• The Armory - Loadout and Gameplay Discussion
    298 replies, posted
DH is entirely [B]not[/B] better against Scout unless you're spamming hallways or lucky. Scouts are fast, and splash damage is still the most reliable way to kill them.
[QUOTE=mutated;35455672]DH is entirely [B]not[/B] better against Scout unless you're spamming hallways or lucky. Scouts are fast, and splash damage is still the most reliable way to kill them.[/QUOTE] I hit scouts directly with the default at close range, there's just some feel that I get when I suddenly turn, shoot and hit one who was jumping over my head the DH's better at everything but it can't kill people around corners so I don't use it too often.
I still love going loch-n-load/targe/caber demo. If you can get good with the LnL, you're useful at all ranges, from long range artillery spam to up close meatshots on enemies, plus you have something to do when you're in an unwinnable situation. Seriously, charging into the payload on defense is a wonderful feeling.
[QUOTE=J-RcZ;35452089]Caber is not a weapon for serious play. But if you are fucking around- best weapon ever.[/QUOTE] It's brilliant on Defense. Spy-checking is a breeze. [b]My Demo Loadouts[/b] Standard- Grenade Launcher, Sticky Launcher, Frying Pan Attack- Loch N' Load, Charge N' Targe, Pain Train Defense- Loch N' Load, Scottish Resistance, Ullapool Caber Demoknight- Bootlegger, Splendid Screen, Horseless Headless Horsemann's Headtaker [sp]I pair it with the Spine-Chilling Skull 2011 set to Spine-Twisting. It looks so fucking boss after you start taking heads, the flame pops out of the eyehole[/sp]
I'll be honest with you, the loch n load is really not as useful as the stock. You can't bounce/lob grenades, which is removing your advantage over soldiers, you can't take on groups of enemies reliably, and your rollers are unavailable. But, it has the merit to get shit done faster. It two shots sentries and heavies, it deals generous splash and you don't even see it coming. The idea behind the loch n load, in my opinion, is and that its DPS guarantees that if you manage to do well with it, which isn't as easy as it's greatly rewarding, you're not gonna need more than two grenades.
[QUOTE=Scarabix;35457623]I'll be honest with you, the loch n load is really not as useful as the stock. You can't bounce/lob grenades, which is removing your advantage over soldiers, you can't take on groups of enemies reliably, and your rollers are unavailable. But, it has the merit to get shit done faster. It two shots sentries and heavies, it deals generous splash and you don't even see it coming. The idea behind the loch n load, in my opinion, is and that its DPS guarantees that if you manage to do well with it, which isn't as easy as it's greatly rewarding, you're not gonna need more than two grenades.[/QUOTE] loch and load is great with stickies, since fuck you've got stickies you REALLY don't need much more area denial then that. The problem is Demoknights who use it and rob their team of valuable, valuable area denial capabilities. (Also it caps at 147 damage so no it doesn't 1-shot heavies lol)
[QUOTE=CharlesMan;35459499]loch and load is great with stickies, since fuck you've got stickies you REALLY don't need much more area denial then that. The problem is Demoknights who use it and rob their team of valuable, valuable area denial capabilities. (Also it caps at 147 damage so no it doesn't 1-shot heavies lol)[/QUOTE] Uh, I said "two-shot". Otherwise my main issue with grenades not bouncing is not area denial, but the overall impact on your indoors ability. You will still be unable to bounce grenades into places, which is the main purpose of the grenade launcher as opposed to the sticky launcher.
147 still wouldn't two-shot a full-health Heavy but in anything but a 1v1 he'll either be hurt or subsequently attacked by your team.
[QUOTE=mutated;35459843]147 still wouldn't two-shot a full-health Heavy but in anything but a 1v1 he'll either be hurt or subsequently attacked by your team.[/QUOTE] -snip, I'm a dumbass-
[QUOTE=Scarabix;35454088]That's a huge ass post. Sleeper is fine. You left your medic to die. Choose between demo or knight. You barely take splash damage while standing on the cart due to elevation. +25 hp can make a difference Crossbow is a perfect finisher for the enemy who almost died to your pocket ; +1 regen is a big deal. He isn't mad, that's what a parademo does.* I always pocker soldiers, and many medics pocket soldiers. DH is better against scout.[/QUOTE] so your strategy in this debate is to repeat what you said before and assume "sleeper is fine" yeah that is one heck of an argument pal
[QUOTE=Insane516;35463234]so your strategy in this debate is to repeat what you said before and assume "sleeper is fine" yeah that is one heck of an argument pal[/QUOTE] You criticized sleeper users on the grounds of "lack of skill", but think about it, it does the same damage as the regular rifle, which means vanilla bodyshots do just as much damage anyway.
