Hii personally told me he showers with no clothes on because he "likes how it feels". Good at tf2 but damn.
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mStaleWaffleEvrewsStaleWaffledMenaceThe games we've seen in open to invite since the update have proven(to me at least) that demo isn't as gimped as we thought it was. I think boulder put it nicely, it's the same kind of spamming, just requires one more sticky to get the around the same output as normal.
I think from a dpm standpoint this is not true. B4nny had 168 dpm.
Yeah, but your sample is one game. Demos have been doing just fine
Open finals both demos were at or below 200 dpm
you need to not think of 200 dpm or any dpm really as some kind of finite level of damage that is acceptable to do in this case
maybe the open finals medics realized that tanking demos throughout fights is a bad idea because you dont get nearly the return on heals >> damage that you used to
i know slin really likes to soak goldfish and im pretty sure panic got a ton of heals as well
That's true enough. I think that it's a bit ridiculous however to imply there's been little to no change in damage output.
EvrewsStaleWaffledMenaceThe games we've seen in open to invite since the update have proven(to me at least) that demo isn't as gimped as we thought it was. I think boulder put it nicely, it's the same kind of spamming, just requires one more sticky to get the around the same output as normal.
I think from a dpm standpoint this is not true. B4nny had 168 dpm.
Yeah, but your sample is one game. Demos have been doing just fine
Open finals both demos were at or below 200 dpm
dMenaceThe games we've seen in open to invite since the update have proven(to me at least) that demo isn't as gimped as we thought it was. I think boulder put it nicely, it's the same kind of spamming, just requires one more sticky to get the around the same output as normal.
I think from a dpm standpoint this is not true. B4nny had 168 dpm.
paulitoMa3laaWould've made a lot more sense for the update to be: Sticky Bombs do 15% less damage.
That way you can no longer kill a 125 HP class with a single sticky, the max damage you could do would be 117.
I'm pretty confident valve will change this though, it's sort of what happened with the quick fix before, they made a much to drastic change to the weapon and then found a middle ground between the original stats and the changed stats to make it a better rounded item.
I'm going to quote this so all of you guys can read it again. Also, stop overreacting and complaining to have it put back the way it was because there was obviously some facet of the game that needed to be addressed. If we as a community have such a better understanding of this game than pub players or even Valve themselves, then we should instead try to think of a BETTER way to change it so it wouldn't be such a detriment to our own competitive play, while still making it more fun for pubs.
There were some pretty good ideas already presented such as reducing clip size to 5 or 6 or adding damage fall off over distance
DougWariit'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 everhttp://wiki.teamfortress.com/w/images/thumb/6/67/Grenade_Launcher.png/250px-Grenade_Launcher.png
This is the primary weapon of the Demoman class. You should be comparing this weapon to the Rocket launcher, not the secondary weapon called sticky launcher.
Yeah med should get a nerf to the medigun. Medics shouldnt be using their secondary so much
pine_beetleWariatmoDid 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.
And die from self damage
This is just my opinion: First off I think no matter what happens people will adapt and it won't seem so bad as time goes on. However, in the few scrims I played I think ultimately demo has become more reliant on his team. The problem I see with this is if a flank is not checked properly then a scout from behind can easily take out the demo, as he has little means of defense at close range. While pipe dm could be beneficial, if the scout gets close to you, you'll end up nearly (or in a lot of cases) fully killing yourself if you hit your pipes. I don't fully understand the argument of the pipe launcher supposed to be a primary weapon as playstyle doesn't revolve around what loadout slot your weapon is in. The medigun is used primarily by medic even though iy is a "secondary weapon".
Tl:dr I think it'll be harder to tell who's a good demo at a high level since they'll be so reliant on the team.
Again, this is just my opinion and I don't mean to offend anyone or anything.
Broking is cool and shoots badguys for fun. Never seen him on demo but does big boy damage on soldier. Definitely High IM capable. Good luck!
Kace enjoys doing things such as:
- Playing tf2
Drawing (see steam avatar)
Happy
???
One of the most genuinely nice people in tf2. Also can play at a main level so thats cool.
Ily kace good luck
Hello my name is StaleWaffle. I'm looking for a team after a couple seasons of being busy. I played in s15 on donde in open and I've been ringing for teams all over the place like a dingus. I'm really looking for an IM or high open team but I'll gladly tryout for anyone. Thanks! http://play.esea.net/users/492881 (currently on Uni's gigantic team roster)
edit: played in s14 not 15
Here's the best I got in the 10 minutes I had to make it
i like kace he's good and nice good
Alflunkso's a mo truckin' duck huntin' flank bumpin' somethin somethin that kicks ass. Guaranteed the greatest person you'll ever meet playing competitive tf2.