• TF2 update for 6/23/14 (6/24/14 UTC)
    151 replies, posted
[QUOTE=Barbecutie;45196565]demo main detected[/QUOTE] I only have 80 hours on Demoman, my main class is medic with 300 hours. I barely play the class anymore and prefer to play soldier and scout. I just think the stickybomb launcher was in a better place where it before the nerf balance wise.
[QUOTE=Wolf532;45196547]I have never had a problem with demoman because I know how to fight them. You just run towards them and kill them. Demo is a glass cannon class that needs protection from his teammates in order to be effective, I don't see what the problem is.[/QUOTE] Run away? Demo places stickies behind you're dead. Run forward? Demo places stickies in front of you and you're dead.
[QUOTE=Zadrave;45196582]Run forward? Demo places stickies in front of you and you're dead.[/QUOTE] Especially if you get in his face. Practically every Demoman ever kills themselves trying to blow you up.
[QUOTE=MasterKade;45196589]Especially if you get in his face. Practically every Demoman ever kills themselves trying to blow you up.[/QUOTE] The s key is a wonderful thing
Bread payload explosion bug seems to have reared its ugly head again. Or at least just on Badwater [t]http://puu.sh/9HqiY/5cc2b85565.jpg[/t]
[QUOTE=Zadrave;45196582]Run away? Demo places stickies behind you're dead. Run forward? Demo places stickies in front of you and you're dead.[/QUOTE] The fact is, any class with high mobility (Spy, Soldier, Scout, Demoknights) tear demos a new one. The class isn't hard to counter, he shits on certain classes but is buttfucked by others. Soldiers can rocket jump towards them, scouts can do what scouts do best and dodge projectiles, demoknights can be manly and charge directly at them and spies can be spies. These are how you kill a demoman that's causing your team problems. Th
Bless you, Valve "We will continue to evaluate the use of stickybomb air detonations and potential changes to that mechanic" Bless you you're the best etc.
Maybe I'm a terrible player but even as those classes you said I still get fucked over by sticky spamming
You can tell the demoman was meant to use the pipe launcher offensively because it's best at close to mid range, and the demo is a close range class. That's why the TF2 team said he's countered by scouts and pyros. Oh wait whoops that doesn't make sense
[QUOTE=Hat-Wearing Man;45196539]it has TWO barrels, load one nade in each ffs[/QUOTE] The Grenade Launcher has 6 barrels and only has grenades jammed into one of them.
[QUOTE=HOUSE MASTER;45196456]Maybe instead of changing a weapon that has worked the same way for 5 years, they could make some less useful classes more useful[/QUOTE] Length of time a mechanic has existed is 100% irrelevant. Like at all. Sorry, it just is.
I don't get why people get bothered by reload animations anyways :v: If you hate them so much just turn off your viewmodel [QUOTE=ned_ballad;45196671]Length of time a mechanic has existed is 100% irrelevant. Like at all. Sorry, it just is.[/QUOTE] Yep. Like the flamethrower buff in the pyromania update.
excuse me, but reload animations are integral to any shooter if it doesn't load and fire like a weapon whats the point
[QUOTE=ned_ballad;45196671]Length of time a mechanic has existed is 100% irrelevant. Like at all. Sorry, it just is.[/QUOTE] Then it is just proof that they are slowly adjusting the game so that potatoes can play. Wondering what it will look like in a few more years when average age and/or skill of a tf2 player sinks even lower.
[QUOTE=Wolf532;45196610]The fact is, any class with high mobility (Spy, Soldier, Scout, Demoknights) tear demos a new one. The class isn't hard to counter, he shits on certain classes but is buttfucked by others. Soldiers can rocket jump towards them, scouts can do what scouts do best and dodge projectiles, demoknights can be manly and charge directly at them and spies can be spies. These are how you kill a demoman that's causing your team problems. Th[/QUOTE] Can't demo just insta kill scouts pretty much with air stickies? Demo can air sticky soldiers, they can air sticky everything. The pyro can't even do jack shit to him unless hiding somewhere, and even then he'll be accompanied by others. (the pyro is completely underpowered to begin with, thanks Valve for nerfing his other weapons without buffing the main thing that makes him pyro) Also why haven't they reverted the heavy nerf? I feel like that really screws him over.
[QUOTE=Hat-Wearing Man;45196687]excuse me, but reload animations are integral to any shooter if it doesn't load and fire like a weapon whats the point[/QUOTE] But TF2 is supposed to be silly I want Sniper to reload the Sydney Sleeper by pouring jarate on it
[QUOTE=HOUSE MASTER;45196456]Maybe instead of changing a weapon that has worked the same way for 5 years, they could make some less useful classes more useful[/QUOTE] Which classes? If I recall they added a weapon for the Engineer to help with dealing with no ramp up stickies and people really didn't like that.
[QUOTE=Pfysicyst;45196512]A nerf that FINALLY made sticky bombs the secondary weapons they were meant to be, and what do they do? Decide that Demo still having two primary weapons is okay for now. Ugh. I really wish they had come up with something else first. This nerf worked.[/QUOTE] Well, if you call a parachute or a pair of boots primaries... Seriously, the Demo has its secondary in the first slot and its primary in the second.
