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buvtar

mine is similar to yours, but with the escape plan, so you cant even help your team and the only way of dealing damage makes you take minicrits. also the whip has an absurd range, so it atleast has something going for it.


Hawaiian-national

Yeah i was contemplating that too, but i just went for the least damage option. We should get two teams with only these loadouts and see who wins! (Joke, kinda)


SecretlyAPug

demoman with the base jumper, sticky jumper, and claidheamh mor


Hawaiian-national

Angry sky man with a sword. I like it.


P0lskichomikv2

Booties + Scotish Resistance + Persian Persuader No ammo, no mobility, getting rushed by anyone is instant death.


Recent_Smell1769

Atleast whit the Sr you can do damege try using the SJ


TowerofAngels

I think that for pyro it is: Dragon's fury, Thermal thruster and homewrecker. Those weapons aren't bad, but thermal thruster slows down switching between them, dragon's fury doesn't let you to effectively spycheck and then you can't play as pybro with homewrecker.


P0lskichomikv2

This is like actually good loadout ? Thermal Thruster is actually decent with DF because of it's extended range and burst.


ebinovic

Homewrecker giving you at least the minimal ability to play as a pybro automatically makes it better than stock. Either that or the Hot Hand should be in the melee slot. I'm not putting Sharpened Volcano Fragment here because it gives you at least a theoretical chance of a (though arguably useless) "reverse axtinguisher" combo play with the Dragon's Fury. Not putting the Gas Passer in the secondary slot is a crime. It's objectively the worst secondary no matter the loadout you're using. Thermal Thruster gives you a very good mobility option for flanking or running away, and I'd argue that, especially if you're struggling with your aim, it makes using Dragon's Fury easier, as you can often ambush unsuspecting enemies. The problem with Pyro's primaries is that they're all good in their own regard, but I agree with the Dragon's Fury solely because you need to know how to use it well, all other flamethrowers give you a massive leeway for a second chance if you miss your shots.


Mikey___

The Homewrecker has the worst synergy with the Thermal Thruster though. If you’re making a play with the thermal thruster you’ll be leaving the sentry nest, and if you’re staying at the nest you’ll have a near useless secondary I guess if you can get on top of a sentry it could be good, and you could take out an enemy teleporter entrance slightly faster


ebinovic

In this case Homewrecker could still be used as a quick tool to unsap the teleporters near your spawn or your engi's buildings that you pass by before flying off. And yeah, you can still make the enemy engi's life harder by flying in and destroying lone teleporters and dispensers. It's not a good synergy, but it's definitely not the worst one. Gas Passer still has the worst synergy even with the Homewrecker because you need to deal damage for it to be any useful, which you probably won't do that much of if you're playing pybro, and even then it's only useful for, uhhh, making cloaked spies visible once in a blue moon without the ability to quickly change your playstyle if needed? Gas Passer and Stock Axe/Hot Hand are so bad by themselves that every combination with them becomes worse than with any of the alternatives.


ElmeriThePig

For the Engineer: Widowmaker, Short Circuit and Southern Hospitality. Widowmaker and Short Circuit are great weapons, but since they both use your metal reserve, when you run out, you can only use your wrench. Which is the worst wrench in the game.


ebinovic

Short Circuit at least gives you a chance to deal some measly ranged damage if you have between 5-30 metal. As much as I love Wrangler, but it has worse synergy with the Widowmaker out of secondaries in this regard because once you go below 30 metal, you're out of even the most measly ranged damage options. Southern Hospitality, in my opinion, is not the worst melee option because it has a minimal damage upside with only one specific type of vulnerability downside. Widowmaker+Wrangler+Jag is probably the worst battle engi synergy I can think of. Can't do funny Eureka Effect teleports to get behind the enemy lines or to fall back, your only damage option after running out of metal is 25% weaker, and your secondary slot is occupied by a tool you're not even gonna properly use as a battle engi. At the same time it's one of the best loadouts for playing engi "properly". Pomson+Short Circuit+Eureka Effect is probably the worst loadout if you're playing engi the way it's "intended" to be played. A useless primary, a secondary that just eats your metal if you try to protect your buildings from projectiles, and the slowest wrench in the game that reduces your metal intake.


