Go Back   Steam Users' Forums > Steam Game Discussions > T - Z > Team Fortress 2 > Classes and Balance Discussion > Demoman

Reply
 
Thread Tools Display Modes
Old 02-26-2012, 06:04 PM   #1
sgtpepper135
 
Join Date: Dec 2011
Reputation: 0
Posts: 20
Demoknight-demoman cross weapon idea

Clever name
Level1-100 grenade launcher
+25% knockback
- have too charge too shoot far
- grenades explode in half the time

This is made for pipe jumping, the bonus knockback
Applies and sends you farther. The new charge meter
Is like the sticky launcher execpt the farthest you can
Shoot is how far the normal gl shoots, so if you just tap
It plops a pipe at your feet perfect for pipe jumping or for laying
A trap for a pursuing enemy.

Clever name
Level 1-100 stickybomb shield thing
+25% resistance to SELF damage
+10% resistance to all damage
+stickies
- no charge
- 25 health
-20% stickies damage(compared to stock stickies)
- you only have 10 stickies in reserve ammo
- 50 reload time(compared to stock sticky)

So this is complicated... The demo's new shield
Has a stickybomb stuck to the front spike that he
Can detonate but he no longer has a charge. What
You are suppose to do is use your 25% resistance to
Pipe jump in close then once your in close you detonate
Sticky on your shield which works like a completely
Normal sticky exact does 20% less damage, so you take
Damage, the enemy takes damage and there is knockback.
oh and since it's a shield I think it deserves resistance to all
Types of damage.

Clever name
Level 1-100 bottle of gunpowder
+ can leave a trail of explosive gunpowder
- 20% damage

This weapon ties together the set. You can leave a trail
Of gunpowder whenever you use primary fire that can be ignited by detonating stickies
On top of it including the shield idea above. When it
Explodes it does the damage equal to a sticky so if you
Detonate a sticky on it, it does the damage equal too two
Stickies. The length of the trail would be like half the length of
The bridge on 2fort. Here is where the set comes together...
You can use the shield resistance to pipe jump close to an enemy
Then swith to your Mele and use primary fire to leave a trail while
Closing in on your target and finally once you reach the enemy use
Alt fire to detonate your sticky and the trail doing a lot of damage
And you can finish off enimies even in close range since you have
Resistance with your pipes.
With the set to replace
sgtpepper135 is offline  
Reply With Quote
Old 02-27-2012, 07:40 AM   #2
mr_snazzy
 
 
 
Join Date: Dec 2011
Reputation: 18
Posts: 59
I'm gona go with no for this. The play style you're introducing is highly situational and doesn't play well with either sticky demo or sword-n-board. Out of the whole set the GL might be alright. The -25 hp on the shield alone makes it so no one will want to use it. I don't how this powder keg melee will work out it sound like you charge in leaving behind gunpowder that you then det with your shield explosion which means you take pipe jump damage, shield blast damage and trail det damage ... I don't see how you are gona live through that if anyone does any damage to you in the process. Plus you can do that much damage with stickies from a safe distance away.

I like that you are thinking about crossing over sticky demo and demokight but this isn't the way to do it.
mr_snazzy is offline   Reply With Quote
Old 02-27-2012, 02:17 PM   #3
sgtpepper135
 
Join Date: Dec 2011
Reputation: 0
Posts: 20
Quote:
Originally Posted by mr_snazzy View Post
I'm gona go with no for this. The play style you're introducing is highly situational and doesn't play well with either sticky demo or sword-n-board. Out of the whole set the GL might be alright. The -25 hp on the shield alone makes it so no one will want to use it. I don't how this powder keg melee will work out it sound like you charge in leaving behind gunpowder that you then det with your shield explosion which means you take pipe jump damage, shield blast damage and trail det damage ... I don't see how you are gona live through that if anyone does any damage to you in the process. Plus you can do that much damage with stickies from a safe distance away.

I like that you are thinking about crossing over sticky demo and demokight but this isn't the way to do it.
Thx for actually criticizing and just not saying nope.avi, really appreciate it. I see what you mean by how much damage you take for all the explosions so do you think if I get rid of the damage resistance and raise the self damage to 50% it would be viable? And it would be used in more situations than I described I was just using it as an example of when the set could be used to it's full potential. Thx again for commenting.
sgtpepper135 is offline   Reply With Quote
Reply

Go Back   Steam Users' Forums > Steam Game Discussions > T - Z > Team Fortress 2 > Classes and Balance Discussion > Demoman


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off



All times are GMT -7. The time now is 09:57 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Site Content Copyright Valve Corporation 1998-2014, All Rights Reserved.