Major Update Speculation XXX: cp_orange_x3 confirmed!
5,003 replies, posted
[QUOTE=EmilyVasquez;49383652]How would a Pyroknight look/be like?[/QUOTE]
A full melee offclass would compliment Pyro's already close range playstyle, things like resistance upping shields or armor could help him bulk up to resist ranged damage
[QUOTE=EmilyVasquez;49383652]How would a Pyroknight look/be like?[/QUOTE]
try playing with the powerjack on a 10x server.
[QUOTE=The Duke;49383540]i kind of disagree with that.
Chargin Targe and Splendid Screen are way more usable now with grenade launchers, especially the latter, due to debuff removal on charge being pretty big.
Tide Turner got hit hard in the regard that Half-Zatoichi+Tide Turner is no longer a server-clearer loadout, and it's no longer the goto shield, but it still has it's uses.
If anything, I'd like to see stickies be nerfed to scottish resistance levels of viability so that stickies aren't the only weapon used in MM. If they made the stickybomb and quickiebomb scale in damage [i]against players[/i] when winbombing to make that less effective, but kept it at current damage levels against buildings, it would be fair without killing demoman as a class.[/QUOTE]
Removing debuffs on charge is trivial and pointless there are very few situations where its worthwhile. the targe was only good for eating damage, which its worse at now, screen sucks against players who have not unbound there A or D keys, and the turners just a worse sticky jumper now
on top of that they nerfed the claidheamh mor, the only sword that wasnt a pubstomp gimmick stick to uselessness, added stupid weapon switch restrictions to most of his melee weapons and the way they changed bash crits to be easier at long rang was immensely dumb. I did not object to reworking demoknight but in a skill indexed way that left the subclass viable, but this was just a massive pile of poorly thought out nerfs to an already weak subclass when youre playing against competent enemies.
Meanwhile the Eyelander, which was the pubstomp sword most newbies bitched about was kept intact.
It all reeks of appealing to the lowest common denominator.
[QUOTE=Tinker;49383633]The comparison is just impossible, though. Demoknight just has a completely different role as a "class", so he turns from area denial to CQC. The real shame here is that all this stuff would've been perfect for Pyro.[/QUOTE]
Lots of people have the misconception of the Close-Combat Kit being explicitly for CQC thanks to its namesake. I can tell you for free that it had a humbler beginning. One that stems from the Demoman's versatility in his two "primary" weapons.
Back in the day, there were a few ways to balance your two weapons' usage:
50-50 between the two
Winbomb with grenade backup.
Trap focus with grenade backup.
Grenadier with sticky trap backup.
Exclusively one or the other.
Despite all of the flak that they received for not really making a "new" stickybomb launcher, the Demoman portion of the WAR! update was much more focused on grenade play than anything else. Mostly because making a new stickybomb launcher for the dubbed "winbomb" usage was very hard.
Sco Res augmented the grenades + trap backup niche of play by giving them more trapping potential and the capacity to cover their reloads more efficiently with multiple traps.
The current stickybomb launcher filled the "winbomb" niche perfectly at the time and the playstyle didn't really need any deviation.
The Chargin' Targe augmented the grenade-exclusive build by enhancing durability to help facilitate the loss of damage. I can almost guarantee you that it started out as a 100% passive item with no charge ability and it wouldn't be until later in the development process that they found 100% grenades to be a it dull on its own, so they decided to incorporate an enhancement to the only other weapon available: melee.
Thinking of the shields in these terms gives you a better idea of what style of play that the Close-Combat Kit brings to the table. Being blunt, it will never be able to hold a candle to the winbomb playstyle or even the grenadier + trap playstyle in terms of the Demoman's cleaning house role. Changing his specialty to picking and grenadier is a fickle mistress, but it really only would have worked as a Demoman weapon due to the flexibility in playstyles that his 2 weapons alone granted him.