[QUOTE=wari65;45196625]You can tell the demoman was meant to use the pipe launcher offensively because it's best at close to mid range, and the demo is a close range class. That's why the TF2 team said he's countered by scouts and pyros. Oh wait whoops that doesn't make sense[/QUOTE]To be fair, the TF2 team's intended class/weapon roles had conflicts with real-game applications even before new stuff started to get mixed in. Like, being on fire was supposed to be physically disorienting and the sniper rifle was supposed to mainly rely on charged shots.
the fact people are missing is that everything was more or less fine on release because the players were so bad. now they're good (the ones that stuck around) and stickies have been proven to be far too versatile and powerful in the hands of a good player count every time you had to "go demo" to win a pub, and therein lies the problem
[QUOTE=Zadrave;45196730]But TF2 is supposed to be silly I want Sniper to reload the Sydney Sleeper by pouring jarate on it[/QUOTE] I was under the impression that it shot those darts still, he just filled them all up with jarate.
I just want new crates with strange weapons :<
As we've seen from the patch notes, valve isn't just reverting the sticky bomb launcher and leaving it at that. Which means, they'll likely come up with a better nerf and maybe even take some community feedback on what nerfs might work better such as blast ramp up. Seriously, oh no, we'll have to play with pre-nerf stickies for a maybe few weeks before valve comes out with a new nerf. God forbid. The same people I see complaining about competitive players whining are the same ones who overreact to changes like these.
[QUOTE=HOUSE MASTER;45196705]Then it is just proof that they are slowly adjusting the game so that potatoes can play. Wondering what it will look like in a few more years when average age and/or skill of a tf2 player sinks even lower.[/QUOTE] I'd like to see where you get your statistics. I don't recall Valve ever releasing the average age of TF2 players, so please enlighten me.
I wish they would revert the Axtinguisher nerf for the time being as well. I know that sounds like madness, but they should be nerfing/reworking the Degreaser instead, which is the real problem. I know this sound crazy but... There was a time where we didn't have Degreasers, and back then complaints about the Axtinguisher was not all that common. I personally use the Flame Thrower, so for me the nerf felt uncalled for. I'm not saying it's out of question that the Axtinguisher should still have some nerf applied. But, they should try to fix the weapon that created the problem in the first place, then see how that would work out for the Axtinguisher afterwards.
[QUOTE=Dr.Cola;45196708]Can't demo just insta kill scouts pretty much with air stickies? Demo can air sticky soldiers, they can air sticky everything. The pyro can't even do jack shit to him unless hiding somewhere, and even then he'll be accompanied by others. (the pyro is completely underpowered to begin with, thanks Valve for nerfing his other weapons without buffing the main thing that makes him pyro) Also why haven't they reverted the heavy nerf? I feel like that really screws him over.[/QUOTE] You act like he's firing nukes holy shit. He maybe gets 1 sticky off a rocket jumping soldier before the soldier fucking shits all over him. Scout can dodge his stickies with ease if he's a good scout. Demoman is counterable, you just have to not-be potato tier.
[QUOTE=Benvil;45196907]I wish they would revert the Axtinguisher nerf for the time being as well. I know that sounds like madness, but they should be nerfing/reworking the Degreaser instead, which is the real problem. I know this sound crazy but... There was a time where we didn't have Degreasers, and back then complaints about the Axtinguisher was not all that common. I personally use the Flame Thrower, so for me the nerf felt uncalled for. I'm not saying it's out of question that the Axtinguisher should still have some nerf applied. But, they should try to fix the weapon that created the problem in the first place, then see how that would work out for the Axtinguisher afterwards.[/QUOTE] People are already having a stickybomb argument, we don't need the "IT'S THE DEGREASER'S/AXTINGUISHER'S FAULT" argument going on as well.
[QUOTE=Wolf532;45196917]You act like he's firing nukes holy shit. He maybe gets 1 sticky off a rocket jumping soldier before the soldier fucking shits all over him. Scout can dodge his stickies with ease if he's a good scout. Demoman is counterable, you just have to not-be potato tier.[/QUOTE] "You're just not good" is never going to be a legitimate argument no matter how many posts you try to squeeze it into.
i am not potato(?) tier and i have problems fighting demos when they can simply blow their bombs in my face at any time and at any range. as a pyro main, airblast is moot since you'll still get damaged and you dont really "counter" his stickies since you cant reflect them, unlike grenades.
[QUOTE=MissingGlitch;45196931]People are already having a stickybomb argument, we don't need the age ol "IT'S THE DEGREASER/AXTINGUISHER FAULT argument going on as well.[/QUOTE] I think it's pretty relevant when Valve finally show they're willing to balance some of those weapons that have been broken for years. I just find it rather odd that the Demoman get an out of jail card when he's already such a powerful class, being outright limited to a single on a team in competitive, yet the Pyro is put down because he had a weapon letting him do well in his intended area, close-range. Like I said, the nerf was not out of question, but they really should fix the main problems first. I were playing before the Degreaser was implemented, and back then people weren't flipping tables over it. The degreaser increased the power of not only his melee, but his shotgun/flaregun as well. As for the Stickybomb Launcher, I'm glad they will find a more fitting solution.
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