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Team Fortress 2 is considered a game where you can run anything and still end up at the top of the scoreboard. That said, there are a number of weapons that are so useless that no one would ever want to try doing so in the first place.

Note, this page is mostly reserved for the lower tier weapons, since a lot of the other scrappy weapons have their reputation due to being Game-Breakers, which has its own page.

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    Scout 
  • The Baby Face's Blaster used to turn the Scout into a speed demon. Not only could he evade rockets and grenades with ease, he could even outrun his own hitbox! It was nerfed so that he would lose all his boost if he was so much as tickled from across the map, so the weapon was tossed in the garbage pile.
  • The Backscatter is a gun that allows the Scout to deal mini-crits by shooting people in the back. Why does this suck? You still need the same number of shots to kill most classes at the expense of versatility. You can one-shot all 125 hp classes, but the Scout is too slippery to consistently do that, the Engineer is usually behind his equipment and the Sniper and Spy are already dead if you've caught up to them.
  • The Shortstop. 4 shots that do up to 72 damage at most without crits, whereas the Scattergun has 6 shots with a potential to do a little more than 100. But at least the Shortstop reloads its entire clip at once, and the user gets healed more with it out, at the "downside" of being pushed away more from damage and airblasts, so it's still good, right? Well, it would be, if its reload wasn't so sluggish. The Shortstop looked to be getting a break with the Gun Mettle Update giving it the same reload time as the Engineer's Pistol... and then it turns out this was a bug and was "fixed" promptly. After Meet Your Match, it was given a weak shove of minimal utility and minimal opportunity for use. They exchanged increased healing and fall damage immunity for it.
    • The Winger, an unlockable pistol for the Scout, is considered a downgrade from the stock pistol. It deals 15% more damage at the expense of a smaller magazine. Too small, in fact, because the reload time results in less damage per second, especially since both pistols have such a fast firing rate. Eventually, it would be redeemed by giving an increase to the user's maximum jump height when active.
  • The Rift promotional weapon the Sun-on-a-stick looks awesome and crits people that are on fire... but it's a melee weapon for the Scout, who has no way to set people on fire and generally has better things to do than stealing kills from Pyros. Its damage reduction even applies while the person is on fire, so the crit deals 79 damage as opposed to the 105 damage of a normal bat crit. note 
    • This was somewhat mitigated when it was buffed to have fire resistance, so it at least has some utility.

    Soldier 
  • The Mantreads, a pair of boots that protects the Soldier from knockback and allows him to perform a Goomba Stomp when falling from huge heights on top of enemies. Nothing wrong so far (it's hard to pull off, but it works)... but it occupies one weapon slot, a weapon slot normally reserved for your trusty shotgun, and the upside just isn't as good as the Gunboats', so the Mantreads are rarely used except by Trolldiers (who, by virtue of being Trolldiers, aren't playing the game seriously in the first place).
  • The Meet Your Match Righteous Bison: it's been Nerfed to being a useless weapon as it's damage has been reduced by 25% for each person penetrated and slowed by 30%. What this means is its long term hassling potential has been removed as it moves too slow to hit anyone while the penetrating potential only really hurts the person it hits, say a Heavy, and scratches the Medic behind them, something a Medic can heal from. The team thought this was fixing a "bug" the weapon had, a "bug" that was the intended feature. To say that the nerf was well regarded would be a poor lie.
    • The penetration effect was brought back, but it no longer hits the same target multiple times, so it still hasn't returned to its former glory.
  • The Equalizer ever since it was split into two. No self-respecting Soldiernote  uses their melee to kill people, most preferring the utility of the Escape Plan or Disciplinary Action. This weapon is terrible because a) Soldiers are terrible melee classes on account of having the second lowest speed in the game and b) if you pull it out, it means your health is low, so you're obviously an easy kill.
