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New update - Holy cow!
Created 3rd February 2009 @ 01:36
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and a soldier can kill a demoman in 2 rockets. What’s the problem? A scout can kill a demoman in 2 scattergun shots. A demoman can kill a demoman in 2 stickies. People die quickly, do more to stay alive.
Once a demoman has used his loaded ammo, they are vunerable… very vunerable. Simple fact is, if a demoman has used his 8 stickies, in order to kill someone, they have 2 options… reload a sticky, or reload a grenade.
Grenades are harder to aim than rockets, you can’t fire a grenade at the floor near someone, you have to hit them in the face, they also travel at an indirect angle. which makes them slightly harder to aim, not massively but yea.
If a demoman chooses to reload a sticky, they first have to reload, then fire it, then wait for the delay, and then detonate it. It takes FOREVER to do that in comparison to how quickly a soldier can reload and then fire. If you wanted another probably insignificant factor to add, most soldiers can or do use a reload script, demomen either can’t use one (for stickies) or use one that occasionally has a delay. So in the middle of combat, a demo will reload his sticky, fire it, has to hit reload now, then concentrate on detting it after the delay that stops an instant det.
Demomen aren’t this indestructable force, they have less HP than a soldier, which when over healed, in real terms, a scout would realistically 3 shot a demoman while it’s a crisp 4 shots to kill a soldier, a class that is more equipped to deal with someone in their face (shotgun > scattergun in terms of damage to health (125 vs 200 yet the damage is quite close)).
I’ve said it before, demomen are a berserker class. MASSIVE damage output, vunerable to close range and arial targets (if they know what they are doing) and very very very vunerable when ammo has been depleted.
Last time i checked this topic was about the update in general, not the demoman-war some people seem to be having.
Anyway, we’ll be publishing a post with a new config shortly, untill then, use the old one. (with the new features disabled)
And Byte’s sticky placement is second to none, in that situation, don’t hate the game, hate the player.
tf_damage_disablespread 1 ftw btw
i can feel the heavy again!
i guess ill have to start sniping granary mid against nvs
or spy it up just for you riemu!!!!!
die
“and a soldier can kill a demoman in 2 rockets. What’s the problem?”
The problem is in real terms this situation never occurs, unless a Demomen was silly enough to put himself in a position where death is gaurantueed (at point blank range agaisnt a solly). Its too bad if he does, he’ll cause 200 damage to the solly with grenades or self damage and a grenade. Otherwise unless already damage (at which point they no longer have the health of a demoman, but a weak demoman) he wont die to two rockets.
“Once a demoman has used his loaded ammo, they are vunerable…”
How does this not apply to apsolutely every class in the game? Since when is ammo management a demoman only skill?
“Grenades are harder to aim than rockets, you can’t fire a grenade at the floor near someone, you have to hit them in the face, they also travel at an indirect angle.”
I believe Valve agreed with you whilst back making the game, and so they made grenades much easier to use and hit with, so they made the initial velocity much higher, and also made the hitbox bigger, simply because the nade needs to hit rather than a rocket. Also I tend to see a lot more grenades hitting head on than rockets, especially at middle level play, and (not quite so obviously) at high level as well.
“Demomen aren’t this indestructable force, they have less HP than a soldier, which when over healed, in real terms, a scout would realistically 3 shot a demoman while it’s a crisp 4 shots to kill a soldier”
A soldier has a much larger body and moves much slower, taking away from that extra 25 health instantly. Scatterguns will do more damage to soldiers than identical ones to demomen, becase soldiers are bigger, and movement speed differences makes it that little bit easier for projectiles to hit.
“I’ve said it before, demomen are a berserker class. MASSIVE damage output, vunerable to close range and arial targets (if they know what they are doing) and very very very vunerable when ammo has been depleted.”
So their biggest weakness is a weakness that applies to all classes? Surely with 12 grenades, this weakness applies to demomen even less so than scout or soldier, because they have so many, and can place 8 grenades down, reload, and be much more ready than any other class could hope for.
“And Byte’s sticky placement is second to none, in that situation, don’t hate the game, hate the player.”
Dont mind good play, but when a soldier is hindered from playing well because he has died to two stickies he couldnt dodge with normal movement speed, forcing him into a rocket jump to wherever he feels necessary, the game becomes rather tiresome.
All Im asking for is consideration of Sticky damage to be more in line with every other weapon in the game. Extreme high damage is a reward for placing yourself and/or the enemy in a certain situation, and skillfully using it, like a headshot, backstab and even pyro flamethrower at point blank; stickies are a general weapon with no step up in skill from the pipe launcher, rocket launcher, and most especially the only weapon that can compete in damage terms, the sniper rifle.
it means the damage doesnt spread, not the projectiles
edit:
why are you guys still arguing? dont we all know that demo is overpowered
oh wait, that was the heavy
nevermind
<3 Arx, well said dude.
Cheers
Byte
one great update for sure :p Viewmodel and Crosshairftw o/
renegade and fragga, stop playing sollies then and pickup the demo or scout.
No one ever said a team has to always field 2 soldiers. You’re both basically crying about the fact your class doesnt >all.
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