demo feels just as strong thanks to the possibly a bug range buff. You have to be more accurate with your stickies now, but doing long range 90+ damage stickies feels awesome.
choochoorofl the stickybomb launcher gets changed to be nearly identical to what it was and the tf2 community says "this is a fair nerf"
ofc if you're stupid enough to think the weapon was balanced in the first place you're going to appreciate a "nerf" that changes nothing
I don't think anyone thinks what happened to the stickybomb launcher is fair. Demo is stupidly overpowered now. Being able to do 80 dmg from across the map has made midfights incredibly frustrating for any class other than demo.
ofc if you're stupid enough to think the weapon was balanced in the first place you're going to appreciate a "nerf" that changes nothing[/quote]
I don't think anyone thinks what happened to the stickybomb launcher is fair. Demo is stupidly overpowered now. Being able to do 80 dmg from across the map has made midfights incredibly frustrating for any class other than demo.
choochoorofl the stickybomb launcher gets changed to be nearly identical to what it was and the tf2 community says "this is a fair nerf"
ofc if you're stupid enough to think the weapon was balanced in the first place you're going to appreciate a "nerf" that changes nothing
http://teamfortress.tv/thread/21716/smissmass-update-new-weapons-and-gamemodes/?page=2#47
reddit go home
ofc if you're stupid enough to think the weapon was balanced in the first place you're going to appreciate a "nerf" that changes nothing[/quote]
http://teamfortress.tv/thread/21716/smissmass-update-new-weapons-and-gamemodes/?page=2#47
reddit go home
If this new gamemode is what Valve wants to be their game, then I'd be on board. I'm not sure about the grappling hooks and the powerups but after a bit of balance changing I think it could be really fun.
I think that if it wasn't required to keep your grappling hook active while in motion, it'd be a whole lot better. I'm not entirely sure how well that'd play out, but it sounds good on paper.
RadmanFor those of us that don't have our computers over the holiday break, what's it like playing with the new sticky launcher? Do you feel weaker as demo (no theorycrafterino pls)?
From what I've played so far, I don't feel that there's any real difference except that you have to be a bit more precise with your spam. I didn't notice the long-range damage bug though.
From what I've played so far, I don't feel that there's any real difference except that you have to be a bit more precise with your spam. I didn't notice the long-range damage bug though.
Huckchoochoorofl the stickybomb launcher gets changed to be nearly identical to what it was and the tf2 community says "this is a fair nerf"I don't think anyone thinks what happened to the stickybomb launcher is fair. Demo is stupidly overpowered now. Being able to do 80 dmg from across the map has made midfights incredibly frustrating for any class other than demo.
ofc if you're stupid enough to think the weapon was balanced in the first place you're going to appreciate a "nerf" that changes nothing
I think they've just stuffed up the trap mode timer, it should be five seconds not instant.
ofc if you're stupid enough to think the weapon was balanced in the first place you're going to appreciate a "nerf" that changes nothing[/quote]
I don't think anyone thinks what happened to the stickybomb launcher is fair. Demo is stupidly overpowered now. Being able to do 80 dmg from across the map has made midfights incredibly frustrating for any class other than demo.[/quote]
I think they've just stuffed up the trap mode timer, it should be five seconds not instant.
KaeyelFrom what I've played so far, I don't feel that there's any real difference except that you have to be a bit more precise with your spam. I didn't notice the long-range damage bug though.
Well that sucks. Not many people were calling demo easy. The complaints were about him being op.
Well that sucks. Not many people were calling demo easy. The complaints were about him being op.
