just for the sake of argument i want to see what happens when we nerf a soldier weapon this drastically.
KumaOpening up other classes would be exciting......if those classes are exciting to be put in play.
I may be wrong but...I am not too fond of the game pace with those class as cookie cutter
the problem is that every other class is utility. They're either only good at defense and shitty/slow at offense or you have to wait a century and a half for things to get a pick.
What we had was what was the fastest game pace with how the classes were designed.
Also seriously I would not want to play against a full time heavy. I'd play highlander if I wanted that shit.
I may be wrong but...I am not too fond of the game pace with those class as cookie cutter[/quote]
the problem is that every other class is utility. They're either only good at defense and shitty/slow at offense or you have to wait a century and a half for things to get a pick.
What we had was what was the fastest game pace with how the classes were designed.
Also seriously I would not want to play against a full time heavy. I'd play highlander if I wanted that shit.
KanecoWARHURYEAHPeople 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.Im still trying to picture how is this good in any sense?
What are you gonna run instead? Pyro or heavy? Both are terrible from a spectator POV. Not mentioning that if you run a pyro full time the other team is almost forced to run a pyro as well because their projectile classes will be countered hard. If you run a heavy full time you're gonna have the same problem as with the quickfix, if you run a sniper full time it's gonna be a snooze fest until you get any picks, same as engie and any other class you can think of.
I think the current (pre-nerf) meta is the most balanced and interesting both from a spectator and a player Pov. Its the byproduct of over 7 years of continued playing and experience after all.
Sure if the nerf stays like it is something will have to change, teams will play differently, but I don't see how we can benefit from it in any way. Much less if demo is run as a utility class.
Also, will be lots of fun trying to push any point in HL now. /s
Not saying it won't be bad from a spectator POV. Valve made the change im just adapting to it.
The teams that think outside will benefit the most.
Im still trying to picture how is this good in any sense?
What are you gonna run instead? Pyro or heavy? Both are terrible from a spectator POV. Not mentioning that if you run a pyro full time the other team is almost forced to run a pyro as well because their projectile classes will be countered hard. If you run a heavy full time you're gonna have the same problem as with the quickfix, if you run a sniper full time it's gonna be a snooze fest until you get any picks, same as engie and any other class you can think of.
I think the current (pre-nerf) meta is the most balanced and interesting both from a spectator and a player Pov. Its the byproduct of over 7 years of continued playing and experience after all.
Sure if the nerf stays like it is something will have to change, teams will play differently, but I don't see how we can benefit from it in any way. Much less if demo is run as a utility class.
Also, will be lots of fun trying to push any point in HL now. /s[/quote]
Not saying it won't be bad from a spectator POV. Valve made the change im just adapting to it.
The teams that think outside will benefit the most.
BRZThe real point of the update
http://i.imgur.com/j0ccI59.png
[img]http://i.imgur.com/j0ccI59.png[/img][/quote]
[img]http://i.imgur.com/DlljBpG.gif[/img]
So you shoot the stickies on the point, charge in the demo with the charge and laugh at their demo trying to sticky you?
More strats coming soon..
More strats coming soon..
If you wanna put on your tinfoil hat, Valve clearly made stickies awful so you would buy more shields and other goofy pub weapons.
cyzer>>> http://strawpoll.me/1952868 <<<<
Cyzer? More like pollzer...!!
Cyzer? More like pollzer...!!
I 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
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
Handcuffedi think seagull's idea of unlocking everything (even class limits) makes sense with this change.
wrangled level 3s with the rescue ranger and pomson+gunslinger+short circuit engineers?
full-time phlog pyros that run as fast as scouts?
full-time tomislav sandvich gru heavies that get whipped by soldiers?
what about bazooka + backup/conch + whip?
what about the quick-fix and vita-saw?
what about 152% speed scouts with mad milk and triple jump?
what about 4 heavy 2 medic, or 3 heavy 3 medic, or 6 wrangled sentries on last or some other bullshit
how could you even consider any of that a positive change
wrangled level 3s with the rescue ranger and pomson+gunslinger+short circuit engineers?
full-time phlog pyros that run as fast as scouts?
full-time tomislav sandvich gru heavies that get whipped by soldiers?
what about bazooka + backup/conch + whip?
what about the quick-fix and vita-saw?
what about 152% speed scouts with mad milk and triple jump?
what about 4 heavy 2 medic, or 3 heavy 3 medic, or 6 wrangled sentries on last or some other bullshit
how could you even consider any of that a positive change
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.
