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Charger, and the midfight
Created 15th December 2009 @ 08:27
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Probably not for competitive play, unless the cooldown on charger is moderately low then I don’t see how you could get to mid fast….any thoughts?
I dont think the cooldown is that high, else it would be useless. So you might be able to get on mid pretty fast. And when you’re there you can spam for life with the 65% explosive damage reduction.
But we’ll see when the weapon is released.
Last edited by RaCio,
Probably this will be somewhat useful on small maps (e.g. turbine).
But I really doubt, that any demoman (in general case – unless he has some cunning strategy) will drop his trustworthy “spikey ballz” laucher for a fight on a map which forces you to gain high-ground advantage over your opponent. You may be able to fight at the top of the second point of badlands, but how on earth are you going to get there (ignore the fact that you can jump there from over the balc) ?
Hovewer, with stickies out of the way, maybe this will make Fragga bit more happy :P
Last edited by ups,
Well, you are able to charge very fast, maybe from badlands cliff to the second point will be no issue?
In my opinion, this weapon could be devestating on badlands with the right circumstances, but It does seem highly unlikely that it could be of any use overall.
LOL Charger L4D2 ;]]
Granary on mid from ramp room charge right in the corner If the damage is big and good impact on that corner it would be masacree but who knows ;]
Last edited by SamurAi,
LOL L4D2 ;]]
Granary on mid from ramp room charge right in the corner If the damage is big and good impact on that corner it would be masacree but who knows ;]
We’ll have to see! :) It does sound interesting and fun, but the potential benefits may not outweigh the use of stickies, which is a shame.
Hope you can turn whilst charging, but I’m assuming not. Otherwise it’s completely pointless to use.
Last edited by KOVACS,
What I’m thinking could be interesting now is, instead of running demoman limit 1 you run stickylimit 1.
Love the update tbh :D
Cheers
Byte
What I’m thinking could be interesting now is, instead of running demoman limit 1 you run stickylimit 1.
you mean sticky and spamnades limit 1.
overhealed demoman with Targe and Eyelander running at the combo…+65% blast damage resistance…so that’s like 6 rockets? at fighting range?
What I’m thinking could be interesting now is, instead of running demoman limit 1 you run stickylimit 1.
Very interesting indeed, but then there is pipe launcher spam.
overhealed demoman with Targe and Eyelander running at the combo…+65% blast damage resistance…so that’s like 6 rockets? at fighting range?
Even more if hes chopped 4 heads.
overhealed demoman with Targe and Eyelander running at the combo…+65% blast damage resistance…so that’s like 6 rockets? at fighting range?
would u like some cheese with that wine m8?
“expect a decrease in your max health at the outset. However, once the blade feeds..”
With a significant decrease in health at start, that would mean that with the sword he will be steamrolled by scouts. You can keep the stickylauncher though.
Using your shield will give you alot more ressistance to explosives and fire.. but not against melee or fire-arms. Once he shot 4 grenades at you, you can basically shoot him off like the dogg he is ;-)
I expect the demo becoming more and more a hit and run class, if the speedboost is any good.
Besides you can easily jump on grenades now, without much loss in health.
Last edited by Andee,
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