[b]Scout[/b]: Soda Popper, Lugermorph, Bat The reload on the Soda Popper is quick enough that I don't mind reloading after two shots, and the mini crits boost it and the rest of my weapons. As a Scout I don't do so well staying in people's faces constantly, so running off for a bit and checking out other spots is a good thing to do while I build fizz for a comeback attack. The pistol is always reliable and the Luger is just pretty. The bat keeps me from thinking I can do silly things like actually landing a ball on someone or worse, sticking my neck out to go get the ball after I missed. [b]Soldier[/b]: Liberty Launcher, Reserve Shooter, Disciplinary Action/Shovel I get all the speed of a DH rocket with the regular splash damage. Coupled with the Reserve Shooter, it's usually better to finish them off with pellets than use the 4th rocket I don't have. The speed of the rockets and the regular splash radius lets me more reliably pop them into the air for a mini-crit finisher. I can also just come after Pyros with the RS if they're getting cute with airblasts. The DA is great for keeping a team together as they assault a position or even helping a heavy get to a medkit. Crit shovel slaps are goddamn satisfying. [b]Pyro[/b]: Still experimenting, no favorites. I usually keep the shotgun handy. It's never let me down yet. You can just play as a shotgun class for a bit if you're in a bad spot. It tends to throw people off when they think they've escaped your fire's reach. You can couple it with the Degreaser to keep enemy pyros at bay while you shotgun them down. [b]Demoman[/b]: Loch 'n Load, Chargin' Targe, Bottle The Loch 'n Load is just great for demolishing most anything. There's a Scout? Boom, dead. A lv3 Sentry? Boom, boom, dead. A Heavy? Boom, boom, reload & boom. So simple. If you ever manage to accidentally boom yourself, that's what the shield's for, besides quick getaways. The bottle is the trustiest weapon in the game. It always gives me a crit when I need it, probably because of the high damage that I inflict with the LnL that's boosting my crit chances. [b]Heavy[/b]: Sasha, Shotgun, KGB Reliable Sasha. Reliable Shotgun. KGB for turning reliable into bloodthirsty. Just dont go rushing at them from 50 feet away with your KGB. Uppercut them only when they decide to get too close. Also great for turning obvious Spies into powerups! [b]Engineer[/b]: Still experimenting. I almost always keep the pistol out, cause hey, pistol's great, and this one has 212 ammo. I use all the shotguns. Gunslinger leaves you as kind of a chump for Spies since you won't get that sentry-damage-boosted-wrench-crit chance. Hospitality is silly, since Pyros can already take your sentry down easily enough by blowing flames in a circle. [b]Medic[/b]: Syringe, Quick Fix, Hippocrates / Blutsauger, Kritz, Ubersaw The first one is to be offensive with your whole team, not just let one patient do all the work. Stock syringes were buffed to shoot faster than the blutsauger, so if see an enemy with low health using your bust, you can finish them off by blocking the path to the medkit with needles. Quickly heal others between your own battles with the quick fix, and rambo in there once youve got the uber built up. Keep everyone alive and heal yourself during the push. The second one is a pocket set. Blutsauger is there to fire forward while backpedaling while you replace your newly-deceased patient. Kritz because, well, pyros tend to fuck up regular ubers with poofs. Ubersaw in case youre being attacked and your patient doesnt notice. You're defending yourself with the ubersaw instead of offending others, so the 20% slower firing speed isn't a big deal. [b]Sniper[/b] Sniper Rifle, whatever, Kukri The Sniper Rifle has no real downsides. If you want long range, scope in and forecast red rain. If you want medium range, noscope and use it like a revolver. A really nice revolver. The secondary I'm always changing to suit the situation. The kukri because I'm always being hassled by scouts. They always try to get very close. I almost always stab them when they do. They get cocky because you're a sniper and theyre in your face, and dont really expect me to whop them down. [b]Spy[/b]: Big Kill, Knife/Wanga Prick, Enthusiast's Timepiece I feel weird being covered in conflicting promos, but I cant bring myself to use the stock ones for long. It's weird. Anyway, the revolver is a great gun as always. Good damage, great accuracy, quick reloading. Good for every situation. I usually start off with the knife. Depending on the presence of sentries / how far apart the