teaching an overwatch player how to play tf2 (full session)

  Рет қаралды 855

Szyl

Szyl

Күн бұрын

Unedited 1 hour session of me teaching an overwatch player how to play tf2. Actually I lied, I edited in a few cuts, the text, and the music. When we referenced 'Storm', that's another person who I taught how to play TF2 and they play medic.
My TF2 config (which pat also uses): • My Exact TF2 Config (F...
Timestamps
0:00 Intro
0:50 Scout
3:45 Soldier
10:25 Pyro
14:25 Demoman
19:40 Heavy
23:08 Engineer
33:24 Medic
38:30 Sniper
42:44 Spy
59:06 Overview/Other
Music: PokeRemixStudio
I hope you enjoyed and thanks for watching!
My Website/Socials: scrizzyl.com

Пікірлер: 20
@user-bn5qt6fb2j
@user-bn5qt6fb2j 5 ай бұрын
Tf2 conversion therapy
@AlexDoubleAU
@AlexDoubleAU 14 күн бұрын
A quick note about getting metal from ammo boxes dropped by players The amount of metal you get is actually the amount of metal that player had (usually only applies to boxes dropped by engineers, but in MvM the ammo boxes dropped by other players always give you 100 metal, regardless of your max metal capacity, despite normal medium ammo boxes always giving you 50% of max)
@Warb0t
@Warb0t 6 ай бұрын
Congrats on teaching some one how to play the game in an entertaining way
@szyl
@szyl 6 ай бұрын
as in this was entertaining to watch? or not the way people learn to play tf2?
@Warb0t
@Warb0t 6 ай бұрын
@@szyl it was entertaining to watch
@rimanahbvee
@rimanahbvee 5 ай бұрын
My favorite heavy minigun is the natascha and i swear by it
@szyl
@szyl 5 ай бұрын
do you just have scouts lol
@rimanahbvee
@rimanahbvee 5 ай бұрын
@@szyl true It also completely negates rocket jumping completely, the slow is so good as a focus fire thing
@meep2k
@meep2k 5 ай бұрын
the shotgun and the scattergun have the same weapon spread, pellet count, and damage falloff but the scattergun has better damage ramp at close range
@szyl
@szyl 5 ай бұрын
From playing the game they feel around the same, but good to know I suppose
@meep2k
@meep2k 5 ай бұрын
@@szyl i didn't watch the whole video but to elaborate on this as well as the bit where you tried explaining the damage of the rocket launcher: weapons in tf2 have a base damage and damage falloff like in overwatch, but they also have an additional mechanic called "damage ramp" where at closer distances they will do higher than base damage. however, unlike games like overwatch and destiny, where weapons will do a consistent amount of damage until a certain distance at which damage will start to decline, in tf2 damage declines at a steady rate, heavily biasing combat towards close-range damage. weapons do still have a maximum falloff damage, like the pistol bottoming out at 8 damage at long range or a single shotgun pellet doing 3 damage at long range. there are some exceptions: demoman's explosives do not have falloff, and neither do sniper rifles or non-rocket projectile weapons like the rescue ranger, flareguns, or the bison. medic's crossbow actually has reverse falloff, meaning its damage/healing done increases with range, rather than decreasing, up to 75 damage/150 healing at its maximum point. (the crossbow's healing is 2x the amount of damage it would do at an identical range.) there are some special interactions with damage falloff as well: firstly, soldier's rockets will always do their base damage of 90 on a direct hit with an engineer building. secondly, critical hits are calculated as 3x the base damage of the given weapon, ignoring both damage falloff and damage ramp. this means that a direct impact crit rocket will do 270 damage (3x90) at any range, and every weapon based on the standard shotgun (scattergun, widowmaker*, frontier justice, soda popper, reserve shooter, etc.?) will all do 180 damage when connecting all critical pellets, despite the scattergun's higher damage ramp modifying the shotgun's 60 base damage to a maximum of 103 when non-scout shotguns** only do a maximum of 90. thirdly, minicrits ignore damage falloff, like full 3x crits, but do not ignore damage ramp. for example, a minicrit rocket from the Direct Hit will always deal 152 damage at range, but can do upwards of 180 damage at point-blank. *the widowmaker can deal an extra 10% damage if your sentry is also shooting your target **the exception to this is the shortstop, which functions closer to a pistol, having lower damage ramp, 4 pellets instead of 10, doing 144 damage per crit, and random-critting like the automatic-style weapons by gaining a 2 second burst of guaranteed crits rather than only a single crit instance. this biases it towards mid-long range combat rather than scout's usual close-mid range combat style.
@szyl
@szyl 5 ай бұрын
@@meep2k easier to explain as damage falloff when teaching a beginner. Damage ramp up is basically just an extension of damage falloff. also generally knowing crits do stupid amounts of damage and kill things is also good enough for most people.
@meep2k
@meep2k 5 ай бұрын
@@szyl idk i think my explanation was pretty easy to understand
@szyl
@szyl 5 ай бұрын
@@meep2k it is, but they already have to learn so much, not worth piling that on
@dustball_3443
@dustball_3443 5 ай бұрын
Does disguising as a pyro actually work? It seems like a good amount of pyros are running around swinging a melee weapon when going to the frontline (usually with the Powerjack, because of it's speed bonus), and I feel pyros spycheck each other more than the rest of the team.
@szyl
@szyl 5 ай бұрын
It's worked fine for me so far. You can also press "b" with your knife out to pull out ur melee while disguised, but then you won't be running fast enough for the power jack. As a spy you should mainly be using invis to get around anyway, disguised are just for added effect.
@Randomdud751
@Randomdud751 6 ай бұрын
How many hours do you have in tf2?
@szyl
@szyl 6 ай бұрын
around 1200
@Randomdud751
@Randomdud751 6 ай бұрын
@@szyl Damn... I only have half of that.
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