Amunra93 (Banned) May 18, 2013 @ 2:02am
Stickybomb Launcher should Be Nerfed
At this point they may as well change the demoman class description from "defensive class" to "doeverythingwhilerequiring no skill, setup , or a balanced prime time.

I don't think anything with the sticky launcher needs to be nerfed, except the prime time.
The only offensive weapon the demoman should have is the grenade launcher variants + melee/shields.

ATM the sticky is the MOST overpowered secondary in the game. I challenge anyone to name another secondary that is as overpowered. Their is none, because no other class gets 2 primaries.

Stickybombs should require foresight and planning, instead of the no skill m1 then detonate .92 seconds later garbage.

Only thing I think should be nerfed is prime time.
Scottish Resistance is what the Sticky should be.

If demoman want a do it all .92 det sticky launcher that can do anything then it should exist but damage should be heavily nerfed.

Obviously Valve will not do anything but the game balance is trash, espicially with map design that favors spammage.

IN TFC getting killed by a demoman would equate to the demoman being better, and having foresight and planning.

This is not the case now, he has overpowered stickies and when he finishes spamming and exhausting those he switches to his "secondary" the grenade launcher.


The biggest issue is the near instant detonation, giving no chance for counterplay.

I am bored of playing demoman, I resort to playing demokinght with nade/loch as much possible. Whenever I use sticky I feel like those kills I obtain with it are free. Because they are. They require no skill, aim or foresight whatsoever, merely spamming of m1 m2 and prediction of were the enemy is going to go.

And the particle speed should be slower, mines don't travel at 1000 mph IRL.

A "defensive" class should not be able to detonate his mines .92 seconds after planting them.
Last edited by Amunra93; May 18, 2013 @ 2:14am
Showing 1-15 of 183 comments
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Sentient_Toaster May 18, 2013 @ 2:09am 
If you don't know basic facts like what the arm time is (hint: it's slower than 0.75 seconds), then the rest of your ranting conditioned on that arm time is worthless.
Edu May 18, 2013 @ 2:11am 

Amunra93 (Banned) May 18, 2013 @ 2:17am 
Originally posted by Sentient_Toaster:
If you don't know basic facts like what the arm time is (hint: it's slower than 0.75 seconds), then the rest of your ranting conditioned on that arm time is worthless.

Its .92, and its obvious what class you main.
Sentient_Toaster May 18, 2013 @ 2:18am 
Originally posted by HurtFeelingsReport:
Originally posted by Sentient_Toaster:
If you don't know basic facts like what the arm time is (hint: it's slower than 0.75 seconds), then the rest of your ranting conditioned on that arm time is worthless.

Its .92, and its obvious what class you main.

And if you guessed Demonan, you'd be wrong about that.

Hint: I prefer using a class whose main weapon is far easier to use than the Sticky Launcher, and yet is one of the least complained-about weapons in the game.
Last edited by Sentient_Toaster; May 18, 2013 @ 2:18am
Amunra93 (Banned) May 18, 2013 @ 2:22am 
Originally posted by Sentient_Toaster:
Originally posted by HurtFeelingsReport:

Its .92, and its obvious what class you main.

And if you guessed Demonan, you'd be wrong about that.

Hint: I prefer using a class whose main weapon is far easier to use than the Sticky Launcher, and yet is one of the least complained-about weapons in the game.

Oh, the trolldier, which yes requires less skill to be basicly effective with but has a higher skill floor and isn't as overpowered. (See how he only has 4 primary explosive ammo as opposed to 12.)

And it was .67 in 2011, which shows you just how "balanced" it was considered then, and how it is still unabalanced.
Sentient_Toaster May 18, 2013 @ 2:36am 
It's not 2011, it's been .92s for quite some time, and it's also been tweaked to actually suffer from range-based reduction for the first 5s (thus somewhat reducing the efficacy of airbursting) and somewhat with the addition of airblasting and Short Circuiting (not that the SC sees much use compared to the Wrangler, of course).

Compared to the RL, it's arguably significantly harder to use since it has arcing trajectories and variiable velocitiy based on charge, and because the arm time makes you much more reliant on pipes if you can't rely on chokes or teammates to keep enemies from getting close to you. A KK'd SL demoman is one of the most dangerous opponents in the game, but it's balanced by the SL being quite specialized to mid-range; too slow to arm at close range thus forcing pipe dependence, too slow to fire c/o charge time at long range. The close-range weakness is enough that choosing the Caber for melee -- a weapon whose usage will quite possibly kill you if the opponent did some significant damage before closing in -- actually can seem reasonable.
2↓st Sentry Gentleman May 18, 2013 @ 2:40am 
Be careful when talking about what a weapon is 'supposed' to be; what you personally want an item to do and what purpose the game developers want it to serve might be two different things.
Originally posted by Robin Walker, February 2009:
...[www.teamfortress.com]
It
[the Stickybomb Launcher] is generally a dual purpose weapon: used offensively like a rocket launcher, and defensively to create traps.
...[www.teamfortress.com]

Besides, the Demoman does not have the upper hand in a fight with any of the other combat classes unless terrain and range both are in his favor.


