clorgRadmanHow are new players supposed to know that airbursting is a thing unless people tell them? or that stickies that are laid for traps have full damage independent of ramp up if they let the stickies stay on the ground for a while (it actually worked like this before the update)?
You can test if you can air burst within 3 seconds of switching to demoman, you can't do that with a damage rampup mechanic. I'm sort of confused by the second part of your question as there was no damage rampup pre-update at all.
Demo Stickys are subject to fall-off damage based on distance in the first 5 seconds, after that they do the full basedamage.
like even pre-update the most damage you could do, long-range (in the first 5 seconds) was 60.
http://www.teamfortress.com/post.php?id=2253
[quote=clorg][quote=Radman]How are new players supposed to know that airbursting is a thing unless people tell them? or that stickies that are laid for traps have full damage independent of ramp up if they let the stickies stay on the ground for a while (it actually worked like this before the update)?
[/quote]
You can test if you can air burst within 3 seconds of switching to demoman, you can't do that with a damage rampup mechanic. I'm sort of confused by the second part of your question as there was no damage rampup pre-update at all.[/quote]
Demo Stickys are subject to fall-off damage based on distance in the first 5 seconds, after that they do the full basedamage.
like even pre-update the most damage you could do, long-range (in the first 5 seconds) was 60.
http://www.teamfortress.com/post.php?id=2253
https://www.youtube.com/watch?v=BeVceiX43Xw
KingReptarSo I was expecting this to be awful just like everyone else as a demo main. Surprisingly, I've been having A LOT of fun. Pipes, while unreliable, are fun as hell, and it feels nice to not be focused all the time. Also, using more traps is pretty fun.
I didn't think Valve nerfing my class would make me enjoy it more, but it did. I am probably an outlier though.
Amen. I was playing the Demo post-patch and I was doing better than I had ever done, for some very odd and unknown reason...
What witchcraft is this?! Why do I do better with weak weapons and do so poorly with strong ones???
[quote=KingReptar]So I was expecting this to be awful just like everyone else as a demo main. Surprisingly, I've been having A LOT of fun. Pipes, while unreliable, are fun as hell, and it feels nice to not be focused all the time. Also, using more traps is pretty fun.
I didn't think Valve nerfing my class would make me enjoy it more, but it did. I am probably an outlier though.[/quote]
Amen. I was playing the Demo post-patch and I was doing better than I had ever done, for some very odd and unknown reason...
What witchcraft is this?! Why do I do better with weak weapons and do so poorly with strong ones???
D13H4RD2L1V3KingReptarSo I was expecting this to be awful just like everyone else as a demo main. Surprisingly, I've been having A LOT of fun. Pipes, while unreliable, are fun as hell, and it feels nice to not be focused all the time. Also, using more traps is pretty fun.
I didn't think Valve nerfing my class would make me enjoy it more, but it did. I am probably an outlier though.
Amen. I was playing the Demo post-patch and I was doing better than I had ever done, for some very odd and unknown reason...
What witchcraft is this?! Why do I do better with weak weapons and do so poorly with strong ones???
Because now you can't rely on mindless m1+m2 spam. You need to be smart, you need to set traps, you need to hit your pipes. You need to try, and thats enjoyable.
Honestly thats something I've found pretty amusing about all this. People claim Demo is the highest skill ceiling class, but when Valve nerfs the most mindless attack in the game (m1+m2 spam) people are suddenly claiming the class is dead. Seriously, don't lie to yourself in saying sticky spam required skill. That shit was easier then playing pyro. At least with airblast you need to time it.
[quote=D13H4RD2L1V3][quote=KingReptar]So I was expecting this to be awful just like everyone else as a demo main. Surprisingly, I've been having A LOT of fun. Pipes, while unreliable, are fun as hell, and it feels nice to not be focused all the time. Also, using more traps is pretty fun.
I didn't think Valve nerfing my class would make me enjoy it more, but it did. I am probably an outlier though.[/quote]
Amen. I was playing the Demo post-patch and I was doing better than I had ever done, for some very odd and unknown reason...