enemy is from each other / how likely they are to react in time when they here a stab, I may switch to the Wanga Prick for silent stabs and no evidence. The Spycicle isnt quite silent, and it leaves a big HEY THERE WAS A STAB HERE statue. The Timepiece/stock watch can leave you cloaked and mobile indefinitely if you play your cards right. Manage ammo kits, look for weapons lying around the field, ration out the broken bits of sentry on the ground, and you can stay invisible as long as you're smart about it. [u]Dickin' Around Loadouts[/u] Rocket Jumper/Mantreads/Shovel: Teach those enemy snipers a thing or two about awareness. Ali Baba's Booties/Sticky Jumper/Eyelander: Oh hi thanks for the head bye! Letranger/Spycicle/Dead Ringer: Can't touch this. I cant very well touch you either, but still. Shortstop: Oh who am I kidding I can't hit a bloody thing with this. Buffalo Steak Sandvich/Giggle Mitts: HA HA ESTOY USANDO EL BUFFALO -POW-
[QUOTE=Scarabix;35465145]You criticized sleeper users on the grounds of "lack of skill", but think about it, it does the same damage as the regular rifle, which means vanilla bodyshots do just as much damage anyway.[/QUOTE] It does nowhere near the damage of the regular rifle. What he's saying, or at least what I think he's trying to say, is that why would you /settle/ for a bodyshot and a ratatat-tat with your SMG when you can just sit them down with a headshot.
[QUOTE=Ian;35465785]It does nowhere near the damage of the regular rifle. What he's saying, or at least what I think he's trying to say, is that why would you /settle/ for a bodyshot and a ratatat-tat with your SMG when you can just sit them down with a headshot.[/QUOTE] Sometimes I don't wanna bother going for headshots. Sometimes I'm no good at headshots. Sometimes it's fun to just cover the whole team in piss quickly in the same time it takes to off a few. Sometimes they won't come looking for you since they're covered in piss and are busy saving their hides. Sometimes you don't want them to see your clever sniping spot in their deathcam, so you rake in assists like candy instead. Headshots can be used for area denial, but so can piss. I cant always shoot people in the head, but I can usually let them know that if they keep going, theyre gonna get pee-darted and probably finished off with the second shot if they continue down that path.
The Sydney Sleeper, upon release, was one of my favorite concepts - I wasn't very good at Sniper and thought I'd be able to help my team. What I lost when I tried to play with it was the "gimme" headshots. People who are standing still, like on a teleporter, or behind a Sentry, are now safe for longer periods of time, often enough time to move unless you're sitting scoped (and you really shouldn't be). If it were up to me, I'd at least go for instant Jarate application on a headshot. Deal normal damage, maybe, but this way quickscoping for easy shots has a valid purpose if you can aim, and you can still coat people with bodyshots on the side. It'll never have the damage output of stock, that's obvious. but headshots are useful and ought to have some sort of boon.
Does anyone use this loadout: L'Etranger, Big Earner and the Cloak and Dagger?
[QUOTE=Damian0358;35468370]Does anyone use this loadout: L'Etranger, Big Earner and the Cloak and Dagger?[/QUOTE] Why use the L'Etranger when the Cloak and Dagger regens insanely fast when you're uncloaked, which is when you'll even be able to use the damned L'Etranger.
[QUOTE=Damian0358;35468370]Does anyone use this loadout: L'Etranger, Big Earner and the Cloak and Dagger?[/QUOTE] The L'Etranger and CnD don't really go together.
[QUOTE=Riutet;35317845]If you're playing soldier and using anything but DH+Gunboats or Default, you're mukkin about.[/QUOTE] DH + gunboats is absolute shit unless you have incredible aim. Why would you sacrifice splash damage, AND a reliable secondary? Why?
[QUOTE=Damian0358;35468370]Does anyone use this loadout: L'Etranger, Big Earner and the Cloak and Dagger?[/QUOTE] Use it with the DR, I could see that working well. Personally, I use Enforcer, Kunai, and DR. But I went over that before. I'm really liking my Spycicle loadout (don't know if I mentioned this yet). Ambassador+Spycicle+Enthusiast's Timepiece They nerfed the Spycicle (it can no longer taunt kill), so I keep the Ambassador handy for Razorback Snipers. The Spycicle is all-around useful and the stock Cloak is good and reliable. I've found it's quite nice to use behind enemy lines, like the Saharan Spy, but with a little more "oomph" to it.
Vanilla scout+sandman in my heart.
