Scout still has more unique melee weapons though. He has the most unique melee weapons in the game (8 if you count the fish, 7 if you don't).
[QUOTE=Captain Chalky;30630132]If you haven't figured out yet, Demoman won't be getting new explosive weapons anytime soon, because it will be partly impossible to make a [B]SIDEGRADE[/B] for the [B]STICKY LAUNCHER[/B]![/QUOTE]
He got explosives last update, let him have his booties this update.
[QUOTE=Captain Chalky;30630132]If you haven't figured out yet, Demoman won't be getting new explosive weapons anytime soon, because it will be partly impossible to make a [B]SIDEGRADE[/B] for the [B]STICKY LAUNCHER[/B]![/QUOTE]Well without pulling a Black Box and giving it minor stat changes that everyone would bitch about...
well both sides have a fair argument.
It's hard to make a sticky launcher replacement
but there's too many melees.
solution: Make grenade launcher replacements? :v:
[QUOTE=Shounic;30630160]solution: Make grenade launcher replacements? :v:[/QUOTE]
Then fire the guy who made these grenade launcher and make more melee weapons
they're trying to make him a permanent demoknight
Oh my god I just woke up and saw the scout weapons.
I absolutely [I]love[/I] them
-snip-
[QUOTE=AlfieSR;30630282]The triple jump bat is going to break a lot of maps, but otherwise I agree.[/QUOTE]
:what:
[editline]22nd June 2011[/editline]
[img]http://wiki.teamfortress.com/w/images/f/f1/Force-A-Nature.png[/img]
[QUOTE=AlfieSR;30630282]The triple jump bat is going to break a lot of maps, but otherwise I agree.[/QUOTE]
FaN jumps, oi!
FaN+Boston+friendly medic= pentajumps, hexajumps and so on
edit - damn, boston sucks
edit2 - oh it does not
[QUOTE=AlfieSR;30630282]The triple jump bat is going to break a lot of maps, but otherwise I agree.[/QUOTE]
what can you do with a triple jump that you can't do with a fan
even if it quadruple jumps, what more can you do that you can't do with FAN?
Oh man I neeeeed that scout pistol :flashfap:
[QUOTE=CrashGal;30630299]:what:
[editline]22nd June 2011[/editline]
[img_thumb]http://wiki.teamfortress.com/w/images/f/f1/Force-A-Nature.png[/img_thumb][/QUOTE]
You realise i'm talking of using them together, since the third jump on the bat is passive?
[QUOTE=Rebbe;30630318]FaN jumps, oi!
FaN+Boston+friendly medic= pentajumps, hexajumps and so on[/QUOTE]
That Boston Basher jump thing was fixed already
[QUOTE=t man;30630070]Including reskins, Demoman will have 10 melee weapons and 3 wearable items
Kinda funny how the majority of the weapons available for the "Demolition Man" aren't actually related to Demolition[/QUOTE]
think of it as demolishing the other team
Apparently, that was unclear. Snipping.
Fuckautomerge.
[QUOTE=CrashGal;30630384]Well the Demoman and Soldier can jump alot further than the Scout, so it's not going to 'break' maps.[/QUOTE]
That's a good point, actually.
[QUOTE=AlfieSR;30630334]You realise i'm talking of using them together, since the third jump on the bat is passive?[/QUOTE]
Well the Demoman and Soldier can jump alot further than the Scout, so it's not going to 'break' maps.
[QUOTE=Suttles;30630320]what can you do with a triple jump that you can't do with a fan
even if it quadruple jumps, what more can you do that you can't do with FAN?[/QUOTE]
There are potential issues, now you can triple-jump without gimping your combat abilities with the FaN, and you're not limited to areas with health packs like you are with Boston Basher jumps. Additionally, assuming you don't have to have the bat active for it, you can triple-jump with your primary out.
All that for less melee damage, which is practically useless anyway.
Can someone post the scout weapons? I'm in a different timezone and I think that's why it's not showing up for me.
How exactly does one do a Boston Basher jump? I've never bothered with the Boston Basher that often.
[QUOTE=Smokes;30630427]Can someone post the scout weapons? I'm in a different timezone and I think that's why it's not showing up for me.[/QUOTE]
there's this magical place called the TF2 wiki.