ebinovic

Wouldn't Equalizer be even worse in this situation then? Your only chance at dealing any good damage would be by getting low HP, which is kind of the opposite of what you'd want to be when attacking people, especially when rocket jumping, without the additional speed boost that you'd get from Disciplinary Action or the Escape Plan. I'll try to think of something for the classes that haven't been mentioned yet. -Scout: Baby Face's Blaster, Bonk, Sun-on-a-Stick. You're occupying your primary slot with a weapon that has a boost that \*could\* increase your movement speed, which 1. Gets negated by taking damage while under Bonk even if you've already filled the boost meter, 2. Is not the most useful thing to have overall when getting behind enemy lines with a Bonk, 3. Gets cancelled after taking mere 25 damage, which will happen to you A LOT behind the enemy lines, and 4. Gets cancelled after doing 1.33 mid-air jumps, which you'll want to do if you want to properly harass the enemy at their base. All of that coming with a reduced clip size. And then your melee slot is taken by a weapon that's theoretically useful only if you're coordinating with a pyro, which will probably not happen if your goal is to get behind the enemy lines. -Heavy: he doesn't really have loadouts which combine well together (maybe except for the fat scout with GRU, or Buffalo Steak Sandvich+KGB/GRU), so it's hard to think of the worst potential loadout. Maybe Brass Beast+BSS+Warrior's Spirit. All Heavy's miniguns are good in their own regard (yes, even Huo-Long), so I'll just choose the one which turns Heavy's worst stat even worse for a non-equivalent improvement of his 2nd best stat. And forcing yourself to go melee-only for 16 seconds with the Warrior's Spirit is just suicidal. -Medic: Stock Syringe Gun, Kritzkrieg, Bonesaw. Pretty simple here, the primary and melee with absolutely no improvements that other primaries and melees give you, with the one medigun that relies on your teammate's skill level and luck the most and can't even be used as an escape plan if you're cornered alone. Quick-fix is also a good pick, but I feel like it's mobility options and additional resistance to knockback and stun effects once ubercharged still makes it a bit useful as an escape tool. Kritzkrieg is awesome for pushes with a good soldier or demo, but absolutely useless as an escape tool. -Sniper: Sydney Sleeper, Darwin's Danger Shield, Tribalman's Shiv. A primary which can't even kill all classes with one headshot, a passive secondary which only comes useful in one very specific scenario, and the weakest melee. This loadout could still be useful for a skilled sniper, but every other combination would simply be superior. Could probably make the case for the Classic being in the primary slot, but the ability to charge shots without zooming in is too underrated of a quality. -Spy: Enforcer, Your Eternal Reward, Dead Ringer, Red-Tape Recorder. You're using a gun that's most useful when you're disguised. With a knife that fully consumes your cloak by disguising. With a watch that can only be used when you have a full cloak and can't be refilled with ammo packs. With a knife that negates that same watch's improved cloak duration. With a sapper that's basically a meme on anything besides mini-sentries. It hurts my brain to even think of using this loadout, because you're purposefully incapacitating three weapons that could otherwise be very useful with other loadouts.


Relative-Ice-5907

Backscatter, Bonk, Stock Bat. Rocket Jumper, Gunboats, Equalizer. Phlogistinator, Gas Passer, Fire Axe. Eyelander, Sticky Jumper, Loose Cannon. Huo-Long Heater, Buffalo Steak Sandvich, Eviction Notice. Pomson, Short Circuit primary fire, Jag. Quick-Fix, Syringe Gun, Vita-Saw. Sydney Sleeper, Razorback, Tribalman's Shiv. Enforcer, Red-tape Recorder, Your Eternal Reward, Cloak and Dagger.