  • The Direct Hit has often been derided as the Direct Miss or the Direct Shit by players. Essentially it fires a slightly-faster rocket that does more damage on hit at the cost of massively reduced splash damage. The problem is that the rockets still don't travel very fast, making them easy to dodge unless you're at close range, and the lack of splash damage severely punishes missing. Since very few people can aim them effectively and it's often used by clueless new players (it's one of the most common random drops), it's often seen as worthless compared to the other launchers. Its only real niche use is against Sentries due to its higher damage, but its lack of splash usually means that the Engineer near it probably won't be hurt much.
  • The Liberty Launcher isn't a bad weapon in of itself, but it doesn't have anything going for it that the specialists don't. The Stock and Original are simply better all-around weapons, the Direct Hit is good for sentry busting, the Cow Mangler is just stock but with a Charged Attack and infinite ammo, and the Beggar's Bazooka and Air Strike deal insane DPS. Slightly faster rockets and an extra one in the clip isn't a particularly good tradeoff for damage.
  • The Battalion's Backup was this before its buff. In order to charge it, you needed to take 350 points of damage. The thing is, the Soldier only has 200 health. So you have to almost die and be healed back up by a Medic or medkit twice. And self-damage does not fill up the bar; you have to take enemy damage to fill it. Just to nullify enemy critical hits and reduce incoming damage by 30%. That's very useful, to be sure, but it's an enormous pain to use, especially since you lose all your currently built-up charge if you die (especially frustrating if it's an instant death you don't see coming, like a Spy's backstab or Sniper's headshot). The weapon was later changed so it charges with damage dealt like Buff Banner.

    Pyro 
  • The Phlogistinator, more so than any weapon in the entire game. The basic gist of the weapon is that after the player does enough fire damage, they can receive guaranteed critical hits for 10 seconds in exchange for losing the airblast function of the flamethrowers. Experienced players hate it for simply driving home all of Pyro's problems as a class (W+M1, useless in high-level play but overpowered in pubs) without the depth of airblasting. New players hate it because it's a difficult weapon to deal with at such a skill level. Average players mostly think it just can't do as much as the other flamethrowers. Even people who like it treat it like it's just a dumb toy to play around with. The reasons vary, but everybody agrees that it is a very unbalanced weapon. That said, using it in Mann Vs. Machine is considered completely acceptable, partially because the high consistent damage is invaluable against the hordes of bots and tanks, and partially because bot enemies don't complain about overpowered weapons; in fact, the charge rate had to be quickly and severely nerfed in Mann vs. Machine shortly after the game mode's release because it was just that good.
    • And then the Tough Break update happened, and not only has the lowered damage been removed but the Pyro now gains invincibility during the taunt when the player has a full MMMPH meter. It quickly became the definitive Tier-Induced Scrappy Weapon among players, with many players complaining about how Valve buffed an already unbalanced weapon.
    • Cue a patch in late January 2016 which re-nerfed the Phlog, making the MMMPH meter require more effort to fill and removed the health refill entirely. While many agree with the extended MMMPH meter now making it harder to get the taunt bonus in quick succession, the removal of the health refill on taunt made many deride the Phlog as a useless weapon.
  • The Manmelter. This laser pistol builds off of the Flare Gun's stats, shooting a projectile that ignites enemies on hit. The differences are that the Manmelter shoots faster projectiles and can extinguish teammates for a guaranteed crit, but cannot crit burning enemies like the normal Flare Gun. The faster projectiles unnecessarily throw off the aim of anyone who is used to the other flareguns, and the tradeoff of "crits after extinguishing" instead of "crits burning enemies" is a straight downgrade - it requires an enemy Pyro to be present, and when the class whose main ability is to burn enemies, a weapon that no longer crits burning enemies is a pretty stark downgrade.
