14:46 I actually like the idea of YOU dropping a small health pack when you die with the candy cane. Adds a lil chaos as your killer could pick it up or a teammate that was next to you.
technically, the Candy Cane in it's current state already does that. Although it only works if the user in question types kill or explode in console, basically only by suicide does it drop the health kit.
Yes, this right now! Maybe even a medium pack, or 1-2 small ones. Since scout is a close up and flank kind of character, the packs are likely to fall in to enemy hands, making it effective but balanced downside.
I actually like the idea of Scout being having an option to heal himself slowly over time if he had a specific item. Would slightly lower the number of times scouts with 124 HP steal health packs since they could heal themselves.
Gets them killed a lot though. The immense sentry damage slows them to a crawl so any enemy who saw the scout fling themselves will give chase and finish the job
I love the idea of the third hit of the bat being a crit. It plays into the idea of actual baseball, where the scout gets 2 strikes but hits a home run on his third swing.
@@ACrusaderCBCforeverNerf the gunslinger? Be 100% honest, no one uses it for the three hit crit and removing it wouldnt make everyone say it sucks now i wont ude it anymore
4:50 Awhile back on Fish's Bad Weapon Rehab server, the Backscatter for awhile had a increased accuracy buff, but it turns out giving Scout a stronger hitting Shortstop was a bit too much, so the increased accuracy was changed to just being stock.
Exactly, it just eats away at the role the shortstop already fits, the back scatter, is a backstabbing scatter gun, it just does the job poorly because after the first shot, people will know where you are and you won't get anymore value out of it against said target
@@drivanradosivic1357 it would still not fix the current major problem of the gun, which is the efficacity of the upside after the first shot, to remedy this, you could replace the mini-crits on back-hits with "applies marked for death (5s)" so that you still get value post-flank on tankier targets.
@@Bnvnu or make the Fan o War have a alt fire that throws a kunai that does 25 damage and marks for death so it is a good combo and utility melee. as for the Backscatter, maybe the more you kill you get ammo to a max of 4 but also plus 10% accuracy so that means 4 kills is plus 40% accuracy, however the accuracy penalty comes first, meaning -20% +40% is actually plus 20% more accuracy. Still fixes the problem and makes the Backscatter more reliable yes?
@@RioManegos fish has a server and everything is semi balanced. here is link docs.google.com/document/d/1Y1SK46KSy6Bp8Mw7iHRWoTbU24sLCFJ1tp8YqJk1X64/edit
I have an idea to make the sun-on-a-stick more chaotic: Firstly make it so that you do crits not only to enemies that are on fire but to ALL enemies when YOU are on fire, and when you are on fire specifically, you would get a 50% damage bonus with it making this weapon absolutely nuts (also increase the fire damage resistance from 25% to 50%, only while you hold the weapon out of course, and a 50% deploy penalty). Edit: The stats I suggested do not replace the current stats (except for the fire damage resistance), they are meant to just add to the current stats meaning that: 25% damage penalty stays and while you are not on fire the weapon works as it does now.
Healing reduction seems like a mechanic that should have been introduced by now. In a game with so many sources of healing, it's surprising there isn't anything to really counter it.
technically, DoT statuses like bleed and flame damage are a soft sort of healing reduction, since they perpetually reset crit heals? would LOVE for a more concrete system tho
Every single weapon proposal you talked about here was seriously well thought out, and at least one of the two revisions were super appealing to me personally. Please continue this series and maybe even start up a small server to try out some of these changes
Love your “tweak” proposal for the backscatter. Turning a gimmick weapon into a weapon with TWO gimmicks dramatically improves the number of situations where it’s usable.
Notably, the Sandman marking for death is already something it can do with an MVM upgrade. And it works really well there as a result. You could then swap that upgrade for “ball slows on hit” in MVM itself.
For the candy-cane, you should really be able to eat it like the sandwich - or even instantly. Having an emergency health pack on the lowest health class could be great for quick attacks and short _retreats._ (Maybe even have it regenerate too.)
Or maybe, have consuming it be single use, but have it be like the caber where you're left with a candy shank basically. Maybe give it some kind of offensive bonus in its shank state.
I've had this idea too in general, but it would be interesting on a melee! I've always thought scout having some sort of mini-sandwhich that heals like, half-health or anything would be super interesting to have, and *then* when dropped, it drops a small health pack! Though that might need a tertiary fire... I suppose the downside is no melee attack maybe lmao
I would love to see this become a series! Also, while I don't ever play Scout myself, I want to say that I really like both of your ideas for the Sun on a Stick.
Would also be a nice buff for Fan-of-War to inflict a bit of knockback, allowing you to be somewhat safe when you hit an enemy but also at risk at being hit by a shotgun at lower health.
I have had an idea for a BFB buff for a while that I would like to share :) Movement speed won't be any different from how it is now. At 0 boost, it fires a single slug shot that gives guaranteed crits on a headshot, landing this shot will give 100% boost. As boost increases, the weapon becomes more inaccurate, this is to encourage you to use your new found speed to close the distance. Taking damage decreases boost less, and double jumping causes boost to slowly drain over a set time. This was to not allow Scouts to just get close and then immediately double jump to empty boost and get that slug crit, as now boost will drain forcing you to wait a few seconds.
This seems like the beginning of a beautiful series. I like the idea of having two different suggestions for each weapon - it's like a mini-round of Good Cop, Bad Cop with every weapon!
How to make the fast Boston Man even more of a nuisance than he already is. Also as some quick ideas that I’ve had for a while, it would be interesting if the Baby Face’s Blaster wouldn’t lose any of its boost but having the downside of having lower jump height or maybe even remove the ability to double jump and for the Sun-on-a-Stick able to launch a fireball at someone, setting them on fire so it can use its crits on burning players stat more efficiently.
First idea is interesting, but in some way double-jumping is already partially blocked by the current BFB. As for the fireball idea, let me guess, FoaS? I personally don't like the idea of a self synergyzing weapon, as if it's weak, it will stay weak and unused, if it's strong, it takes over everything and there's no place left for more diverse loadout.
