Team Fortress 2
Demoman Nerf Rant
Why would they set the damage ramp to 2 seconds? Do you know how many things happen in two seconds? It makes the stickybomb launcher completely useless fighing in real time. The update made the stickybomb launcher really defensive. This is going to kill the demo in comp .-.
Update 1: Hopefully in an effort to bring the old demo back, or a slightly less peice of ♥♥♥♥ demo, we can protest by putting RIPDemo or RIPD in our names :D
Update 2: Upon messing around with this new demo, I've come to the conclusion that if we can't have our old demo back, we just use the scottish resistance. It has the same damage output as the older one, and fires out more and has better capabilities then the stock. The DPS is higher because of the damage ramp up.
Автор останньої редакції: Ice Cream; 20 черв. 2014 о 17:53
Цитата допису: Lumanator:
Цитата допису Thread Nercoer:
yeah yeah man nerf that hecker


Цитата допису Dewey_the_Decimal:
Demoman for too long has just been encouraged to play by only spamming stickies. Forcing the demo to use his stickies more defensively and utilize his pills offensively more is a good thing and encourages diverese gameplay.

read. the. ♥♥♥♥♥♥♥. date
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Lowl (Заблокований) 19 черв. 2014 о 17:34 
Maybe people will actually use grenades other than when they are in tight corridors?!
Froodle (Заблокований) 19 черв. 2014 о 17:36 
Цитата допису Doc Dips RIP Heavy '7-14:
Maybe people will actually use grenades other than when they are in tight corridors?!


The nerf was needed because a Demo could just fire one into the air, m2 and kill someone almost instantly. Though it will make sticky jumping in mid air a pain. Oh well, I never learnt how to do that anyway.
all these demo threads are funny because people said jag was worthless since it ONLY gave one second extra.... Karma is lovely.
Цитата допису P-Town Hero:
The update made the stickybomb launcher really defensive.

.....Isn't that what it was intended to be?
Цитата допису Jean-Claude Gosh Darn:
Цитата допису P-Town Hero:
The update made the stickybomb launcher really defensive.

.....Isn't that what it was intended to be?
yeah, and it can still be used on offense, shoot behind them, switch to your nade launcher, they can come at you and get hit by those, or go backwards and get stickied.
Цитата допису Jean-Claude Gosh Darn:
Цитата допису P-Town Hero:
The update made the stickybomb launcher really defensive.

.....Isn't that what it was intended to be?

Yeah but if someone comes at you, you are pretty much screwed if you run out of pipes, and need stickies...
stupendous man (Заблокований) 19 черв. 2014 о 17:51 
Цитата допису Zem:
https://www.youtube.com/watch?v=1p8YJtu4knk&feature=youtu.be
Too bad Demo doesn't have a weapon that can do up to 120 damage on a direct hit. Oh wait.
don't be stupid demo is fine. Stickybomb is fine now and everyone should just accept it.
Цитата допису xG:M | ♥ Kitty ♥:
don't be stupid demo is fine. Stickybomb is fine now and everyone should just accept it.
"But it's not fair!!!!!!!!! I want to be able to M1+M2 teh enemies to dath wit the stickybombs!!!!! This grenade launcha is 2 hard to use!"

Автор останньої редакції: Bansheebutt; 19 черв. 2014 о 17:56
While Demo might give publords trouble, it was perfectly balanced and stickies took immense skill to consistently hit good airbursts. If you go into that sweet spot of course demos are going to spam you, that's why you get in his face with Scout/Roamers or out skill him as Demo from long range. Vs good players Demos have a hard time surviving close range.

If you need an example of why Demo takes immense skill, YouTube b4nny TF2 and watch his Demo gameplays.

For all you who are predictible and are planning on saying "You're just butthurt your OP main class got nerfed".. Wrong, I main Scoot, which hard counters Demo before the nerf. I appreciate good Demos, because I know how hard it is to beast at. I will, however, say you scrublords are butthurt because you can't respect the Demo's area of denial.

The real problem is pubs don't have class restrictions. Example: You can have more than 1-2 of each class on a team, no limits.
Does no one comprehend that these sticky spams were needed? What about close quarter combat? Sentry nests? Heavy Medic combos? This was the worst mistake Valve has ever made and it pisses me off that SO many people think it was a great idea. What if im abushed by the oposing team? Pretty damn sure that a grenade launcher wont do good against 4 enemies, and running away and setting up a trap that takes to damn long to deploy sounds usless. I am upset at this whole issue, it's not the first time something like this has happened. What if we nerfed all the other class hmm? "Oh you cant double jump as scout anymore? It was OP, get over it!" "Spy takes longer to cloak? That's fine, not like the class took skill anyway!" "OH! Engi takes more metal to upgrade? Good, sentries were overpowered. Learn how to use your shotgun" One of the Demo's main weapon was the sticky launcher, changing it has just shocked me. I have faith that it will be changed soon though, due to all the forum complaints......Seriously Valve, you've messed up....
sick duck (Заблокований) 19 черв. 2014 о 18:12 
Цитата допису YexaC:
While Demo might give publords trouble, it was perfectly balanced and stickies took immense skill to consistently hit good airbursts. If you go into that sweet spot of course demos are going to spam you, that's why you get in his face with Scout/Roamers or out skill him as Demo from long range. Vs good players Demos have a hard time surviving close range.

If you need an example of why Demo takes immense skill, YouTube b4nny TF2 and watch his Demo gameplays.

For all you who are predictible and are planning on saying "You're just butthurt your OP main class got nerfed".. Wrong, I main Scoot, which hard counters Demo before the nerf. I appreciate good Demos, because I know how hard it is to beast at. I will, however, say you scrublords are butthurt because you can't respect the Demo's area of denial.

The real problem is pubs don't have class restrictions. Example: You can have more than 1-2 of each class on a team, no limits.
You read my mind

I'd just like to add one more thing: stickies, despite their rather large area already had a huge damage fall off for area of effect. To get any type of decent damage required the sticky to detonate about 2 feet away from the person. Anyfurther away and the numbers weren't looking so good. Maybe around 40-50 damage to people outside that little sweet spot, which is not bad, but not going to help enough to usually be worth it. At the very outer area of the explosion people would have taken high 20's-mid 30's. Good enough damage against scouts for a direct pipe to maybe get the kill assuming demoman is smart enough to play the weapon heckling meta, and skilled enough to predict movement and lucky with the damage numbers.

Stickies did not need the nerf. This is actually a huge buff to defensive style TF2, which was absolutely not needed at all considering how ♥♥♥♥♥♥♥ tough pocket heavies and wrangled sentries can be.
Автор останньої редакції: sick duck; 19 черв. 2014 о 18:13
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Опубліковано: 19 черв. 2014 о 17:27
Дописів: 275