I like the bolt for the rescue ranger because it's more like a slug than buckshot. It's easier to hit, and for someone who sucks at hitscan, I love it. Also freaking RR shots are underrated when it comes to crits 120 damage the same as a crit revolver? Yes. 😂 watch the absolute crap storm as a crit medic wrecks your day with a Rescue Ranger Engineer.
Rescue Ranger is the Engineer's equivalent of Medic's Crossbow. It really enhances the class abilities while being borderline overpowered (in Medic's case, a straight upgrade honestly).
Medic’s primaries need some serious help. The syringe guns were meant to be bad weapons that were only used for emergency self-defence so giving med such strong utility in that slot was bound to make them obsolete.
Actually I disagree that the rescue ranger is the engineer's crossbow while they both have the same function and value, giving up self defensive shotgun makes you even more reliant on your sentry than you were before as you'll usually only have a pistol or melee to fall back on at that point and the other shotguns are more than serviceable as a self defense helpful tool IF you are able to aim
@@DaQuestioningCrustaceanYeah not having the shotty to fall back on has led me to so many annoying plays against Spies in particular. Once they sap they know I gotta get in close with my wrench or hope the pistol spam works in my favor.
The main difference is that honestly the shotguns do have a lot of genuine utility that the rescue doesnt especailly if you're playing more aggressive engineer or have to deal with people your allies wont or cant for what ever reason. And thats not even counting the gunslinger nor how the mini sentries synergize much worse iwth the rescue. Its still probably the best primary but it at least isnt over centralizing to the extent the cross bow does. Outside of very very niche reasons, there isnt much of a reason not to always hard lock the cross bow since the needle guns are really bad and arent even that particularly standout at their roles in the case of the needlegun primaries.
If Medic's Crusader's Crossbow is "overpowered" then we need to look at what the Crossbow offers compared to the syringe guns. a way to heal and gives 5% uber on heal. the answer is obvious. Make a core class change that gives burst healing when you click alt fire. I would also add in extra effects in the priamries and melees(the gimmick of this set's effects are ABC, and you can mix and match. as in, not a "the whole set together gives ABC effect", but more of a "the guns from this set have ABC effect") sort of deal. I would make it so primaries do burst healingwith a throwable medium health pack(, imagine if medic gets a sandvich that he can only throw, has a 30 second cooldown, and health pick ups when at full HP fill up the med pack, cannot use the med pack on himself unless it thrown by another medic and gives 5% uber on heal) and melees get injector syringes(this has Disciplinary action mechanics(which are made so the item can consistently buff teammates), you can use for 20% healing or overhealing, press R to self heal and a 15 second cooldown without any map pick ups resetting for other upsides, which are that when on a cooldown you have 15 seconds of 25 damage quick melee no randon crits on alt fire, plus the stock bonesaw gives 5% uber on hit, which makes it so the stock bonesaw has SOME reason to pick it) and all the primaries and melees share some extra effects themed around a set. Which are the following: Stock syringe gun and bonesaw gives 5HP regen for 5 seconds(plus stock bonesaw syringe doing 5% uber on hit), Blutsauger and Ubersaw give up to 20HP on hit with ranged weapons and 20HP on melee weapons, Overdose and Solemn Vow give a Disciplinary action type of speed boost for 5 seconds, Crusaders Crossbow and Amputator have no extra effects, but the Amputator regen boost can overheal the medic for plus 20HP and you have a Hospitaler meter when full and activated after the violin taunt gives a aura of healing for 8 seconds and you can use the primary and melee during that time. Vitasaw, the alt fire uses a organ for 15% uber now instead of after death and the weapon can give 20HP on hit that can overheal up to 170HP. this way everything has a reason to use it, and you don't need to nerf/cripple a good thing to make the bad stuff look better. Primary weapons have a throwing med pack(medium health and 30 second cooldown, Sandvich like mechanic of map pick ups repreneshing the med pack, but no self heal) plus 5% uber on heal and the Extra effects mean different primary weapons do different effects. Stock gives regen, which would be useful if your patient needs a burst of heals and some more health but you need to take care of other people as well. Blutsauger, give this to someone you know is going to be in a fight, since up to 20HP on hit on ranged attacks allows for sustain, as well as the 20HP on melee hit. Overdose, buff someone to bring them to the frontlines faster or for a retreat, combined with the Speed copy, a taxi service also allows medic to get out of there. Crusader's crossbow has the medium health pack on crossbow bolt hit, plus the 30 second cooldown med pack, which means that if you want pure healing focus, Crossbow is for you. I said a set has a themed extra effect, it is not like the old stuff of "all items from a XYZ set give ABC effect" but "stuff from a XYZ set give ABC effects" meaning mxi and match can happen. Stock syringe gun for downtime heal up and ubersaw for healing during the fighting either of your patient or yourself since pressing R when melee is active does a short self heal animation, or Blutsauger primary to give your patient healing on hitting and say using the Solemn vow to boost yourself if a escape is needed. Melee weapons are a injector syringe, so Disciplinary action mechanics are needed to make it consistent at healing and buff giving, when melee is active press R for self heal, heals and can overheal for 20% HP and 5% uber on heal, 15 second cooldown and during those 15 seconds you have a 25 damage no random crits, fast swing speed alt fire that on stock gives 5% uber on hit, which is not available on other injector syringes. on Stock bonesaw, injector syringe gives 5HP regen for 5 seconds and on cooldown gets 5% uber on hit. Ubersaw, injector syringe gives up to 20HP on hit for ranged and 20HP on hit for melee hits, all for 5 seconds duration. Solemn Vow, take the Disciplinary action Speed boosting mechanics, put it in a syringe that boosts speed for 5 seconds. Amputator, I would give it a Hospitaler Meter that when filled and activated after the violin taunt, gives 8 seconds of healing aura from the Amputator taunt, but you move and can use primaries and melee during those 8 seconds. Vitasaw, make the alt fire use a organ for 15% uber now instead of after death and has a 15HP on hit that can overheal. what do you all think of this?
The Cloak and Dagger pairs fantastically with the L'etranger, not making it obsolete. It makes the C&D into a slightly inconvenient Stock with UNLIMITED CLOAK. Everywhere is a hiding spot with the C&D, and turning that into Stock allows for thinking with Spy instead of scrambling for ammo constantly.
Using a worse weapon for a given situation doesn't make you skilled, it makes you stupid. I could play Spy with only DR, but I'm not going to gimp myself because "skill". I enjoy having the utility of making everywhere a hiding spot. Would I be more skilled if I used L'etrangered Stock instead? Maybe. But I don't care!
