stanley wrote:i suppose medic is the most overpowered class then?
aLKhemiK wrote:If you don't think demoman is overpowered, consider this:
In competitive TF2, he is considered the second most important target, only the medic is more important to kill on the opposing team.
If that doesn't convince you, then I'm sorry, there's no hope for you in this subject and you shouldn't post in this topic.
Bagger Vance wrote:The reason demoman is the second most important pick in competitive is because he's so good at area denial, and if you had 2 you could completely shut off areas and it would be crazy.
aLKhemiK wrote:Scottish resistance is great, its the style of play Demoman was meant for. Unlike the default sticky.
aLKhemiK wrote:Scottish resistance is great, its the style of play Demoman was meant for. Unlike the default sticky.
mrpikmin2 wrote:OH GOD PLEASE NOT THIS THREAD.
GO BACK TO SPUF!!
aLKhemiK wrote:[Valve] never nerfed [the Demoman].
September 28, 2007
> Demoman grenades (not stickybombs) no longer explode on contact after the first bounce
February 28, 2008
> Reduced Demoman's maximum sticky bomb reserve ammo from 30 to 16
> Reduced Demoman's maximum grenade launcher reserve ammo from 40 to 24
January 7, 2009
> Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's minigun, etc.) can now break apart the Demoman's stickybombs
February 16, 2009
>Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun)
Ultimately reduces damage done by sticky bombs to enemies < 512 units from the Demoman
Rologton wrote:Meh. The Sticky Launcher is powerful as fuck and in the right hands can be devastating (see: b4nny), but Demo isn't OP. He is worthless in close range, so a Scout can lock him down, a Pyro can make his spam completely null and void, and a good Soldier can take him out with a dive bomb.
As for the Scottish Resistance, in some ways it's what VALVe had in mind. Stickies were supposed to be used to lay traps and to deny areas, amongst other things. They do that well, but they're much better for other things. I've heard some really good Demos say that people only use the Grenades if they don't know how to use the Sticky Launcher to its full extent. It's deffinately the most versatile weapon in the game, but it's not OP.
Also, as someone who spends way too much time on SPUF, that is a 100% accurate representation, Spyder.
Rologton wrote:As for the Scottish Resistance, in some ways it's what VALVe had in mind. Stickies were supposed to be used to lay traps and to deny areas,
Jettrax wrote:Personally there is nothing else that pisses me off more than a very skilled demoman that can aim a grenade launcher and spam stickies right at your feet.
The only class that can really combat it is pyro and that usually wastes alot of ammo and you end up getting killed with no primary ammo.
medkitz wrote:Rologton wrote:Meh. The Sticky Launcher is powerful as fuck and in the right hands can be devastating (see: b4nny), but Demo isn't OP. He is worthless in close range, so a Scout can lock him down, a Pyro can make his spam completely null and void, and a good Soldier can take him out with a dive bomb.
As for the Scottish Resistance, in some ways it's what VALVe had in mind. Stickies were supposed to be used to lay traps and to deny areas, amongst other things. They do that well, but they're much better for other things. I've heard some really good Demos say that people only use the Grenades if they don't know how to use the Sticky Launcher to its full extent. It's deffinately the most versatile weapon in the game, but it's not OP.
Also, as someone who spends way too much time on SPUF, that is a 100% accurate representation, Spyder.
I still don't know what SPUF is lol..
stanley wrote:
doppelganger wrote:In fact, nerfing in general is a bad habit, the most successful patches I've seen are buffs and not nerfs... if one weapon is too strong, then make other ones equally as strong... of course this is within reason.
doppelganger wrote:Regardless, Scout should be nerfed... give them a timer where they can only run ridiculously fast for the same amount of time that a spy can be invisible, or increase the damage drop off at range of their weapons... or decrease their damage in general, or delete them from the game (fan of latter). Thanks.
duck wrote:Team Fortress is just one big game of chess, there are classes that are direct counters to one another. If you have an experienced pyro who can airblast well (Medkits, Vetos, Myself) against a soldier the pyro usually wins. If a scout goes up against a level 3 sentry or a heavy they lose. Demoman is a counter to engineers, but can be taken out by scouts, good pyros, soldiers, heavys, snipers, spys.
Regardless, Scout should be nerfed... give them a timer where they can only run ridiculously fast for the same amount of time that a spy can be invisible, or increase the damage drop off at range of their weapons... or decrease their damage in general, or delete them from the game (fan of latter). Thanks.
mrpikmin2 wrote:"OMFG PH33R IS SO MUCH MORE OP GUISE!!"'s
Maringue wrote:There is one minor thing I would change with the demo. Make it so when you airblast stickies, they actually move more than 6 fucking inches...
Prof_Schwartz wrote:Maringue wrote:There is one minor thing I would change with the demo. Make it so when you airblast stickies, they actually move more than 6 fucking inches...
Hence the name STICKY. They stick to the ground, they're not supposed to move, they have pricks on em that prevents them from moving.
medkitz wrote:the problem is that when you m2 stickies in mid air. they barely go three fucking inches its either you stall ur deah or jst die
doppelganger wrote:mrpikmin2 wrote:"OMFG PH33R IS SO MUCH MORE OP GUISE!!"'s
fixed it... Heavy, like every other class, has a ton of nooblets, but when there is a really good Heavy, they make me rage.
aLKhemiK wrote:In your opinion why is the big earner useless?
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