What is everyone's top worst weapon for each class?

Discussion in 'Team Fortress 2' started by venomouscarnage, Jun 3, 2018.

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  1. venomouscarnage

    venomouscarnage Member ★

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    So I was wondering what everyone's top worst weapons for each class is.
    Basically the worst weapon for each class as a top 9 worst.
     
  2. RulerOfTheFae

    RulerOfTheFae Member ★

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    Scout: Crit-a-cola
    Soldier: Pain Train
    Pyro: Manmelter
    Demoman: Scottish Resistance
    Heavy: Gloves of Running Urgently
    Engineer: Southern Hospitality
    Medic: Vita-Saw
    Sniper: Cleaner's Carbine
    Spy: Enforcer
     
  3. venomouscarnage

    venomouscarnage Member ★

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    hmm interesting
     
  4. Captain Weeb

    Captain Weeb Oh Captain My Captain Moderator ★

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    So if its personally, then here's my worst weapons (Warning, these are all my opinion)
    Scout: Sandman: Better alternatives, stun mechanic is not as good pre jungle inferno
    Soldier: It pains me to say this, but the righteous bison. Though it did get buffed a little bit, the actual utility of this weapon is currently bugged (hits per second is bugged is what I mean)
    Pyro: Manmelter. Went over this in a different thread, but its the worst out of the flare guns
    Demoman: Base jumper. Taking this over a primary is a bad option
    Demoknight: The claidheamh mor. The damage vulnerability is really what makes this weapon in my opinion, the worst
    Heavy: The eviction notice. Heavies really only use melees for utility because in close range, they have a freaking minigun. The eviction notice in my opinion is just a worse version of the GRU
    Engineer: Honestly, the pompson. I only say that because there are better alternatives, such as stock and the rescue ranger.
    Medic: I'll be honest, there aren't really bad medic weapons, but if I had to pick one, I guess I'd go with the solemn vow, as the upside is only useful when you are coordinated in a pub match
    Sniper: The classic. A regular headshot can kill 4/9 classes without overheal, so the downside really shines
    Spy: The Ambassador: ok so this one is interesting. In my opinion, spies should only go with a revolver when either picking off a low health target, utility(The L'etranger) or against a sentry when it is sapped. The ambie cannot do 2/3 things on this list. The ambie's one upside are headshots, with a bunch of downsides punishing those who don't hit them. That's why its the worst weapon in my opinion.

    BTW: I didn't include meme weapons such as the hot hand or the holiday punch because well, they are for memes.
     
  5. Malzahar

    Malzahar Member ★

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    Scout : Sandman because the stun got removed even tho it was my favourite item but rip

    Soldier: Reserve shooter because its really hard and not worth it might as well take a shot gun or gun boats

    Pyro : Man melter enough said

    Demoman: Scottish resistance its just sh*t

    Heavy: Brass beast and the huolong heater where my worst but i choose brass beast the damage is not worth all the down sides

    Engi : Tbh all engis weapons are really great but i guess i choose the widowmaker because i am bad at aiming

    Medic : Vita saw

    Sniper : The sahanshan just usless all around

    Spy : Enforcerer
     
  6. Frussly

    Frussly Patience, I dont have. ★ VIP ★

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    Scout
    Primary:
    Baby Face Blaster. It's stats just doesn't work with how scout is supposed to be played. It makes the scout go faster, yes, but the downside with jumping removes boost is just plain trash, and removes on of the scouts most valuable abilities; Double Jump. It's key for scout not to be hit, ergo, he should be able to double jump at all times.
    Secondary: Crit-o-Cola. Deal minicrits, take minicrits. Again, the whole aspect of not being hit dies when you take x amount more damage and damage fall-off is completely gone when minicrits are active
    Melee: Sun on a stick. From a competitive standpoint, it COULD be useful, and then again no. Standart comp is: 2 Soldiers (Pocket & Roamer) 1 Demo, 1 Medic, 2 Scouts/1 scout, 1 off-class. In order to make the SOaS work, you would need to get a new meta where a pyro is run, as an off-class which is a big "meh". Also it would require INSANE teamwork, and coordination in order to make it work + the scout would need to risk his life in order to go in for a melee kill.



