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TF2 THINGS - OPINIONS ON WEAPONS SPECIALLY

THIS GAME HAS GOT ME THE SEROTONIN :D


This is where I'll post my stuff with not particular reason other than I find it fun, my main ideas is things I like, video ideas that I will do eventually,
and better for last,drawings of my OCs and my world :3.


Tf2 is a hero shooter that I've also been playing since 2026, and I got in love in months, satisfying movement, cool looking weapons (my second favourite part), and specially beautiful art style with interesting characters, it's a game I really got into and it's my first online hero shooter game I've ever played and probably the only one since I don't find the other ones as good as Tf2.

The main sauce

- A topic in specific I want to talk about is the weapons, they are one of the best parts about the mechanics and they are, for me, the main part abouT the game, since you can do a lot with them.

Primary Fires

- These are the main sources of damage for most classes, some of them being so important that without them their secondary would not stand up for them, like scouts and soldier, but there are others where it wouldn't change much, like demo and "spy" (he doesn't have a primary, the gun is a secondary aswell), but still, this is the core of your playthrough, the weapon you are going to see the most.

My focus on this part is to tell you my favourite weapons for this slot and for the others with it's reasons (though some of them might have more than one,but never more than 2).

SCOUT - Soda Popper

.This was my pick mostly because is really fun playing with it, but let me explain it.
.The Soda Popper is a force-a-nature type gun, with only two shots beofre having to reload it, but to counter it you have a much faster firing speed and also a special effect after dealing some damage, in which is a hype meter that when activated with alt fire you have extra jumps, up to 5 whole jumps for 10 seconds, and that's my main reason.


The Jumps

. These jumps helps a lot and you can do quite a lot with them. These jumps can help you juke enemies so their tracking worsens and you can kill them easier; you can help you get into unusual places so you can flank enemies and get some good pick kills, of course you will loose a potentially good hype moment to get a med pick or something but get this:
. If you can be creative and unpredictable with those extra jumps, you can be just as useful as a normal scout who will use on the normal places to get these picks, but you can get killed more easily with using it normally,and this thing is everything but normal, literally it's a soda powered shotgun that can make you jump on the air more times just by using it to kill, so be strange (not that kind) with it;
. Another way to use it is by using those jumps with the winger! When the hype is active you can actually use any weapon, not just the Soda Popper, so you can use the winger, in which is a pistol that has way lower clip size for the additions of extra damage (to counter balance the clip) & a higher jump when active, around 25%, and this is really good, so with the hype you can have an extra jump (mathematically speaking, because with 4 jumps you got a value of 100% of the height, which is just and extra), so with technically 6.25 jumps at your disposal you can go wherever you want. You can basically pass through any high places that normally only the opposing team (normally blu) can use, and that can make for some lovely flank routes that can be really helpful if you can pull it off, with that you can maybe be like dad's scout...


SOLDIER - Direct Hit


.The Direct Hit, ah the Direct Hit...
.The Direct Hit is a weapon that has a focus of having big damage but with so little splash damage. This weapon stats are:
.25% damage bonus (already good);
.80% projectile speed (even better);
.Mini-Crits when enemy is airborne (Perfect!);
.70% less explosion damage (Oh...).
.Sooo... This weapon has really good upsides, specially because it can deal more damage (140 max rampup, and 152+ in Mini-Crit) and because of that you can melt any class, with 3 shotting heavy (300 damage, the healthiest class) to even 1 shotting 4 classes (Scout, Engineer no gunslinger, Sniper & Spy), so yeah, this is good 'n all but they dealt with a pretty hefty downside that basically makes it so the splash radius is only so short that you're more lucky in doing direct shots than the splash, because you need to be so close that you might be doing the direct hit more times than the splash. This means, in my words, a Revolver with way more damage, more leeway to hit the shots, and a more reliable way to deal with anyone if you have the skill to pull it off.
.And that's what makes it so fun and cool, having to change your mindset of "Focus on area denial to help my teammates" to "Focus on helping to deal with pick classes and chipping away healthier classes way faster", and that's a way to play that I love, having to take away splash with the benefit of helping your teammates AND help you get your banners faster, because they fill with damage, and extra damage means more banners, and they can help a lot, because it can go from GUARANTEED Mini-Crits (buff banner), Crit RESISTANCE (Battalion's Backup), and faster movement speed AND life leech (Concheror).
Making neck snaps with those mini crits.

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