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[/quote]
That's a good point. There's a million ways to nerf stickies. This way is glitch inconsistent by the nature of it.
Saltysally1just for the sake of argument i want to see what happens when we nerf a soldier weapon this drastically.
except for the fact that soldier isn't good to start with
except for the fact that soldier isn't good to start with
4812622Handcuffedi think seagull's idea of unlocking everything (even class limits) makes sense with this change.
wrangled level 3s with the rescue ranger and pomson+gunslinger+short circuit engineers?
full-time phlog pyros that run as fast as scouts?
full-time tomislav sandvich gru heavies that get whipped by soldiers?
what about bazooka + backup/conch + whip?
what about the quick-fix and vita-saw?
what about 152% speed scouts with mad milk and triple jump?
what about 4 heavy 2 medic, or 3 heavy 3 medic, or 6 wrangled sentries on last or some other bullshit
how could you even consider any of that a positive change
More weapon combinations means more variations on the game, and different counters. Phlog pyro? Rocket and pill to death, or Heavy bullet it the poor mmph. Tomislav gru Heavy? Better run a Sniper!
Each of the classes and their weapons are all supposed to have checks and balances, counters, etc. By allowing everything, the meta will most definitely change but can be said as anything but stagnant. The weapons you're mentioning definitely don't fit in the existing 6's meta, but that meta is out the window with the sticky changes, so why not give something else new a chance while we're already mixing things up?
wrangled level 3s with the rescue ranger and pomson+gunslinger+short circuit engineers?
full-time phlog pyros that run as fast as scouts?
full-time tomislav sandvich gru heavies that get whipped by soldiers?
what about bazooka + backup/conch + whip?
what about the quick-fix and vita-saw?
what about 152% speed scouts with mad milk and triple jump?
what about 4 heavy 2 medic, or 3 heavy 3 medic, or 6 wrangled sentries on last or some other bullshit
how could you even consider any of that a positive change[/quote]
More weapon combinations means more variations on the game, and different counters. Phlog pyro? Rocket and pill to death, or Heavy bullet it the poor mmph. Tomislav gru Heavy? Better run a Sniper!
Each of the classes and their weapons are all supposed to have checks and balances, counters, etc. By allowing everything, the meta will most definitely change but can be said as anything but stagnant. The weapons you're mentioning definitely don't fit in the existing 6's meta, but that meta is out the window with the sticky changes, so why not give something else new a chance while we're already mixing things up?
TheMedicTF2DeservesMore weapon combinations means more variations on the game, and different counters. Phlog pyro? Rocket and pill to death, or Heavy bullet it the poor mmph. Tomislav gru Heavy? Better run a Sniper!
Each of the classes and their weapons are all supposed to have checks and balances, counters, etc. By allowing everything, the meta will most definitely change but can be said as anything but stagnant. The weapons you're mentioning definitely don't fit in the existing 6's meta, but that meta is out the window with the sticky changes, so why not give something else new a chance while we're already mixing things up?
and the game turns into who can outgay the other team.
More weapon combinations means more variations on the game, and different counters. Phlog pyro? Rocket and pill to death, or Heavy bullet it the poor mmph. Tomislav gru Heavy? Better run a Sniper!
