They reduce the range of charged stickies or remove the charge up feature completely.
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SteamID32 | STEAM_0:1:264287 |
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Last Posted | March 31, 2021 at 5:07 PM |
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Make rollers do full damage again :)
Love Fragga.
https://www.youtube.com/watch?v=ZJs9qOr5D10&feature=player_detailpage#t=314
wareya2 sec to dodge a sticky with a predictable arc ok
100ms max ping to when your client gets the sticky on screen (unless you're playing on a ridiculously high ping server for some reason)
50ms interpolation delay (unless you're a scrub with bad settings)
50ms to process its trajectory
200ms max reaction to move away from where it's going
100mx max for the server to get your input signal
900ms to move out of the way as a *slow* class or in a weird direction
~400ms to unwind if you're heavy?
that all adds up to something less than 2000 and it's the worst case scenario for a decent player
have fun w/ ur 25% damage edge-of-splash-radius stickies on spun-up heavies and not even hitting anything else, exquisitestone 8)
This is 2 minutes I will never get back...
wareyaI just remembered that the new stickies are the same system as gang garrison 2 used for mines at some point
which was removed because it didn't work well for gameplay and was even more unintuitive than tf2's system at the time
gg valve can't learn from other peoples' mistakes
That's a good point. There's a million ways to nerf stickies. This way is glitch inconsistent by the nature of it.
wLWhether this nerf is for the better or worse, i think by catering towards the pub players (which these changes were clearly aimed for) valves ignorance towards the meta developed by 6s will likely discourage new players from entering the competitive scene. For how could a player be interested in a format where the fundamental mechanics of the major classes are rendered unstable even in its most competitive setting due to conflicts of interest by the developer?
In my opinion, even though adapting to new strategies (whether it be different playstyles, unlocks or even classes) makes the game fresh and unpredictable, competitive players should not be forced to adapt to changes made in the interest of pubs.
I disagree with this because I tend to feel that most new players get into a competitive setting because they want to play with team mates who actually work as a team. This update doesn't really affect the bottom tier of competitive play.
PhaserThat new sniper rifle is completely useless, but that sound brings back...so many feels.
They need to make it like tfc where if you shot them in the feet they would walk slower. And have a trailing lag dot!
Waripine_beetleOr you can just hit some fucking pills. My gosh.pamphletyou just have to choose to never miss again
Big fucking deal. You can either hit your shots and do big damage, or you can miss your shots and do less damage. You got the nice giant projectile hitboxes use them to your advantage. Demo is the only combat class where it's extremely forgiving to have bad aim, so nerfing left click right click really isn't that bad because it's so easy and extremely effective. It still is even after the nerf... Before there was almost no reason to switch to pills because left click right click is so strong. Now though pills are stronger in that specific situation. So hit your pills or do less damage with stickies. It's not the end of the world.
WariatmoDid valve just raise the skill ceiling
it's more of making demo worse than soldier, and you can be at least 5% better than a soldier if you land slow-moving, arcing projectiles perfectly ontop of everyone you ever meet and you have no room for error ever
or you can just sit back and put a trap somewhere to fully embrace the only redeemable quality about demo now.
or you can play demoknight have fun
Or you can just hit some fucking pills. My gosh.
#598
It's the same reason you couldn't have 2 demos before this change....
You can't have 2 demos per team because you can lock out every choke the other team can push through with stickies that do they're full damage potential... It's not like they do the reduced damage permanently. You can't just walk through them knowing... Oh yeah I think that sticky is going to do 30-60 damage.
I like the change, it nerfs demos who tend to overextend. Hit some pills and/or wait 1-2 seconds before you det. Doesn't affect killing heavies at all because even if you just leave your sticks laying on the ground he's not going to be able to dodge them if he's spun up... Or again hit some fucking pills.
Ubers and transition fights are going to benefit from this change. Sure your stats might not look as good as they did before but you minimize that with smart play. The game overall will be more enjoyable for your team.
Put it in a toaster, maybe it will help melt it back into shape.
Zowie is excellent.
Been a couple years of heavy use and mine still works like it was brand new. Big mousefeet. Really nice.
Know the vehicle, what all the controls do how to use them. They may randomly ask you to use your windshield wipers ect...
Look far ahead. You don't want to be looking in your direct vicinity for very long or you will become a reactionary driver. The more time you spend scanning long distances the more conscious of the position you will need to be in so you can avoid problems before they occur.
Maintain a large gap between you and the vehicle in front of you. Typically driver training schools teach the "2 second rule" But in practice it is best to maintain a 4 second following distance especially for newer drivers. This gives you more time to break smoothly and avoid jarring stops.
Whenever you use the brakes check your mirrors. Especially if it is slippery outside.
Practice your parallel park a zillion times.
Learn to back up using your side view mirrors.
Be conscious of stale green lights, if you observe one slow down and tell them you are just slowing down because it is a stale green light.
If you're using a standard make sure you have a really good feel for the clutch.
Good luck.