Really only reason it made sense in it was because it was part of set where it fixed BFB's weakness of no double jump, on its own it was barely useful (the effect)
I always thought about Candy Cane have an alt fire ability that allows you to "consume" it which is equal to picking up a medium hp pack, so it could work as a personal health pack :D
@@ironprince72make it take 2s to eat, takes 30s to recharge and can’t be replenished It’s on scout, if it takes longer for him to eat it than it does to run to a health pack it’s not going to be useful! I guess if he’s caught behind enemy lines but still
Making baseballs mark for death like the MvM upgrade is a pretty interesting idea. I would like to see that as a concept in a custom server. Never forget the old stun mechanic. I loved The Sandman.
The second sandman change is a great idea, not only because it can bring the weapon back to a usable state, but also because it's the ranged but different variant of the fan of war, similarly to the Boston basher and wrap assassin
Please do this as a full series, i can't wait to see your ideas for other classes. I'm actually wishing valve would see this video and consider your ideas
These ideas are really, really good. The second stock melee rework in particular is probably the best solution to the random crits problem I’ve ever seen. *Please* continue this series, as long as you don’t imply the Dragon’s Fury is a bad weapon by reworking it >:(
@@LoraLoibu yep! I firmly believe that with enough practice (and, granted, it takes a *lot* of practice,) the Dragon's Fury is Pyro's best flamethrower by a mile.
@@LoraLoibu Rework idea: reduce the amount of particles generated. No joke, each shot creates like, 1000 particles or so. Also make the particles come out from somewhere else so you dont get flashbanged
@@eclecticspaghetti i am a massive fan of the degreaser but even I have to admit the dragon's fury especially on attack is by far an away pyros best weapon
You put forward ideas I’ve been putting forth for a decade now for some of these weapons. It’s good to see someone else sees the flaws and how easily fixed some of them are. Worth the watch!
3:05 I can't believe you buffed the clip size on the Baby Face Blaster. Instead of -34% clip size it's -33% clip size, making it extremely annoying to play against. This change will never see the light of day because you have made the weapon too powerful. Good thing Valve doesn't update the game anymore, because I CAN'T IMAGINE the frustration of Scout-haters that now have to deal with -33% clip size on the Baby Face Blaster. Scout mains would be FURIOUS because now their $200 Professional Killstreak Australium Scattergun would be INFERIOR to the Baby Face Blaster's buffed clip size.
You should keep on doing this videos, they're super interesting and they open doors to many debates and opinions which makes them a lot better to enjoy!
You can still shoot enemies in combat with the winger, making it much more useful in combat than the atomizer, which has a slower deployment speed and has pitiful damage. The winger is not the scout's weakest pistal. If anything, it's the pretty boys' pocket pistol since it gives a pitiful 3 health per hit. In the best case scenario, you get 27 health with a full mag, and that's assuming you hit every shot before reloading.
Absolutely keep going with this series. You've got some great ideas here. Some particular thoughts of mine: Baby Face's Blaster: That rework idea sounds AMAZING. We NEED something like this. I'm a garbage scout and even I like the idea of having a super high aggression playstyle. Back Scatter: The accuracy boost is probably the way to go. Extra pellets is a great idea, but there's a very narrow range before it crosses the point where a meatshot could kill a light class even from the front, and back shots can kill medics. Sandman: I agree with the rework idea. It's one that several youtubers have mentioned, but I wouldn't knock anyone for that right now. Mark for death on the ball is a great idea. Sun on a Stick: I'm good with either rework idea, but I just have to suggest one meme idea in turn, even as a pyro main: 100% critical hits on the SoaS if the SCOUT is on fire.
In my opinion, the bat should have a stat where it crits targets under 35% health. This can do multiple things. It can save you from having to hit the enemy more. AND, most interestingly, it instantly fills the baby faces blaster boost meter. These stats were inspired by the game Typical Colors 2. What do you think?
Awesome start to a new series and I love the two options approach to the proposed reworks. I actually had an interesting idea for the Back Scatter with simple number changes: +Mini-crits from behind +20% more pellets -10% damage penalty -33% smaller clip size -20% slower firing speed -No random crits This gives the BS the same base damage as the Force-A-Nature, which is naturally weaker at range than Scout's other primaries. This also gives it the coveted upside of being able to 1-shot light classes and Medics using the mini-crits, which is an insane improvement over other weapons. BUT! It only works while flanking. You deal fine damage per shot and shooting from cover generally negates firing speed penalties, but other weapons are way better for mid-range head-on fights. This basically makes you an assassin like Spy. If you sneak by you can destroy most classes in a single shot or any class (w/out overheal) in 2, but the weapon becomes increasingly less useful the less strategically you play.
A simple fix for the sun on a stick concept being a bit too powerful is to just include a slight general damage decrease. With a 25% damage penalty it would do exactly 104 damage in three hits (26/2, 26/2, 26x3), basically the same as stock without crits, as well as crits for every subsequent hit. Compared to stock the damage will be similar to if you got a random crit on one out of five hits (with crit rate varying between 1/6 to 1/3 I think that's very fair) but you also get afterburn and it wouldn't be luck dependant and require you to really commit to melee.
I would like to politely request the Cleaver get a “crits whenever it would mini crit”, or “mini-crit/crit on debuffed players”, to synergize with your reworked sandman, fan, and Sun on a Stick. I want the cleaver combo back.