What witchcraft is this?! Why do I do better with weak weapons and do so poorly with strong ones???[/quote]
Because now you can't rely on mindless m1+m2 spam. You need to be smart, you need to set traps, you need to hit your pipes. You need to try, and thats enjoyable.
Honestly thats something I've found pretty amusing about all this. People claim Demo is the highest skill ceiling class, but when Valve nerfs the most mindless attack in the game (m1+m2 spam) people are suddenly claiming the class is dead. Seriously, don't lie to yourself in saying sticky spam required skill. That shit was easier then playing pyro. At least with airblast you need to time it.
You're a fucking moron if you think that stickies are ONLY M1-M2...
You're a fucking moron if you think that stickies are ONLY M1-M2...
AntaresYou're a fucking moron if you think that stickies are ONLY M1-M2...
Obviously not, but spamming stickies was a big part of playing demo. Stickies are incredibly versatile, but are designed primarily for traps.
[quote=Antares]You're a fucking moron if you think that stickies are ONLY M1-M2...[/quote]
Obviously not, but spamming stickies was a big part of playing demo. Stickies are incredibly versatile, but are designed primarily for traps.
Yosephetf2l right now: https://www.youtube.com/watch?v=9TYIlhbrWrE
Don't get me wrong, that was funny as fuck, but why are you making it seem like its just a matter of adapting and dealing with it?
Valve completely changed how the core weapon of one of the core classes of the competitive metagame works, is that not something worthy of getting up in your arms whether you're a demo main or not?
As I said more than 1 time I am really worried of what's to come, all from what I've seen seems to lead to a less exciting and more stale gameplay.
I haven't even mentioned highlander properly but I will just mention the fact that its now virtually impossible to kill a full buffed heavy with the stickylauncher as a demo even after emptying your whole clip and that wrangled sentries take 16 stickies to go down. Ain't that fun? Let's all adapt and rejoice the new meta...
[quote=Yoseph]etf2l right now: https://www.youtube.com/watch?v=9TYIlhbrWrE[/quote]
Don't get me wrong, that was funny as fuck, but why are you making it seem like its just a matter of adapting and dealing with it?
Valve completely changed how the core weapon of one of the core classes of the competitive metagame works, is that not something worthy of getting up in your arms whether you're a demo main or not?
As I said more than 1 time I am really worried of what's to come, all from what I've seen seems to lead to a less exciting and more stale gameplay.
I haven't even mentioned highlander properly but I will just mention the fact that its now virtually impossible to kill a full buffed heavy with the stickylauncher as a demo even after emptying your whole clip and that wrangled sentries take 16 stickies to go down. Ain't that fun? Let's all adapt and rejoice the new meta...
KanecoAs I said more than 1 time I am really worried of what's to come, all from what I've seen seems to lead to a less exciting and more stale gameplay.
Did you not see the TFTV Twitch Invitational last night? That was some of the most enjoyable TF2 I've watched in a looooong time.
Seriously, this doom and gloom shit is already getting old.
[quote=Kaneco]As I said more than 1 time I am really worried of what's to come, all from what I've seen seems to lead to a less exciting and more stale gameplay.[/quote]
Did you not see the TFTV Twitch Invitational last night? That was some of the most enjoyable TF2 I've watched in a looooong time.
Seriously, this doom and gloom shit is already getting old.
r4ptureAntaresStickies are incredibly versatile, but are designed primarily for traps.
It's been stated by the devs. and regurgitated by others that's it's a duel purpose weapon. Nothing the devs. have said stated that it was primarily for traps.
"Mindless M1 + M2" spam is literally the same. You just don't get rewarded as much.
[quote=r4pture][quote=Antares]Stickies are incredibly versatile, but are designed primarily for traps.[/quote]
It's been stated by the devs. and regurgitated by others that's it's a duel purpose weapon. Nothing the devs. have said stated that it was primarily for traps.