I need someone to confirm this, but I just hit a fully built minisentry from the base with a grenade launcher at almost point blank, and it lived. Did valve just make the grenade launcher get spread on minis??
mustardoverlordok so I played a lobby as demo after the new changes, and probably the biggest unforeseen consequence with the new update is how much ping now seems to matter in terms of doing damage
it's SO much harder as high ping demo to consistently put out dmg with airdets
fuck, guess im going to open
choochoorofl the stickybomb launcher gets changed to be nearly identical to what it was and the tf2 community says "this is a fair nerf"
ofc if you're stupid enough to think the weapon was balanced in the first place you're going to appreciate a "nerf" that changes nothing
u dumb
it's SO much harder as high ping demo to consistently put out dmg with airdets[/quote]
fuck, guess im going to open
[quote=choochoo]rofl the stickybomb launcher gets changed to be nearly identical to what it was and the tf2 community says "this is a fair nerf"
ofc if you're stupid enough to think the weapon was balanced in the first place you're going to appreciate a "nerf" that changes nothing[/quote]
u dumb
I dropped to a 90 damage sticky shot across snakewater last so yeah it's loads of fun.
Handcuffedlong range sticky sniping actually takes skill
demoman shouldn't be more effective at long range fighting than sniper
demoman shouldn't be more effective at long range fighting than sniper
falconHandcuffedlong range sticky sniping actually takes skilldemoman shouldn't be more effective at long range fighting than sniper
150 vs 70-90?
it isnt
demoman shouldn't be more effective at long range fighting than sniper[/quote]
150 vs 70-90?
it isnt
unffalconHandcuffedlong range sticky sniping actually takes skilldemoman shouldn't be more effective at long range fighting than sniper
150 vs 70-90?
it isnt
I don't think you can actually count it like that, since you can spam stickies without being really precise, while hitting every headshot is really hard, also dying to a sticky that is laying on the ground while the demo is like on the other side of the map and you have like 85 hp is also really dumb.
demoman shouldn't be more effective at long range fighting than sniper[/quote]
150 vs 70-90?
it isnt[/quote]
I don't think you can actually count it like that, since you can spam stickies without being really precise, while hitting every headshot is really hard, also dying to a sticky that is laying on the ground while the demo is like on the other side of the map and you have like 85 hp is also really dumb.
Does anyone else have an issue with direct pipes doing 100 damage no matter how far away from an enemy you are?
If you hit someone directly with a rocket from afar it does 48 damage.
Where's the damage falloff for pipes :(
If you hit someone directly with a rocket from afar it does 48 damage.
Where's the damage falloff for pipes :(
Pipes require a direct hit, where stickies and rockets can hit with splash damage. Its not the same.
Its been like that forever.
Its been like that forever.
Also rockets can go way further than pipes, so it's really fair. And yeah it's been like that since forever
Is there a way to show the grapple hook lines without allowing all other particles?
VoloderIs there a way to show the grapple hook lines without allowing all other particles?
Bind x "+use_action_slot_item; viewmodel_fov 0"
Something like that.
Bind x "+use_action_slot_item; viewmodel_fov 0"
Something like that.
unffalconHandcuffedlong range sticky sniping actually takes skilldemoman shouldn't be more effective at long range fighting than sniper
150 vs 70-90?
it isnt
you can hit more than one person per sticky, and also be able to safely spam over obstacles like crates and walls where sniper is just really sad and lonely. and as bonafide said, i would argue a well placed sticky is easier than hitting a headshot.
edit: wrong words
demoman shouldn't be more effective at long range fighting than sniper[/quote]
150 vs 70-90?
it isnt[/quote]
you can hit more than one person per sticky, and also be able to safely spam over obstacles like crates and walls where sniper is just really sad and lonely. and as bonafide said, i would argue a well placed sticky is easier than hitting a headshot.
edit: wrong words
rowrowI need someone to confirm this, but I just hit a fully built minisentry from the base with a grenade launcher at almost point blank, and it lived. Did valve just make the grenade launcher get spread on minis??
Confirmed, with both damage spread off and on.
Confirmed, with both damage spread off and on.
anyone else loving the 100 dmg sticky snipes across mid
Valve tried to nerf the SL and buffed it so hard. wow
Also, apparently the loose cannon only does 141 on a double donk now, so no dropping a medic with one shot.
Also, apparently the loose cannon only does 141 on a double donk now, so no dropping a medic with one shot.
