• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
Persain Persuader does not need a rebalance at all.
Yeah, must be fun having 30% damage vulnerability on wearer on a class that attracts every bullet and projectile in the game.
They might feel like they're done when there are no extra annoying, cheap, or banned weapons. Potentially doable
if you wouldn't use it with guns then it's not balanced. every choice should be viable on its own to some degree and not rely on other very specific items.
what if there's an invisible spy tho.
Demoknight is a subclass and it's entirely okay for certain weapons exist to specifically work with a certain other weapon; See the Buschwacka. Don't touch Demoknight.
But Demoknight is useless
I'm at a loss of words for this post.
Then don't walk around with your melee out.
I just wanna see Heavy's existing weapons open up new gameplay possibilities. Like I said before, his go-to options basically boil down to just: Primary Stock (if you prefer power) Tomislav (if you prefer mobility) Heater (literally only useful when pushing a cart) Secondary Literally just the Sandvich or Banana, depending on personal preference Steak (only if you're playing Medieval Mode) Melee Stock (if you want a stable health pool 100% of the time) GRU (again, if you prefer mobility) KGB (again, if you're playing Medieval Mode) I use weapons outside of this bunch, of course (my cart Heavy loadout is the Heater, Family Business, and KGB), but that's only for when I feel starved for a little variety while pubbing. You look at classes like the Demo and Engie, who have unlocks that completely change the way the class is played (Demoknight/Funslinger), or classes like the Sniper and Soldier, who can exchange valuable tools for added effects (Sniper loses his SMG/Jarate for the Camper, allowing for more independence, while the Soldier can trade in his finishing tools for a Banner that will lend itself to more of a push-focused playstyle) and realize that the Heavy has no other options than just being a bullet sponge. What does the Heavy have? The shotgun has always been situational at best for him, it's not like he can quick-switch to finish people off, so the Sandvich/Banana is literally ALWAYS the ideal pick. Give me some passive effects that compliment the viable weapons he already has at his disposal. Maybe give him a passive health regen, allowing for a more ambush-based playstyle? Demos and Soldiers can work as pockets OR as roamers, so why not give the Heavy a little independence without having to rely on his Medic? Maybe give him something with a rage mechanic that increases his weapon switch speed as he racks up a killstreak? How's about a more team-focused AOE effect, like the Concherer, so that he can actually play like a tank for his teammates to mobilize around? What if we took away his Minigun in exchange for some body armor, giving him a massive health pool but forcing him to rely on his Shotgun and Fists? These are just some rough ideas off the top of my head, the point I'm getting at is I have literally no reason to use the majority of Heavy weapons unless I'm just messing around. I love stuff like the Holiday Punch and the Dalakohs Bar, but they're joke weapons I only pull out because I'm bored of playing Stock+Sandvich. There's so many cool weapons the Heavy has access to that he just can't use. Because he's such a bigass priority target that he drops dead before he can even get the Brass Beast revved up properly. The Heavy is my favorite class in the game because it feels amazing to just roll through a choke, amassing a huge kill streak and holding down M1 until it goes click. But that's literally all there is to him right now, which just isn't acceptable at this point in the game's lifespan. He's the mascot of the game, yet he's easily the most neglected, and that always seemed pretty messed up. If there's a bright side to all this, it's that the Jungle Inferno rebalances give me hope that they'll revamp a ton of his kit in interesting and necessary ways once the Heavy update comes out. They gave Pyro a jetpack, let's see if they can't give Heavy something more interesting than a new shotgun no one is ever going to use.
Bw works without karate though. Persuader without a shield is just a worse claid with a huge ammo penalty to bog it down.
Unpopular opinion: Demoknight and huntsman sniper have always seemed to be gimmicks at best, that robbed your team of the two most important damage dealers in exchange for derpy kills. Not really worth it doing. In medieval mode they're fun though.
Dunno about you, but demoknight is fun everywhere.
Demoknight can be fun and can even be a fairly decent surprise move to take out a medic if you don't have a good sniper. However, he get's completely destroyed or made useless by any type of sentry, airblast spam pyros or soldiers who know how to launch the demoknight up into the air during a charge, and any scout besides jose.gonzalez.2005. In addition there aren't that many strings to demoknight's bow. In most cases, you'll take out one target then get swamped by any competent team if you aren't using the tide turner for a free charge after melee kill. I've learned over time that like demoknight tends to work best when you use the subclass in the same way you'd play as a back burning pyro or spy. The key is to go in and attack the instant they get a little too focused on pushing and not enough investigating as to why the medic screamed and stopped healing them.
plenty of opportunities for bushwhack to work without jarate tho
"However, he get's completely destroyed or made useless by any type of sentry, airblast spam pyros or soldiers who know how to launch the demoknight up into the air during a charge, and any scout besides jose.gonzalez.2005." You can apply that logic to pretty much every class.
Well yeah, the difference is that you can't fight back whatsoever if you went full demoknight.
Yeah, that's why most "demoknights" I see also use a primary instead of booties. 4 Eyelander heads + grenade launcher is an amazing combination.
I feel there's still much confusion between demoknight and ... whatever useless thing booties shield melee should be named as. demonite's output is grenades and it's a primary just as any other
Usually Demoknight is Booties/Shield/Melee, Grenades/Shield/Melee is called Hybridknight.
The Second Banana is when you're playing solo, Sandvich for when you have a Medic.
I suppose, but I find it odd as somebody who's been around since the targe was added and there was no such thing as booties and "Hybridknight" was just demoknight.
Since they may or may not have fixed the issue of blood spatters but do no damage with sniper files in Blue Moon, hope they fix the issue where you hear the melee impact but do no damage.
That's weird, because I swear I shot a heavy yesterday and he had blood over his face but took no damage.
it'll never be fixed as long as latency exists
A extra cause of the issue was fixed in Blue Moon though. I think L4D has a really intricate, good melee system, shame TF2 will never get major improvements like that
The "ratings" I was worried about were dumbing because of.. helping a person? Either way; The "opportunities" where it can work without the Jarate are incredibly gimmicky and... really rare? Demoknight is fine, man. Don't axe a weapon for being "special" just so you can use it with the 'nade.
Feels good doesn't it? Bushwacka isn't that good anymore in my opinion, but Jarate will forever be a great teamwork item. Also as someone said here before, a demoman without a primary can get caught up by a good player really easily, especially If It's an open map.
if there is one thing Id wanna see them change then its to make players not require to combine the stats of 3 items to figure out that they get full charge on kill alright
We're working on a mandatory update for Team Fortress 2. The notes for the update are below. We should have it ready soon. -Eric --------------------------------- - Fixed players not being able to push the payload cart on some maps - Fixed a client crash related to the main menu - Fixed a client crash when exiting the game - Fixed not being able to pickup item_bonuspack entities that have not been assigned to a specific team - Added self-damage when using the Short Circuit's orb to attack an enemy at close range - Added the new Pyro weapons to the list of weapons that can be found via random drops - Added The Heartfelt Hero medal for the Hugs.tf 2018 community event - Updated ctf_foundry         - Organized powerup locations to be more consistent with other maps         - Removed the crit powerup in the center of the map         - Fixed the return times for dropped flags
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