[QUOTE=4RT1LL3RY;19070145]At least Demo got better stuff then scout and heavy.[/QUOTE]
anything is better than the scout unlocks. comparing anything to the scout's unlocks is like comparing solid gold to a bag of dogshit.
and the heavy got some useful items. the sandvich and the KGB are both kickass, although natascha is useless to me.
[QUOTE=Rambo_9;19070172]although natascha is useless to me.[/QUOTE]
natascha's only useful when you actually realize you're slowing someone down
[QUOTE=LittleDogX;19068858]
The Sticky Launcher:
8 Stickies, Detonates them all at once, short prime delay. The Sticky Launcher is an OFFENSIVE weapon. It's made for taking out sentry nests and killing enemies using Airburst stickies. It has a poor, but still possible, defensive ability since all stickies must be detonated at once, so you can't place them in many various areas due to the limit of 8 stickies.[/QUOTE]
That's just stupid. The sticky launcher has always been intended to be a defensive weapon. Valve didn't realize it's offensive capabilities when they designed it - that's why there have been so many updates modifying the sticky launcher to make it less offensive.
[QUOTE=Keychain;19070210]natascha's only useful when you actually realize you're slowing someone down[/QUOTE]
In other words, scouts and charging demomen.
[QUOTE=Larikang;19070295]That's just stupid. The sticky launcher has always been intended to be a defensive weapon. Valve didn't realize it's offensive capabilities when they designed it - that's why there have been so many updates modifying the sticky launcher to make it less offensive.[/QUOTE]
But compared it to the Scottish Resistance. The Sticky Launcher is much more of an offensive weapon compared to the SR.
You know Valve did a good job making the update when half the people dislike it, and half love it. Plus it's like the spy update, people hated the DR (in this case it's the Sco res). But that was because it was new and no one knew how to use it, it's a fairly complex weapon (Sco res) and people are going to develop new ways of using it just like everything else, along with valve tweaking it some more to make it better, like how DR does'nt completely drain and ammo replenish.
The SR is fairly decent.
You can use it through walls if you know where to point, and I've defended against a few players at a time brilliantly.
14 stickies is a fuckton.
The SR has a lot of potential, I just hope that it will be tweaked so that the detonations are more precise. The inability to properly select which cluster of sticky bombs I want to detonate is the main thing keeping me from using it... aiming up at the ceiling so I don't blow all of them up at once kind of defeats the purpose.
[QUOTE=Empty_Shadow;19070503]14 stickies is a fuckton.[/QUOTE]
It's 14? Fuck I've been thinking it was 12 this entire time.
I hope that they would tweak it where instead of pointing at the bombs, you would right click and it would bring up a little corner menu where it would have 1-3, 4-6, 8-10,11-13-13-15. And you would scroll to which stickies to blow up, but doing so you can't change weapons or shoot, right-clicking again cancels the menu and left clicking blows up said stickies. Also some other balances to make it fair-er.
Good idea?
[editline]08:14AM[/editline]
Also 15 bombs needed
The current system is fine, it should just show up through walls and be slightly more precise.
I'd say rather than a cone, it should be a 1~2m wide cylinder projected forwards from your view.
i think the best way to do it would be something like... when a sticky is fired, it will automatically group itself with nearby stickies. it would only take a small amount of vector maths to figure out which stickies are grouped together.
I hate the Scottish Resistance though, how you have to stare at the sticky. I can't sticky jump with it at all.
Why are people bitching so much about the scottish resistance?
The whole point of sidegrades is when you have a gun that is better suited to other situtations, which is EXACTLY what the scottish resistance does.
Longe priming rate my ass, I just aim higher and still hit everything with an air-burst. Close range isn't a death trap, just plan beforehand and place stickies close to you and other entrances, any good demoman with good reflexes can lock down entire paths for the enemy team with the 14-stickie fields. And you dont have to be near the stickies, you can detonate them from across the map by just looking in their general direction. I get more kills using this thing then I do with the regular launcher.
