TF2: The Direct Hit Dilemma

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Published 2022-11-13
Is it broken? Is it trash? Is it a direct upgrade? Is it overrated? Not sure. The one thing I do know, however, is that hitting mini-crit airshots satisfies my monkey brain on a primal level.

Thank you to ‪@UncleDane‬ for the voice work, and thank you to ‪@SleepyTF‬ and ‪@ithasbeenages‬ for their beautiful acting skills.

0:00 - Don't Use The Direct Hit
1:19 - Overview
2:03 - Hit Your Shots
4:37 - Close Range Matchups
7:49 - Mid/Long Range Combat
10:39 - Ruining Any Engineer's Day
12:50 - Airshots
15:02 - The Buff Banner
16:27 - Shotguns
17:54 - Quickfire Secondaries
18:26 - The Dilemma

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🎨SFM Artist: @Jauntyweb
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#tf2 #teamfortress2

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All Comments (21)
  • @elmaxoTF2
    It seems a lot of people have been offended by my comments relating to Poland and its people, so I would like to formally apologise to anyone who was unfortunate enough to be born there.
  • @DarthZino93
    140 at point blank is part of the reason the Direct Hit is also known as "the best melee weapon in the game".
  • Honestly, the deploy speed on the reserve shooter is very nice if you miss all your direct hit rockets. And sure, you only have 3 shots with the reserve shooter, but if you miss those too, you kind of deserve a free ride back to spawn.
  • @KLIXORthe
    I think there's a reasonably strong argument to pair the direct hit with the reserve shooter. If you do pop up a light class, which is easier to do with the high projectile speed, using one clip of your shotgun to finish them off instead of your rocket launcher is ideal on paper, since it leaves you better off in terms of shots loaded into your stronger weapon and one means of rocket jumping.
  • The only thing I can objectively say this thing is worse at than stock if you haven't been diagnosed with the dreaded "skill issue" condition is crowd control. A smaller blast radius means you're going to be hitting less people at once, and therefore not being able to take on multiple people as effectively as stock.
  • @MYG
    What makes Elmaxo's editing so satisfying is the sound design underneath all the animations. It takes way longer to edit like that but it's sooooo nice
  • @HeyGrouch
    You underestimate The Reserve Shooter. At 17:30 and 17:41 you would have killed the Pyros much quicker had you been using it. Because the Direct Hit has such a small blast radius, you'll be hitting enemies much closer to the center of their feet, meaning they will naturally be launched more vertically than horizontally. Everything else you said was on point though, and I've noticed significantly more Direct Hit soldiers in my lobbies ever since this dropped.
  • @AlexNovak
    14:44, when they first released the DH, it DID work like this--ANY jump would make you vulnerable to a mini crit
  • @8las128
    Reserve shooter is actually a solid option when you consider you get the faster switch speed without the lower damage of the panic attack at longer ranges for the small tradeoff of 2 bullets. Plus airshots are still an option because you prolly did a decent chunk of their health with the first shot and not using another whole rocket on them helps sustainability in the longer fights.
  • Fun fact: when a pyro airblasts a direct hit rocket, the splash radius becomes the same as a stock rocket
  • @ChipDrewPog
    one of my most fond memories of the direct hit is the enemy soldier popping me into the air with it and having a complete checkmate on me only for me to just go "no" and reflect his random crit rocket back at him killing him instantly
  • @benjaminc924
    The Ultrakill cybergrind theme kicking in when the airshot montage started was golden!
  • @RdTrler
    14:36 -- Y'know the Direct Hit used to mini-crit people being airborne for ANY reason. If you were so much as going down a flight of stairs, you would get mini-crit. In very little time at all, people learned never to jump when somebody was using the Direct Hit. Which only made things worse because grounded people are easier to hit by everyone, not just Soldiers. It didn't take long for Valve to patch that out but man, was it a weird time watching entire servers cease to jump.
  • @spookydoggo_
    The ULTRAKILL music during the air-shot montage is super appropriate, given that the Rocket Launcher in that game has a built-in bonus explosion when you hit an in-air enemy.
  • @PixelHead777
    The main reason you'd wanna use the Reserve Shooter is if you're fishing for airshots of any kind and you want to have a backup Airshot Weapon while the direct hit has, say, a single rocket left in the clip. Still, you could just, y'know, manage your ammo better.
  • @Davenzoid
    12:45 using Ultrakill music is weirdly appropriate since Ultrakill just added its own Direct Hit into the game lol. No damage, only knockback on hitting the terrain, and extra damage + splash radius on a mid air direct hit.
  • @zapadap1328
    It's good to see Elmaxo back for the first time since... THE INCIDENT