@@CAMSLAYER13 on one hand if you disliked how a weapon worked but love how it was reworked it is nice to have another option to choose from, but on the other hand not every balance change is necessarily better than the weapon it's replacing, so sometimes there's no point in even using them
@@Sealysleepy it's true that your change might not be enough to meaningfully effect anything but you are aiming at an ideal where every weapon is considered "good" and you can only really know once you let the players use the thing. Considering how often they rebalance I think its better they undershoot than over shoot
that stock melee weapons all do random crits while all other random crits are removed idea is GENIUS! I love the idea and it plays into the fact they are more, meh and unusable than other weapons
16:32 I have nothing to say about your opinion, however when you put the emphasis on the word "But" the way you did and opted to NOT have a meme or image of a butt should be a crime
For the Baby Faces Blaster I honestly don't know why we couldn't just take away the loose speed on hit entirely. The weapon isn't overpowered as a faster scout is great, but splash damage, pyros, heavy and sentries can still kill them quickly. Or shit, take away like 10-15 health but remove the on hit loss and make scout more of a glass cannon
20:30 Reason it got nerfed in the first place is becasue comp players banned it in comp so Valve nerfed it to let it in... But its still banned there 21:16 Just make melee hits NOT inflict mark for death debuff, this was actually the case in second to last cahnge to crit a cola, when it was nerfed hard it still didnt inflict mark if you used your melee or ball alt attacks, which made it super fun and viable to play as knightscout, now its just boring
1) I like the series 2) keeping random crits only on melee weapons is the biggest middle finger possible to Spy players and is a MASSIVE buff to snipers.
Okay first off, please keep doing this series it's amazing. And second, Yeah your Sun on a Stick idea is so simple and elegant that It should be the way the weapon works.
My idea for a Back Scatter rework based of this video and FishStickOnAStick's Bad Weapon Academy: + Grants mini-crits for 4 seconds from back hits. + Mini-crits become crits when used with the Crit-a-Cola - -34% clip size - -20% damage - No random critical hits Alt-fire to get shortstop shove, shove works like your shortstop rework. On the subject of reworks, here's an idea I came up with for how to make Medic's Syringe guns actually worth using over the Crossbow. Universal: Passive reloading Stock: Hitting allies will heal them by 5 hp 1% Uber upon dealing damage Blutsauger: + Heals 3 hp upon dealing damage + Hitting allies will heal them by 8 hp - -2 health regenerated per second on wearer - No Uber upon dealing damage Overdose: + 3% Uber upon dealing damage instead of 1% - Cannot heal allies While active, movement speed increases based on ÜberCharge percentage to a maximum of +20% Feel free to tell me if the exact stats on any of these need changing for balance sake.
My idea for the Candy Cane is to let dropped health packs from enemies give scout overheal, kind of like how he can collect money in MVM, just with an overheal cap at 185.
The candy cane regen idea sounds really cool lol, almost like scout is eating it to regenerate health 15:07 the candy cane could be made of very hard candy
My idea for the Shortstop's Shove was to replace it with a "Tag!" effect which would basically be free access to the Fan O'War effect in that it would mark tagged enemies for death, but not for the 15 seconds of the Fan O'War, but just 5 seconds instead. It would also have its hitbox enlarged (by some amount, not sure how much) and its animation time would be reduced.
11:04 There is this game called Typical Colors 2, a roblox ripoff of TF2, where the stock bat actually guarantees crits against opponents under 25% health. I think it's kinda a funny and yet useful thing for scouts as stock because though it is still better to just kill the opponents via another shot of your scattergun, having this means you're pretty much guaranteed a one shot to almost all class besides the heavy when they are low at 25% health when you realize you messed up and the enemy is close to you because none of your primary or secondary has ammo.
The idea I've had for a Sandman change is that instead of slowing down your target, landing a ball hit would give the Scout a temporary speed boost like the Disciplinary Action or Conch speed boost effect that scales in time based on how far away you land it. The idea is that if Scout is hitting a "homerun" he's running to "first base" or second, etc. "Bases" being the enemies, so the farther the ball hits, the faster his "im playing sports ball" adrenaline kicks in which allows him to run fast. Who knows what the downside would be though.
14:49 I had an idea for the candy cane a while ago to make it "break" on kill, similar to the caber, but instead of an explosion it drops a bunch of health "packs" for your team. Maybe 3 or 4 smalls in a small radius around the person you killed.
I'd like to see you do medics weapons with this series. Literally nobody uses any primary except the crossbow and no-one uses any melee except the ubersaw. I'd like to see you make it so any weapon can be used by medic mains and not be yelled at for not being meta.
The fan o war, force a nature combo is one of my favorite scout builds. Being able to 2 shot an unsuspecting heavy always makes me laugh. It's such an underrated weapon.
I've never seen this little series of balance ideas, only just today having found it, but I'm glad I did! I really like a lot of your ideas and would only like to tweak some of them slightly to fit my personal preferences. Upon reaching the section with the stock Bat, I am so hype to hear your idea about random crits, because it's almost exactly the same thing I've been saying for years! I believe random crits should be disabled by default and turned into a stat to be applied to a select set of weapons, with my picks being the stock melee weapons (minus the Spy's Knife), as well as the Holiday Punch, exclusively. This would make the stock weapons which are currently outclassed (all of them except for Engineer's Wrench, Sniper's Kukri, and Spy's Knife) actually viable and competitive with other melee choices, as well as retaining the silly factor of the tickle gloves for Heavy.
Tbh the fan of war is really good for both de buffs and making targets easier to kill, it can already put things in your favor if you use it supportively thanks to scout being able to run in and out. So in my opinion basically neutering an enemy would just be overkill. Especially if the scout is gonna pull a jumper demo and rush in to make the victim unable to hold and instead forced to either hold back or die easily since most forget how strong more damage can be, especially with how it can make fights much more weighted, with less healing you literally can force a vital tank class like Heavy who is holding to just let the push happen or die. As for my other opinions I think you should’ve made the candy cane focus more on support so that way it keeps both sides of it’s use case scenarios instead of being another self sustain option only. The Sandman should have it’s stun back, but maybe add more cost for scout so he can’t just stand a mile away to ruin a push, like maybe outlining him for a while or add longer switch speed. Finally I think that the short stop could benefit from being more dps at range over the scatter gun’s meaty close range shots, so maybe making it shoot faster with faster reload would be better especially with it’s already weaker nature.