"Mindless M1 + M2" spam is literally the same. You just don't get rewarded as much.
r4ptureKanecoAs I said more than 1 time I am really worried of what's to come, all from what I've seen seems to lead to a less exciting and more stale gameplay.
Did you not see the TFTV Twitch Invitational last night? That was some of the most enjoyable TF2 I've watched in a looooong time.
Seriously, this doom and gloom shit is already getting old.
I did not because I was asleep, timezones are a strange thing right? But I did watch the epsilon game and played a few games myself, I'm not just talking out of my ass.
[quote=r4pture][quote=Kaneco]As I said more than 1 time I am really worried of what's to come, all from what I've seen seems to lead to a less exciting and more stale gameplay.[/quote]
Did you not see the TFTV Twitch Invitational last night? That was some of the most enjoyable TF2 I've watched in a looooong time.
Seriously, this doom and gloom shit is already getting old.[/quote]
I did not because I was asleep, timezones are a strange thing right? But I did watch the epsilon game and played a few games myself, I'm not just talking out of my ass.
KanecoValve completely changed how the core weapon of one of the core classes of the competitive metagame works, is that not something worthy of getting up in your arms whether you're a demo main or not?
It's not worth getting up in arms about because Valve has historically shown that they care very little for our proposed "meta" in the competitive community, and will do whatever they want. WE have to adapt to the changes they bring to the game, not the other way around. The only two options are to create a "promod" (which others have said will actually kill the game) or quit, which will actually kill the game.
As I said more than 1 time I am really worried of what's to come, all from what I've seen seems to lead to a less exciting and more stale gameplay.
How will it be less exciting and more stale? No longer do teams have to worried about pushing through a choke while a demo single dets 90 damage stickies on their face, forcing them to sit around and either wait for a pick or wait for uber. With this nerf this relies more on the soldiers and scouts to do damage and make plays, and places the demo in a more defensive role, locking down areas like one could argue he's suppose to do. This doesn't mean the demo is useless however. The demo can still support their team with damage from mid range just like he could before, he just can't single-handily shit on a team and will have to rely more on actual teamwork and focus fire to get kills.
I feel bad for demo mains that had their playstyle they had grown to know and love taken away from, but I think overall this change is for the better.
[quote=Kaneco]
Valve completely changed how the core weapon of one of the core classes of the competitive metagame works, is that not something worthy of getting up in your arms whether you're a demo main or not?[/quote]
It's not worth getting up in arms about because Valve has historically shown that they care very little for our proposed "meta" in the competitive community, and will do whatever they want. WE have to adapt to the changes they bring to the game, not the other way around. The only two options are to create a "promod" (which others have said will actually kill the game) or quit, which will actually kill the game.
[quote]
As I said more than 1 time I am really worried of what's to come, all from what I've seen seems to lead to a less exciting and more stale gameplay.[/quote]
How will it be less exciting and more stale? No longer do teams have to worried about pushing through a choke while a demo single dets 90 damage stickies on their face, forcing them to sit around and either wait for a pick or wait for uber. With this nerf this relies more on the soldiers and scouts to do damage and make plays, and places the demo in a more defensive role, locking down areas like one could argue he's suppose to do. This doesn't mean the demo is useless however. The demo can still support their team with damage from mid range just like he could before, he just can't single-handily shit on a team and will have to rely more on actual teamwork and focus fire to get kills.
I feel bad for demo mains that had their playstyle they had grown to know and love taken away from, but I think overall this change is for the better.
If I'm really honest, in scrims/officials I played since the update, all I notice is that I need to be more alert and precise, I think all of you need to stop focusing on getting the old back, and instead improve your demoman skill, Work on better movement/aim & positioning, AND might Valve ever bring back the old sticky launcher damage, then you're only a lot better right? ;)
If I'm really honest, in scrims/officials I played since the update, all I notice is that I need to be more alert and precise, I think all of you need to stop focusing on getting the old back, and instead improve your demoman skill, Work on better movement/aim & positioning, AND might Valve ever bring back the old sticky launcher damage, then you're only a lot better right? ;)
My only complaint is that I was most effective waiting for someone to everextend in a push, putting stickies behind them, and then detting for near full damage as they backed up.