@@MrAlias-oc8uk That's not what I'm referring to. I mean if you're able to manage your cloak well enough to not need the infinite cloak of the CD (this also applies to running any other gun with the stock invis) then why use the CD at all? Spy's job isn't to sit in one spot and think all game, it's to get backstabs on whoever he can (hopefully a medic) and call out enemy positions to the team. The CD only helps with that if either A - the map has little ammo boxes/routes to go through and you need it to get through to the backline, or B - there's one player so good that waiting minutes at a time just to stab them specifically is worth it.
@@thunderspark1536 I use it to avoid "Spy Syndrome", and 14 seconds is not good enough for that from personal experience. It's not for before the stab, but after. Besides, they expect me to make a beeline for ammo packs. Instead, I prefer to stop at a half-decent hiding spot, scooting as necessary to avoid death.
I picked up the Degreaser a while back to practice reflecting, but after using it in combination with the Panic Attack, I don't think I want to play Pyro any other way now. I keep thinking back to that one comment in a LazyPurple video about how that combination puts out the highest single-target damage in the game, and while I don't know if that's true, it's so fun to isolate enemies and burst them down with alternating flame puffs and shotgun shots. I've come to call the combo "Q+M1 Pyro" as opposed to W+M1, but I don't know if there are other names for it.
Hmm, wonder if I should pick up the Degreaser, then. My secondary is pretty much locked with stock shotgun, even with stock flamethrower it’s really great for cleaning up people who run out of my range or harassing when I’m not comfortable getting into flamethrower range in the first place. The main reason I wasn’t already using it was just that I didn’t think to, but there is a drawback to consider: I still have some w+m1 in me. The shotgun is incredibly useful, but I also just mow people down enough that I’m not sure if nerfing that’s a good idea. At least 50-50 usage of the two, maybe 60-40.
@@isenokami7810 I'd say it's definitely worth trying, especially considering you can get one on any trade server for a scrap or two. It's not like the degreaser is terrible at w+m1, it's still very capable of burning people down if you keep your flames on them, it's just less effective against single targets than using combos. I highly recommend it, pyro is my 2nd most played class and I never use anything but the degreaser unless I'm goofing around or the projectile spam makes the two extra airblasts from stock worthwhile. Being able to switch weapons so quickly makes the class so much more fun, especially when facing projectile classes. Hold out your secondary and they'll think you're an easy target, then when they shoot you'll have the degreaser out before the rocket arrives :^)
What people don't tell you about the Degreaser is that it IS better for reflecting than any other flamethrower. It's faster switch speed works for you defensively when you see a projectile coming at you when you're using your other weapons, your delay before you can airblast is reduced due to your weapon being ready sooner. It also works in your favor when it comes to baiting: a skilled Soldier will be much less careless when he sees that you know how to airblast, but if you shoot him with your shotgun or even just show it to him, his brain says it's go time, you switch back to the Degreaser and have enough time to clutch a reflect at shorter ranges compared to stock.
11:25 never do this. Never disguise as an enemy outside their spawn, they can see you through walls and there is no reson for someone to be in that position except for a spy
Don't be afraid to use the rescue ranger to place your sentry into stupid aggressive positions. Plan your metal and aproch correctly and you can have a sentury in the front line.
The L’Etranger is the only one of these I use-technically, I suck so bad at Spy that I fear ever needing to play him-and yeah, very useful. Having that extra cloak from the gun helped me realize I didn’t need the Cloak and Dagger, it gives plenty of wiggle room to stock. I still die all the time-I suck at all aspects of Spy, this only helps with one-but this boosts that one aspect enough without being a crutch that I at least feel I can improve there. And with that, something to note about all these utility primaries: they still do alright damage. Oh sure, they are weaker in that regard than their respective stocks, but they still function as weapons, unlike some utility secondaries and melees. This is most important to keep in mind with the L’Etranger out of the three, given the cloak on hit stat: do not be afraid to actually fire it if the need arises.
I'd also like to add the rescue ranger gives engi a defensive option against their main counter demoman Ive killed engis as a collateral cause they were repairing their turrets with the wrench while I was spamming pipes and you can quickly grab your buildings from a safe distance before the demo can detonate the stickies he laid out for the sentry
i thought that the demoman boots would be put on this list since they can not only be used for demoknight but also for sticky demo as that 25 hp can really be helpful and stickybombs might be better than grenade launcher.
I personally think the Degreaser and Panic Attack combo is one that suffers from diminishing returns. The Panic Attack's switch speed alone allows it to function with any Flamethrower as a near-instant source of burst damage. So unless you're also running a melee weapon for the combo, the Panic Attack is best paired with something else. I'd say your better off running the Reserve Shooter with the Degreaser, as then you gain access to similar swap speeds with more efficiency at a range (as the Panic Attack struggles outside of point blank range).
I think this logic also applies to the L’Etranger and Cloak and Dagger, and it was that realization that got me off the crutch watch. If you have the extra cloak duration from the L’Etranger, you don’t need the boosts from the C&D (if you consider them boosts with how that watch works). Besides, with even just the revolver’s boost, you start to realize bumping people in transit is a bigger problem than actually running out of cloak.
@@FearThePegasus I'm not, I'm just saying if someone wants the super fast switch speed on a shotgun and you're using Degreaser, then they should go for the Reserve Shooter instead. The Panic Attack has such good switch speed that you may as well run one of the other flamethrowers.