Sandman stun was always fine. It was hard to hit the ball from long range and honestly it's your own fault if you can't be assed to strafe a little as Sniper.
This video is incredible, i love the idea of this fixed stats maybe you should make videos talking about your possible ideas for entirely original weapons that can improve the game just for fun keep up the good content man
The Fan O'War is really useful in MVM I find. Most Scouts tend to have it equipped for taking out giants. Also, a fireball from the Sun On A Stick would be really cool, although I'd make it function more like a Demo pill than a Pyro flare (I know you didn't end up choosing that option for a total rework, but that's my input on it)
A few ideas I've had for pyro Backburner: rework back hitboxes and rework it to a shorter range obliterator, where the fire particles are 20% slower but you do 15% more damage. Flare gun: +25% damage, nuff said (crit's would now be 120 damage rather than 90, to make dealing with heavier classes like soldier and heavy a lot easier without the panic attack) Degreaser: make the switch speed universal and buff it's holster speed to 60% while nerfing the damage by 15%, to emphasize the utility while deemphasizing it's damage. Gas passer: make the effect last 20 seconds, make it charge up like normal (25 seconds >:D) and make the afterburn effect thrice (3x) as strong (24 dps)
you should ABSOLUTELY continue this series
Yes
YEAHHH HE SHOULD
+1
yes
100% agree with you.
14:46 I actually like the idea of YOU dropping a small health pack when you die with the candy cane. Adds a lil chaos as your killer could pick it up or a teammate that was next to you.
technically, the Candy Cane in it's current state already does that. Although it only works if the user in question types kill or explode in console, basically only by suicide does it drop the health kit.
@@somethingguy912 neat, I never knew that. A strictly kamikaze health pack.
That would be perfectly balanced tbh
@@somethingguy912 i'm gonna do this to a teammate that's about to die. Would help them
Yes, this right now! Maybe even a medium pack, or 1-2 small ones. Since scout is a close up and flank kind of character, the packs are likely to fall in to enemy hands, making it effective but balanced downside.
8:37 - Scout player takes a medium health pack when there's a medic and a dispenser nearby
Least selfish scout player
Avarege scout main
Most generous scout
To be fair the dispenser is built right next to the health pack
But if he called for medic, the medic would tell him to just die
I actually like the idea of Scout being having an option to heal himself slowly over time if he had a specific item. Would slightly lower the number of times scouts with 124 HP steal health packs since they could heal themselves.
As a Scout with 124 hp, I don’t care and I take the health kit anyway
@@MinnowTF 💪💪
@@MinnowTFno one else is gonna heal us we gotta make do somehow
@TheCosmicUprise
Shit medics lead to shithead scouts.
Gotta say, tho. If you DO heal a scout, they're usually VERY grateful.
@@MinnowTF[Your medic dies from afterburn after seeing this]
sentry knockback is actually a utility to bonk scouts for launching yourself farther behind the enemy
it's funny seeing a scout being launched across the map with a sentry
Rarely, usually it leads to my death.
Gets them killed a lot though. The immense sentry damage slows them to a crawl so any enemy who saw the scout fling themselves will give chase and finish the job
What a youtube idea!
@@oldveryveryoldmanfromthe1900s indeed
I love the idea of the third hit of the bat being a crit. It plays into the idea of actual baseball, where the scout gets 2 strikes but hits a home run on his third swing.
I almost always use the mackarel. I was surprised when he wanted to buff it. Its pretty solid and the crit rate is pretty good.
@@amalkrishnanajay5907 but isn’t the idea that random cries get removed?
@@sud1881 that's only on option 2(witch i think is the better one because is doesn't nerf the gunslinger) and in that option melees still crit
@@sud1881 God I hope not
@@ACrusaderCBCforeverNerf the gunslinger? Be 100% honest, no one uses it for the three hit crit and removing it wouldnt make everyone say it sucks now i wont ude it anymore
4:50 Awhile back on Fish's Bad Weapon Rehab server, the Backscatter for awhile had a increased accuracy buff, but it turns out giving Scout a stronger hitting Shortstop was a bit too much, so the increased accuracy was changed to just being stock.
Exactly, it just eats away at the role the shortstop already fits, the back scatter, is a backstabbing scatter gun, it just does the job poorly because after the first shot, people will know where you are and you won't get anymore value out of it against said target
what if the Backscatter had a Airstrike like ammo increase on kill, for 8 shots total?
@@drivanradosivic1357 i mean, it would make sebse with its 2 drum magazines
@@drivanradosivic1357 it would still not fix the current major problem of the gun, which is the efficacity of the upside after the first shot, to remedy this, you could replace the mini-crits on back-hits with "applies marked for death (5s)" so that you still get value post-flank on tankier targets.
@@Bnvnu or make the Fan o War have a alt fire that throws a kunai that does 25 damage and marks for death so it is a good combo and utility melee.
as for the Backscatter, maybe the more you kill you get ammo to a max of 4 but also plus 10% accuracy so that means 4 kills is plus 40% accuracy, however the accuracy penalty comes first, meaning -20% +40% is actually plus 20% more accuracy. Still fixes the problem and makes the Backscatter more reliable yes?
3:40 Great blue buffs the clip size by 1% without mentioning it.
5:30 That mini-crit kill aspect is really cool for crit-a-cola synergy, can't believe i'm hyped for something that will never exisst
Community rebalance servers exist. Maybe Blue will have one one day!
@@RioManegos fish has a server and everything is semi balanced.
here is link
docs.google.com/document/d/1Y1SK46KSy6Bp8Mw7iHRWoTbU24sLCFJ1tp8YqJk1X64/edit
I have an idea to make the sun-on-a-stick more chaotic:
Firstly make it so that you do crits not only to enemies that are on fire but to ALL enemies when YOU are on fire, and when you are on fire specifically, you would get a 50% damage bonus with it making this weapon absolutely nuts (also increase the fire damage resistance from 25% to 50%, only while you hold the weapon out of course, and a 50% deploy penalty).