Sticky traps were just as useful as they used to be; they would be cleared 90% of the time and the other 10% of the time I got an easy kill or two.
During pushes in I would throw stickies where I thought people would be in 1-2 seconds... this was useful maybe 1/3 of the time.
In other words, to be useful, I played a style that I found really boring.
As a not very skilled demo, I have to think that other newer players might find the same thing, and get turned off to the class or the gamemode.
My only complaint is that I was most effective waiting for someone to everextend in a push, putting stickies behind them, and then detting for near full damage as they backed up.
Sticky traps were just as useful as they used to be; they would be cleared 90% of the time and the other 10% of the time I got an easy kill or two.
During pushes in I would throw stickies where I thought people would be in 1-2 seconds... this was useful maybe 1/3 of the time.
In other words, to be useful, I played a style that I found [i]really[/i] boring.
As a not very skilled demo, I have to think that other newer players might find the same thing, and get turned off to the class or the gamemode.
People need to look at the bigger picture, demoman could now be used as a utility class, which to me is very exciting. I'm looking forward to the new things that could spring up.
I am still sad that I can't be a pocket demo any more.
People need to look at the bigger picture, demoman could now be used as a utility class, which to me is very exciting. I'm looking forward to the new things that could spring up.
I am still sad that I can't be a pocket demo any more.
A promod would only be useful for the upcoming LAN because the few days are not enough to adapt right now
A promod would only be useful for the upcoming LAN because the few days are not enough to adapt right now
WARHURYEAHPeople need to look at the bigger picture, demoman could now be used as a utility class, which to me is very exciting. I'm looking forward to the new things that could spring up.
I am still sad that I can't be a pocket demo any more.
If it's a utility class, what class would you run full time? Sniper (boring wait-for-a-pick-fest), heavy (more viable if it isn't taking so much damage from demos), pyro (no)?
[quote=WARHURYEAH]People need to look at the bigger picture, demoman could now be used as a utility class, which to me is very exciting. I'm looking forward to the new things that could spring up.
I am still sad that I can't be a pocket demo any more.[/quote]
If it's a utility class, what class would you run full time? Sniper (boring wait-for-a-pick-fest), heavy (more viable if it isn't taking so much damage from demos), pyro (no)?
TimoA promod would only be useful for the upcoming LAN because the few days are not enough to adapt right now
die troll.
[quote=Timo]A promod would only be useful for the upcoming LAN because the few days are not enough to adapt right now[/quote]
die troll.
TimoA promod would only be useful for the upcoming LAN because the few days are not enough to adapt right now
How isn't it enough? if everyone has to adapt we will see "prototype" strategies, which is a lot more enjoyable to watch then the same old stuff like the past seasons.
And since everyone has to adapt, there will be no unfair advantages, using the promod would give me a sign that TF2 comp will die very quickly because it would turn into an very small "elite" club of players that use the same old strats instead of a lot newer players with fresh ideas.
If we should do one thing it is probably allow the tide turner.
[quote=Timo]A promod would only be useful for the upcoming LAN because the few days are not enough to adapt right now[/quote]
How isn't it enough? if everyone has to adapt we will see "prototype" strategies, which is a lot more enjoyable to watch then the same old stuff like the past seasons.
And since everyone has to adapt, there will be no unfair advantages, using the promod would give me a sign that TF2 comp will die very quickly because it would turn into an very small "elite" club of players that use the same old strats instead of a lot newer players with fresh ideas.
If we should do one thing it is probably allow the tide turner.
fuck accidently quoted myself.
fuck accidently quoted myself.
you could all just quit for league/dota if this update has upset you that much
daed game lamo
you could all just quit for league/dota if this update has upset you that much
daed game lamo
HKWARHURYEAHPeople need to look at the bigger picture, demoman could now be used as a utility class, which to me is very exciting. I'm looking forward to the new things that could spring up.