[QUOTE=Smokes;30630427]Can someone post the scout weapons? I'm in a different timezone and I think that's why it's not showing up for me.[/QUOTE][IMG]http://wiki.teamfortress.com/w/images/thumb/f/f1/Soda_Popper.PNG/250px-Soda_Popper.PNG[/IMG]
The [B]Soda Popper[/B] is an unreleased primary weapon for the [URL="http://wiki.teamfortress.com/wiki/Scout"]Scout[/URL]. It is a broken [URL="http://wiki.teamfortress.com/wiki/Force-A-Nature"]Force-A-Nature[/URL] repaired with several black bands, modified barrels, and a can of [URL="http://wiki.teamfortress.com/wiki/Crit-a-Cola"]Crit-a-Cola[/URL] attached underneath. It will be released with the [URL="http://wiki.teamfortress.com/wiki/%C3%9Cber_Update"]Über Update[/URL].
The Soda Popper offers 25% faster reloading speed and 50% faster firing speed. However, it can only load two shots at a time, and it does not deal random [URL="http://wiki.teamfortress.com/wiki/Critical_hits"]critical hits[/URL].
In addition, equipping the Soda Popper places a "Hype" meter on the [URL="http://wiki.teamfortress.com/wiki/HUD"]HUD[/URL], which charges while running. When activated, mini-crits can be used for a set period of time.
[URL="http://wiki.teamfortress.com/wiki/File:Atomizer.PNG"][IMG]http://wiki.teamfortress.com/w/images/3/3c/Atomizer.PNG[/IMG][/URL]
The [B]Atomizer[/B] is a melee weapon for the [URL="http://wiki.teamfortress.com/wiki/Scout"]Scout[/URL]. It is an aluminium bat with a black ribbed grip, and the [URL="http://wiki.teamfortress.com/wiki/Bonk%21"]Bonk![/URL] logo emblazoned on it surrounded by yellow and red stripes. It will be released with the [URL="http://wiki.teamfortress.com/wiki/%C3%9Cber_Update"]Über Update[/URL].
The Atomizer grants the wielder the ability to triple jump, which deals 10 damage. However, attack speed is slowed by 30%, and damage is reduced by 20%.
[IMG]http://wiki.teamfortress.com/w/images/thumb/f/f0/Winger.PNG/250px-Winger.PNG[/IMG]
The [B]Winger[/B] is an unreleased secondary weapon for the [URL="http://wiki.teamfortress.com/wiki/Scout"]Scout[/URL]. It is a pistol with a radioactivity symbol printed on its grip and a small pair of yellow wings spreading back toward the magazine. It will be released with the [URL="http://wiki.teamfortress.com/wiki/%C3%9Cber_Update"]Über Update[/URL].
This weapon deals 15% more damage than the default [URL="http://wiki.teamfortress.com/wiki/Pistol"]Pistol[/URL], but can only load 5 shots at a time.
(All shamelessly stolen from the wiki)
is there any good 1001 combo for demomen that still want to actually be demomen
boots + stickies maybe?
Looks like I will become a Natascha Heavy. I hate scouts :(
Okay, you know how I told all you folks that my birthday is on the day of the Über update release? Yeah, well, apparently Facepunch can't remember my birthday. It says it's the day before it actually is.
[img]http://i.cubeupload.com/vV0vT9.png[/img]
Okay, is the Über update out now that it's my birthday?
[QUOTE=Smokes;30630427]Can someone post the scout weapons? I'm in a different timezone and I think that's why it's not showing up for me.[/QUOTE]
nvm too late again :(
Its about to close.
[QUOTE=Suttles;30630495]Its about to close.[/QUOTE]Got my finger on the new thread button and my eyes on the ticker, should go up as soon as this goes down.
We still have 3 posts left (after mine).
[QUOTE=Doneeh;30630447]How exactly does one do a Boston Basher jump? I've never bothered with the Boston Basher that often.[/QUOTE]
When the Boston Basher was released you could jump higher when the self-damage knockback striked on mid-air, kind of like what happened with the GRU
Huh it didn't close
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