Team Fortress 2
Scottish Resistance
Opinion on it? I think it gets too much hate. As a defensive Demoman, it seems to be the perfect stickybomb launcher. But I can see why offensive demomen hate it, as it doesn't quite match their playstyle.
Τελευταία επεξεργασία από ♫ Chicago ♫; 12 Φεβ 2014, 13:14
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I've never used it except for in Randomizer, but it doesn't suit my personal playstyle too well.
I personally love it; the ability to put down separate 2-4 stickytraps is extremely beneficial.
I just see the scottish resistance as an alternative method to achieve the same idea as the class's main role. Close off all exits and deny areas, while you keep pipes for more 1-on-1 situations.

It's not my cup of tea, I can do well enough with stock in that regard and with stock I can be more versatile as a whole, but the sco-res isn't invalid or anything.
I love it, but I ♥♥♥♥♥♥♥ HATE how they nerfed it by making stickies under foot blow up, just so a few dummies could sticky jump with minimal effort.
Αναρτήθηκε αρχικά από Rent a mop:
I love it, but I ♥♥♥♥♥♥♥ HATE how they nerfed it by making stickies under foot blow up, just so a few dummies could sticky jump with minimal effort.
Wait how was that a nerf?
It's outclassed by the stock on offense, but it rocks on defense (which is the whole point). If you have a little time to set up before the enemy is kicking down your door, you can shut down areas with it pretty well.
Αναρτήθηκε αρχικά από piruk00es:
Αναρτήθηκε αρχικά από Rent a mop:
I love it, but I ♥♥♥♥♥♥♥ HATE how they nerfed it by making stickies under foot blow up, just so a few dummies could sticky jump with minimal effort.
Wait how was that a nerf?
Since the stickies bounce everywhere, odds are you're going to blow yourself up.
Αναρτήθηκε αρχικά από ♪ The Ninth Doctor ♪ Seahawks:
Opinion on it? I think it gets too much hate.

If it had "stickies can't be dislodged by knock-back effects" (Airblast / Explosives) it would be fine.

As it stands, it's incredibly circumstantial - the arm time reduces its utility; and most sticky-traps get scattered all over the place by AOE spam anyway and thus lose efficacy.
Αναρτήθηκε αρχικά από Ace42:
Αναρτήθηκε αρχικά από ♪ The Ninth Doctor ♪ Seahawks:
Opinion on it? I think it gets too much hate.

If it had "stickies can't be dislodged by knock-back effects" (Airblast / Explosives) it would be fine.

As it stands, it's incredibly circumstantial - the arm time reduces its utility; and most sticky-traps get scattered all over the place by AOE spam anyway and thus lose efficacy.
That'd be OP imo. Not only could you cover multiple areas, you could pretty effectively lock them down entirely as long as they don't uber in or get a spy on you.

More resistant to knockback maybe, but a lot of that is just being an effective trapper.
Αναρτήθηκε αρχικά από J_ͣ_ͬ_ͣ_ͭ_ͤ King:
That'd be OP imo. Not only could you cover multiple areas, you could pretty effectively lock them down entirely as long as they don't uber in or get a spy on you.

Nah; they could still be destroyed by any hitscan, by Scottish REsistance, Detonator, or Scorch Shot explosions; or simply by killing the Demo. Not to mention being bypassed by the usual means.

Just means the enemy would have to deliberately clear them rather than accidentally clear them while spamming a choke.
Its a great defensive weapon, I love using it on ctf maps because I'm just generally better at defense then offense.
Αναρτήθηκε αρχικά από Ace42:
Nah; they could still be destroyed by any hitscan, by Scottish REsistance, Detonator, or Scorch Shot explosions; or simply by killing the Demo. Not to mention being bypassed by the usual means.

Just means the enemy would have to deliberately clear them rather than accidentally clear them while spamming a choke.
You'd be surprised how effective a skilled demoman can be when trying to block off areas. Really the two biggest issues with traps are explosives (hitscan requires popping out and being vulnerable while probably only getting one or two stickies, often exploding before even shooting them. Explosives are only good because you don't require a direct line of sight of it) and the demoman not looking (which is a user skill problem). Hitscan is deniable and forcing the enemy team to use a select set of weapons just to counter yours is a problem. Smart demomen know how to not get killed too, in competitive I'll often go with only a few deaths and this is against players who know how to counter everything and teams that are organized, the last time I played on a pub I had 400+ ping and got over a 25 k/d just because I knew how to back up before I'd die.

It's good in theory but we don't want a short circuit that works against every class and not just two.
Αναρτήθηκε αρχικά από J_ͣ_ͬ_ͣ_ͭ_ͤ King:
It's good in theory but we don't want a short circuit that works against every class and not just two.

The only things directly effected by this change would be Pyros air-blasting the Stickies; and stock stickies or the rocket launchers being able to dislodge them.

Pyro already has direct access to weapons that completely eliminate stickies; Demoman can already use SR to more reliably clear enemy sticky-traps if that is his goal; and why should Soldiers be able to accidentally ruin sticky traps just by spamming explosives through a choke anyway?

That said, giving Cowmangler's alt-fire sticky-destryoing functionality would also be an interesting buff to an otherwise lacklustre ability.
Τελευταία επεξεργασία από Ace42; 12 Φεβ 2014, 14:06
Αναρτήθηκε αρχικά από Ace42:
Αναρτήθηκε αρχικά από J_ͣ_ͬ_ͣ_ͭ_ͤ King:
It's good in theory but we don't want a short circuit that works against every class and not just two.

The only things directly effected by this change would be Pyros air-blasting the Stickies; and stock stickies or the rocket launchers being able to dislodge them.

Pyro already has direct access to weapons that completely eliminate stickies; Demoman can already use SR to more reliably clear enemy sticky-traps if that is his goal; and why should Soldiers be able to accidentally ruin sticky traps just by spamming explosives through a choke anyway?

That said, giving Cowmangler's alt-fire sticky-destryoing functionality would also be an interesting buff to an otherwise lacklustre ability.
Sorry for late reply but airblasts, rockets, and other stickies are the biggest threats to stickies. Certain flareguns, sco-res, cow mangler, and to an extent hitscan are minor threats that can be used but shouldn't be relied on, and as we've seen with the short circuit forcing classes to use those or otherwise be useless is not what should be done.

Sco-res is in need of a minor buff if it's in need of a buff at all. Old short circuit was worse than the current sco-res and got buffed to worse than the suggested sco-res, yet it's still called OP even after a nerf. Denying common abilities is not the direction that weapons should take, making them less effective maybe but outright preventing them no.
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