just a small correction about the degreaser: it is identical to stock in terms of direct sustained damage, the difference in damage is only the afterburn, or the indirect damage you deal if you will. as teal opal said, the flamethrower will deal damage and afterburn will kick in and deal another additional amount of damage on top of it every tick (.5 sec), meaning that you deal extra 4 damage with stock every .5 seconds when the target is in direct contact with your flame particles. because how source engine works, ticks are continuous, never stopping and being server related, and because of that occasionaly the afterburn damage will kick in because it coincided with the tick (ticks are the moment when the game checks and makes calculations for a lot of things, like afterburn, player movement, projectile movement, the list goes on) and as a result your direct damage gets a small bonus of 4 (1 in the case of the degreaser, and it may get higher if the target is covered in jarate, marked for death, or you're mini-crit boosted, a check also made during the tick interval). this is basically a nothing stat because it results, at most, in a 10 extra damage per second if the right condictions are met. the point of the degreaser is to not rely on afterburn, and as a pyro you shouldn't rely on it for securing kills anyway. if you want to know why afterburn is not a relyable way to secure kills: afterburn ever since jungle inferno is applied depending on how long the enemy was in contact with your flame particles, with a minimum of 3 sec afterburn, and a max of 10. the max duration will almost never apply, since in the time required for it to be applied you will end up killing your enemy, meaning the max 100 potential damage from afterburn (mini crit afterburn deals 5 damage per tick, the regular afterburn maximum is 80) will almost never happen. the only weapon that can apply its max duration right now is the gas passer of all things, and it would require your enemy to: be coated in jarate and/or you being mini-crit boosted/the enemy is marked for death, not find a health pack, a dispenser, a payload cart, a ressupply cabin, a medic, a heavy carring a lunchbox item, a scout using the mad milk, a sniper using the jarate, water, a pyro that can airblast or is using the thermal thruster or the manmelter or have the gas passer filled (YES, THE GAS EXTINGUISHES FIRE FFS WHY????), the enemy is not a demoman using a shield (charges remove debuffs, even afterburn and bleed, and the resistance of the shields will reduce the maximum damage your afterburn will deal) or someone from your team kills him before the 10 seconds. so the very minimum damage an enemy with afterburn will receive is degreaser afterburn for 1,5 seconds (mediguns and invisiwatches halves the duration of any debuff) meaning 3 extra damage, in the case of other flamethrowers it would be 6 ( demoman with the charger targe have 50% resistance to fire, being healed by a medigun, unless its the vaccinator, them you can just unninstal your game because God hates you :> )
You can totally use the rescue ranger for battle engie though, ofc it will be way more focused on supporting your team than regular battle engie and you will have a harder time doing damage, but it can be done, in fact I would say that every engie weapon exept for the pomson can be used for batle engie
7:45 You mean to claim that the Family Business is bad?! No, like, seriously, what makes it bad? Is it because "using a shotgun on Heavy is worse that using a Sandvich"? I personally don't agree with that idea, but I'm yet to play much Heavy with a shotgun. I personally haven't gotten much use out of the Sandvich while I was using it, so maybe in the right situations I'll make good use of a shotgun. I'm not gonna disregard the Sandvich, though, as it's still quite good.
Another thing that i think is severely underrated about the l'etranger's damage pen is that its actually an upside. As long as you're not at risk of dying, hitting an enemy once or twice more before killing them can be incredibly beneficial for your cloak meter, if you're using the dead ringer or can't find a ammo pack to use.
The L'tranger+Dead Ringer combo is my favourite way to play spy, as it allows the Dead Ringer a usually weapon used for faking death to also he used as a repositioning tool futher into the enemies backline, much easier than the invis watch would do, woth the speed bost, no flashing while moviny for the first few seconds and the increased cloak duration almost mitigation the Dead Ringers reduced cloak duration it makes it a very very powerful combo. Also the L'trangers ability to return cloak on hit mitigates the other weakess of the Dead Ringer too which is no cloak reacharg from ammo pickup or dispensers xd
@@ComFurt About this the answer is: nothing Ive been playing without m1 for some months and beside it sounding stupid a literal wm2 can be useful to the team thanks to the more constant airblast support and greater focus.
I'm sorry, I tried to hold it in but after the 5th "l'etrange" within like 10 seconds, I have to put this out there. The revolver is called "l'Etranger" which means "the Stranger" and is, like many of Spy's weapons, a nod to a bit of literature. In this case it's the novel of the same name by Albert Camus in which the main character, a frenchman, uses a revolver to kill someone. The correct pronunciation is [letʁɑ̃ʒe] with the e at the end being vocalized. This is almost the case if you have an -er suffix in french. Easy way to remember: -e silent e, -er vocalized e. (Pronouncing the n is fine and correct. It's part of the ã)
Probably wasn’t on the list because these specifically sacrifice damage for utility. Not only does the crossbow not do that, it’s even better for damage than the syringe guns. I tend to fire bolts wildly at fights I’m not comfortable joining, and I’ve killed heavies that way.
Best part of the rescue ranger cause it’s a better combat weapon than the pompson to the point that mine is named “The Better Pompson”. Pretty sure it has more kills on it then my stock engie shotgun cause I’ve gotten good at landing the insanely satisfying sounding bolt shots
I Wonder if, whenever they rework the degreaser again (which will never happen), maybe have it so the afterburn duration is countered by possibly a longer flame reach since from an IRL stand point, grease is technically heavier (and should, with source spaghetti, fly further due to inertia like the SABW AND Bread milk) as well as being harder to put out (which is also not put in since the afterburn is shorter in-game and i also have no idea how they would implement the flame reach especially since the flame reach glitch happened). Or maybe more about 50% more ammo, leaving you at 300 and giving you 12 airblasts instead of the 8 it has currently, and if possible, a 15-30% fire damage increase if its not op since it quite literally does a mere 1 DPT with afterburn.
I don't think the degreaser needs a rework, it's one of the highest pick rate weapons for pyro and I think it's already balanced quite well. I do miss the old degreaser with the flat switch speed increase though.
you are wrong about the RR being weak for combat, it has twice the projectile speed of pomson and can three shot light classes from a safe range. I pair it with the gunslinger all the time it makes you really good at combat without having to risk going into shotgun range, paired with the pistol it becomes amazing
Hmm... that's an odd one since it's still your main source of damage when you have it, it's just that it sacrifices damage (clip size) for utility (healing) - so while it's still a utility primary in a way, I don't think it is in the way this guy's defining the term.
They do both boost scouts movement ability, but I still think they primarily boost scout's raw damage output, which is kinda antithetical to the point of this video
This video focuses on primary weapons that enhances on utility rather than damage (he even states this on 10:44). Although Soda popper and FaN do provide utility in scout’s movement, these weapons also provide the ability to do high burst damage (which doesn’t follow with the point of video). There are primary weapons that can do a lot of damage but also provide utility, such as the Widowmaker and arguably Spy’s unlockable knives.
That used to be absolutely devastating, with the degreasers flat switch speed buff across all weapons and the guaranteed full crit from the axe it was just crazy. Throw in a detonator jump to close the gap and there was often nothing they could do xD
wait do people actually get mad at you for referring to pyro gender-neutrally? i think the rescue ranger is definitely the most powerful of these weapons, but as an added note i wouldve liked to see demoman talked about. he has the booties in his technical primary spot, which can be used with stickies; not just demoknight. but you could also argue that his stickies are his true primary, meaning the jumper and shields would fit the criteria for this video. i understand not wanting to talk about demoknight as thats kinda a separate class in a sense with his sword as his primary, but talking about the booties paired with stickies and/or the jumper/shields paired with pipes wouldve been interesting.
