The CnD spy with the most devious backline tp placement you've ever seen:
That spy loadout at the end with the engineer animations makes him look like Dr. Evil.
Diamond Back spies must have been salivating at those teleporters
3:04 The way he just says that is everything lol
Also how the engi kill binds himself after that lmao
I always thought it would be interesting to have a version of TF2 where your buildings would stay up when switching from Engineer with the obvious catch that you can't then repair/upgrade/move them.
4:32 Yeahhhh, no wonder why.
"And when everyone's engie, no one will be"
The line: "everyone can build, but one one can build because spys" feels inspirational
"The game moves too quickly for immovable buildings to be useful"
Time to implement the kickable sentries mod for every building
Somehow, through all of these experiments, the game still stays perfectly balanced.
Valve, as difficult as they are sometimes, are absolutely amazing developers.
the heavy was able to stand on the dispenser he built to get a better firing angle, thats pretty cool
These kinds of experiment videos are so much better than the theory ones from other youtubers
That sounds kinda fun tbh. Dustbowl with 7 engies a hell of a time so I feel like i'll like this
Istg that spy with the engineer animations scared the living hell out of me ;_;
I feel like a spy with stock sentry on either team is the ultimate spawncamp, to rival sticky jump demos on badwater
Spy with engineer's proportions is really funny to me for some reason
What an interesting experiment! It really goes to show how much the TF2 class balance really is an ecosystem.
This is what scout’s nightmares are made of
Spy hunched over with Engineer animations is rather amusing
3:05 "because it was quote: fucking boring" your tone saying that and the engie killbinding actually made me laugh lmao
I just thought about how terrifying the Diamondback would be.
Imagine a sneaky spy go to the enemy side and build a sentry-nest, awesome
am i the only one who still wants to play this?
Incredible Vibe
Amazing Experiments
Wonderful Chaos
Medics w/ Über: *"Allow us to introduce ourselves"*
I love that we've finally just done the (almost) original ending bit
3:43 Who touched teleporter
3:03 this one hits bad
"If everyone's able to build...
Nobody is."
HAPPY BIRTHDAY!!!
What if you were able to use the mvm upgrade station in casual play? All players get a certain amount of money depending on the map, and maybe get money with kills or objectives. I wonder what the meta would be?
I've played enough "one thousand uncles" to know no amount of sentries can stand up to coordinated Ubers on a couple power classes.
I find it interesting that there was a Dragon's Fury pyro at the end. I used to play a lot of class wars and whenever pyro versus engineer rolled around, a Dragon's Fury pyro could actually handle building spam decently well. The projectile does solid damage against buildings, shoots fast, and can pierce. I think the reason you didn't see it as much during this experiment is because nobody uses the Dragon's Fury to find out it can even do this lol.
Seeing any class other than engineer carrying the toolbox is horrifying
This is basically just every common Capture the point/payload map last point situation
"what if any class can build buildings?"
The absolute madman at 1:12 : "Let's try trolldier"
Up next: What if every class could cloak?
Pyros will ruin everything.
I mean you saw the video didn't you? It would just end up with engie ninja teleporting after he eventually gets past the 3 million pyros. Ie same conclusion different route.
3:07 hearing shounic cuss has been crossed off my bucket list.
1:31 Oh good. We found a way to slow down Powerhouse.
Absolutely love these gameplay experiment vids!!
The outcome was totally what I believed it was gonna be
This became a construction company instead of a mercenary company
that spy had a deviously goofy walk
This is what Syndrome was referring to in the Incredibles
When everyone's an engineer, nobody is.