  • Finishing the Moonman set with the Phlog and Manmelter, we have the Third Degree. What has the Third Degree got that causes it to be one of the Scrappy Weapons? Its fear-inducing ability is... to hit all players connected by a heal beam, or being healed by the Menacing Melody taunt. The Third Degree is probably one of the most underused, and most forgotten, of the Pyro melee weapons just by virtue of having no real bonus, since its only "attribute" is extremely situational and the Flamethrower does the Third Degree's job better and more efficiently. It also doesn't help that the Third Degree doesn't have a damage boost, so you're just hitting two or more people with the stock fire ax. And it's more than likely that one of them is currently holding a weapon that's much more deadly than what you have on hand. It also doesn't help that the "bonus" is negated just by a Medic switching to a different weapon, which is almost guaranteed if they notice you're hitting them.
    • It does, however, see use in Mann vs Machine, since it's pretty regular to find eight medics healing a single giant heavy.
  • The Axtinguisher (and its reskin the Postal Pummeler), as of the Tough Break update. Previously, it was given back the ability to do full crits on anyone on fire again, but it now has a massive deploy speed penalty and swing penalty and does less damage than it used to do on a crit, making the Puff n' Sting a worthless technique.
    • It's been reworked to deal more damage proportional to afterburn remaining and grants a speed boost on kill. The kicker? It extinguishes the enemy, making follow up attacks impossible.
  • The Gas Passer from Jungle Inferno. It's a can of gasoline that the Pyro can throw to create a lingering cloud of gas - enemies who pass through it are coated and will be ignited if they get hit by any attack. It's just generally not useful - it takes too long to charge (60 seconds or 700 damage, and can't be refilled by spawning or resupply cabinets), the afterburn effect is ridiculously weak, its use is very limited outside of narrow chokepoints, and the cloud doesn't even last that long.
    • (On the other hand, the Gas Passer has become the go-to weapon for Pyros in Mann vs. Machine. For a very cheap upgrade, it can cause coated enemies to explode in flames upon being shot, dealing up to thousands of points of damage at once, clearing hordes of robots in record time while instantly refilling the charge.
  • The other Rift promotional weapon, The Sharpened Volcano Fragment, is an ax that sets people on fire. On a class that has a flamethrower that deals way more damage at much longer range and can attack multiple people at once. Unlike the Sun-on-a-Stick, it hasn't received any useful buffs.
  • To a lesser extent, the Backburner was this for a while. Before the Phlog, it was derided as the archetypal "W+M1 noob weapon" as it did guaranteed crits from behind in exchange for higher airblast cost, and it was often considered a direct step down from the Degreaser. However, after the Degreaser was finally nerfed, it's become more well-regarded and used nowadays, as it rewards ambushing enemies (you know, like the Pyro was originally designed to do by Valve) while also giving the flexibility of airblasting, and it doesn't have the same negative W+M1 reputation that the Phlog does.
  • The Neon Annihilator got this reaction as soon as it was introduced. At first, it would always do critical hits on players who were wet, in exchange for less base damage and, like everything else community-added, no ability to deal random critical hits. This severely limited the weapon's use, as it would only serve a decent purpose in maps where water was common (which are very, very rare) or if fellow Scouts/Snipers are carrying Mad Milk/Jarate. Valve's reaction served only to enrage the player base even more: give it the ability to remove sappers, making the Homewrecker (which can still randomly crit, but deals even less damage against players) obsolete. On the other hand, the Homewrecker takes one hit while the Annihilator takes two, which means the Homewrecker is the better choice for helping Engineers. Neon Annihilator users have earned the half-derisive nickname "Pyrosharks", for their habit of camping areas with water in them and then jumping anyone unlucky enough to go for a swim.

    Demoman 
  • The Scottish Resistance trades detonating all sticky bombs in favor of selective detonation of laid bombs that are in your crosshair. This makes it useful for situational traps, but it's considerably slower to arm stickies than stock or the Quickiebomb Launcher, which means it lacks their versatility in direct combat. Plus, both the stock launcher and Quickiebomb are just as good at laying traps anyway when it matters, making it essentially redundant.