Combo pyro is not a subclass. It’s actually how you should be playing especially against competent players since wm1ing is incredibly easy to counter. Afterburn is also a nuisance at best and who needs afterburn if you can just combo the person to death instantly. Also my god but so many ppl negate this which is that the deploy speed of the degreaser allows you to have access to airblasting near instantly, allowing you to react to projectiles much better in case you’re caught by a soldier at close range while having your secondary out. This reason alone solidified it as a comp pyro exclusive primary tho. Despite how pyro is advertised, using the flamethrower as your only means of damage is actually the worst way to play him. Pyro is simply not a damage class and the flamethrower dps is really low, not to mention it’s pathetic range. So being able to swap between your burst damage secondaries and airblasts very quickly is too powerful to pass up
There's also the fact that the flare gun, detonator, or scorch shot's afterburn isn't nerfed, so if you have any of those, you can still benefit from regular afterburn. Just tag your target right before they leave your line of sight, and that aspect if it's downside is pretty much negated.
Despite your wall of text with no tl;dr, I'll instead undercut your premise. Combo pyro is good, but insinuating it *the* way to play Pyro is disingenuous. And that is evident by Pyros general unlocks not catering to the playstyle in the slightest. Combo Pyro Weapons: Degreaser Flare Gun Reserve Shooter Panic Attack Axtinguisher Weapons that are Certainly Viable for Combo Pyro but not Exclusive to it: Flamethrower Shotgun Stock Fire Axe (Viable?) Powerjack Backscratcher Third Degree (Does crit fishing on medics count as a combo?) Hothand (Not Viable, but if it was it'd fit here) Not Combo Weapins: Backburner Phlog Dragon's Furry Detonator Manmelter Scorchshot Homewrecker Sharpened Volcano Fragment Neon Annihilator Actively Hinders Combos: Gas Passer Thermal Thruster
@@Meshric im not talking about pubs lol, anything works there cuz most ppl are just bad at the game. In a more competitive setting pyro is reduced to pulling off combos and protecting his team as it's incredibly easy for someone with half a braincell to punish a wm1 pyro
It’s funny that people get mad at Pyro being called “they.” I’m used to using they/them for people and using preferred pronouns and I don’t even notice it when people use “they” 90% the time. People have to put effort in to listening for it and even MORE effort into being mad for it!
in the UK atleast its common to use 'they' singular for a person "outside of a referenced point" even if you know the person. Phrases like "what do they want?" or "where are they?" because the emphasis is on the 'what' or 'where'. fun difference in mannerisms~
hearing "litrahnj" over and over killed my soul. there is a pronunciation example on the tf2 official wiki please just check things before you butcher them dear god
Man, I love your videos, but you need to decrease your interp!!! You are making the game much harder to play by keeping it default, because every projectile weapon has a 100ms delay when fired! If you're using mastercomfig, you can type *snapshot_buffer=auto* into your modules file, or if not, *cl_interp_ratio 1* _then_ *cl_interp 0* in console. I hate to see people play TF2 at such a major disadvantage because of TF2's poopfart default netcode intended for stability on dial-up connections.
I can't believe the rescue ranger didn't used to take metal. That was insane.
These are the people who thought that the dead ringer would be fun and engaging to fight against expect nothing from them
No way man I hate that thing as much as everyone else.
EDIT: Ok it's the devs not me, sorry.
@@nickname5447They meant the devs of tf2
I like the bolt for the rescue ranger because it's more like a slug than buckshot. It's easier to hit, and for someone who sucks at hitscan, I love it. Also freaking RR shots are underrated when it comes to crits 120 damage the same as a crit revolver? Yes. 😂 watch the absolute crap storm as a crit medic wrecks your day with a Rescue Ranger Engineer.
Not really, it kinda wasn’t
Rescue Ranger is the Engineer's equivalent of Medic's Crossbow. It really enhances the class abilities while being borderline overpowered (in Medic's case, a straight upgrade honestly).
Medic’s primaries need some serious help. The syringe guns were meant to be bad weapons that were only used for emergency self-defence so giving med such strong utility in that slot was bound to make them obsolete.
Actually I disagree that the rescue ranger is the engineer's crossbow while they both have the same function and value, giving up self defensive shotgun makes you even more reliant on your sentry than you were before as you'll usually only have a pistol or melee to fall back on at that point and the other shotguns are more than serviceable as a self defense helpful tool IF you are able to aim
@@DaQuestioningCrustaceanYeah not having the shotty to fall back on has led me to so many annoying plays against Spies in particular. Once they sap they know I gotta get in close with my wrench or hope the pistol spam works in my favor.
The main difference is that honestly the shotguns do have a lot of genuine utility that the rescue doesnt especailly if you're playing more aggressive engineer or have to deal with people your allies wont or cant for what ever reason. And thats not even counting the gunslinger nor how the mini sentries synergize much worse iwth the rescue. Its still probably the best primary but it at least isnt over centralizing to the extent the cross bow does. Outside of very very niche reasons, there isnt much of a reason not to always hard lock the cross bow since the needle guns are really bad and arent even that particularly standout at their roles in the case of the needlegun primaries.
If Medic's Crusader's Crossbow is "overpowered" then we need to look at what the Crossbow offers compared to the syringe guns. a way to heal and gives 5% uber on heal. the answer is obvious. Make a core class change that gives burst healing when you click alt fire. I would also add in extra effects in the priamries and melees(the gimmick of this set's effects are ABC, and you can mix and match. as in, not a "the whole set together gives ABC effect", but more of a "the guns from this set have ABC effect") sort of deal. I would make it so primaries do burst healingwith a throwable medium health pack(, imagine if medic gets a sandvich that he can only throw, has a 30 second cooldown, and health pick ups when at full HP fill up the med pack, cannot use the med pack on himself unless it thrown by another medic and gives 5% uber on heal) and melees get injector syringes(this has Disciplinary action mechanics(which are made so the item can consistently buff teammates), you can use for 20% healing or overhealing, press R to self heal and a 15 second cooldown without any map pick ups resetting for other upsides, which are that when on a cooldown you have 15 seconds of 25 damage quick melee no randon crits on alt fire, plus the stock bonesaw gives 5% uber on hit, which makes it so the stock bonesaw has SOME reason to pick it) and all the primaries and melees share some extra effects themed around a set. Which are the following:
Stock syringe gun and bonesaw gives 5HP regen for 5 seconds(plus stock bonesaw syringe doing 5% uber on hit), Blutsauger and Ubersaw give up to 20HP on hit with ranged weapons and 20HP on melee weapons, Overdose and Solemn Vow give a Disciplinary action type of speed boost for 5 seconds, Crusaders Crossbow and Amputator have no extra effects, but the Amputator regen boost can overheal the medic for plus 20HP and you have a Hospitaler meter when full and activated after the violin taunt gives a aura of healing for 8 seconds and you can use the primary and melee during that time. Vitasaw, the alt fire uses a organ for 15% uber now instead of after death and the weapon can give 20HP on hit that can overheal up to 170HP. this way everything has a reason to use it, and you don't need to nerf/cripple a good thing to make the bad stuff look better.
