I feel that an easy buff to demo and soldier would be to make it so they don't take stupid amounts of damage when they hit themselves and an enemy with their weapons. It would be so easy to implement and make soldiers and demomen not want to kill themselves after every close range encounter with a scout.
Account Details | |
---|---|
SteamID64 | 76561198161389905 |
SteamID3 | [U:1:201124177] |
SteamID32 | STEAM_0:1:100562088 |
Country | Pirate |
Signed Up | December 14, 2015 |
Last Posted | September 23, 2025 at 8:08 PM |
Posts | 1911 (0.5 per day) |
Game Settings | |
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In-game Sensitivity | 1 |
Windows Sensitivity | 9/11 |
Raw Input | |
DPI |
10000 |
Resolution |
100x100 |
Refresh Rate |
240 |
Hardware Peripherals | |
---|---|
Mouse | A Rock |
Keyboard | Yamaha Portasound PSS-460 |
Mousepad | Boob Mousepad Wrist Rest Boob Gaming Mousepad Wris |
Headphones | First Gen Airpods |
Monitor | Mitsubishi WS-65315 |
I would bet money this was some intern who got bored and decided to upload a shit ton of ASCII faces to mess with the higher-ups.
bearodactylIf demoman had a glock this wouldn't be an issue...
mr bear we have a thread dedicated to giving demo a glock please refrain from derailing this one thanks
messiahoverwatch core gameplay is dm and use of abilities and so goes the same for quake champions, you are saying overwatch is complete garbage and you can't get into at all. the 2 games are fairly comparable as for how the combat will be for the game. if u cant get into overwatch you probably cant get into quake champions as it'll just be as gimmicky my friend
>overwatch
>dm
lol
Nurseycorsaeven though this is satire, the real way to fix demo (consequently tf2) would be to remove the ability to sticky trap, but to play around with slightly increasing the sticky radius/damage. imagine a game of tf2 where you can do much more aggress plays and pushes because there are no traps.
anyone who thinks prenerf demo would make tf2 more fun honestly just doesn't understand how the game works; it's even harder to play aggressive because demo's can just do even more damage at chokes after their traps. the single counterargument that it would/did speed up the game is that the demo on the offensive side could deal a ton of damage, but on most points/chokes, the defending team has an inherent advantage of being able to hold.
remove sticky traps, give glock?
sticky glocks
highfivei feel like most people who complain about current demo are just bad at demo
People's ability to play demo does not change the fact that he needs a glock.
Campydemo is in a good place imo
How can you say that when he doesn't have a glock
Dear Valve,
In today's current competitive meta the Scout is king. There is no argument regarding this fact. In the same meta the demoman is the peasant. Why is he in this shit state? Due to the sticky nerf, he lacks the ability to engage in direct combat as effectively, and playing him passively is now the most effective way to play demo. (Muma won invite playing passive demo and he couldn't even roll out properly.) How do we change this? There have been many ideas, but I believe I have the one that truly will make demoman great again. He needs a new primary weapon. Not as in: replace the grenade launcher, but as in: a new class of primary weapon besides grenade launchers and shoes. In fact, demo has no damage dealing primary options other than grenade launchers, so it would actually be a welcome change of pace. I believe this new weapon should be a medium fire speed mid damage hitscan weapon, maybe a pistol. This would work if there were a few design choices made about the weapon first.
Damage Stats
This weapon should have damage between 25-30 base damage, ramping up at point blank to 45 damage, and at max fall off dealing only 13 damage. The spread of the weapon should be similar to the pistol, but have a slightly longer spread recovery of 1.5s vs the pistol's 1.25s. The fire rate should be on an interval of .34s, almost double that of the pistol.
Special Stats
The only two stats I would think this weapon should have are as such:
+50% faster switch to speed
+25% knockback
The knockback is a good idea because it allows demos to use the weapon to knock back attacking enemies, especially ones in the air a lot (like the scout), and it could work with the theme of explosives as being "explosive rounds". The faster switch speed is a good idea because it allows the demo to get the weapon out if he's in a pinch. This weapon's design should be to be useful in tight situations where the demo is out of options and needs a fallback weapon.
Aesthetics
If we look at the design of the stock demoman weapons we see that they have a theme of having very round parts and very square parts. The most notable example of this is how the grenade launcher's silhouette is very round from the front,
https://puu.sh/uAc2n/a221b2bf4a.png
but very square from the side.
https://puu.sh/uAc44/9a11974c6e.png
I believe the new weapon should follow this design principle and also combine round and square edges, however I want to give an emphasis on the square considering how much emphasis is given on the round in other demoman weapons.
This is my idea for what the weapon should look like:
It's a fucking glockGive demoman a glock
I feel like one of the scariest parts about this is that they decided to sit on and accumulate this information into one place instead of giving it to the companies so the companies could patch the back doors. This data would be so valuable to anyone who could get it, and now that it's out that the CIA has these capabilities, it won't be long before people are trying to steal it.
imagine this: ur walking through flank with ur girl and niggas and garbuglio comes up and pickaxes ur girl. what do u do?
Dadsquad --> Deadsquad :(
i advise using a kitten instead of a baby, that way when you save it you can give it to the girl as a gift and it would be weird if you tried to give her a baby you just saved a kitten is a good present please respond if this is a good idea
Dadsquad became deadsquad :(
Bump.