Each of the classes and their weapons are all supposed to have checks and balances, counters, etc. By allowing everything, the meta will most definitely change but can be said as anything but stagnant. The weapons you're mentioning definitely don't fit in the existing 6's meta, but that meta is out the window with the sticky changes, so why not give something else new a chance while we're already mixing things up?[/quote]
and the game turns into who can outgay the other team.
http://teamfortress.tv/thread/16534#23
WARHURYEAHIt's early days, I'm going to try a few things and see what can be worked out. We tried heavy today as we felt it would be hard to kill the heavy and be more stable for the team. It probably won't be a constant showing until we try more stuff.
There's a potential that the demoman could be a utility class, this doesn't upset me that much as I love playing this game anyway and I enjoy playing all classes.
I understand people being mad as it's VERY frustrating to play at the moment because we have all been used to the same thing for 7+ years.
I think it points to how ridiculous this update was for demo if top teams are actually considering running a heavy to mid instead of a demo.
Stickies needed to be nerfed, and the game needed to change.
But if the concept of demo being so useless as to run pyro or heavy to mid not is not ridiculous, you really need to reevaluate what you want from this game.
There's a potential that the demoman could be a utility class, this doesn't upset me that much as I love playing this game anyway and I enjoy playing all classes.
I understand people being mad as it's VERY frustrating to play at the moment because we have all been used to the same thing for 7+ years.[/quote]
I think it points to how ridiculous this update was for demo if top teams are actually considering running a heavy to mid instead of a demo.
Stickies needed to be nerfed, and the game needed to change.
But if the concept of demo being so useless as to run pyro or heavy to mid not is not ridiculous, you really need to reevaluate what you want from this game.
has anyone tested playing with QF with this change to demo??
i'm interested in the result..
i'm interested in the result..
AvastWARHURYEAHIt's early days, I'm going to try a few things and see what can be worked out. We tried heavy today as we felt it would be hard to kill the heavy and be more stable for the team. It probably won't be a constant showing until we try more stuff.
There's a potential that the demoman could be a utility class, this doesn't upset me that much as I love playing this game anyway and I enjoy playing all classes.
I understand people being mad as it's VERY frustrating to play at the moment because we have all been used to the same thing for 7+ years.
I think it points to how ridiculous this update was for demo if top teams are actually considering running a heavy to mid instead of a demo.
Stickies needed to be nerfed, and the game needed to change.
But if the concept of demo being so useless as to run pyro or heavy to mid not is not ridiculous, you really need to reevaluate what you want from this game.
How about people are overreacting?? Demo isn't worse then heavy on nearly every map, but if you'd have read better you would know it was viadcut, a very small map which was demo's domain, now you just have to predict better (2 sec ahead) Pipes still work the same, and if I'm really honest I barely notice the nerf, syncing stickies is a skill more people need to learn now more than ever.
There's a potential that the demoman could be a utility class, this doesn't upset me that much as I love playing this game anyway and I enjoy playing all classes.
I understand people being mad as it's VERY frustrating to play at the moment because we have all been used to the same thing for 7+ years.[/quote]
I think it points to how ridiculous this update was for demo if top teams are actually considering running a heavy to mid instead of a demo.
Stickies needed to be nerfed, and the game needed to change.
But if the concept of demo being so useless as to run pyro or heavy to mid not is not ridiculous, you really need to reevaluate what you want from this game.[/quote]
How about people are overreacting?? Demo isn't worse then heavy on nearly every map, but if you'd have read better you would know it was viadcut, a very small map which [i][u]was[/u][/i] demo's domain, now you just have to predict better (2 sec ahead) Pipes still work the same, and if I'm really honest I barely notice the nerf, syncing stickies is a skill more people need to learn now more than ever.
yeah its not very fun either stickying the ground and hoping someone walks onto your sticks in 2 seconds or airbursting for like 40 damage. feels so bipolar.
botmodehas anyone tested playing with QF with this change to demo??
i'm interested in the result..
I think that'll just solidify switching demo to heavy since a demo can no longer significantly outDPS the heals of that thing on a heavy
i'm interested in the result..[/quote]
I think that'll just solidify switching demo to heavy since a demo can no longer significantly outDPS the heals of that thing on a heavy
ExquisiteStoneAvastWARHURYEAHIt's early days, I'm going to try a few things and see what can be worked out. We tried heavy today as we felt it would be hard to kill the heavy and be more stable for the team. It probably won't be a constant showing until we try more stuff.
