one thing I want to mention bfore getting started is that I will not be putting the bossfights into account for this episode or any of the future epidodes. the bossfights will get their own episodes later
10. pyro: he's not bright enough to catch onto the dread duckie's tricks, and his fire would likley put him in more danger than the ducks as it would ignite the methane gase in the sewer and literally blow up in his face
9. soldier: same problems as pyro but he might at least take one of the duckies down with him
honestly this level probably has the best win to pass ratio because those are the only two who I think wouldn't survive
8. sniper: like in the last episode he's pretty comparible to the player in his chances, he's smart enough to get the gist of the level but doesn't have any unique skills to help him win
7. medic: same as sniper but he's faster
6. demoman: if he catches on with the DD's tricks he can easily blow them up from a distance with stickybombs
5. heavy: he's smart enough to catch on and strong enough to shred through them with his minigun. but he is really sloww and could get caught by their ranged attack
4. spy: spy's invisibility won't do him much good here as (if TF2 is anything to goo off of) he'll be covered in sewer water which will reveal him. however he still has plenty of tricks, the sappers could put the duckies out of commission, and his duisguses might let him sneak past them
3. demoknight: he's strong enough to take them on one on one and likley win, and even if he can''t he can always charge away to get himself out of a jam
2. scout: he's fast enough to pretty much ignore the duckies but his speed won't get him through the slow automatic doors so he could get caught there
1, engineer: engineer is like batman, he thrives when given prep time. and the dread duckies are going to give him all of the prep time in the world to set up a level 3 sentry, a dispenser and a teleporter to go with it. engineer would have a field day here
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