Airblast and Axtinguisher combo is still the best in my opinion.
[QUOTE=Insane516;35463234]so your strategy in this debate is to repeat what you said before and assume "sleeper is fine" yeah that is one heck of an argument pal[/QUOTE] I use the full croc-o-style set. The partial immunity to headshots has saved numerous times. I love it when an enemy sniper and I are facing off and he shoots me in the head just a split second before I shoot him in the body. I like using the sleeper because of this set and because it makes sniping so much easier to me. I use it to mark targets for my team, take out snipers, engies, medics, scouts, show dead ringing spies, harass other higher health enemies and finish off people running away. This means I don't need to take the time to aim for the head since the body is a larger, quicker and easier target to shoot at. Since I play on a 32 player server, I'm up against a lot of enemies. If they're bundled together, giving my team an easier time of killing all of them and making them think twice about advancing seems a lot better than picking them off one by one. [editline]9th April 2012[/editline] [QUOTE=Ian;35465785]It does nowhere near the damage of the regular rifle. What he's saying, or at least what I think he's trying to say, is that why would you /settle/ for a bodyshot and a ratatat-tat with your SMG when you can just sit them down with a headshot.[/QUOTE] It does do the same damage if both rifles bodyshot.
[QUOTE=Insane516;35453637]the booties don't compare to the grenade launchers, man, if you just practice aiming you will see that it is such a bad tradeoff[/QUOTE] Isn't that obvious? The grenade launcher is a classic demoknight's only source of ranged damage and with the LnL it's a damn good one. I only use the grenade launcher if I want an extra way out since rollers can be pretty discouraging to cross for my chasers. I mean, sure i killed their Medic who had a full charge but an exploding carpet of temporary weak stickies gives me enough time to get health and some distance from angry scouts, a Heavy and two Soldiers who are moer than eager to shoot me to bits n pieces. Unfortunate for them, that shit's my job. Even as a demoknight, I get 4-5 heads and then use p. much solely the grenade launcher. The Eyelander comes in handy when dealing with extreme juggler Scouts who go across the map and then in your face. Easy to kill in two swings. It's also great for W+M1 Pyros if you're stuck in CQC, although even with 210 health and 50% resistance to fire a Backburner is still damn damaging. Other than that, LnL jugglin' all day erry day. Makes Demoknighting feel good. [editline]9th April 2012[/editline] [QUOTE=Young Lu;35480481]Airblast and Axtinguisher combo is still the best in my opinion.[/QUOTE] It's about as rewarding as a chainstab yet as easy as W+M1 pyro. I've played Pyro a lot and it doesn't work only if the entire enemy team is Scouts (in which case you use a Reserve Shooter or airblast+flare) or Heavies with pocket Medics and even then you can wait until they're distracted by your teammates and haxtinguish them. It's oneshot for medic, depending on the overheal the Heavy has 2-3 swings. But you don't need to land 3 swings, even two is enough. Then airblast him around the corner, run away and let the teammates get him. The afterburn does your job in his health already. The only time I've felt Pyro rewarding was when I managed to land a good run with vanilla flamethrower, vanilla shotgun and the Third Degree. Degreaser is a skilless Pyro's crutch, if you know how to actually play Pyro you don't [B][U]need[/U][/B] that shit.
Diamondback is amazing fun when you live long enough for those crits. Sap a dispenser, crit the engineer before he unsaps the sentry.
[QUOTE=PSI Guy;35493127]Diamondback is amazing fun when you live long enough for those crits. Sap a dispenser, crit the engineer before he unsaps the sentry.[/QUOTE] I remember getting 21 crits on tdm_hightower. Shit was so cash, nobody could touch me for 10 seconds. Then I ran out of crits and died with a 14:1 score :c
Just started playing pure ambush Pyro. Backburner+Shotgun/Detonator+Powerjack=PURE [b][i]SEX[/i][/b]
Direct Hit + Bison? For badass only.
I've tried using the Cowmangler + Bison a time ago just for laughs and I found that the Bison it's pretty useful and balanced. Now I use it always on my main loadout and I want badly a Strange one.
Anyone thinks the new flamethrower called phlogistinator or whatever is overpowered? I mean, a medic ubered me on the 2nd round of Goldrush, I just went into the blue spawn and killed everyone, and when the uber ran out, I activated the mmmppphh, healed some health, and killed a bunch of more people. Also, every time I go into a crowd with the minicrits on, everyone just runs away or dies. Gives a whole new meaning to ambush.
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