There's a potential that the demoman could be a utility class, this doesn't upset me that much as I love playing this game anyway and I enjoy playing all classes.
I understand people being mad as it's VERY frustrating to play at the moment because we have all been used to the same thing for 7+ years.
I think it points to how ridiculous this update was for demo if top teams are actually considering running a heavy to mid instead of a demo.
Stickies needed to be nerfed, and the game needed to change.
But if the concept of demo being so useless as to run pyro or heavy to mid not is not ridiculous, you really need to reevaluate what you want from this game.
How about people are overreacting?? Demo isn't worse then heavy on nearly every map, but if you'd have read better you would know it was viadcut, a very small map which was demo's domain, now you just have to predict better (2 sec ahead) Pipes still work the same, and if I'm really honest I barely notice the nerf, syncing stickies is a skill more people need to learn now more than ever.
Lets run through a scenario then.
One team runs heavy to mid, the other demo. Heavy fully overhealed has 450 hp, and although nerfed, can spin up and start putting down some hitscan laserbeam damage.
The demo has 260 health when fully overhealed, and if he wanted to kill the heavy must use all 8 stickies, hoping they all did 50 damage each, or all four pipes with 1 to 2 stickies. But maybe he shouldn't focus the heavy since then his damage isn't focused on the other members of the opposing team. Well then the heavy roams free and as people know a fully buffed soldier bombing a fully buffed heavy on mid will generally lose. Same goes with scout.
So you have a monstrous, tanky laser beam class versus a lower health, lower damage class on mid, whose primary weapon is less predictable and harder to aim, while also having a clip size of four.
How is the heavy not better?
Edit: Oh and the whole sticky trap areal denial for mid is stupid since a) if you do that your damage is drastically reduced, allowing people to essentially get to point with full buffs b) most players that aren't terrible aren't just going to run into your sticky traps every mid and die, sticky traps are supposed to be used strategically to catch players and punish them,not make an easily avoided minefield around yourself on mid
There's a potential that the demoman could be a utility class, this doesn't upset me that much as I love playing this game anyway and I enjoy playing all classes.
I understand people being mad as it's VERY frustrating to play at the moment because we have all been used to the same thing for 7+ years.[/quote]
I think it points to how ridiculous this update was for demo if top teams are actually considering running a heavy to mid instead of a demo.
Stickies needed to be nerfed, and the game needed to change.
But if the concept of demo being so useless as to run pyro or heavy to mid not is not ridiculous, you really need to reevaluate what you want from this game.[/quote]
How about people are overreacting?? Demo isn't worse then heavy on nearly every map, but if you'd have read better you would know it was viadcut, a very small map which [i][u]was[/u][/i] demo's domain, now you just have to predict better (2 sec ahead) Pipes still work the same, and if I'm really honest I barely notice the nerf, syncing stickies is a skill more people need to learn now more than ever.[/quote]
Lets run through a scenario then.
One team runs heavy to mid, the other demo. Heavy fully overhealed has 450 hp, and although nerfed, can spin up and start putting down some hitscan laserbeam damage.
The demo has 260 health when fully overhealed, and if he wanted to kill the heavy must use all 8 stickies, hoping they all did 50 damage each, or all four pipes with 1 to 2 stickies. But maybe he shouldn't focus the heavy since then his damage isn't focused on the other members of the opposing team. Well then the heavy roams free and as people know a fully buffed soldier bombing a fully buffed heavy on mid will generally lose. Same goes with scout.
So you have a monstrous, tanky laser beam class versus a lower health, lower damage class on mid, whose primary weapon is less predictable and harder to aim, while also having a clip size of four.
How is the heavy not better?
