SolarLight Apr 25, 2014 @ 1:36am
Demoknight Charge Turning Scripts Fixed
Charge turning was the most fun thing I liked to do in TF2. Now that's gone and Demoknight is now near useless, unless in a tiny restricted pathway where you can't dodge a charge.
Now I have to relearn Demoknighting to try and get some use out of it, and I'll have to try and find some decent trimping spots that won't launch me in a pit due to inability to steer away from said pit.
Personally, I'd like if Valve added a shield that had full turning control but no resistances whatsoever, or a lack of a shield bash. Charging would be all about mobility, not so much combat and it would be really useful. Some Demoknights such as myself could really use this.
This is my own opinion, though. I'm not right and I'm not wrong. Discuss your own thoughts on the situation.
Last edited by SolarLight; Apr 25, 2014 @ 2:18am
Showing 1-15 of 106 comments
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fainting goatv 420 Apr 25, 2014 @ 2:02am 
''Demoknight Forever!''
This item has been renamed. Original name: "Chargin' Targe"

Team Fortress 2
Strange Shield - Kills: 0
+50% fire damage resistance on wearer
+40% explosive damage resistance on wearer
Immune to the effects of afterburn.
''They can take our turn scripts, but they will never take our freedom!''
SolarLight Apr 25, 2014 @ 2:12am 
The Chargin' Turner
Level 10 Shield
+1000% increase in turning control while charging.
No shield bash.
This shield does not have resistances against fire or explosives.
Last edited by SolarLight; Apr 25, 2014 @ 2:20am
Roi (Banned) Apr 25, 2014 @ 2:14am 
Originally posted by SolarLight:
The Chargin' Turner
Level 10 Sheild
+1000% increase in turning control while charging.
No shield bash.
This shield does not have resistances against fire or explosives.
Without a shield bash, Demoknight is practically useless.
Monananando Wielder Myed Apr 25, 2014 @ 2:16am 
Originally posted by SolarLight:
The Chargin' Turner
Level 10 Sheild
+1000% increase in turning control while charging.
No shield bash.
This shield does not have resistances against fire or explosives.
Add -No Random Crits and thats pretty much balanced.
SolarLight Apr 25, 2014 @ 2:19am 
Originally posted by TheClamFace:
Originally posted by SolarLight:
The Chargin' Turner
Level 10 Sheild
+1000% increase in turning control while charging.
No shield bash.
This shield does not have resistances against fire or explosives.
Without a shield bash, Demoknight is practically useless.
I disagree, I never use the damn thing. Plus, with turning control, a Demoknight could hit his target at the end of the charge with a crit with some fancy turning maneuvers.
Roi (Banned) Apr 25, 2014 @ 2:22am 
Originally posted by SolarLight:
Originally posted by TheClamFace:
Without a shield bash, Demoknight is practically useless.
I disagree, I never use the damn thing. Plus, with turning control, a Demoknight could hit his target at the end of the charge with a crit with some fancy turning maneuvers.
Then you don't know how useful it is. Demoknights get a free crit as long as they hit something, allowing them to kill anything that's not already dead in another hit except heavy.
SolarLight Apr 25, 2014 @ 2:25am 
Originally posted by TheClamFace:
Originally posted by SolarLight:
I disagree, I never use the damn thing. Plus, with turning control, a Demoknight could hit his target at the end of the charge with a crit with some fancy turning maneuvers.
Then you don't know how useful it is. Demoknights get a free crit as long as they hit something, allowing them to kill anything that's not already dead in another hit except heavy.
Except all a Demoknight needs to do is charge turn around a corner, then the free crit is already there without needing a shield bash. The shield would also pair well with a Claidheamth Mor, as the critting time is extended. I once did just that, charged around a corner and took down a Medic with full uber at the end of the charge. I didn't need a shield bash for that.
Roi (Banned) Apr 25, 2014 @ 2:30am 
Originally posted by SolarLight:
Originally posted by TheClamFace:
Then you don't know how useful it is. Demoknights get a free crit as long as they hit something, allowing them to kill anything that's not already dead in another hit except heavy.
Except all a Demoknight needs to do is charge turn around a corner, then the free crit is already there without needing a shield bash. The shield would also pair well with a Claidheamth Mor, as the critting time is extended. I once did just that, charged around a corner and took down a Medic with full uber at the end of the charge. I didn't need a shield bash for that.
You have to be quite a distance away to get the charge crit when the bash can be done at any distance, and is easier to execute.
SolarLight Apr 25, 2014 @ 2:39am 
Originally posted by TheClamFace:
Originally posted by SolarLight:
Except all a Demoknight needs to do is charge turn around a corner, then the free crit is already there without needing a shield bash. The shield would also pair well with a Claidheamth Mor, as the critting time is extended. I once did just that, charged around a corner and took down a Medic with full uber at the end of the charge. I didn't need a shield bash for that.
You have to be quite a distance away to get the charge crit when the bash can be done at any distance, and is easier to execute.
Keep in mind this shield can turn. With a Chargin' Targe, your target can easily dodge a charge coming from that far away. With full charging control, the target, such as a fully charged Medic cannot do anything to dodge that (well, besides use the uber.) Losing a shield bash for that ability is a massive payoff.
Monananando Wielder Myed Apr 25, 2014 @ 2:45am 
Originally posted by SolarLight:
Originally posted by TheClamFace:
You have to be quite a distance away to get the charge crit when the bash can be done at any distance, and is easier to execute.
Keep in mind this shield can turn. With a Chargin' Targe, your target can easily dodge a charge coming from that far away. With full charging control, the target, such as a fully charged Medic cannot do anything to dodge that (well, besides use the uber.) Losing a shield bash for that ability is a massive payoff.
So, are accepting the fact that the Booties will be forever broken?
SolarLight Apr 25, 2014 @ 2:48am 
Originally posted by Myed, Bard of Shadows 33:
Originally posted by SolarLight:
Keep in mind this shield can turn. With a Chargin' Targe, your target can easily dodge a charge coming from that far away. With full charging control, the target, such as a fully charged Medic cannot do anything to dodge that (well, besides use the uber.) Losing a shield bash for that ability is a massive payoff.
So, are accepting the fact that the Booties will be forever broken?
The booties turning rate is absolutely minimal. You'll only be able to turn 10 degrees. Nowhere near as useful as full turning control.
Sommar med Ernst Apr 25, 2014 @ 2:56am 
Originally posted by SolarLight:
The Chargin' Turner
Level 10 Shield
+1000% increase in turning control while charging.
No shield bash.
This shield does not have resistances against fire or explosives.