  • The original Ullapool Caber was the terror of Snipers, Scouts, Spies, and Engies everywhere on release. It essentially turned the Demoman into an Action Bomb on hit, doing enough damage to one-shot those classes, and it comboed insanely well with the Sticky Jumper that let Demos rain Death from Above at will (a Good Bad Bug that made Demos immune to the self-blast damage didn't help either). Enter the Gun Mettle update which reduced the base damage, essentially making it worthless as it didn't do enough damage to enemies anymore to justify getting in close and blowing yourself up. Fans have been clamoring for years since then for Valve to revert the nerf, but it still remains.
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    Heavy 
  • The Brass Beast is widely derided for having an even longer spin-up time than the default Minigun and slowing the Heavy to a crawl, thus making him a sitting duck for basically everything under the sun (especially Snipers). Its main upside, a 20% damage bonus, is generally considered overkill since Heavy's damage output is already ridiculous. Like a number of other weapons here, the Brass Beast only ever sees serious play in Mann vs. Machine, where the damage increase is meaningful and the downside is negligible due to robots not being able to take advantage of it, and because MvM Heavies are going to be holding down the trigger for 80% of the time anyway.
  • The Natascha is hated because slow weapons in a high speed arena shooter where mobility is incredibly important aren't fun to play against.
  • The Huo-Long Heater is supposedly used to deter Spies from backstabbing him. Not only are the flames safe enough for a Spy to stab him without dying, it eats so much ammo for a barely usable upside, making it only really useful on Payload maps where Heavies can auto-refill their ammo from the cart and ignite Spies looking for easy chainstabs.
  • The Buffalo Steak Sandvich, notable in that it's simultaneously banned from community 6s and considered useless in casual games. In competitive, it's banned for giving Heavy even more speed than the Gloves of Running Urgently for even less of a downside (since the effect, and therefore, the melee weapon lock, is likely to wear off by the time the Heavy gets to the middle point), while in casual, it's considered the worst of the lunchbox items (with the Dalokohs Bar leading a close second) because it takes away the Heavy's main method of damage and adds a hefty damage vulnerability, leading to the user dying before they can get anything worthwhile done.
    • In a similar vein, melee weapons that require you to actually hit things for their positive effects (the Warrior's Spirit, the Eviction Notice and, to a lesser extent, the KGB) are also derided on the Heavy, who is an incredibly large target with incredibly slow speed, making melee pointless at best and a deathwish at worst. The GRU and FoS are seen as better alternatives. The Holiday Punch is an exception only because of its status as a Lethal Joke Weapon.
  • The Dalokohs Bar, a chocolate bar similar to the Sandvich. It doesn't heal as much as the Sandvich, but it can increase the Heavy's maximum health from 300, which is already really high, to 350. The problem is that a Medic's overheal doesn't stack with the Dalokohs Bar's ability, and can only give him 150% of his normal health, which is 450. Many buffs were later made to the Dalokohs Bar; the time to recharge the weapon (which was already pretty short) after eating it was removed for a time, then restored when it was given the ability to be dropped to heal teammates like the Sandvich, then it was provided an overheal on top of the aforementioned 50 health, but it's still used much less than the Sandvich and Second Banana.

    Engineer 
  • The Pomson 6000 was considered overpowered because it drained a Medic's Ubercharge just by spamming it through hallways, making it incredibly frustrating to fight against. It's been nerfed to the ground since then and is barely usable. Many call for a rework because the drain mechanic is something that doesn't belong in TF2.

    Medic 
  • The Quick Fix was like this when it was first introduced. While it both healed and charged uber faster and provided a speed boost when used with Scouts, it could not over-heal and its charge only healed the user and their target very quickly rather than granting invulnerability. The lack of overheal was particularly damning, particularly because the weapon was encouraged for use in keeping the entire team healthy and alive. As soon as you were done healing someone, they would get grazed by a few bullets and no longer be in perfect health. It was eventually given the ability to overheal to fifty percent of that of a normal medigun and the ability to activate the ubercharge on yourself for self-preservation purposes, making it a much more useful weapon.