Primary weapons have a throwing med pack(medium health and 30 second cooldown, Sandvich like mechanic of map pick ups repreneshing the med pack, but no self heal) plus 5% uber on heal and the Extra effects mean different primary weapons do different effects. Stock gives regen, which would be useful if your patient needs a burst of heals and some more health but you need to take care of other people as well. Blutsauger, give this to someone you know is going to be in a fight, since up to 20HP on hit on ranged attacks allows for sustain, as well as the 20HP on melee hit. Overdose, buff someone to bring them to the frontlines faster or for a retreat, combined with the Speed copy, a taxi service also allows medic to get out of there. Crusader's crossbow has the medium health pack on crossbow bolt hit, plus the 30 second cooldown med pack, which means that if you want pure healing focus, Crossbow is for you. I said a set has a themed extra effect, it is not like the old stuff of "all items from a XYZ set give ABC effect" but "stuff from a XYZ set give ABC effects" meaning mxi and match can happen. Stock syringe gun for downtime heal up and ubersaw for healing during the fighting either of your patient or yourself since pressing R when melee is active does a short self heal animation, or Blutsauger primary to give your patient healing on hitting and say using the Solemn vow to boost yourself if a escape is needed.
Melee weapons are a injector syringe, so Disciplinary action mechanics are needed to make it consistent at healing and buff giving, when melee is active press R for self heal, heals and can overheal for 20% HP and 5% uber on heal, 15 second cooldown and during those 15 seconds you have a 25 damage no random crits, fast swing speed alt fire that on stock gives 5% uber on hit, which is not available on other injector syringes. on Stock bonesaw, injector syringe gives 5HP regen for 5 seconds and on cooldown gets 5% uber on hit. Ubersaw, injector syringe gives up to 20HP on hit for ranged and 20HP on hit for melee hits, all for 5 seconds duration. Solemn Vow, take the Disciplinary action Speed boosting mechanics, put it in a syringe that boosts speed for 5 seconds. Amputator, I would give it a Hospitaler Meter that when filled and activated after the violin taunt, gives 8 seconds of healing aura from the Amputator taunt, but you move and can use primaries and melee during those 8 seconds. Vitasaw, make the alt fire use a organ for 15% uber now instead of after death and has a 15HP on hit that can overheal.
what do you all think of this?
The Cloak and Dagger pairs fantastically with the L'etranger, not making it obsolete. It makes the C&D into a slightly inconvenient Stock with UNLIMITED CLOAK.
Everywhere is a hiding spot with the C&D, and turning that into Stock allows for thinking with Spy instead of scrambling for ammo constantly.
If it's just stock with unlimited cloak, why not use BETTER stock if you actually have any skill?
Using a worse weapon for a given situation doesn't make you skilled, it makes you stupid. I could play Spy with only DR, but I'm not going to gimp myself because "skill".
I enjoy having the utility of making everywhere a hiding spot. Would I be more skilled if I used L'etrangered Stock instead? Maybe. But I don't care!
@@MrAlias-oc8uk That's not what I'm referring to. I mean if you're able to manage your cloak well enough to not need the infinite cloak of the CD (this also applies to running any other gun with the stock invis) then why use the CD at all?
Spy's job isn't to sit in one spot and think all game, it's to get backstabs on whoever he can (hopefully a medic) and call out enemy positions to the team. The CD only helps with that if either A - the map has little ammo boxes/routes to go through and you need it to get through to the backline, or B - there's one player so good that waiting minutes at a time just to stab them specifically is worth it.
@@thunderspark1536 I use it to avoid "Spy Syndrome", and 14 seconds is not good enough for that from personal experience. It's not for before the stab, but after. Besides, they expect me to make a beeline for ammo packs. Instead, I prefer to stop at a half-decent hiding spot, scooting as necessary to avoid death.
@@MrAlias-oc8uk I see. An interesting combination for sure, but could you not achieve the same result with the Kunai?
Note at 6:08; your afterburn ALSO ramps up to 3x damage as enemies are caught in your fire for longer until they can escape
I picked up the Degreaser a while back to practice reflecting, but after using it in combination with the Panic Attack, I don't think I want to play Pyro any other way now. I keep thinking back to that one comment in a LazyPurple video about how that combination puts out the highest single-target damage in the game, and while I don't know if that's true, it's so fun to isolate enemies and burst them down with alternating flame puffs and shotgun shots. I've come to call the combo "Q+M1 Pyro" as opposed to W+M1, but I don't know if there are other names for it.
It does not outdamage the Miniguns in terms of DPS, but it is some of Pyros highest damage alongside the dragons fury.
I've heard Quick-Switch Pyro being used once or twice
Hmm, wonder if I should pick up the Degreaser, then. My secondary is pretty much locked with stock shotgun, even with stock flamethrower it’s really great for cleaning up people who run out of my range or harassing when I’m not comfortable getting into flamethrower range in the first place.
The main reason I wasn’t already using it was just that I didn’t think to, but there is a drawback to consider: I still have some w+m1 in me. The shotgun is incredibly useful, but I also just mow people down enough that I’m not sure if nerfing that’s a good idea. At least 50-50 usage of the two, maybe 60-40.
@@isenokami7810 I'd say it's definitely worth trying, especially considering you can get one on any trade server for a scrap or two. It's not like the degreaser is terrible at w+m1, it's still very capable of burning people down if you keep your flames on them, it's just less effective against single targets than using combos.
I highly recommend it, pyro is my 2nd most played class and I never use anything but the degreaser unless I'm goofing around or the projectile spam makes the two extra airblasts from stock worthwhile. Being able to switch weapons so quickly makes the class so much more fun, especially when facing projectile classes. Hold out your secondary and they'll think you're an easy target, then when they shoot you'll have the degreaser out before the rocket arrives :^)
What people don't tell you about the Degreaser is that it IS better for reflecting than any other flamethrower.