If you were to try to amend that kit to the Pyro you wouldn't be able to get much anything into a suitable place. If you hogged the Pyro's secondary slot then the class is dead in the water with only a flamethrower for "range", but then the class would be extremely polarizing because there'd be no way to cope with its melee combat if it got close enough to lock you into place with an airblast. If you made it hog the Pyro's primary then you have a Pyro with no pyro, or you'd have a really awkward flamethrower with no airblast and instead a forward lunge that swapped to the melee weapon. While that idea could've worked, it'd also be incredibly annoying to deal with as the Pyro wouldn't be sacrificing a weapon so much as a singular tool in exchange for the incredible tool of mobility with damage.
making stats around switch time is incredibly dumb and I'm pretty butthurt about what they did for the swords.
taking a shit on heavy melee also wasn't warranted
[QUOTE=Psychopath12;49384121]
If you were to try to amend that kit to the Pyro you wouldn't be able to get much anything into a suitable place. If you hogged the Pyro's secondary slot then the class is dead in the water with only a flamethrower for "range", but then the class would be extremely polarizing because there'd be no way to cope with its melee combat if it got close enough to lock you into place with an airblast. If you made it hog the Pyro's primary then you have a Pyro with no pyro, or you'd have a really awkward flamethrower with no airblast and instead a forward lunge that swapped to the melee weapon. While that idea could've worked, it'd also be incredibly annoying to deal with as the Pyro wouldn't be sacrificing a weapon so much as a singular tool in exchange for the incredible tool of mobility with damage.[/QUOTE]
That's not particularly hard to imagine - you can just have the shield take the flamethrower slot, have a sword on the melee for some negative towards ranged and/or health, and it could just work the exact same way the Demo shields do now. If you're really bothered about Pyro with no pyro (as opposed to Demo with no demolition..?) you could give him some kind of flaming sword or torch or whatever that still gives people afterburn, something like that. You gain the ability to close gaps for a loss of airblast and more constant sources of damage, not unlike the Demo.
Of course, it's all theorycrafting because it's not ever going to happen any more - I do remember thinking in the War update that they nerfed pub Demomen severely just because Demoknights aren't good against many classes, but they do well against vanilla Demos, and Demoknights in themselves are way less dangerous than having a vanilla Demoman around. It's a win-win for everyone who doesn't play Demoman.
[QUOTE=Tinker;49384599]That's not particularly hard to imagine - you can just have the shield take the flamethrower slot, have a sword on the melee for some negative towards ranged and/or health, and it could just work the exact same way the Demo shields do now. If you're really bothered about Pyro with no pyro (as opposed to Demo with no demolition..?) you could give him some kind of flaming sword or torch or whatever that still gives people afterburn, something like that. You gain the ability to close gaps for a loss of airblast and more constant sources of damage, not unlike the Demo.[/quote]
You're hilariously missing the point. The reason why the Close-combat kit is fine is because it doesn't take away the Demoman's only ranged demolition tools. The grenade launcher on its own can still put out a respectable amount of damage and always has been.
Meanwhile a Pyro without either a flamethrower or shotgun/flare is at a huge disadvantage because the weaknesses of them are exaggerated without the other to cover it.
[QUOTE=EmilyVasquez;49383632]Are you guys hoping to get sentry damage numbers?[/QUOTE]And building hitsounds.
I do wonder what item they would have gave the Demoman on the War update if Demoman Team won.
On Demoknight, it makes me sad they removed the charge duration bonus on the Claidheamh Mòr, I see no reason to use it from the superior Half-Zatoichi on heals per kill.
[QUOTE=KnightRider25;49385476]I do wonder what item they would have gave the Demoman on the War update if Demoman Team won.[/QUOTE]
Uh, the Gunboats?
[QUOTE=Punchy;49382185]Stickies are more or less the most important source of damage spam on a 6s team. You can, best case, get by with focusing on grenade launcher while you have stickies equipped (and then just use stickies for rollouts, mids, traps and etc)[/QUOTE]
Stickies still need a core rework, they're far too powerful and far too centralizing. The Smissmas 2014 nerf barely accomplished anything.
Demoman's role should be that of an indirect damage specialist, not an everything specialist, and especially shouldn't infringe on Heavy's function as a direct source of DPS. Everything Heavy can do, Demoman can do better 99% of the time.
reload bottlenecks is what keeps demo on his toes. wouldn't say heavy has that sort of thing.