Edit: The stats I suggested do not replace the current stats (except for the fire damage resistance), they are meant to just add to the current stats meaning that: 25% damage penalty stays and while you are not on fire the weapon works as it does now.
I love it
Scout gets hit with a flare and is like, "I am fire, I am death!"
"See that heavy over there? He's dead already BY ME"
"On miss: set yourself on fire. Idiot...?"
That would make Scout v Pyro fights WAY MORE BEARABLE.
Healing reduction seems like a mechanic that should have been introduced by now. In a game with so many sources of healing, it's surprising there isn't anything to really counter it.
technically, DoT statuses like bleed and flame damage are a soft sort of healing reduction, since they perpetually reset crit heals? would LOVE for a more concrete system tho
It does exist, Pyro does it...and I hate it.
@Bloo Berri yeah that’s what I was going to say
Pyro does it.
Ngl, Overwatch got healing reduction and debuffs right for the most part
Every single weapon proposal you talked about here was seriously well thought out, and at least one of the two revisions were super appealing to me personally. Please continue this series and maybe even start up a small server to try out some of these changes
Rebalancing weapons in tf2 has always been a strange case to me
why?
@@fortnitesexman
Because comments on the internet have always been a strange case to me
@@davidhong1934 i didn't ask you, and that wouldn't have answered the question anyways cause it just raises the exact same one "why?"
@@fortnitesexman People like you have always been a strange case to me
@@fortnitesexman bro doesnt get the in joke laugh at this user
2:10 Baby Face's Blaster
4:13 Backscatter
5:49 Shortstop
8:43 Winger
10:25 Bat
12:03 Sandman
13:39 Candy Cane
15:38 Fan O'War
17:24 Sun-On-A-Stick
20:05 Bonk! Atomic Punch
20:48 Wrap Assasin
21:00 Crit-A-Cola
Thank you
Don't understand why he had to try and fix the shortstop, shortstop pretty good
@@kirbyboi6213 underused compared to the scattergun, force a nature and soda popper
the Sun on a Stick rework genuinely sounds quite fun. If we get any of these in-game, this would be the most interesting to me
Mvm max melee swing speed with sun on a stick
With 2 scouts doing exactly that
You would need to hit someone three time to actually crit them. At this point just use your gun lmao
The stock bat and the Sun on a Stick have a “three strikes and you’re out” motif and I love that that (possibly unintentional) theming!
I would love to see these changes implemented on a test-server. They all sound so fun to play with.
yes
Yes
That’d be idea, I’d just hope the series gets popular enough to warrant one, especially since so few people seem to actually care to go in them.
Love your “tweak” proposal for the backscatter. Turning a gimmick weapon into a weapon with TWO gimmicks dramatically improves the number of situations where it’s usable.
Boost decaying after not dealing damage is an interesting concept. It could replace losing damage on hit.
Sandman marks enemies for death, make the cleaver do critical damage when a enemy is taking mini crits. The most fun combo in the game has returned.
God I miss the guillotine sandman combo, I was running that loadout with stock scattergun 95% of the time while playinf scout
@@Kruzeda So was every other Scout main at the time.
I earnestly think the only thing you'd need to do to balance the shortstop is revert it back to a healing utility.
Seriously, or give it back it's intended role of slowing down enemies. If Heavy can, why not let Scout too?
Notably, the Sandman marking for death is already something it can do with an MVM upgrade. And it works really well there as a result.
You could then swap that upgrade for “ball slows on hit” in MVM itself.
and save an MvM Scout about 250 credits since there is zero chance slowing a single target is worth 500
@@waitingfortheequinnox Make it cost 200 credits. After all mad milk slow costs the same.
For the candy-cane, you should really be able to eat it like the sandwich - or even instantly. Having an emergency health pack on the lowest health class could be great for quick attacks and short _retreats._
(Maybe even have it regenerate too.)
Or maybe, have consuming it be single use, but have it be like the caber where you're left with a candy shank basically. Maybe give it some kind of offensive bonus in its shank state.
I've had this idea too in general, but it would be interesting on a melee! I've always thought scout having some sort of mini-sandwhich that heals like, half-health or anything would be super interesting to have, and *then* when dropped, it drops a small health pack! Though that might need a tertiary fire... I suppose the downside is no melee attack maybe lmao
Sniper and Spy are supposed to countrr healing
@@bardofvoid174 it could use the same button as medic shield in mvm?
@@vaar8584 Potentially! At least, if it's not too niche of a button.
I would love to see this become a series! Also, while I don't ever play Scout myself, I want to say that I really like both of your ideas for the Sun on a Stick.
Would also be a nice buff for Fan-of-War to inflict a bit of knockback, allowing you to be somewhat safe when you hit an enemy but also at risk at being hit by a shotgun at lower health.
Nah, the risk is the fact you have to approach more. And also the knockback would be abused especially if it worked on ubers
I have had an idea for a BFB buff for a while that I would like to share :)
Movement speed won't be any different from how it is now.
At 0 boost, it fires a single slug shot that gives guaranteed crits on a headshot, landing this shot will give 100% boost.
As boost increases, the weapon becomes more inaccurate, this is to encourage you to use your new found speed to close the distance.
Taking damage decreases boost less, and double jumping causes boost to slowly drain over a set time. This was to not allow Scouts to just get close and then immediately double jump to empty boost and get that slug crit, as now boost will drain forcing you to wait a few seconds.
This seems like the beginning of a beautiful series. I like the idea of having two different suggestions for each weapon - it's like a mini-round of Good Cop, Bad Cop with every weapon!
Sun on a stick is a youtube weapon
How to make the fast Boston Man even more of a nuisance than he already is.
Also as some quick ideas that I’ve had for a while, it would be interesting if the Baby Face’s Blaster wouldn’t lose any of its boost but having the downside of having lower jump height or maybe even remove the ability to double jump and for the Sun-on-a-Stick able to launch a fireball at someone, setting them on fire so it can use its crits on burning players stat more efficiently.