It's faster switch speed works for you defensively when you see a projectile coming at you when you're using your other weapons, your delay before you can airblast is reduced due to your weapon being ready sooner.
It also works in your favor when it comes to baiting: a skilled Soldier will be much less careless when he sees that you know how to airblast, but if you shoot him with your shotgun or even just show it to him, his brain says it's go time, you switch back to the Degreaser and have enough time to clutch a reflect at shorter ranges compared to stock.
11:25 never do this. Never disguise as an enemy outside their spawn, they can see you through walls and there is no reson for someone to be in that position except for a spy
I know I was just fishing for a cheeky L'etranger kill clip (which I got)
Don't be afraid to use the rescue ranger to place your sentry into stupid aggressive positions. Plan your metal and aproch correctly and you can have a sentury in the front line.
3 minutes in I already feel understood as someone who has worked food service and burnt the hell out of my arm with degreaser
i always thought 1-4 metal ratio meant it used FOUR TIMES as much metal as the wrench because it was listed as a downside.
The L’Etranger is the only one of these I use-technically, I suck so bad at Spy that I fear ever needing to play him-and yeah, very useful. Having that extra cloak from the gun helped me realize I didn’t need the Cloak and Dagger, it gives plenty of wiggle room to stock. I still die all the time-I suck at all aspects of Spy, this only helps with one-but this boosts that one aspect enough without being a crutch that I at least feel I can improve there.
And with that, something to note about all these utility primaries: they still do alright damage. Oh sure, they are weaker in that regard than their respective stocks, but they still function as weapons, unlike some utility secondaries and melees. This is most important to keep in mind with the L’Etranger out of the three, given the cloak on hit stat: do not be afraid to actually fire it if the need arises.
I'd also like to add the rescue ranger gives engi a defensive option against their main counter demoman
Ive killed engis as a collateral cause they were repairing their turrets with the wrench while I was spamming pipes and you can quickly grab your buildings from a safe distance before the demo can detonate the stickies he laid out for the sentry
i thought that the demoman boots would be put on this list since they can not only be used for demoknight but also for sticky demo as that 25 hp can really be helpful and stickybombs might be better than grenade launcher.
The Demoknight boots technically occupy the primary slot
I personally think the Degreaser and Panic Attack combo is one that suffers from diminishing returns. The Panic Attack's switch speed alone allows it to function with any Flamethrower as a near-instant source of burst damage. So unless you're also running a melee weapon for the combo, the Panic Attack is best paired with something else. I'd say your better off running the Reserve Shooter with the Degreaser, as then you gain access to similar swap speeds with more efficiency at a range (as the Panic Attack struggles outside of point blank range).
I think this logic also applies to the L’Etranger and Cloak and Dagger, and it was that realization that got me off the crutch watch. If you have the extra cloak duration from the L’Etranger, you don’t need the boosts from the C&D (if you consider them boosts with how that watch works).
Besides, with even just the revolver’s boost, you start to realize bumping people in transit is a bigger problem than actually running out of cloak.
Don't sleep on Stock Shotgun.
@@FearThePegasus I'm not, I'm just saying if someone wants the super fast switch speed on a shotgun and you're using Degreaser, then they should go for the Reserve Shooter instead. The Panic Attack has such good switch speed that you may as well run one of the other flamethrowers.
Spy Fact: Spies revolvers are counted as Secondaries!
Yes, he said that in the video
15:27
Battle Engineer: are you sure about that
9:00 Wonder of U?
Promotion Skip Button: 1:33
just a small correction about the degreaser: it is identical to stock in terms of direct sustained damage, the difference in damage is only the afterburn, or the indirect damage you deal if you will. as teal opal said, the flamethrower will deal damage and afterburn will kick in and deal another additional amount of damage on top of it every tick (.5 sec), meaning that you deal extra 4 damage with stock every .5 seconds when the target is in direct contact with your flame particles. because how source engine works, ticks are continuous, never stopping and being server related, and because of that occasionaly the afterburn damage will kick in because it coincided with the tick (ticks are the moment when the game checks and makes calculations for a lot of things, like afterburn, player movement, projectile movement, the list goes on) and as a result your direct damage gets a small bonus of 4 (1 in the case of the degreaser, and it may get higher if the target is covered in jarate, marked for death, or you're mini-crit boosted, a check also made during the tick interval). this is basically a nothing stat because it results, at most, in a 10 extra damage per second if the right condictions are met. the point of the degreaser is to not rely on afterburn, and as a pyro you shouldn't rely on it for securing kills anyway.
if you want to know why afterburn is not a relyable way to secure kills: afterburn ever since jungle inferno is applied depending on how long the enemy was in contact with your flame particles, with a minimum of 3 sec afterburn, and a max of 10. the max duration will almost never apply, since in the time required for it to be applied you will end up killing your enemy, meaning the max 100 potential damage from afterburn (mini crit afterburn deals 5 damage per tick, the regular afterburn maximum is 80) will almost never happen. the only weapon that can apply its max duration right now is the gas passer of all things, and it would require your enemy to: be coated in jarate and/or you being mini-crit boosted/the enemy is marked for death, not find a health pack, a dispenser, a payload cart, a ressupply cabin, a medic, a heavy carring a lunchbox item, a scout using the mad milk, a sniper using the jarate, water, a pyro that can airblast or is using the thermal thruster or the manmelter or have the gas passer filled (YES, THE GAS EXTINGUISHES FIRE FFS WHY????), the enemy is not a demoman using a shield (charges remove debuffs, even afterburn and bleed, and the resistance of the shields will reduce the maximum damage your afterburn will deal) or someone from your team kills him before the 10 seconds. so the very minimum damage an enemy with afterburn will receive is degreaser afterburn for 1,5 seconds (mediguns and invisiwatches halves the duration of any debuff) meaning 3 extra damage, in the case of other flamethrowers it would be 6 ( demoman with the charger targe have 50% resistance to fire, being healed by a medigun, unless its the vaccinator, them you can just unninstal your game because God hates you :> )
You can totally use the rescue ranger for battle engie though, ofc it will be way more focused on supporting your team than regular battle engie and you will have a harder time doing damage, but it can be done, in fact I would say that every engie weapon exept for the pomson can be used for batle engie
18:09
Even a Sentry Buster won't stop a sentry that would teleport right into Engi's hands as soon as Sentry Buster will start detonating
7:45 You mean to claim that the Family Business is bad?!