    • However, it's considered a Game-Breaker in competitive matches because the ability to quickly heal people is much more pronounced the fewer people there are, so it's a still considered a scrappy weapon.
  • The Overdose isn't exactly a "bad" weapon, simply an outclassed one. It gives Medics a speed boost depending on their stored Uber meter in exchange for lower damage. Unfortunately, this puts it up against the Blutsauger, which lets you rapidly heal yourself for every hit (on a weapon that fires very fast), and the Crusader's Crossbow, which allows you to heal teammates and kill enemies from afar.

    Sniper 
  • The Darwin's Danger Shield was this for a long time because it granted immunity to quickscopes, which made sniper battles incredibly one-sided, forcing the other Sniper to run it as well. It has since been nerfed to have more fire resistance, which makes it useless since Pyros are barely a counter to him and that job is already accomplished by the Cozy Camper, which heals him and makes him immune to flinching.
  • The Classic gets this treatment for the reason that it cannot headshot unless fully charged, a large penalty considering that non-fully-charged headshots from the other rifles (save for the Sydney Sleeper) are enough to deal with most classes. And just to add insult to injury, it also has a damage penalty on body shots, which essentially forces the Sniper to stand still and fully charge every shot while making himself a sitting duck, or end up doing next to no damage. It also charges independently of zoom, meaning that one's fingers will be strained in charging shots. The strange thing is, only the last thing applied to the Sniper Rifle in TFC (one could perform headshots without a full charge. The role of an unzoomed sniper rifle already goes to the Huntsman, which is a far more powerful and useful weapon.
  • The Sydney Sleeper, a sniper rifle that can't get headshots (requiring players to resort to body shots, already an unpopular tactic) in exchange for covering its target in Jarate if you stay scoped for long enough. It has a slightly faster charge rate and can mark enemies for others to kill, but in the end, the triple damage you'd receive from a headshot is just too much to give up.
    • However, in the Mann vs. Machine mode, the Sydney Sleeper is better received, because while it doesn't deal headshot damagenote  it can still perform Explosive Headshots. By upgrading any sniper rifle (Sydney Sleeper included), when you get a headshot on a robot, nearby robots receive damage and slow down, allowing you to destroy many robots with one shot. Shoot the head and it still can perform an explosive headshot, and also coating the robots in Jarate is very useful. The problem is that the Sniper is a very hated class in this mode, even though a skilled MvM Sniper can really help the team.
    • This weapon really suffers from the removal of the much-hated Polycount item set bonuses. When used with the right weapons and hat, this gun used to give you the awesome ability to survive headshots (albeit with one HP) under any circumstances. The first few Polycount item sets were contentious because they required a hat in order to grant the bonuses (hats aren't easy to come by, especially specific ones), and the effects of the sets were either merged into the weapons that they contained or removed. The Sydney Sleeper was in the latter category.
    • It should be noted that it's banned in competitive because getting hit from any range is an automatic death sentence when facing against a coordinated team.
  • The Shahanshah is completely outclassed by the other Sniper melee options, as it increases your damage when you have less than half health and actively nerfs your damage if you have higher. Since Snipers have such little health anyway and are extremely vulnerable at close range, you'll almost certainly be dead long before you can take advantage of the damage boost.
  • The Razorback does nothing except prevent one backstab and handicap the Spy that tried to do it for a few seconds. However, wielding it requires you to give up your secondary weapon, meaning that you have to rely on your rifle and melee weapon for self-defense. Oh, and the only class to use backstabs also has a revolver that can kill you in three hits (or two, if they have the Ambassador, which came out in the same update as the Razorback), and can see your backstab-preventing shield. Since its release, it has been indirectly buffed by the introduction of new knives that give bonuses for backstabbing people, since it can deny Spies those bonuses and make them much more vulnerable (even if at the cost of the Sniper's life regardless), but still remains largely useless outside of Medieval Mode (where the shields are the only secondary items you can use and Spies can't use their revolvers to get around it).
