What is the Most Pointless Stat in TF2?

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one thing that really sets tf2 apart from other games is the wide variety of weapons you have access to each class can mix and match their loadout with several unique options and the stats those options have drastically affect how the weapon functions but there are also some stats that don't do that and instead exist to meet the word count requirement on the update page nothing else i get that not every stat on a weapon is going to bring a super cool playstyle to the table but some of them just why and after spending a lot of time looking at stats recently i've begun to realize that there are quite a few of them that barely affect the weapon they're on so i figured it would be interesting to discuss stats that could be completely removed from a weapon and have nothing end up changing a great example of what i mean by a useless stat can be found on the widowmaker most of the widowmaker's stats drastically affect the way you play forcing you to carefully consider each shot you take but letting you take as many shots in a row as you want as long as you can hit all of them but then we get to this stat plus 10 damage against your sentry target and i really start to scratch my head now i kind of get what they were going for on this one theoretically extra damage on your sentry target would combat really well with combat engineer by making this a delete button against anyone your mini sentry is shooting but 10 damage is such a low value that i can't possibly guess what they were expecting this to do it doesn't break the threshold of one-shotting light classes it doesn't allow you to kill heavier soldier in any fewer shots and only very marginally helps mid-range damage but you really shouldn't be using the widowmaker at that range anyway so like what's the purpose of this stat even in modes like mvm where better sustained damage would theoretically be a massive boost to the large robots having huge health pools i never really see this affecting much now that's mainly because the rescue ranger is just way too good to pass up an mvm but i'm guessing the 10 bonus damage never really helped the widowmaker catch on in fact the only time i've ever gotten used from the damage boost is in tf2 times 10 where 10 damage becomes double damage but i highly doubt valve is balancing their weapons around a community created mode honestly though it's not really taking up any room on the weapon and i guess i'd rather have it there than not so i'm all right with this one speaking of stats that have low enough numbers to be entirely negatable the solemn vow and its 10 slower firing speed are definitely suited for the list to my knowledge the only reason they added this stat in the first place is because the solemn vow used to be a direct upgrade from the bone saw not like that really mattered my guess is that enough people complained about the solemn vow being paid to win kind of like the third degree is now so they added the lowest possible penalty in the most negative category to tell those people we hear yet but kindly shut up another stat that appears on quite a few weapons is the deal's only 20 damage to building stat that all the ray guns have on some weapons this is a very influential downside the cow mangler making soldier unable to deal with sentry nests for instance can definitely be a legitimate reason to reconsider using it the pumps and bison and manmelter can be hurt by the damage penalty especially if they're your only long range option but they mainly have that stat for the sake of consistency but there is one more weapon that has this stat even if it's not actually listed on the weapon and that's the short circuit now my guess as to why they did this is probably spaghetti code since there's probably a laser projectile property that you can apply to weapons that automatically reduces building damage but in terms of practicality this makes absolutely zero difference if you're close enough to enemy buildings to hit them with the short circuit's main attack you have a primary and melee that do that job infinitely better and without draining your metal supply now you might be thinking okay well this kind of affects the short circuits and spamming the energy ball and engineer nest could occasionally be helpful but here's the thing about that the damage penalty doesn't actually affect the energy ball it's only on the primary fire for some reason so yeah well i get that this probably wasn't intentionally added it very well might have been knowing valve and i have absolutely no idea as to why they would do this but southern hospitality is an interesting side grade to the wrench that exchanges the ability to randomly insta kill with a more reliable damage over time effect the applications of this are pretty opens the decision between the southern hospitality and the stock wrench on random crit enabled servers is a pretty nuanced one to make but then valve realized that it's a direct upgrade from the wrench when you're playing on non-crit servers they gave it a completely vestigial downside to pretend they're balancing the game or something 20 fire damage vulnerability on some classes can be pretty significant if you're a class-like scouter spy who's prone to getting up in people's faces a lot being melted by the flamethrower just that much faster is something to be concerned about engineer is not one of those classes the farthest from it in fact and is probably the least affected class in the game by a fire damage vulnerability if you're using the southern hospitality you're probably going to have an entire centuriness set up and if you're playing around your sentry like you probably should be pyros have almost no way of getting close to you without being shredded by a level 3. and even if they're spamming flares at you to annoy you with afterburn and rack up damage a level 1 dispenser out heals the afterburn damage with the vulnerability in place and flares are pretty slow so they're not super hard to dodge either literally the only damage threshold that's broken by the fire damage vulnerability is that you can get two shot by the flare gun if you're standing next to a level one or two dispenser since the increased damage combined with the guaranteed crit just barely can't be out healed but like if you're in that hyper-specific situation just dodge the flares or hide behind your dispenser you have plenty of time to react since pyro's going to be shooting at you from outside of your sentry range in practice there isn't a single situation where this downside is meaningful so while i understand they probably added it for similar reasons to the solemn vows firing speed penalty you could erase it from the weapon it really wouldn't make a difference the shortstop has not one but two functional useless stats because i guess it wouldn't be a bad weapon stats video without the shortstop dominating the list the shortstop shove effect is the most mind-boggling change that the tf2 team has ever implemented it serves no practical use it has bad range it has bad knockback it only does one damage it doesn't even fit the weapon's design and worst of all the old version of the shortstop was so much better what's the shove even supposed to do get enemies away from you so you can take advantage of your better mid-range damage you could just not get near enemies in the first place but if that's too hard to wrap your head around or if they ambush you scout is the most agile class in the