No, like, seriously, what makes it bad? Is it because "using a shotgun on Heavy is worse that using a Sandvich"? I personally don't agree with that idea, but I'm yet to play much Heavy with a shotgun. I personally haven't gotten much use out of the Sandvich while I was using it, so maybe in the right situations I'll make good use of a shotgun. I'm not gonna disregard the Sandvich, though, as it's still quite good.
wake up new teal opal vid dropped
0:54 I think that soldier is me
Another thing that i think is severely underrated about the l'etranger's damage pen is that its actually an upside. As long as you're not at risk of dying, hitting an enemy once or twice more before killing them can be incredibly beneficial for your cloak meter, if you're using the dead ringer or can't find a ammo pack to use.
Waiting for the inevitable flood of french "people" to say how he pronounced L'etranger wrong.
WE MAKIN IT OUT OF WUTVILLE WITH THIS ONE
I was just thinking about the singular 'they' when the video mentioned it.
Scorch Shot should be like the Degreaser of Flare Guns; esp damage wise
2:42 I'm inappropriately disappointed that you did not blast the Demo off the cliff 😂
Surprised the homewrecker wasn’t on here but the ability to remove sappers with a damage penalty is pretty self explanatory
Very tasteful Jojo reverence
Gotta love my medigun's name popping up for a split second at 6:51
The L'tranger+Dead Ringer combo is my favourite way to play spy, as it allows the Dead Ringer a usually weapon used for faking death to also he used as a repositioning tool futher into the enemies backline, much easier than the invis watch would do, woth the speed bost, no flashing while moviny for the first few seconds and the increased cloak duration almost mitigation the Dead Ringers reduced cloak duration it makes it a very very powerful combo. Also the L'trangers ability to return cloak on hit mitigates the other weakess of the Dead Ringer too which is no cloak reacharg from ammo pickup or dispensers xd
1:50 thanks for not being hateful king
Living somewhere that has seen a good amount of snow and ice 5 months after Christmas I would argue forgetting the spy-cicle was not a mistake
5:56 and Cozy Camper Snipers.
8:58 it's pronunced "Lay-Tran-Jay" not "Lay-Tranj"
I’m starting to think the “bug” is not a bug at all if it’s been in the game so long.
You have much faith in the dev team
Its not a bug, its a ✨feature✨
They should add a no flame "flame"thrower.
What would it do instead?
A leaf blower that has 50% airblast cost and lower airblast cooldown but can't set enemies on fire would be really funny with the right shotgun
@@ComFurt About this the answer is: nothing
Ive been playing without m1 for some months and beside it sounding stupid a literal wm2 can be useful to the team thanks to the more constant airblast support and greater focus.
@@sirsigmondsamnson7008 Lol, I'm always down for goofy playstyles but unbinding m1 really takes the cake for me xD I respect it
18:51 What is that blue demo doing?
Playing the 2007 game Team Fortress 2 (TF2 for short)
@@HK-pq7pe Nah,I think he is in another plain of exsitence.
4:35 Bro actually fell for it that scout is slow 💀
they should add a flame thrower that stores a single projectile to be launched later, with huge fire damage penalty or no fire at all
You mispronoced the Étrangers and honestly it making my hears bleeds
I'm sorry, I tried to hold it in but after the 5th "l'etrange" within like 10 seconds, I have to put this out there.
The revolver is called "l'Etranger" which means "the Stranger" and is, like many of Spy's weapons, a nod to a bit of literature. In this case it's the novel of the same name by Albert Camus in which the main character, a frenchman, uses a revolver to kill someone.
The correct pronunciation is [letʁɑ̃ʒe] with the e at the end being vocalized. This is almost the case if you have an -er suffix in french.
Easy way to remember: -e silent e, -er vocalized e.
(Pronouncing the n is fine and correct. It's part of the ã)
All it really takes to earn my subscription is well executed Wonder of U reference, +rep
in the beginning of the video when you talk about primary weapons the demoman is using a stickybomb launcher, i find this acurate.
3:04
Ammobox: *WEEEEEEEEEEEEEEEE!*
“Grenade launchers”
Proceeds to show a sticky launcher
20:48 The engineer is Canadian, not Texan!
One of my favorite utility weapon that wasn't on the list was the crossbow for medic, I almost exclusively use it to heal my teammates.
Probably wasn’t on the list because these specifically sacrifice damage for utility. Not only does the crossbow not do that, it’s even better for damage than the syringe guns. I tend to fire bolts wildly at fights I’m not comfortable joining, and I’ve killed heavies that way.
Me and a friend have started using a spy wonder of u load out few days before this video came out and seeing that bit was like a jumpscare
Damn feel old because i remember watching chip and dale rescue rangers on vcr
The degreaser plus the reserve shooter is my favorite
Let’s be honest spies knife is pretty much his primary weapon at this point
Best part of the rescue ranger cause it’s a better combat weapon than the pompson to the point that mine is named “The Better Pompson”. Pretty sure it has more kills on it then my stock engie shotgun cause I’ve gotten good at landing the insanely satisfying sounding bolt shots
2:36 breathe man, BREATHE
No sydney sleeper?
I Wonder if, whenever they rework the degreaser again (which will never happen), maybe have it so the afterburn duration is countered by possibly a longer flame reach since from an IRL stand point, grease is technically heavier (and should, with source spaghetti, fly further due to inertia like the SABW AND Bread milk) as well as being harder to put out (which is also not put in since the afterburn is shorter in-game and i also have no idea how they would implement the flame reach especially since the flame reach glitch happened). Or maybe more about 50% more ammo, leaving you at 300 and giving you 12 airblasts instead of the 8 it has currently, and if possible, a 15-30% fire damage increase if its not op since it quite literally does a mere 1 DPT with afterburn.
I don't think the degreaser needs a rework, it's one of the highest pick rate weapons for pyro and I think it's already balanced quite well. I do miss the old degreaser with the flat switch speed increase though.
rocket jumper exists, but only if shotgun.(I also use the escape plan with it)
When Wonder of U pulled up I knew I was in for cinema
you shit-talking the rescue ranger's damage as you literally instantly dealt 125 damage to that medic, is crazy to me
WoU reference, so goated
Degreaser still has the DPS
It's just a more versatile flamethrower, not a utility weapon
No orange team?
you are wrong about the RR being weak for combat, it has twice the projectile speed of pomson and can three shot light classes from a safe range. I pair it with the gunslinger all the time it makes you really good at combat without having to risk going into shotgun range, paired with the pistol it becomes amazing
I feel like the Black Box would have been a nice fit in here.
Hmm... that's an odd one since it's still your main source of damage when you have it, it's just that it sacrifices damage (clip size) for utility (healing) - so while it's still a utility primary in a way, I don't think it is in the way this guy's defining the term.