This is what a REAL sidegrade is, you ubersaw using whiners.
[QUOTE=40kplayer;19071106]I hate the Scottish Resistance though, how you have to stare at the sticky. I can't sticky jump with it at all.[/QUOTE]
Stickyjump backwards.
[QUOTE=Keychain;19075938]Stickyjump backwards.[/QUOTE]
The cone likes to break when you're really close to the sticky for some reason. It's still possible, but a pain in the ass.
[QUOTE=TH89;19049639]Problem 3: all my items are gone[/QUOTE]
i feel ya man
[QUOTE=LittleDogX;19076034]The cone likes to break when you're really close to the sticky for some reason. It's still possible, but a pain in the ass.[/QUOTE]
i don't understand why they use a cone. They should use a trace line, then at the endpoint do a radius check for stickies.
[QUOTE=Rambo_9;19079845]i don't understand why they use a cone. They should use a trace line, then at the endpoint do a radius check for stickies.[/QUOTE]
How would detonating through wall work then?
I think keep the targe but remove the charge and place it in the melee to make it purely defensive and drop the sword replace it with a high spread but weak grenade launcher and make the demoman a defensive ambush class
[QUOTE=Fusilero1;19080171]I think keep the targe but remove the charge and place it in the melee to make it purely defensive and drop the sword replace it with a high spread but weak grenade launcher and make the demoman a defensive ambush class[/QUOTE]
Except then he has no melee weapon, so what the fuck's the point?
[QUOTE=Lijitsu;19081268]Except then he has no melee weapon, so what the fuck's the point?[/QUOTE]
The idea is that the demoman is like a pyro on a larger scale so he can devastate a massive crowd before going down leaving his allies to mop up
I also like the SR because its sticky bombs don't emit flashing light, thus making them much less noticeable. People, getting used to the flashing stickies, run into the most obvious SR sticky traps when they're in the middle of action.
[QUOTE=Fusilero1;19081379]The idea is that the demoman is like a pyro on a larger scale so he can devastate a massive crowd before going down leaving his allies to mop up[/QUOTE]
And yet the Pyro has a melee weapon... your idea removes his melee weapon if you use the shield, which makes it infinitely less fun to play.
I think you're looking at this the wrong way.
Yeah, the Targe and Eyelander aren't really intended to be used seperately; it seems like they just didn't want to make a melee weapon that took away your primary, so they made them seperate. However, you can still use the Targe without the eyelander (the crit boost works with the bottle), and you can use the Eyelander without the Targe; it's just extremely situational rather than being a primary method of attack (granted, you probably won't get two or more melee kills a life without the Targe, so you're probably better off with the bottle).
It's true that a sword and shield are pretty far from demolitions. However, they're [i]not[/i] at odds with the Demoman's role.
Let's ignore the class select screen for a second. It doesn't mean anything. The Demoman has two roles: Area denial and demolishing defenses (hence his antagonistic role with the Engineer). The Targe does exactly that: It lets him bust right through the enemy's defense, just like Sentry destruction. The Targe sacrifices his area denial role to boost his defense-breaking role; the Scottish Resistance does the opposite.
Except the targe is useless against sentries, which was one of the demoman's biggest perks. Without a weapon that can effectively break sentry nests, he's just a useless skirmisher class.
The targe is incredible for fleeing, it's a shame it takes the sticky bombs, but I guess it's for the greater good.
[QUOTE=Rambo_9;19085526]Except the targe is useless against sentries, which was one of the demoman's biggest perks. Without a weapon that can effectively break sentry nests, he's just a useless skirmisher class.[/QUOTE]
The 'nade launcher's pretty good at Sentry killing if you get the right angle.
You're right, the sticky launcher is better for getting rid of Sentries; the Targe shifts the focus away from destroying Sentries and towards destroying actual players. The role itself, however, doesn't change.
Everything I lost from dropping the Sticky Launcher, I've made up with the Pill Launcher.
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