Edit: Oh and the whole sticky trap areal denial for mid is stupid since a) if you do that your damage is drastically reduced, allowing people to essentially get to point with full buffs b) most players that aren't terrible aren't just going to run into your sticky traps every mid and die, sticky traps are supposed to be used strategically to catch players and punish them,not make an easily avoided minefield around yourself on mid
Has anyone tried the Scottish Resistance out now in a pug/lobby/etc with stock nerfed? Is it now a viable alternative or do you still think it's going to go unloved?
The thing that really confuses me is why did Valve pick now to nerf the sticky launcher? The answer seems to pretty much be the parachute, but the game is 7 years old and the game was well understood. From about just before i46 until about just after i49, class balance never really changed much, new unlocks/changes to existing weapons didn't really have a massive impact to how the game was played and you could see the impact it had, strategies and gamesense were at a better point than ever, when the game has remained roughly constant for that long, you have to concentrate on the smaller deficiencies in your play to get the edge. And now that's gone in an instant. Someone commented earlier about how no one would be complaining if this had happened 6 months after the initial release of the game and that's right, it would have been OK then, people would have adapted and 7 years worth of strategies and gamesense would have been built on that. Now it's back to square one with everyone learning.
What I would be interested to see is the reaction of people who currently support the update if it were to be reverted.
What I would be interested to see is the reaction of people who currently support the update if it were to be reverted.
AvastExquisiteStoneAvastWARHURYEAHIt's early days, I'm going to try a few things and see what can be worked out. We tried heavy today as we felt it would be hard to kill the heavy and be more stable for the team. It probably won't be a constant showing until we try more stuff.
There's a potential that the demoman could be a utility class, this doesn't upset me that much as I love playing this game anyway and I enjoy playing all classes.
I understand people being mad as it's VERY frustrating to play at the moment because we have all been used to the same thing for 7+ years.
I think it points to how ridiculous this update was for demo if top teams are actually considering running a heavy to mid instead of a demo.
Stickies needed to be nerfed, and the game needed to change.
But if the concept of demo being so useless as to run pyro or heavy to mid not is not ridiculous, you really need to reevaluate what you want from this game.
How about people are overreacting?? Demo isn't worse then heavy on nearly every map, but if you'd have read better you would know it was viadcut, a very small map which was demo's domain, now you just have to predict better (2 sec ahead) Pipes still work the same, and if I'm really honest I barely notice the nerf, syncing stickies is a skill more people need to learn now more than ever.
Lets run through a scenario then.
One team runs heavy to mid, the other demo. Heavy fully overhealed has 450 hp, and although nerfed, can spin up and start putting down some hitscan laserbeam damage.
The demo has 260 health when fully overhealed, and if he wanted to kill the heavy must use all 8 stickies, hoping they all did 50 damage each, or all four pipes with 1 to 2 stickies. But maybe he shouldn't focus the heavy since then his damage isn't focused on the other members of the opposing team. Well then the heavy roams free and as people know a fully buffed soldier bombing a fully buffed heavy on mid will generally lose. Same goes with scout.
So you have a monstrous, tanky laser beam class versus a lower health, lower damage class on mid, whose primary weapon is less predictable and harder to aim, while also having a clip size of four.
How is the heavy not better?
Edit: Oh and the whole sticky trap areal denial for mid is stupid since a) if you do that your damage is drastically reduced, allowing people to essentially get to point with full buffs b) most players that aren't terrible aren't just going to run into your sticky traps every mid and die, sticky traps are supposed to be used strategically to catch players and punish them,not make an easily avoided minefield around yourself on mid
You do realise that every map except Viaduct (which I said heavy was a better choice) has Height advantage for soldiers, you people think like demo is the only player on this mid fight.
There's a potential that the demoman could be a utility class, this doesn't upset me that much as I love playing this game anyway and I enjoy playing all classes.
I understand people being mad as it's VERY frustrating to play at the moment because we have all been used to the same thing for 7+ years.[/quote]
I think it points to how ridiculous this update was for demo if top teams are actually considering running a heavy to mid instead of a demo.