First idea is interesting, but in some way double-jumping is already partially blocked by the current BFB. As for the fireball idea, let me guess, FoaS? I personally don't like the idea of a self synergyzing weapon, as if it's weak, it will stay weak and unused, if it's strong, it takes over everything and there's no place left for more diverse loadout.
I really, really agree with giving the Winger the "no fall damage" effect. It makes more sense on it than it ever did on the Pocket Pistol.
Really only reason it made sense in it was because it was part of set where it fixed BFB's weakness of no double jump, on its own it was barely useful (the effect)
I always thought about Candy Cane have an alt fire ability that allows you to "consume" it which is equal to picking up a medium hp pack, so it could work as a personal health pack :D
As proof of concept, we'll need an SFM of Scout aggressively eating his candy cane and NOT taking a medium health pack while he's at 124HP
its needs a long eating animation with a longer recharge so that scout doesnt become old heavy
@@ironprince72make it take 2s to eat, takes 30s to recharge and can’t be replenished
It’s on scout, if it takes longer for him to eat it than it does to run to a health pack it’s not going to be useful! I guess if he’s caught behind enemy lines but still
how he would melee then, he would punch everyone to death?
punch stats: 15 dmg, but the double firing speed, trust me, it would be balanced
@@sandwichgaming1923 It could be like the spy-cicle.
Making baseballs mark for death like the MvM upgrade is a pretty interesting idea. I would like to see that as a concept in a custom server.
Never forget the old stun mechanic. I loved The Sandman.
The second sandman change is a great idea, not only because it can bring the weapon back to a usable state, but also because it's the ranged but different variant of the fan of war, similarly to the Boston basher and wrap assassin
It would also make it combo with the Cleaver again… sorta. It would at least be a devastating one-two punch
@@Dave01RhodesMake the clever crit where it would normally mini crit (like the bushwacka) and theres our favorite combo back again
please continue this series, I think your take on rebalances is unique and different (as most are).
5:00 a scattergun that trades two shells for more mid range dmg? you mean... the shortstop?
Please do this as a full series, i can't wait to see your ideas for other classes. I'm actually wishing valve would see this video and consider your ideas
These ideas are really, really good. The second stock melee rework in particular is probably the best solution to the random crits problem I’ve ever seen.
*Please* continue this series, as long as you don’t imply the Dragon’s Fury is a bad weapon by reworking it >:(
Dragon's fury is good, it's comparable DPS to the phlog (if you can aim through the constant flashbangs), but you're actually _able_ to airblast
@@LoraLoibu yep! I firmly believe that with enough practice (and, granted, it takes a *lot* of practice,) the Dragon's Fury is Pyro's best flamethrower by a mile.
@@LoraLoibu Rework idea: reduce the amount of particles generated. No joke, each shot creates like, 1000 particles or so. Also make the particles come out from somewhere else so you dont get flashbanged
@@eclecticspaghetti i am a massive fan of the degreaser but even I have to admit the dragon's fury especially on attack is by far an away pyros best weapon
Dragon fury doesn't need nerf tho, its buggy and need some huge buff (like airblast faster, increased ammo & hitbox increase)
You put forward ideas I’ve been putting forth for a decade now for some of these weapons. It’s good to see someone else sees the flaws and how easily fixed some of them are. Worth the watch!
5:20 Crit a cola combo is gonna to be flippin crazy
It's also more generally funny how many scout weapons are "They used to be annoying to play against so they got nerfed into the ground"
14:20 15 SECOND max health penalty?
14:15 NO! NOT A 15 SECOND MAX HEALTH PENALTY! ANYTHING BUT THAT!
3:05 I can't believe you buffed the clip size on the Baby Face Blaster. Instead of -34% clip size it's -33% clip size, making it extremely annoying to play against. This change will never see the light of day because you have made the weapon too powerful. Good thing Valve doesn't update the game anymore, because I CAN'T IMAGINE the frustration of Scout-haters that now have to deal with -33% clip size on the Baby Face Blaster. Scout mains would be FURIOUS because now their $200 Professional Killstreak Australium Scattergun would be INFERIOR to the Baby Face Blaster's buffed clip size.
For real, that buff was too much
You should keep on doing this videos, they're super interesting and they open doors to many debates and opinions which makes them a lot better to enjoy!
Shortstop's shove should be able to reflect projectiles if you do it with perfect timing.
It would be so dumb, but so cool to do.
now i got the mental image of scout slapping rockets back to sender
@@Underworlder5 "Return to freakin' sender!"
-the scout
A cool idea for the shortstop would be if instead of a shove it allowed you to punch someone in the face for decent damage and a short lived stun.
9:14 EXACTLY.
I'm so tired of Winger simps, there's just not good reason to pick it over atomiser
You can still shoot enemies in combat with the winger, making it much more useful in combat than the atomizer, which has a slower deployment speed and has pitiful damage. The winger is not the scout's weakest pistal. If anything, it's the pretty boys' pocket pistol since it gives a pitiful 3 health per hit. In the best case scenario, you get 27 health with a full mag, and that's assuming you hit every shot before reloading.
Absolutely keep going with this series. You've got some great ideas here. Some particular thoughts of mine:
Baby Face's Blaster: That rework idea sounds AMAZING. We NEED something like this. I'm a garbage scout and even I like the idea of having a super high aggression playstyle.
Back Scatter: The accuracy boost is probably the way to go. Extra pellets is a great idea, but there's a very narrow range before it crosses the point where a meatshot could kill a light class even from the front, and back shots can kill medics.
Sandman: I agree with the rework idea. It's one that several youtubers have mentioned, but I wouldn't knock anyone for that right now. Mark for death on the ball is a great idea.
Sun on a Stick: I'm good with either rework idea, but I just have to suggest one meme idea in turn, even as a pyro main: 100% critical hits on the SoaS if the SCOUT is on fire.