Fun fact - l’etranger means stranger in french
The degreeser is kinda useless now because of universal class changes that lowered seitch speed for all weapons.
You uhhhh.... forgot the FaN and Soda Popper. they have a lot of utility! :)
The utility they provide is more of an extra bonus though, because the big stats are the special reload and the fire speed.
They do both boost scouts movement ability, but I still think they primarily boost scout's raw damage output, which is kinda antithetical to the point of this video
This video focuses on primary weapons that enhances on utility rather than damage (he even states this on 10:44). Although Soda popper and FaN do provide utility in scout’s movement, these weapons also provide the ability to do high burst damage (which doesn’t follow with the point of video). There are primary weapons that can do a lot of damage but also provide utility, such as the Widowmaker and arguably Spy’s unlockable knives.
@@randomclustermissile8701 ok what about rocket/sticky jumper? Those do 0 damage :D
Teal opal is better than Markiplier, bite me.
14:52 😂😅
What about the powerjack for pyro
What’s with the kill feed?
Well I guessed all of ‘em but I don’t think I really count the degreaser
What about the rocket jumper?
anyone remember the pyro combo back then ?
i think it was degreaser with axtinguisher
That used to be absolutely devastating, with the degreasers flat switch speed buff across all weapons and the guaranteed full crit from the axe it was just crazy. Throw in a detonator jump to close the gap and there was often nothing they could do xD
With how strong that combo was it used to be easy to tell who the noobs were just by whether or not they were using the degreaser lmao
Informative and entertaining, perfection
how do i get the blank killfeed you got?
It's the Streamer Mode version of Budhud. Just search "TF2 Budhud" and you should find it.
@@TealOpal thank you opal
Blue, Red, Green, Purple, Yellow, Pink, Christmas, Gray, what colors will be next?
wait do people actually get mad at you for referring to pyro gender-neutrally?
i think the rescue ranger is definitely the most powerful of these weapons, but as an added note i wouldve liked to see demoman talked about. he has the booties in his technical primary spot, which can be used with stickies; not just demoknight. but you could also argue that his stickies are his true primary, meaning the jumper and shields would fit the criteria for this video. i understand not wanting to talk about demoknight as thats kinda a separate class in a sense with his sword as his primary, but talking about the booties paired with stickies and/or the jumper/shields paired with pipes wouldve been interesting.
I like to eat sandwiches in real life
1 damage per tick rather than 4 is 75% reduction not 66% the tool tip is wrong.
9:15 Wonder of U
putting the outro music in the description should actually be required by law i think
It's Abbacchio's theme from JoJo's Bizarre Adventure All Star Battle R
@@TealOpal Thank you
the urge to write first is too strong
Combo pyro is not a subclass. It’s actually how you should be playing especially against competent players since wm1ing is incredibly easy to counter. Afterburn is also a nuisance at best and who needs afterburn if you can just combo the person to death instantly. Also my god but so many ppl negate this which is that the deploy speed of the degreaser allows you to have access to airblasting near instantly, allowing you to react to projectiles much better in case you’re caught by a soldier at close range while having your secondary out. This reason alone solidified it as a comp pyro exclusive primary tho. Despite how pyro is advertised, using the flamethrower as your only means of damage is actually the worst way to play him. Pyro is simply not a damage class and the flamethrower dps is really low, not to mention it’s pathetic range. So being able to swap between your burst damage secondaries and airblasts very quickly is too powerful to pass up
Hi, Medic and Soldier main here. I hate fighting Pyros who know how to flare punch. Pyros who know how to play are the real deal.
There's also the fact that the flare gun, detonator, or scorch shot's afterburn isn't nerfed, so if you have any of those, you can still benefit from regular afterburn. Just tag your target right before they leave your line of sight, and that aspect if it's downside is pretty much negated.
Despite your wall of text with no tl;dr, I'll instead undercut your premise. Combo pyro is good, but insinuating it *the* way to play Pyro is disingenuous. And that is evident by Pyros general unlocks not catering to the playstyle in the slightest.
Combo Pyro Weapons:
Degreaser
Flare Gun
Reserve Shooter
Panic Attack
Axtinguisher
Weapons that are Certainly Viable for Combo Pyro but not Exclusive to it:
Flamethrower
Shotgun
Stock Fire Axe (Viable?)
Powerjack
Backscratcher
Third Degree (Does crit fishing on medics count as a combo?)
Hothand (Not Viable, but if it was it'd fit here)
Not Combo Weapins:
Backburner
Phlog
Dragon's Furry
Detonator
Manmelter
Scorchshot
Homewrecker
Sharpened Volcano Fragment
Neon Annihilator
Actively Hinders Combos:
Gas Passer
Thermal Thruster
real
@@Meshric im not talking about pubs lol, anything works there cuz most ppl are just bad at the game. In a more competitive setting pyro is reduced to pulling off combos and protecting his team as it's incredibly easy for someone with half a braincell to punish a wm1 pyro
It’s funny that people get mad at Pyro being called “they.” I’m used to using they/them for people and using preferred pronouns and I don’t even notice it when people use “they” 90% the time. People have to put effort in to listening for it and even MORE effort into being mad for it!
in the UK atleast its common to use 'they' singular for a person "outside of a referenced point" even if you know the person. Phrases like "what do they want?" or "where are they?" because the emphasis is on the 'what' or 'where'.
fun difference in mannerisms~
hearing "litrahnj" over and over killed my soul. there is a pronunciation example on the tf2 official wiki please just check things before you butcher them dear god
If the show's name is invincible, then why can I see it
castle crashers music, subscribed.
Bud stole jjbaabr trailer so fast
Bro forgot about the Ali Babas Wee Booties
are you EazySpeezy in disguise , you sound just like him .
I wonder when I'm gonna wake up my mind
where is the opal gfuel flavor
i do just wanna say thats its really cool and refreshing hearing people not just using "he" for pyro
I love rescu rangr :D
Man, I love your videos, but you need to decrease your interp!!! You are making the game much harder to play by keeping it default, because every projectile weapon has a 100ms delay when fired! If you're using mastercomfig, you can type *snapshot_buffer=auto* into your modules file, or if not, *cl_interp_ratio 1* _then_ *cl_interp 0* in console.
I hate to see people play TF2 at such a major disadvantage because of TF2's poopfart default netcode intended for stability on dial-up connections.
Where is the wee booties?
The vid's great, but
WHY ARE YOU SPELLING L'ETRANGER'S NAME LIKE THAT!?
- a message from a once spy main