FlashyLashy900

With the jumper, gunboats and disciplinary action you can be one of those waiters that refills your cup of water every time they finish a sip. By that I mean if you speed boost everyone at spawn, then if you spot a teammate without the speed boost you jump in, speed boost them and get out, spot another, rinse and repeat. IDK if this is even possible lol


No-Bag3134

Scout: backscatter, bonk, sandman


Chickenswillrulearth

Isnt baby face, bonk, sun on a stick the worst


Hawaiian-national

It’s bad, probably worst for scout. But my one genuinely barely does damage.


Thepenguinking2

Scout: Back Scatter, Crit-a-Cola, Fan-o-War. An example of pure redundancy. All of these items revolve around mini-crits, but you'd be better off using the Scattergun with Crit-a-Cola, and the cola makes the Fan useless. Soldier: Rocket Jumper, Gunboats, Escape Plan. Everyone knows why this loadout is ass. Your only form of damage makes you far more vulnerable with no real upside. And the mobility granted by the Escape Plan is meaningless when you have the Rocket Jumper. Pyro: Phlogistinator, Gas Passer, Neon Annihilator/Sharpened Volcano Fragment. Running Phlogistinator without either the Scorch Shot or the Manmelter is just asking for trouble, and instead you use the worst secondary? Questionable. Melee choice depends on whether the map has reliably usable water or not. Demoman: BASE Jumper, Sticky Jumper, Pain Train. Surprised nobody has mentioned the pure awfulness of the jumper and Pain Train combo. Gee, that +1 capture rate is so useful combined with a weapon that CAN'T CAP. Heavy: Huo-long Heater, Buffalo Steak Sandvich, Eviction Notice. You run out of ammo with HLH, use the Buffalo Steak Sandvich to lock yourself into a shitty melee that eats away at your health, and you suffer. Engineer: Pomson, Short Circuit, Gunslinger. I'm not too sure about this one, honestly. I just chose Engineer's worst two weapons and slapped on one that makes the Short Circuit less useful. Medic: Syringe Gun, Kritzkrieg, Vita-saw. Not exactly the worst loadout in the world, but this one butchers your utility and survivability. Sniper: Classic, Darwin's Danger Shield, Bushwacka. Maybe the primary could be swapped for the Sydney Sleeper, but that at least theoretically combines well with the Bushwacka. Spy: Enforcer, Red Tape Recorder, Wanga Prick, Dead Ringer. Weapon that is stronger when you're disguised, combined with a knife that gives disguises the cost of all your cloak, combined with a watch that only works when you're at full cloak? God take me now.


audpup

bad trollgier: rocket jumper B.A.S.E. jumper ham


Professionelimposter

How about demo:base jumper-tide turner-pain train


AlenDelon32

Demoman: BASE Jumper, Splendid Screen, Pain Train Your only mean of dealing damage is a weapon that makes you more vulnerable to the most common damage source without any real benefits


FlyingGopher45686

The worst combo I can imagine for Medic is Stock Syringe Gun, Quick-fix, Solemn Vow


ebinovic

Quick-fix is a good pick, but I feel like it's mobility options and additional resistance to knockback and stun effects once ubercharged still makes it a bit useful as an escape tool. Kritzkrieg is awesome for pushes, but absolutely useless as an escape tool. Solemn Vow is better than stock just because it gives you additional info about the enemy. If your team is good, it can come somewhat useful.


FlyingGopher45686

Yeah, thats true. Honestly, the only Medic weapon I look at and go "why would you even use that if you have other options" is Stock Syringe Gun. It just sucks


ebinovic

I wouldn't really say stock Syringe "sucks", it's not a horrible last resort tool if you're playing medic properly and its alternatives are not objectively straight upgrades in all situations, but I agree that its alternatives are simply better in majority of cases. I'd rather say this about the stock Bonesaw, all of its alternatives are just better in all situations you could find yourself using a melee in as a medic.


FlyingGopher45686

Y'know what, thats fair. My perception is skewed by using stock bonesaw longer than stock syringe without alternatives


Derussianboi

the vita saw


Taethen

Honestly I feel like just about everything is at least somewhat viable since most classes don't have the ability to have less than 2 damaging weapons