Your candy cane idea of losing max health accidentally nerfs the upside because health kits give health based on your max health.
The sun on a stick applying gas would make for a fun damage over time loadout with the cleaver
give scout the phlog
Clearly you've never used the fan of war
And if all shotgun damage got doubled TF2 would be a WW2 simulator
Every time there's Marble Blast music in the background of one of your videos I have a mini heart attack
Weapon balance in tf2 has always seemed like a strange case to me, ...
Tf2 weapon balancing feels like throwing stuff at a wall and seeing what sticks.
Bro, that scout that hit his head and got spun when he killbinded with the popper
In my opinion, the bat should have a stat where it crits targets under 35% health. This can do multiple things. It can save you from having to hit the enemy more. AND, most interestingly, it instantly fills the baby faces blaster boost meter. These stats were inspired by the game Typical Colors 2. What do you think?
Awesome start to a new series and I love the two options approach to the proposed reworks.
I actually had an interesting idea for the Back Scatter with simple number changes:
+Mini-crits from behind
+20% more pellets
-10% damage penalty
-33% smaller clip size
-20% slower firing speed
-No random crits
This gives the BS the same base damage as the Force-A-Nature, which is naturally weaker at range than Scout's other primaries. This also gives it the coveted upside of being able to 1-shot light classes and Medics using the mini-crits, which is an insane improvement over other weapons. BUT! It only works while flanking. You deal fine damage per shot and shooting from cover generally negates firing speed penalties, but other weapons are way better for mid-range head-on fights. This basically makes you an assassin like Spy. If you sneak by you can destroy most classes in a single shot or any class (w/out overheal) in 2, but the weapon becomes increasingly less useful the less strategically you play.
15 second penalty? 14:06
A simple fix for the sun on a stick concept being a bit too powerful is to just include a slight general damage decrease. With a 25% damage penalty it would do exactly 104 damage in three hits (26/2, 26/2, 26x3), basically the same as stock without crits, as well as crits for every subsequent hit. Compared to stock the damage will be similar to if you got a random crit on one out of five hits (with crit rate varying between 1/6 to 1/3 I think that's very fair) but you also get afterburn and it wouldn't be luck dependant and require you to really commit to melee.
0/10 not enough bleed
Get out of here Grouch
For 8/10 seconds
I would like to politely request the Cleaver get a “crits whenever it would mini crit”, or “mini-crit/crit on debuffed players”, to synergize with your reworked sandman, fan, and Sun on a Stick. I want the cleaver combo back.
weapon balancing has always seemed like a strange case to me
How so?
@@CAMSLAYER13 on one hand if you disliked how a weapon worked but love how it was reworked it is nice to have another option to choose from, but on the other hand not every balance change is necessarily better than the weapon it's replacing, so sometimes there's no point in even using them
@@Sealysleepy it's true that your change might not be enough to meaningfully effect anything but you are aiming at an ideal where every weapon is considered "good" and you can only really know once you let the players use the thing. Considering how often they rebalance I think its better they undershoot than over shoot
that stock melee weapons all do random crits while all other random crits are removed idea is GENIUS! I love the idea and it plays into the fact they are more, meh and unusable than other weapons
16:32 I have nothing to say about your opinion, however when you put the emphasis on the word "But" the way you did and opted to NOT have a meme or image of a butt should be a crime
For the Baby Faces Blaster I honestly don't know why we couldn't just take away the loose speed on hit entirely.
The weapon isn't overpowered as a faster scout is great, but splash damage, pyros, heavy and sentries can still kill them quickly. Or shit, take away like 10-15 health but remove the on hit loss and make scout more of a glass cannon
20:30 Reason it got nerfed in the first place is becasue comp players banned it in comp so Valve nerfed it to let it in... But its still banned there
21:16 Just make melee hits NOT inflict mark for death debuff, this was actually the case in second to last cahnge to crit a cola, when it was nerfed hard it still didnt inflict mark if you used your melee or ball alt attacks, which made it super fun and viable to play as knightscout, now its just boring
They should give scout a jar of holy water like in the castlevania series just to make the sun on a stick the bushwaka 2
Back scatter rework 2 basically turns it into a big earner (but even better cause it's on scout)
imagine a crits from behind backscatter. the full stats to make it good pros:+33% more accurate crits from behind cons:-33% damage()-75%less clip size
1) I like the series
2) keeping random crits only on melee weapons is the biggest middle finger possible to Spy players and is a MASSIVE buff to snipers.
Okay first off, please keep doing this series it's amazing. And second, Yeah your Sun on a Stick idea is so simple and elegant that It should be the way the weapon works.
Your idea for the SOAS gas debuff actually sounds like so much fun I wish I could actually just play with it right this instant
My idea for a Back Scatter rework based of this video and FishStickOnAStick's Bad Weapon Academy:
+ Grants mini-crits for 4 seconds from back hits.
+ Mini-crits become crits when used with the Crit-a-Cola
- -34% clip size
- -20% damage
- No random critical hits
Alt-fire to get shortstop shove, shove works like your shortstop rework.
On the subject of reworks, here's an idea I came up with for how to make Medic's Syringe guns actually worth using over the Crossbow.
Universal:
Passive reloading
Stock:
Hitting allies will heal them by 5 hp
1% Uber upon dealing damage
Blutsauger:
+ Heals 3 hp upon dealing damage
+ Hitting allies will heal them by 8 hp
- -2 health regenerated per second on wearer
- No Uber upon dealing damage
Overdose:
+ 3% Uber upon dealing damage instead of 1%
- Cannot heal allies
While active, movement speed increases based
on ÜberCharge percentage to a maximum of +20%
Feel free to tell me if the exact stats on any of these need changing for balance sake.
My idea for the Candy Cane is to let dropped health packs from enemies give scout overheal, kind of like how he can collect money in MVM, just with an overheal cap at 185.
