• Do you ever charge the sticky bomb launcher?
    77 replies, posted
[QUOTE=Joey JoJo;30977609]Yes, I charge the sticky launcher while I wait for an enemy to come into view. After reloading the Sticky Launcher, I'll keep the left button held down until I see an enemy come into view. Like most people, I don't use stickies defensively, unless I for some reason use the Scottish Resistance. I prefer to rapid-fire air-detonate stickies in the general area of enemy clusters. This is capable of doing 30 - 60 damage per sticky on each enemy, depending on proximity to the explosion. I'm not exactly the best at Demoman, and I tend to overspam. Reloading the Sticky Launcher because of I'm trigger happy often becomes an issue for me. In addition, I'd like charging the stickies better if the charge could be held indefinitely. In many cases, my charge is wasted because an enemy doesn't appear in my view by the time the charge caps out. Then my sticky launcher will automatically shoot whatever I was looking at the time twice. Once with the full charge and once, for whatever strange reason, without charge despite never having clicked a second time. 'Fixing' this would passively buff the sticky launcher, and that's not exactly a weapon that's high on the priority list to be 'buffed'.[/QUOTE] I remember in the past that holding right click would hold down the charge at max. I'm not sure if this works now.
I do, usually so I can fire a charged one while I'm running, then pop a quick second one so they both land in roughly the same spot at roughly the same time. Then, BOOM.
Sometimes, it's hard to gauge where it'll land though.
[QUOTE=MrCasual;31006800]I don't even use hit sounds. I play Pyro a lot though, and that constant dinging from afterburn drove me crazy.[/QUOTE]You'll get used to it.
[QUOTE=MrCasual;31006800]I don't even use hit sounds. I play Pyro a lot though, and that constant dinging from afterburn drove me crazy.[/QUOTE] I use this as a replacement for the ding: [url]http://tf2dingalings.com/sound/details/12[/url] It's much quieter and its not annoying at all, even when playing Pyro.
Ever since you can grind against rocks to proper yourself in a manly leap through the entire map as Demoknight, I don't ever use anything except the Targe. As a side effect, my GL aiming is now deadly.
roses are red violets are blue demo is easy mouse1, mouse2
I did it once. By accident. But usually I don't charge them.
[QUOTE=Joey JoJo;30977609]Yes, I charge the sticky launcher while I wait for an enemy to come into view. After reloading the Sticky Launcher, I'll keep the left button held down until I see an enemy come into view. Like most people, I don't use stickies defensively, unless I for some reason use the Scottish Resistance. I prefer to rapid-fire air-detonate stickies in the general area of enemy clusters. This is capable of doing 30 - 60 damage per sticky on each enemy, depending on proximity to the explosion. I'm not exactly the best at Demoman, and I tend to overspam. Reloading the Sticky Launcher because of I'm trigger happy often becomes an issue for me. In addition, I'd like charging the stickies better if the charge could be held indefinitely. In many cases, my charge is wasted because an enemy doesn't appear in my view by the time the charge caps out. Then my sticky launcher will automatically shoot whatever I was looking at the time twice. Once with the full charge and once, for whatever strange reason, without charge despite never having clicked a second time. 'Fixing' this would passively buff the sticky launcher, and that's not exactly a weapon that's high on the priority list to be 'buffed'.[/QUOTE] When TF2 was first released, holding down both left mouse and right mouse would let you store up a charged sticky. As far as I know it was pretty common knowledge, so I think valve removed it purposely because they didn't want demos storing up their charges. [QUOTE=Giraffen93;30979221]uh not really, at least 5 to kill a scout. huh, they might have changed him a bit since i last played tf2.[/QUOTE] He's actually right, a change a long while back made it so that stickies didn't start at full damage, and they would only actually deal full damage if they were active for around 5-6 seconds. Makes defensive stickies more powerful, while airburst spam requires more for a kill. :v:
[QUOTE=lorden;31092041] He's actually right, a change a long while back made it so that stickies didn't start at full damage, and they would only actually deal full damage if they were active for around 5-6 seconds. They did this so stickies would still be as powerful defensively, without people being able to use them as effectively for airburst spam.[/QUOTE]No, they still deal full damage even if you spam them around, but the fall-off damage will deactivate after a while. It still doesn't take 5 stickies to kill a scout since the lowest damage a sticky bomb can deal is 60.
The day I learnt I could charge the stickies was the first day I topscored as demo. Nuff said.
[QUOTE=Ond kaja;31092121]No, they still deal full damage even if you spam them around, but the fall-off damage will deactivate after a while. It still doesn't take 5 stickies to kill a scout since the lowest damage a sticky bomb can deal is 60.[/QUOTE] I actually recall dealing around 48 dmg with a sticky
[QUOTE=Ond kaja;31092121]No, they still deal full damage even if you spam them around, but the fall-off damage will deactivate after a while. It still doesn't take 5 stickies to kill a scout since the lowest damage a sticky bomb can deal is 60.[/QUOTE] Maximum falloff damage is 60. Meaning if you lobbed a sticky a far distance and blew it up in someone's face, it'll do that much. You still have to take into account the splash damage and damage reduction per few units, granted this mechanic is wholly useless when you can spam it to high heaven. From the wiki: [code] Splash damage Minimum splash 50% @ 10 ft (meaning damage is halved at this point) Damage reduction 1% per 3.18 hammer units 6 ft: 47-90 Splash damage range 3 ft: 60-124 Under the person: 103-138 [/code]
[QUOTE=Giraffen93;30979221]uh not really, at least 5 to kill a scout. huh, they might have changed him a bit since i last played tf2.[/QUOTE] dont use stickies to kill a scout the worst demos ever are the ones who forget about their nade launcher against scouts; its so effective but most people I've seen in competitive tf2 who play demo charge the sticky launcher to throw one across mid point
Screw charging. I just try to use arcs. Unless it's literally across the map.
I charge stickies every time when I wanna destroy buildings that are too far away...but there always someone that kills me while doing that...I dont have enough time to charge that much stickies so I can destroy the sentry and the engineer ^_^ charging can be useful in some very rare cases though...
I'm glad to see that at least some other people still use the sticky launcher. Demoknight can go die in a fire. I tend to use charged stickies against Snipers the most, but in other situations I use it for long range pressure (spam).
Sorry, you need to Log In to post a reply to this thread.