    Soldier
    Primary:
    Rocket Jumper. Fun, yes, practical? No. No damage, therefore useless in comp.
    Secondary: Reserve Shooter/Righteous Bison/Panic Attack. One thing they all have in common is that they are way too under powered considering their counterparts. Any banner > RS/RB/PA. Any Boots > RS/RB/PA.
    Melee: Standart shovel. All it's counterparts are superior.



    Pyro

    Primary: Degreaser. It just doesn't work in the current state of pyro. W+M1 is just superior, and considering it does -66% less damage it's just a direct downgrade.
    Secondary: Manmelter. Direct downgrade.
    Melee: Sharpened Volcano Fragment. In comp the medic is almost never dead. Therefore its only upside would be played out by the healing. Simple and ineffective.


    Demoman

    Primary: Wee Booties/Bootlegger. Primary > Health
    Secondary: Sticky Jumper. Same as Rocket Jumper: Fun, yes, practical? No. No damage, therefore useless in comp.
    Melee: Anything BUT stock. (Bottle/Scottish Handshake) Don't wanna go in depth with this one.


    Heavy

    Primary: Brass Beast. "Welcome to sItTiNg DuCk ThE gAmE"
    Secondary: Anything but the Sandwich. Yes the banana is a decent substitution, but it only acts as a small health kit, not medium as the sandwich does. When, and if you run heavy in a comp standpoint, you want to keep that medic alive AT ANY COST. Bring big food, get big victory.
    Melee: Warriors Spirit. Don't bring a knife to a gunfight.



    Engineer

    Primary: Panic attack. Too many good counterparts
    Secondary: Pistol. Too many good counterparts
    Melee: Southern Hospitality. Might not be that many pyro's in comp, but its still a downgrade imo.


    Medic

    Primary: Stock. Crossbow is just superior in every way
    Secondary: N/A
    Melee: Anything but Übersaw & Vita-saw. They are just superior, and the only other good option Solemn Vow is banned in comp.


    Sniper
    Primary: Huntsman & Reskin. Sniper rifles are just too good
    Secondary: Cleaner's Carbine. Upsides are bad, downsides are worse.
    Melee: Stock and reskins. Anything else is too situational


    Spy

    Primary: Enforcer. Bad, just dont use it
    Secondary: rEd-TaPe-ReCoRdEr. It big succ, dont use
    Melee: Big earner. Good in pubs, get oneshot in comp.





    Oi! Don't skip!
     
  7. venomouscarnage

    venomouscarnage Member ★

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    Wow so many opinions. I kinda agree with everyone's opinions on this one.
     
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  8. RulerOfTheFae

    RulerOfTheFae Member ★

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    Degreaser doesn't do 1/3 damage, only 1/3 afterburn, but I prefer it not for damage as stock is quite superior as even pyros take afterburn damage (without gas) but I use it for quickly burning them and using shotgun or flare for most my damage anyways hence why I like it for fast switching, just my opinion.
     
  9. SuperGuard

    SuperGuard British Quality Gentleman Admin ★

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    Scout: Sandman (Despite my solid position as a Scout main, I've always hated this weapon. I follow the rule where "any weapon that reduces the health of a low health class is too risky" and its main feature often proved to be a liability. Since its nerf, it really has nothing left but make you easier to kill)
    Soldier: Beggar's Bazooka (In my eyes, this is a gimmick weapon. Its feature is often too slow to work properly and people who listen for you load and take advantage of it. No ammo from dispensers also makes it more difficult to guard forward sentry nests.)
    Pyro: Reserve Shooter (My least favourite weapon in the game due to just how easy it was for Pyros to exploit it, making it badly unfair to play against. Since its nerf, this is better off in the hands of a Soldier than a Pyro since typical kid Pyro mains can't exploit it anymore.)
    Demoman: Ullapool Caber (Pretty sure everyone knows what happened to this weapon, it just doesn't have the same potency it used to have.)
    Heavy: Buffalo Steak Sandvich (Heavy is slow and better off using ranged weapons. Being forced to use your melee weapons for 16 seconds despite moving slightly faster and dealing mini crits is a quick way to getting yourself killed by smart players who stay out of your melee range.)
    Engineer: Pomson 6000 (The projectiles are small and very slow moving, which makes hitting enemies difficult and only really suitable for spy checking.)
    Medic: Quick-Fix (Since Medics now move at the same speed of all their heal targets, the only real advantage is being able to rocket or sticky jump with others. It's otherwise very ineffective in combat.)
    Sniper: Classic (If you want to headshot enemies without scoping and don't have any other negative side effects, use Huntsman)
    Spy: Conniver's Kunai (Much like the Sandman rule but much worse. This weapon is just far too unreliable to be safely used as anything can kill you instantly and the overheal is still badly limited.)
     