The candy cane regen idea sounds really cool lol, almost like scout is eating it to regenerate health
15:07 the candy cane could be made of very hard candy
Stock Melees having random crits is genius, thank you for this.
My balance change for the bat was 40% faster deploy speed, 20% faster firing speed
really like all of these concepts especially the baby face's rework 2, great video, hope you keep the series going.
My idea for the Shortstop's Shove was to replace it with a "Tag!" effect which would basically be free access to the Fan O'War effect in that it would mark tagged enemies for death, but not for the 15 seconds of the Fan O'War, but just 5 seconds instead. It would also have its hitbox enlarged (by some amount, not sure how much) and its animation time would be reduced.
I love the second idea for the Fan-o-War. Most of your other weapons have at least one excellent suggestion as well.
11:04 There is this game called Typical Colors 2, a roblox ripoff of TF2, where the stock bat actually guarantees crits against opponents under 25% health. I think it's kinda a funny and yet useful thing for scouts as stock because though it is still better to just kill the opponents via another shot of your scattergun, having this means you're pretty much guaranteed a one shot to almost all class besides the heavy when they are low at 25% health when you realize you messed up and the enemy is close to you because none of your primary or secondary has ammo.
Finally someone who understands just how crazy the bonk can be under the right circumstances
The idea I've had for a Sandman change is that instead of slowing down your target, landing a ball hit would give the Scout a temporary speed boost like the Disciplinary Action or Conch speed boost effect that scales in time based on how far away you land it.
The idea is that if Scout is hitting a "homerun" he's running to "first base" or second, etc. "Bases" being the enemies, so the farther the ball hits, the faster his "im playing sports ball" adrenaline kicks in which allows him to run fast.
Who knows what the downside would be though.
I want the Back Scatter to have a model/sound change to a silenced shotgun, and the current model to be used for a new, high magazine scattergun
the sun on a stick is by far the best idea I ever heard for that weapon, I love seeing the gas effect getting some love too.
19:26 Fun Fact regarding your Sun on a Stick resembling the Boston Basher is that Sun on a Stick was originally going to be a Basher reskin...
Great concept, looking forward to the other classes.
gonna need the whole series my guy. keep it up
:)
14:49 I had an idea for the candy cane a while ago to make it "break" on kill, similar to the caber, but instead of an explosion it drops a bunch of health "packs" for your team. Maybe 3 or 4 smalls in a small radius around the person you killed.
I'd like to see you do medics weapons with this series. Literally nobody uses any primary except the crossbow and no-one uses any melee except the ubersaw. I'd like to see you make it so any weapon can be used by medic mains and not be yelled at for not being meta.
The fan o war, force a nature combo is one of my favorite scout builds. Being able to 2 shot an unsuspecting heavy always makes me laugh. It's such an underrated weapon.
I've never seen this little series of balance ideas, only just today having found it, but I'm glad I did! I really like a lot of your ideas and would only like to tweak some of them slightly to fit my personal preferences.
Upon reaching the section with the stock Bat, I am so hype to hear your idea about random crits, because it's almost exactly the same thing I've been saying for years!
I believe random crits should be disabled by default and turned into a stat to be applied to a select set of weapons, with my picks being the stock melee weapons (minus the Spy's Knife), as well as the Holiday Punch, exclusively. This would make the stock weapons which are currently outclassed (all of them except for Engineer's Wrench, Sniper's Kukri, and Spy's Knife) actually viable and competitive with other melee choices, as well as retaining the silly factor of the tickle gloves for Heavy.
Tbh the fan of war is really good for both de buffs and making targets easier to kill, it can already put things in your favor if you use it supportively thanks to scout being able to run in and out. So in my opinion basically neutering an enemy would just be overkill. Especially if the scout is gonna pull a jumper demo and rush in to make the victim unable to hold and instead forced to either hold back or die easily since most forget how strong more damage can be, especially with how it can make fights much more weighted, with less healing you literally can force a vital tank class like Heavy who is holding to just let the push happen or die.
As for my other opinions I think you should’ve made the candy cane focus more on support so that way it keeps both sides of it’s use case scenarios instead of being another self sustain option only. The Sandman should have it’s stun back, but maybe add more cost for scout so he can’t just stand a mile away to ruin a push, like maybe outlining him for a while or add longer switch speed. Finally I think that the short stop could benefit from being more dps at range over the scatter gun’s meaty close range shots, so maybe making it shoot faster with faster reload would be better especially with it’s already weaker nature.
Sandman stun was always fine. It was hard to hit the ball from long range and honestly it's your own fault if you can't be assed to strafe a little as Sniper.
The idea of a fireball projectile on the sun on a stick sounds really dope actually
I really do like the "you grew up in a fish farm" at the end.
Yes. Series please! You've obviously put a lot of thought into the idea and I'd like to see the suite of ideas fleshed out.
This video is incredible, i love the idea of this fixed stats
maybe you should make videos talking about your possible ideas for entirely original weapons that can improve the game
just for fun
keep up the good content man
4:41 "it makes the entire point of the weapon nearly moo" I get that reference, and I love you for it.😏😏
The Fan O'War is really useful in MVM I find. Most Scouts tend to have it equipped for taking out giants.
Also, a fireball from the Sun On A Stick would be really cool, although I'd make it function more like a Demo pill than a Pyro flare (I know you didn't end up choosing that option for a total rework, but that's my input on it)
A few ideas I've had for pyro
Backburner: rework back hitboxes and rework it to a shorter range obliterator, where the fire particles are 20% slower but you do 15% more damage.
Flare gun: +25% damage, nuff said (crit's would now be 120 damage rather than 90, to make dealing with heavier classes like soldier and heavy a lot easier without the panic attack)
Degreaser: make the switch speed universal and buff it's holster speed to 60% while nerfing the damage by 15%, to emphasize the utility while deemphasizing it's damage.
Gas passer: make the effect last 20 seconds, make it charge up like normal (25 seconds >:D) and make the afterburn effect thrice (3x) as strong (24 dps)