Stickies needed to be nerfed, and the game needed to change.
But if the concept of demo being so useless as to run pyro or heavy to mid not is not ridiculous, you really need to reevaluate what you want from this game.[/quote]
How about people are overreacting?? Demo isn't worse then heavy on nearly every map, but if you'd have read better you would know it was viadcut, a very small map which [i][u]was[/u][/i] demo's domain, now you just have to predict better (2 sec ahead) Pipes still work the same, and if I'm really honest I barely notice the nerf, syncing stickies is a skill more people need to learn now more than ever.[/quote]
Lets run through a scenario then.
One team runs heavy to mid, the other demo. Heavy fully overhealed has 450 hp, and although nerfed, can spin up and start putting down some hitscan laserbeam damage.
The demo has 260 health when fully overhealed, and if he wanted to kill the heavy must use all 8 stickies, hoping they all did 50 damage each, or all four pipes with 1 to 2 stickies. But maybe he shouldn't focus the heavy since then his damage isn't focused on the other members of the opposing team. Well then the heavy roams free and as people know a fully buffed soldier bombing a fully buffed heavy on mid will generally lose. Same goes with scout.
So you have a monstrous, tanky laser beam class versus a lower health, lower damage class on mid, whose primary weapon is less predictable and harder to aim, while also having a clip size of four.
How is the heavy not better?
Edit: Oh and the whole sticky trap areal denial for mid is stupid since a) if you do that your damage is drastically reduced, allowing people to essentially get to point with full buffs b) most players that aren't terrible aren't just going to run into your sticky traps every mid and die, sticky traps are supposed to be used strategically to catch players and punish them,not make an easily avoided minefield around yourself on mid[/quote]
You do realise that every map except Viaduct (which I said heavy was a better choice) has Height advantage for soldiers, you people think like demo is the only player on this mid fight.
Avast
Lets run through a scenario then.
One team runs heavy to mid, the other demo. Heavy fully overhealed has 450 hp, and although nerfed, can spin up and start putting down some hitscan laserbeam damage.
The demo has 260 health when fully overhealed, and if he wanted to kill the heavy must use all 8 stickies, hoping they all did 50 damage each, or all four pipes with 1 to 2 stickies. But maybe he shouldn't focus the heavy since then his damage isn't focused on the other members of the opposing team. Well then the heavy roams free and as people know a fully buffed soldier bombing a fully buffed heavy on mid will generally lose. Same goes with scout.
So you have a monstrous, tanky laser beam class versus a lower health, lower damage class on mid, whose primary weapon is less predictable and harder to aim, while also having a clip size of four.
How is the heavy not better?
Edit: Oh and the whole sticky trap areal denial for mid is stupid since a) if you do that your damage is drastically reduced, allowing people to essentially get to point with full buffs b) most players that aren't terrible aren't just going to run into your sticky traps every mid and die, sticky traps are supposed to be used strategically to catch players and punish them,not make an easily avoided minefield around yourself on mid
depending on the map the heavy will be too slow to mid and the other teams demo will have performed enough area denial (without pressure from an opposing demo it will be pretty easy to set up enough sticks without immediately detting for this to be effective) to win his team the mid
Lets run through a scenario then.
One team runs heavy to mid, the other demo. Heavy fully overhealed has 450 hp, and although nerfed, can spin up and start putting down some hitscan laserbeam damage.
The demo has 260 health when fully overhealed, and if he wanted to kill the heavy must use all 8 stickies, hoping they all did 50 damage each, or all four pipes with 1 to 2 stickies. But maybe he shouldn't focus the heavy since then his damage isn't focused on the other members of the opposing team. Well then the heavy roams free and as people know a fully buffed soldier bombing a fully buffed heavy on mid will generally lose. Same goes with scout.
So you have a monstrous, tanky laser beam class versus a lower health, lower damage class on mid, whose primary weapon is less predictable and harder to aim, while also having a clip size of four.
How is the heavy not better?
