I think the cone is fine for detonating stickies - it makes the selection area larger the farther you get away, thus keeping you able to (sorta) easily detonate from a distance, while simultaneously letting you detonate parts of groups at slightly closer range (or off-center aiming). I would hate it if it automatically grouped them and then made aiming at one detonate the group.
Though it [b]would[/b] be really helpful to see the selection through walls.
I find that unless you're way behind the front lines, it's way too frantic for you to even begin setting up traps. Not only do you have to set up stickies on multiple entrances while enemies are running in, but you have to be constantly looking at each entrance just in case someone is running past your trap. And then you have to make sure that your trap isn't ruined by soldier/demoman spam.
I might consider using the SR if it didn't have that shitty increased priming rate. I've been in tight situations where i had someone run around the corner just as i placed the sticky, frantically right clicked it, only to have it not explode at the right time. Then i die and get frustrated and switch to the regular stickies.
It's designed for the demomen who enjoy going way behind the frontlines and waiting for the occasional enemy to slip by and walk into their trap, which is in my opinion a boring way to play demoman.
With the normal sticky launcher I can still guard a few areas within my range, if someone comes through one then I can blow them all up immediately and just plant them again. I can also move around freely and guard other chokes with my grenades
SR is more clumsy when it comes to that. If I'm watching one area and people come out the other, I lose the instantaneous stopping power and can get overwhelmed. Setting up a new trap takes longer due to the prime rate and leaves me open to attack. I can't move freely, because I have to sit and stare at the traps to make use of them
I think it would have been cool if the demoman got an explosive tripmine placement tool. the mines themselves are flat and about the same size as a sticky bomb (imagine the mines from james bond n64), but you can't remote detonate them. They wouldn't draw a laser since that would make them easy to spot and useless.
the downside would be that they're extremely weak and breakable. you can't use them offensively (launching them directly at players).
Am i the only one that likes the sco res over the sticky bomb launcher :frown:
[QUOTE=elitestrider;19093105]Am i the only one that likes the sco res over the sticky bomb launcher :frown:[/QUOTE]
I haven't tried it out that much, thanks to poor luck lately I keep ending up on teams of free weekenders.
Ugh, it's groan worthy how easily we get rolled to spawn.
Apparently the SR explodes through walls
[QUOTE=Helelos;19095760]Apparently the SR explodes through walls[/QUOTE]
The bug fix will be swift and merciless.
Sco Res is pretty awesome, seeing that you can just coat all entrances with stickies and just look in the general direction of the enemies and blow them to chunks :dance:
Oh, and for all you Sco Res and Targe users having trouble getting to the up high spots...
[media]http://www.youtube.com/watch?v=7oxmfPvN1aA[/media]
Learning to do this might come in handy.
[editline]bla[/editline]
It would be interesting to know whether the knockback on targe users of explosions is any less than that on regular demomen.
[QUOTE=Helelos;19095760]Apparently the SR explodes through walls[/QUOTE]
AFAIK it's a feature.
Unfortunately you can't see them through walls.
$ignorez anyone?
[QUOTE=Empty_Shadow;19097576]AFAIK it's a feature.[/QUOTE]
I think he's referring to the fact that people on the other side of the wall from your stickies will die as well.
Not the fact that you can detonate them through walls.
Really?
I'm going to go test that.
Negatory, no splash through walls.
Guess it was an odd bug
[QUOTE=Empty_Shadow;19097618]Really?
I'm going to go test that.
Negatory, no splash through walls.[/QUOTE]
I saw it happen on an idle server, try aiming at the bottom corner of a thin wall.
In fact, in some maps, such as gravelpit cap C, you can do the same with stickies.
In that case, through the bottom of the floor to the top.
[media]http://www.youtube.com/watch?v=oeMCqHEp5C4[/media]
Perhaps not a Sco Res specific problem. Bad map geometry?
That's what I'm thinking.
[QUOTE=Rambo_9;19091931]They wouldn't draw a laser since that would make them easy to spot and useless.[/QUOTE]
Shit, have you seen the tripmines SourceMod plugin? They draw lasers, yeah, but the only way to get rid of them is to use explosive - which may be a bug, not sure - and their explosion radius is ungodly. Oh, and they instantly kill you. Unless you're Ubered or otherwise invulnerable, you're gonna die. Only exception is a DR Spy can take out up to 2 before needing health.
Alright, so I just fucking charged a level 3 sentry with nothing but the Targe and the Eyelander, and took it out. I think that makes the unlocks a little OP. Case closed.
[QUOTE=CrazyBaconLegs;19097553]Oh, and for all you Sco Res and Targe users having trouble getting to the up high spots...
[media]http://www.youtube.com/watch?v=7oxmfPvN1aA[/media]
Learning to do this might come in handy.
[editline]bla[/editline]
It would be interesting to know whether the knockback on targe users of explosions is any less than that on regular demomen.[/QUOTE]
What do you mean having trouble jumping with the Sco Res?
[QUOTE=Spiderjjr45;19110500]Alright, so I just fucking charged a level 3 sentry with nothing but the Targe and the Eyelander, and took it out. I think that makes the unlocks a little OP. Case closed.[/QUOTE]
I'd like to know, how, since you run roughly as fast as a scout and you have no resistance to bullets.
[QUOTE=Empty_Shadow;19111684]I'd like to know, how, since you run roughly as fast as a scout and you have no resistance to bullets.[/QUOTE]
You barely run faster than a Medic.
I'd say scout speed, considering it states on the demoman update page you run faster than a scout, and you seem to be going at scout speed.
it doesn't matter anyhow since sentries have knockback/rockets.
[QUOTE=Empty_Shadow;19111684]I'd like to know, how, since you run roughly as fast as a scout and you have no resistance to bullets.[/QUOTE]
Technically, it wasn't facing me when I charged it from around a corner, but it still got a good shot at me as I made the final strike.
i love sword + targe
i took the pic after i died (40+ heads)
[IMG]http://i133.photobucket.com/albums/q44/Asphinxiator/demopwnage.jpg[/IMG]
[QUOTE=SGTNAPALM;19110993]What do you mean having trouble jumping with the Sco Res?[/QUOTE]
Some people are having trouble sticky jumping with the Scottish Resistance.
I present an alternative.
This is also useful to learn if you have all your stickies deployed, no matter which launcher.
[editline]11:55PM[/editline]
[QUOTE=SGTNAPALM;19111882]You barely run faster than a Medic.[/QUOTE]
The Eyelander can make you run as fast as a medic.
The Targe, on charge, makes you run faster than a scout.
I have done this sentry kill with targe, and it is lulzy and impractical.
I used to be all aboard the Chargin' Targe Express.
Now I'm pissed when they shrug off all that damage. It needs a nerf now.
Going Sniper has never felt so good.
[editline]11:02PM[/editline]
Equalizer is still fun for the whole family for me, though.
I personally think the Eyelander works somewhat well with the sticky launcher. You can sticky jump to a group of enemies, swing a few times, then sticky jump away. You screwed if you take any damage before you can sticky jump away, but besides that, it's so much fun.
[QUOTE=Empty_Shadow;19111989]I'd say scout speed, considering it states on the demoman update page you run faster than a scout, and you seem to be going at scout speed.[/QUOTE]
Charge lets you move at twice the speed of a scout for ~2 seconds. 4 head eyelander is about midway between scout and medic.
It's not hard to charge a sentry, and seeing as you're the demoman, it's not really overpowered.
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