I think it would be better if the Claidheamh Mòr was buffed so you could turn with it. Since almost no one uses it, it would be a great idea to buff it.

The Claidheamh Mòr

+1000% increase in turning control while charging.
+0.5 sec longer charge
-15 max health
no random critical hits
damage done to you while charging will decrease the distance you charge (like the dead ringer)

Maybe a bit op, maybe -25 max health instead of -15, but I think it is pretty balanced.
Trimping is now as useful as it was before, and you can still use it quite effectivly to get picks. You can still turn and get amazing picks, but the enemy will have a chance to stop the charge. It will take a bit more skill to kill someone with a charge, and the enemy can stop you if they are skilled enough, unlike before, when a turning charge was impossible to avoid for many classes if the demoknight was skilled enough.
SolarLight Apr 25, 2014 @ 3:02am 
Originally posted by CaptainGurka:
Originally posted by SolarLight:
The Chargin' Turner
Level 10 Shield
+1000% increase in turning control while charging.
No shield bash.
This shield does not have resistances against fire or explosives.

I think it would be better if the Claidheamh Mòr was buffed so you could turn with it. Since almost no one uses it, it would be a great idea to buff it.

The Claidheamh Mòr

+1000% increase in turning control while charging.
+0.5 sec longer charge
-15 max health
no random critical hits
damage done to you while charging will decrease the distance you charge (like the dead ringer)

Maybe a bit op, maybe -25 max health instead of -15, but I think it is pretty balanced.
Trimping is now as useful as it was before, and you can still use it quite effectivly to get picks. You can still turn and get amazing picks, but the enemy will have a chance to stop the charge. It will take a bit more skill to kill someone with a charge, and the enemy can stop you if they are skilled enough, unlike before, when a turning charge was impossible to avoid for many classes if the demoknight was skilled enough.

That actually seems balanced. The Demoknight keeps his resistances and shield bash, plus gains trimping and turning capability, while at the same time is still actually stoppable in combat.
I'd love to see something among the lines of this ingame, but it probably won't happen.
Last edited by SolarLight; Apr 25, 2014 @ 3:02am
[ Shark.Zip ] Apr 25, 2014 @ 8:52am 
So much complaining about a BUG that let you turn more than intended
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Date Posted: Apr 25, 2014 @ 1:36am
Posts: 106