Edit: Oh and the whole sticky trap areal denial for mid is stupid since a) if you do that your damage is drastically reduced, allowing people to essentially get to point with full buffs b) most players that aren't terrible aren't just going to run into your sticky traps every mid and die, sticky traps are supposed to be used strategically to catch players and punish them,not make an easily avoided minefield around yourself on mid[/quote]
depending on the map the heavy will be too slow to mid and the other teams demo will have performed enough area denial (without pressure from an opposing demo it will be pretty easy to set up enough sticks without immediately detting for this to be effective) to win his team the mid
freakinAvastdepending on the map the heavy will be too slow to mid and the other teams demo will have performed enough area denial (without pressure from an opposing demo it will be pretty easy to set up enough sticks without immediately detting for this to be effective) to win his team the mid
Lets run through a scenario then.
One team runs heavy to mid, the other demo. Heavy fully overhealed has 450 hp, and although nerfed, can spin up and start putting down some hitscan laserbeam damage.
The demo has 260 health when fully overhealed, and if he wanted to kill the heavy must use all 8 stickies, hoping they all did 50 damage each, or all four pipes with 1 to 2 stickies. But maybe he shouldn't focus the heavy since then his damage isn't focused on the other members of the opposing team. Well then the heavy roams free and as people know a fully buffed soldier bombing a fully buffed heavy on mid will generally lose. Same goes with scout.
So you have a monstrous, tanky laser beam class versus a lower health, lower damage class on mid, whose primary weapon is less predictable and harder to aim, while also having a clip size of four.
How is the heavy not better?
Edit: Oh and the whole sticky trap areal denial for mid is stupid since a) if you do that your damage is drastically reduced, allowing people to essentially get to point with full buffs b) most players that aren't terrible aren't just going to run into your sticky traps every mid and die, sticky traps are supposed to be used strategically to catch players and punish them,not make an easily avoided minefield around yourself on mid
That is true. Demo's mobility will still be an advantage over classes like Heavy or Pyro when it comes to getting to mid and does offer opportunities that running the other classes will not.
But with that in mind, it still does not change the fact that running a heavy to mid is much easier, and more effective than before, as opposed to running vanilla classes. With a changing meta plenty of mid strategies could be developed around them that makes them more viable, or just as viable, as running demo as it stand now.
Lets run through a scenario then.
One team runs heavy to mid, the other demo. Heavy fully overhealed has 450 hp, and although nerfed, can spin up and start putting down some hitscan laserbeam damage.
The demo has 260 health when fully overhealed, and if he wanted to kill the heavy must use all 8 stickies, hoping they all did 50 damage each, or all four pipes with 1 to 2 stickies. But maybe he shouldn't focus the heavy since then his damage isn't focused on the other members of the opposing team. Well then the heavy roams free and as people know a fully buffed soldier bombing a fully buffed heavy on mid will generally lose. Same goes with scout.
So you have a monstrous, tanky laser beam class versus a lower health, lower damage class on mid, whose primary weapon is less predictable and harder to aim, while also having a clip size of four.
How is the heavy not better?
Edit: Oh and the whole sticky trap areal denial for mid is stupid since a) if you do that your damage is drastically reduced, allowing people to essentially get to point with full buffs b) most players that aren't terrible aren't just going to run into your sticky traps every mid and die, sticky traps are supposed to be used strategically to catch players and punish them,not make an easily avoided minefield around yourself on mid[/quote]
depending on the map the heavy will be too slow to mid and the other teams demo will have performed enough area denial (without pressure from an opposing demo it will be pretty easy to set up enough sticks without immediately detting for this to be effective) to win his team the mid[/quote]
That is true. Demo's mobility will still be an advantage over classes like Heavy or Pyro when it comes to getting to mid and does offer opportunities that running the other classes will not.
But with that in mind, it still does not change the fact that running a heavy to mid is much easier, and more effective than before, as opposed to running vanilla classes. With a changing meta plenty of mid strategies could be developed around them that makes them more viable, or just as viable, as running demo as it stand now.