Heavy needs a new secondary that isn't a consumable.
Merry Christmas everybody!
Even if this update seemed "meh", its still a great Smissmas gift to have optimization and general game fixes. Counting the maps and festivizers, it was actually a pretty large Smissmas compared to yeras like 2013!
[QUOTE=GuntMyFries;49385839]Even if this update seemed "meh", its still a great Smissmas gift to have optimization and general game fixes. Counting the maps and festivizers, it was actually a pretty large Smissmas compared to yeras like 2013![/QUOTE]
Any minor 2015 update is large compared to the entirety of 2013
[QUOTE=Hell-met;49385656]reload bottlenecks is what keeps demo on his toes. wouldn't say heavy has that sort of thing.[/QUOTE]
Eight stickies in a magazine--with their prodigious damage output per shot--is very generous. I wouldn't say that's a particularly damaging shortcoming.
[QUOTE=_Pai;49382387]I don't want to point the finger at b4nny because it seems like the easy thing to do, but that's because it's also the obvious source. It seems like Valve is using him as a comp community liaison, [B]but that doesn't work when he only plays one side of competitive[/B]. Add that on to the fact he gave the passes to his invite buddies, and they gave it to theirs. I'm not saying he's intentionally trying to stifle HL, but he's definitely pushing 6s over it.[/QUOTE]
The selective memory here, [URL="http://www.ugcleague.com/players_page.cfm?player_id=76561197970669109"]good lord[/URL]. I don't mean to be mean and I'm not a particularly big fan of b4nny myself, but did you do the smallest amount of research before making this post? the dude has been dozens of UGC platinum highlander seasons under his belt in addition to all the ESEA plat 6s titles, I'd hardly call that playing "one side of competitive".
Give sniper a melee subclass.
Make him a true Australian.
[QUOTE=Erfly;49386443]Give sniper a melee subclass.
Make him a true Australian.[/QUOTE]
He already has one, it's the Huntsman.
[QUOTE=Erfly;49386443]Give sniper a melee subclass.
Make him a true Australian.[/QUOTE]
Caribine + Buschwacka.
Seriously, sneak behind a team with that and then assault them with endless crits.
[QUOTE=Fluury;49386762]Caribine + Buschwacka.
Seriously, sneak behind a team with that and then assault them with endless crits.[/QUOTE]
Does the alt-fire buff other weapons with mini-crits as well? I thought the wording implies it only buffs the Carbine itself.
I wish there were more melee weapons for Sniper. More variety in his melee selection would be good.
I dunno, I feel pan/memory maker, shahanshah, tribalman's shiv, and bushwacka are all pretty well-represented in pub play. I guess there could be room for another.
It would be nice to have a utility weapon like the Disciplinary Action or Fists of Steel. I'm struggling to think of anything he would need, though.
[QUOTE=EmilyVasquez;49386777]I wish there were more melee weapons for Sniper. More variety in his melee selection would be good.[/QUOTE]
Melee weapons in general, that last one that was added that wasn't a reskin was the Neon Annihilator.
[QUOTE=Magypsy;49387148]It would be nice to have a utility weapon like the Disciplinary Action or Fists of Steel. I'm struggling to think of anything he would need, though.[/QUOTE]
Hale mods let the bushwacka climb props and buildings.
Cp_orange_x3 is confirmed apparently.
[t]http://i.imgur.com/JCBZM8q.jpg[/t][t]http://i.imgur.com/upuLO74.jpg[/t]
[t]http://i.imgur.com/iSSL9te.jpg[/t][t]http://i.imgur.com/SDWAiga.jpg[/t]
Are the contracts supposed to be every wendsday and saturday still? I got 3 contracts the day the pass came out.
[QUOTE=Yukinari;49387757]Are the contracts supposed to be every wendsday and saturday still? I got 3 contracts the day the pass came out.[/QUOTE]
I had four contracts the first day it came out (or maybe the first two days?) but none since... (although I have not played today or yesterday).
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