MankutValve tried to nerf the SL and buffed it so hard. wow
Also, apparently the loose cannon only does 141 on a double donk now, so no dropping a medic with one shot.
Only? Against most of the goons that probably post/read here you average around 120-130 on a double donk. (I've donked a scout in DM for 124 before the LC changes and laughed my ass off when he killed me)
Now it doesn't matter how well timed the donk was as they always deal 141
Stickies are...idiotic even if airbursting takes more skill. Cap the damage to 75 or some shit.
Also, apparently the loose cannon only does 141 on a double donk now, so no dropping a medic with one shot.[/quote]
Only? Against most of the goons that probably post/read here you average around 120-130 on a double donk. (I've donked a scout in DM for 124 before the LC changes and laughed my ass off when he killed me)
Now it doesn't matter how well timed the donk was as they always deal 141
Stickies are...idiotic even if airbursting takes more skill. Cap the damage to 75 or some shit.
RadmanPipes require a direct hit, where stickies and rockets can hit with splash damage. Its not the same.
Its been like that forever.
also rollers have damage falloff
Its been like that forever.[/quote]
also rollers have damage falloff
I thought rollers were the reason grenades *didn't* have falloff.
falconHandcuffedlong range sticky sniping actually takes skilldemoman shouldn't be more effective at long range fighting than sniper
This is probably the only place the new stickies are really "fair." It by no means justifies the stickies against the other classes, but if it somehow it isn't a bug at least it will make sniping in 6s that much less annoying to deal with. It's still broken though.
The problem with sniper (especially in 6s) is the only way to kill him reliably is to snipe him. All the other classes in TF2 are only effective at close range. It's not as fun or interesting if you are forced to do the exact same thing as your opponent in order to counter him.
As for the new demo unlocks I really like them in the few pugs I've played with them. I think the Iron Bomber (if allowed in 6s) will just be a personal preference thing. It was hard for me to think about using them for area denial, and I ended up just using them like I would regular pipes to go for directs. The quickiebomb launcher allowed me as demo to put down damage wherever I wanted. I could rotate pretty easily and deal damage at the flank or the choke because stickies travel so fast. It also felt like the best way to deal with scouts. I'd love to see how the quickiebomb launcher is when falloff for stickies is fixed. I also, atm, don't think they should fix the quickiebomb launcher destroying stickies. If they keep it as is I think it is a viable sidegrade that will allow for 2 different, but relatively equal, demo playstyles. If they fix it and allow it to destroy stickies then I think it will function like the quickfix did and everyone will run it. There's no real point in setting traps if your opponent will always destroy them.
demoman shouldn't be more effective at long range fighting than sniper[/quote]
This is probably the only place the new stickies are really "fair." It by no means justifies the stickies against the other classes, but if it somehow it isn't a bug at least it will make sniping in 6s that much less annoying to deal with. It's still broken though.
The problem with sniper (especially in 6s) is the only way to kill him reliably is to snipe him. All the other classes in TF2 are only effective at close range. It's not as fun or interesting if you are forced to do the exact same thing as your opponent in order to counter him.
As for the new demo unlocks I really like them in the few pugs I've played with them. I think the Iron Bomber (if allowed in 6s) will just be a personal preference thing. It was hard for me to think about using them for area denial, and I ended up just using them like I would regular pipes to go for directs. The quickiebomb launcher allowed me as demo to put down damage wherever I wanted. I could rotate pretty easily and deal damage at the flank or the choke because stickies travel so fast. It also felt like the best way to deal with scouts. I'd love to see how the quickiebomb launcher is when falloff for stickies is fixed. I also, atm, don't think they should fix the quickiebomb launcher destroying stickies. If they keep it as is I think it is a viable sidegrade that will allow for 2 different, but relatively equal, demo playstyles. If they fix it and allow it to destroy stickies then I think it will function like the quickfix did and everyone will run it. There's no real point in setting traps if your opponent will always destroy them.