PDA

View Full Version : Weapon Unlocks!


chipbuster
12-15-2009, 01:20 AM
Just wanted to start something now that the actual weapons are out.

http://www.teamfortress.com/war/part4/index.htm

So, what impact do you think these guys will have on comp play?

Personally, I don't see the sword getting much use; demos are targeted enough as it is, and having a health handicap going into a fight isn't going to help things any, unless you combine it with the shield.

The shield, on the other hand, looks a bit more interesting to me. The main questions for me are if the charge is unlimited, and if the shield only does damage reduction if you have it out (or if its out all the time, like the razorback). If the charge is limited, I'm guessing it won't be used for mid fights at all-having a demoman that gets to mid walking and then proceeds to not have any stickies just seems like too big of a detriment to me. If it's unlimited, then it'll definitely be OP :P

Anyhoo, a lot of this is going to be just speculation until we see how the weapon actually works, and I'm certainly no comp demo (how I can miss with all 4 pipes and 8 stickies is still beyond me). Seems to me, though, that this is not created with the demo's usual roles and playstyle in mind (hello captain obvious)

So what do you guys think?

Vomitclaw
12-15-2009, 01:28 AM
A demo without stickies? It's hard to imagine.

Sigma
12-15-2009, 01:57 AM
Perfect unlocks imo. Melee kills are so infrequent that the sword will be completely useless in serious play, and the shield is nowhere near good enough to make up for losing the stickies.

On the other hand, a sword/shield pocket demo will be hilarious in pugs.

wanderrful
12-15-2009, 03:16 AM
i think i am going to change to demo as my main class when i get my hands on that sword/shield

Jeeka
12-15-2009, 11:28 AM
reading gotfrag, they had the idea how there could be two demos allowed, but only one sticky launcher for both.

kind of how euros do the FaN situation.


But the 65%blast reduction had the possibility to be really overpowered.

Hawkeye
12-15-2009, 04:17 PM
I am so going to try it at least once in a PuG, I personally cannot imaging not having stickies, it basically would cause the demo to play like a slightly faster, soldier using only pills and the occasional charge. It could work, but the lack of stickies just seems like a major crutch, but a demo that takes little damage other then scouts is something worth noting..

NeoRussia
12-21-2009, 01:02 AM
melee kit demo really tears it up against a badly organized team, other than that demo should stick to his regular weapons.

extine
12-21-2009, 02:17 PM
I haven't played much scrims with the new gear, but the one I played in the other day the Melee Demo was being a pain in the ass. He can be easily countered with a Heavy or a FAN scout though.

Grimm
12-21-2009, 03:49 PM
Heavy is fun again because of all the Targin' Demomen.

Kuiper
12-21-2009, 04:00 PM
Heavy is fun until people start using the Direct Hit.