I am still sad that I can't be a pocket demo any more.
If it's a utility class, what class would you run full time? Sniper (boring wait-for-a-pick-fest), heavy (more viable if it isn't taking so much damage from demos), pyro (no)?
Pyro will work and I don't think many people realise how viable that class is in 6's.
Demoman in its current state is somewhat useless in pushes unless you hit pipes. He can still be defensive with sticky traps but that will only work if you never want to push.
Badlands last is also useless for the demo, if someone runs to the point and you blow your stickies you can't do shit after that.
[quote=HK][quote=WARHURYEAH]People need to look at the bigger picture, demoman could now be used as a utility class, which to me is very exciting. I'm looking forward to the new things that could spring up.
I am still sad that I can't be a pocket demo any more.[/quote]
If it's a utility class, what class would you run full time? Sniper (boring wait-for-a-pick-fest), heavy (more viable if it isn't taking so much damage from demos), pyro (no)?[/quote]
Pyro will work and I don't think many people realise how viable that class is in 6's.
Demoman in its current state is somewhat useless in pushes unless you hit pipes. He can still be defensive with sticky traps but that will only work if you never want to push.
Badlands last is also useless for the demo, if someone runs to the point and you blow your stickies you can't do shit after that.
WARHURYEAHBadlands last is also useless for the demo, if someone runs to the point and you blow your stickies you can't do shit after that.
This becomes even worse in this new setting where the SR is viable. Your stickies are guaranteed to never be on the point.
[quote=WARHURYEAH]
Badlands last is also useless for the demo, if someone runs to the point and you blow your stickies you can't do shit after that.[/quote]
This becomes even worse in this new setting where the SR is viable. Your stickies are guaranteed to never be on the point.
best defense is a good offense
best defense is a good offense
i think seagull's idea of unlocking everything (even class limits) makes sense with this change.
i think seagull's idea of unlocking everything (even class limits) makes sense with this change.
Yes multiple demos running around
Yes multiple demos running around
clorgRadmanHow are new players supposed to know that airbursting is a thing unless people tell them? or that stickies that are laid for traps have full damage independent of ramp up if they let the stickies stay on the ground for a while (it actually worked like this before the update)?
You can test if you can air burst within 3 seconds of switching to demoman, you can't do that with a damage rampup mechanic. I'm sort of confused by the second part of your question as there was no damage rampup pre-update at all.
Haha, see this is what I'm talking about. The sticky launcher used damage ramp up and falloff for 5 seconds, and then became full damage traps. See: http://www.teamfortress.com/post.php?id=2253
[quote=clorg][quote=Radman]How are new players supposed to know that airbursting is a thing unless people tell them? or that stickies that are laid for traps have full damage independent of ramp up if they let the stickies stay on the ground for a while (it actually worked like this before the update)?
[/quote]
You can test if you can air burst within 3 seconds of switching to demoman, you can't do that with a damage rampup mechanic. I'm sort of confused by the second part of your question as there was no damage rampup pre-update at all.[/quote]
Haha, see this is what I'm talking about. The sticky launcher used damage ramp up and falloff for 5 seconds, and then became full damage traps. See: http://www.teamfortress.com/post.php?id=2253
i would love to see a "day in the life" type of documentary on the tf2 team before they release an update like this. maybe if they made their thought process and rationale 100% transparent (or had open beta testing with welcomed community feedback [not just comp. community]), people would understand what the team was going for.
but to me, it simply looks like they nerfed sticky damage to accompany the base jumper in pubs. i dunno.
i would love to see a "day in the life" type of documentary on the tf2 team before they release an update like this. maybe if they made their thought process and rationale 100% transparent (or had open beta testing with welcomed community feedback [not just comp. community]), people would understand what the team was going for.
but to me, it simply looks like they nerfed sticky damage to accompany the base jumper in pubs. i dunno.