  10. Holly

    Holly Member ★

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    WELL
    Scout: The Sun-on-a-Stick It's extremely situational as a melee weapon considering you need a Pyro or any class that can light the enemy on fire. Without this, a non-crit melee hit does a pitiful 26 HP, requiring you to hit a full health 125 HP class with 5 swings before killing them, giving them more than enough time to kill you with any weapon they have.

    Soldier: The Pain Train It only works on certain kinds of maps, otherwise, it's a downright downgrade to the Shovel.

    Pyro: The Hot Hand It gives a speed boost upon hit. The Powerjack gives a speed boost when held out. Assuming you hit the target with both slaps, you're still hitting the target with a measly 56 HP. Missing one slap and only hitting one will land a measly 26 HP hit. The Powerjack can swing once for 65 HP. Killing someone with the Hot Hand will get you a few seconds of glory in the killfeed. Killing someone with the Powerjack will restore 25 HP. TL;DR: use the Powerjack please.

    Demoman: The Pain Train It only works on certain kinds of maps, otherwise, it's a downright downgrade to the Sho- the Bottle

    Heavy: The Eviction Notice If you want to move fast as Heavy, just use the GRU.

    Engineer: The Southern Hospitality Some would argue that the upside of this weapon allowed Engineers to track down Spies with the blood. I would say just shoot them with the Shotgun you hopefully have and kill the quicker that way.

    Medic: Bonesaw Literally use any other melee it's better than this thing I mean come on.

    Sniper: The Classic Cannot headshot unless fully charged.

    Spy: The Enforcer "Attack pierce damage resistance effects and bonuses" my ass
     
  11. Medics Uber Nobody

    Medics Uber Nobody Member ★

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    Scout: Baby Face’s Blaster
    Soldier: Battalion’s backup
    Pyro: Manmelter
    Demoman: Ullapool Caber
    Heavy: Bananna
    Engineer: The Short Circuit
    Medic: Vita-Saw
    Sniper: Default Sniper (Get a body shot weapon or the AWP)
    Spy: Enforcer
     
  12. RulerOfTheFae

    RulerOfTheFae Member ★

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    The short circuit since the updates is now not only viable, extremely useful. Just like how the bison was originally meant to be, it's good at punishing people who run away by hitting them multiple times. The ball is so huge that it's easy to hit targets too and if you're fighting a soldier near your dispenser you can keep destroying his projectiles, using shotgun between shots and using dispenser to regain metal. I feel like AWP is louder than the stock gun though, it's also much more distinct.
     
  13. Medics Uber Nobody

    Medics Uber Nobody Member ★

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    Wow that was a fast response. I value your point of view and you make good arguements about the short circuit however I just find the other engineer secondaries more viable. The wrangler allows you to target spy’s with your sentry fire at enemies out of your range and to get the shield up to survive massive pushes and you can sentry jump. The pistol allows you to get further distance constant damage output. Also about the awp. I’m a die hard CS:GO fan so I just prefer it to stock and the body shot weapons seem more viable to me.
     
  14. TheDoggyDoge

    TheDoggyDoge Member ★

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    My Worst Weapons (In My Opinion)

    Scout - Sandman
    Soldier - Rocket Jumper (Unless For Memes)
    Pyro - Reserve Shooter
    Demoman - Sticky Jumper (Unless For Memes)
    Heavy - Huo Long Heater
    Engineer - Southern Hospitality
    Medic - Vita-Saw
    Spy - The Enforcer
     
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