    • Interestingly, it was actually nerfed because it was too powerful on Competitive Mode. The Sniper is easily one of the more powerful classes by virtue of being a long ranged specialist in a game full of short to mid-ranged classes. An effective Sniper only has two counters: another Sniper and a Spy. The Razorback immediately deletes one of them because Spies will die the second they try to get their gun out in comp.
  • The default SMG it replaces isn't much better; it has some of the worst DPS in the game, losing out to even the pistol. And given how the sniper works, charging around with a machinegun isn't a great idea. Its underwhelming damage and taking up a slot that is better spent on Jarate or any of the shields makes it something of a stereotype for new players, who often haven't quite gotten that it's bad and spray bullets in the direction of the enemy under the impression that they're doing damage.

    Spy 
  • The Red-Tape Recorder is a direct downgrade from the Sapper; rather than damaging buildings, it slowly causes them to lose levels over time. However, it takes such a long time to downgrade buildings (especially Level 3 ones) and has such a slow placing speed that it's basically certain they'll be removed before they can do anything useful.
  • The Enforcer was originally the go-to Spy revolver as it provided a direct damage boost over stock. However, the Gun Mettle update severely nerfed it by making the damage boost only apply when you're disguised. Since it only applies to a single shot, and since it's really inconsistent/buggy whether the damage bonus will actually apply at all, you're stuck with a stock Revolver that fires slower. Pretty much every Spy ignores it in favor of the other ones nowadays, especially the Ambassador and Diamondback.
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    Multi-class 
  • Reskins in general. With the exception of skins like the Saxxy, the Frying Pan, the Original, the Freedom Staff, the Fortified Compound, Bat Outta Hell, the Conscientious Objector, and the Prinny Machete, which are generally well-loved by the fanbase, most players see the rest as a waste of space offering nothing new to gameplay sans a different look. It doesn't help that the reskins often have a nicer design than the original, often being pegged as wasted potential and just plain lazy on Valve's behalf. When a large update primarily comes with reskinned weapons as opposed to weapons with unique stats, anger usually ensues. Adding to that is the fact that nowadays that largest updates tend to be chock full of these, and the rather natural anger buildup that comes from multiple updates in succession bringing nothing but reskins. note 
  • The stock melee weapons are considered this, not because they're bad weapons, but are usually ignored because all they do is deal damage, where they're outclassed by the primary and/or secondary weapons. As a result, they're usually ignored for something with more utility (ex. the Soldier would use the Escape Plan instead of the default shovel.) The only exceptions are the Knife and Wrench (their respective classes' "primary weapons"), the Kukri for the Sniper who needs a close ranged backup, and the Bottle, which is alright for when he risks damaging himself at close range.
  • The Panic Attack. Its original stats were that it reloaded 33% faster, shot 15% faster (and even faster as the wearer's health got depleted), but loaded four shells only and it would fire like the Beggar's Bazookai.e. . Almost immediately upon release, the Panic Attack was derided for being the worst weapon in TF2. Much of this was due to the reloading mechanic - Soldier, Pyro and Heavy all use this use it as a secondary, so they couldn't just switch to the gun and already have four bullets inside it, thus they'd need to reload first in a heated firefight and then probably get killed. The Engineer could see some more use out of it, as it's a primary weapon for him, but since it fired right after loading the fourth shell you still couldn't have an immediate source of damage. The larger weapon spread on lower health meant that you'd need to get closer in order to deal more damage, which is probably the exact opposite of what you should do when low on health.
    • The Panic Attack was later buffed to fire 30% faster as well as reload and deploy 50% faster, and in a further update, it was given the ability to load the fourth shell without having to fire immediately (though you can't switch weapons while shells are loaded). While Engineer can use it effectively now, it's still considered a downgrade from the stock Shotgun for the other three classes able to use this weapon.
    • It was reworked once more to deal more consistent initial shot damage at the expense of lower damage and less accurate shots. The weapon is considered an improvement, but most lament the loss of what made it unique among the shotguns.
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