games you're basically guaranteed to get away from enemies just by holding the s key the only thing i've ever seen the shove actually do is push people off cliffs but even then it really struggles and scout's noodle arms only push enemies back a whole foot and a half but that's not even the only stat on the shortstop that's a bit questionable the increased knockback taken stat is also completely useless when you think about it now i can guess what they were going for when this stat was first added since the shortstop originally had a focus on keeping you alive for longer as seen with the increased healing it gave you the increased knockback almost functioned like a positive making it harder for enemies to juggle you in the air in exchange for having lost control of your movement but back then the increased knockback was 80 more than normal meaning that even small hits like rocket splash damage would send you all the way to the moon nowadays it's only 20 which isn't nearly enough to prevent you from being juggled by about anything now if you're thinking that this is meant to be an actual downside like it was supposed to give enemies an easier time getting you out of their hair or pushing you off a cliff or something then it completely fails with that too on any other class this might mean at least something but scout has a unique tool that allows him to completely cancel and redirect his aerial velocity just by pressing the space bar in midair so no matter what this stat is supposed to accomplish it completely fails now there may be some hardcore shortstop users out there who have really strong opinions on this stat and think i'm wrong and if you are one of those i'd love to hear your thoughts but i would dare to say i've used the shortstop more than a lot of other people and i've legitimately forgotten this was even a thing until i started making this video now i kind of want to switch gears from the somewhat useless stats to the actual useless stats because there are a couple of those there's a stat on quite a few weapons that is 100 useless because of tf2 spaghetti code and that is weapon switch speed any weapon with the holster speed penalty can be completely canceled just by cycling through your other weapons quickly now to be fair this still makes a difference on loadouts like hybrid knight since you only have two weapons to switch between but on weapons for heavy like the fists of steel and the gloves of running urgently you can just switch to your sandwich before switching to your minigun and the holster speed penalty is completely negated so yeah i know this is a little bit of a technicality given the point of the video but it fits the theme so i couldn't not mention it similarly the crusaders crossbow and sydney sleeper both have really weird cases of useless stats giving you information that should already be completely obvious to you the sydney sleeper specifically tells you that it can't randomly crit which like i mean yeah it's a sniper rifle none of them can similarly the crusader's crossbow tells you that it can't get headshots which isn't something that any of the other syringe guns could do and i'm not even sure that new players would assume it could do that now if i had to take a guess at why these stats are on here the sydney sleeper was originally a secondary when it was being developed although i don't think that ever got past the concept art stage that's not really a good explanation the crossbow on the other hand does have an actual excuse and its projectile used to have the same model as the huntsman arrow before the syringe that we currently have was added i could definitely see where that would be confusing to some people nine years ago but nowadays i'm not sure why that clarification still needs to be made there are also quite a few flavor tech stats that aren't even supposed to do anything i just want to talk about because they're kind of funny imbued with an ancient power is an ominous looking stat that's listed as an upside on the saxxy golden frying pan and golden wrench and while the wording sounds like it would make the weapon completely overpowered all it does is turn people's corpses into golden statues medics eliminating the impossible set which includes the private eye and the nine pipe problem has a reduces mystery solving time by up to 88 stat when you have the entire thing equipped now even though people say this debt doesn't do anything i couldn't find any mystery solving speed run comparisons that included this item in the data so the jury's still out on that one the dual purpose fruit set for sniper which is the huntsman in the fruit shoot for anyone wondering has a similar meme stat of reducing the chance of hunger by up to 13 now even though hunger isn't a mechanic in tf2 this technically means that the huntsman's a direct upgrade from the fortified compound since the compound doesn't reduce any hunger at all no i don't take questions speaking of item sets there are quite a few more that either give you more voice lines a different taunt or that weird calling card tombstone thing that happens when you kill someone obviously you wouldn't expect these to change gameplay at all but i figured i'd mention them while i'm on the topic of item sets and finally there's the isolationist merc and isolationist pack sets which have a very specific condition in which their stats change if you're wearing the entirety of one of the item sets and you encounter an enemy wearing the entirety of the other you'll both do a lot more damage to each other more specifically pyro has a 200 damage increase on the nostromo nay palmer and scout has a 500 damage increase on whatever melee he's using this is a pretty neat reference to the alien movies so i'm not going to go on a rant about how pointless it is because i personally find it to be kind of cool but it technically is a useless stat and i'd be skipping over something interesting if i didn't talk about it so anyway that's it with tf2's useless stats that i wanted to talk about there were a few more that i was considering putting on the list such as the scottish resistance's ability to destroy enemy sticky bombs and the sydney sleepers extinguishing reduces gerardi cooldown or whatever that is stat but in the process of recording the background footage for those i actually did get use out of those tats so i figured you know what i would be lying to myself if i said i'd never use them but yeah i know i took a few liberties on what's considered useless and some people might argue the stats i mentioned are actually game changing in certain scenarios but my original idea of only discussing the flavor tech stats made for a really short video so i had to expand my horizons a bit if you enjoyed this video make sure to like if you hated this video i'm not sure why you watched this long but i respect it and most importantly have a good one [Music] you
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Channel: Great Blue
Views: 1,150,839
Rating: undefined out of 5
Keywords: tf2, team fortress, tf2 stats, tf2 weapons, tf2 pointless stats, tf2 useless stats, tf2 weapon stats, tf2 gameplay, tf2 scout, tf2 soldier, tf2 pyro, tf2 demoman, tf2 heavy, tf2 engineer, tf2 medic, tf2 sniper, tf2 spy, tf2 weapon generator, tf2 tier list, tf2 weapon tier list, tf2 analysis, tf2 weapon review, great blue, tf2 great blue, tf2 animation, tf2 sfm
Id: f7yiwdxZzw0
Channel Id: undefined
Length: 10min 28sec (628 seconds)
Published: Sat Feb 12 2022
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