Badges:
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Last edited by 2↓st Sentry Gentleman; May 18, 2013 @ 2:41am
Khronus May 18, 2013 @ 2:42am 
The demoman is ok, just learn to play against them
hard-sellin' pebble distributor (Banned) May 18, 2013 @ 2:49am 
Robin Walker himself said the stickybomb launcher was multipurpose, for defense, and for offense like a rocket launcher. And I'm pretty sure the medigun is better than the stickybomb launcher.
Amunra93 (Banned) May 18, 2013 @ 1:55pm 
Originally posted by ROYAL_CHAIRFORCE:
Be careful when talking about what a weapon is 'supposed' to be; what you personally want an item to do and what purpose the game developers want it to serve might be two different things.
Originally posted by Robin Walker, February 2009:
...[www.teamfortress.com]
It
[the Stickybomb Launcher] is generally a dual purpose weapon: used offensively like a rocket launcher, and defensively to create traps.
...[www.teamfortress.com]

Besides, the Demoman does not have the upper hand in a fight with any of the other combat classes unless terrain and range both are in his favor

Bold twofaced lie, and forgive me if I think the demoman should have to setup before fighting other classes with his sticky , and he should.

A good spy never wins against a good demoman. Why? Because a demoman can no skill det his stickies for a minimum of 60 damage at maximum falloff while a ♥♥♥♥ty revolver does a max of 60 damage at close range.

That isn't balanced, sorry. If A demoman wants to run around killing people with nades, fine. Sticky spam should be nerfed and it SHOULD be a defensive weapon, its not a question of "what the developers intended"




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[2] [Sorta-Art Badge]


I dont personally want anything, TFC and QUAKE TF didn't have this trash game design were a "defensive" class could use his "defensive tools" offensively.

Its already been nerfed several times, and hopefully will be again, because it is still broken, does too much damage and requires no skill to use.




-------------------------------------------
Robin Walker himself said the stickybomb launcher was multipurpose, for defense, and for offense like a rocket launcher. And I'm pretty sure the medigun is better than the stickybomb launcher.

You can't compare a weapon that only heals to a weapon that does damage, although ill agree medic should have to get in melee range to heal, instead of being able to heal behind corners while remaining untouchable by the enemy team.


100% Recycled Awesome May 18, 2013 @ 1:57pm 
Demo requires no skill or setup?

Really? I've seen plenty of crappy demomen in my time.

And if the Demo is so OP with the sticky launcher, why can I regularly fish kill them?
Last edited by 100% Recycled Awesome; May 18, 2013 @ 1:58pm
¬_¬ May 18, 2013 @ 2:00pm 
'i dare you to name a better secondary' 'oh and mediguns don't count btw' seems legit
Die Ninjamann May 18, 2013 @ 2:10pm 
Originally posted by HurtFeelingsReport:
Originally posted by ROYAL_CHAIRFORCE:
Be careful when talking about what a weapon is 'supposed' to be; what you personally want an item to do and what purpose the game developers want it to serve might be two different things.


Besides, the Demoman does not have the upper hand in a fight with any of the other combat classes unless terrain and range both are in his favor

Bold twofaced lie, and forgive me if I think the demoman should have to setup before fighting other classes with his sticky , and he should.

A good spy never wins against a good demoman. Why? Because a demoman can no skill det his stickies for a minimum of 60 damage at maximum falloff while a ♥♥♥♥ty revolver does a max of 60 damage at close range.

That isn't balanced, sorry. If A demoman wants to run around killing people with nades, fine. Sticky spam should be nerfed and it SHOULD be a defensive weapon, its not a question of "what the developers intended"




Badges:
[2] [Sorta-Art Badge]


I dont personally want anything, TFC and QUAKE TF didn't have this trash game design were a "defensive" class could use his "defensive tools" offensively.
And TF2 doesn't have the trash game design where a freakin' Medic could trash an entire enemy team using a Super Nailgun, a Double-Barrel Shotgun, Concussion Grenades, and a freakin' Medkit that infects enemies, guaranteeing their death unless they have a Medic. Besides, if you're complaining about a so-called "defensive weapon" being used for offense, why aren't you also complaining about Engineers that use their Sentries as offensive weapons?
Last edited by Die Ninjamann; May 18, 2013 @ 2:16pm
100% Recycled Awesome May 18, 2013 @ 2:14pm 
Originally posted by FirePyro192:
Besides, if you're complaining about a so-called "defensive weapon" being used for offense, why aren't you also complaing about Engineers that use their Sentries as offensive weapons?

There's really no weapon that is purely offensive or purely defensive. People say Krits is a defensive weapon, but I've won countless matches kritzing a heavy, who kills everyone and thus lets us cap a point.

Airblast has won plenty of games by airblasting Reds trying to kill people on a point. Airblast them away buys enough time to cap the point. Offensive airblast literally FTW.

And coordinated offensive sentry pushes can be devastating.
Last edited by 100% Recycled Awesome; May 18, 2013 @ 2:14pm
Die Ninjamann May 18, 2013 @ 2:17pm 
Originally posted by 100% Recycled Awesome:
Originally posted by FirePyro192:
Besides, if you're complaining about a so-called "defensive weapon" being used for offense, why aren't you also complaing about Engineers that use their Sentries as offensive weapons?

There's really no weapon that is purely offensive or purely defensive. People say Krits is a defensive weapon, but I've won countless matches kritzing a heavy, who kills everyone and thus lets us cap a point.

Airblast has won plenty of games by airblasting Reds trying to kill people on a point. Airblast them away buys enough time to cap the point. Offensive airblast literally FTW.

And coordinated offensive sentry pushes can be devastating.
I just don't get the OP's logic. If they're complaining that the Stickybomb Launcher shouldn't be used as an offensive weapon, why aren't they complaining about the Sentry Gun being used as an offensive weapon?
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Date Posted: May 18, 2013 @ 2:02am
Posts: 184