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Huh, talk about confusing... TF2 Wiki says that the in-game demoman is Tavish DeGroot. So this demoman in the comics is his son. :huh:

If you look in the comics, "Tavish" looks nowhere like the in-game Demoman.

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Oh, they share the same name... that makes sense.

If I missed it, sorry... it's late here. :p

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It's definitely "Scottish Res-" something. The rest of the word is cut off. You can see it on the 5th Demoman comic.

Could it be the "Scottish Reseda"? Maybe a plant or herb of some kind that gives the Demoman a temporary effect like the Scout's Bonk! Atomic Punch. Maybe not since Rhe Eyelander and The Chargin' Targe will likely take up the primary and secondary slots. Perhaps it's another bottle of Alcohol, with a buff.

By the way, when I said Reseda I was referring to Mignonette.

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Maybe not since Rhe Eyelander and The Chargin' Targe will likely take up the primary and secondary slots. Perhaps it's another bottle of Alcohol, with a buff.

The update page states The Eyelander is a melee-slot unlock, and it also states The Chargin' Targe replaces the Sticky Launcer (I am assuming it will be like the razorback, you don't actually have to switch to the shield, instead its always equipped and gives those benefits, but you now have to sticky launcher). So he is still missing his primary-slot unlock (grenade launcher).

The Chargin' Targe replacing the sticky launcher also makes perfect sense. Its charge effect is used with alt-fire (I am assuming with ANY other weapon selected) so they had to remove the Demo's only other alt-fire effect to utilize it, exploding sticky bombs.

EDIT: At the same time, Valve no longer sticks to 1 unlock per slot anymore, so its possible the last unlock is some new melee unlock or something. The text on the box in the comic could be called Scottish Reserve, or something, hinting at a new bottle of alcohol.

Edited by mwpeck
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I am a full-time college student finished with my exams and nothing else to do right now, what do you expect?

Get wasted. :p

Nothing wrong with overanalyzing; it's interesting insight in my opinion. :)

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As far as the soldier unlocks go I think the "Poopy Joe" page has already given them away, Pickaxe for melee and Bugle replacing the shotgun. Bugle fits with the style of the soldier, and the pickaxe is another type of digging tool.

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As far as the soldier unlocks go I think the "Poopy Joe" page has already given them away, Pickaxe for melee and Bugle replacing the shotgun. Bugle fits with the style of the soldier, and the pickaxe is another type of digging tool.

yh recently the unlockables r a bit rubbish. Ever since spy, the unlocks r not even useful.

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yh recently the unlockables r a bit rubbish. Ever since spy, the unlocks r not even useful.

I disagree. The spy had fairly equal unlocks. The Dead Ringer is great for those who like to try to trick or outsmart their opponents. The CampCloak and Dagger is great for spies who are not that good at outsmarting their opponents, and prefer to sit and wait for their prey. While the normal Invisibility Watch is good for a spy who likes to be on the run (pickup ammo to refill cloak as you move) for longer periods of time, but also like to get into the enemy side unseen.

I personally feel the spy unlocks were true sidegrades. Each watch changed how the spy was played, it has led to multiple different ways for spies to be played as well as how they are fought. The Ambassador was perhaps the worst of the spy unlocks, but even that has led to some different playstyle. Its initial shot can crit, nearly killing many classes (102 damage), while remaining nearly as accurate for the rest of the shots as the revolver. The revolver is better overall IMO because it does more damage than the ambassador while retaining the ability to crit for even more, and being just as accurate (more-so on subsequent shots after the first).

I personally do not play spy, but spy was one of the only class updates where Valve truly hit the sidegrade mark. All of his unlocks are used pretty equally among the community, its nowhere near as unbalanced towards one or the other weapon as most of the other class updates have been.

They did the same thing with the demo unlocks IMO, they made them true sidegrades. Either keep your building-destroying medium-range fighting abilities, or drop that for (so far) insane close range fighting abilities. Two completely different playstyles promoted by different weapons, exactly what Valve has been aiming for (but failed on many occasion, see Scout update, Medic update, Heavy update).

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The "quality" of the unlocks depends largely on what sort of player you are. If you're the usual sort of self-important competitive player that spews "racist anti-australian hate speech" all over Robin Walker and his family on the Steam forums every update, then you probably haven't liked any of the unlocks since the original Medic pack.

It has to be said however, with fairly recent changes the Medic probably has the most fairly balanced unlocks, worthy of the title "sidegrade", there are other unlocks such as the Flaregun. On the flipside there are weapons that just need serious rethinking, such as the backburner and sandman.

As both a "pub" player and a server owner, I have enjoyed most of the unlocks so far sans the old backburner, and I'm glad Valve decide to cater to the key demographic, rather than a small group of overly vocal competitive players that seem to think every MP game should cater to their every whim.

Looking forward, the new Demo unlocks look to be fun. I just hope Valve don't decide to introduce something that spoils the entire update like they did with the random drop system in the first days of the Sniper vs Spy update.

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Free weekend again! They're allowing preloads now: http://store.steampowered.com/app/440/

As for the first soldier unlockable... Hah! A faster and deadlier rocket launcher, but with a smaller blast radius. Finally. Faster rockets. (Y) It also crits for mid-air collisions.

As for the war, soldiers are only 132603 kills ahead. Slowing down, but still in the lead.

edit: And the soldier's as stupid as ever. Mr. Jane Doe. /facepalm

Edited by rm20010
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Not a bad upgrade to the rocket launcher. I was kinda hoping for a single shot but instant loader, or one that reloads faster. However it's nice to reward accuracy. I can only now imagine the devastation when I crit a solider with this guy equipped. Mmmmm the possibilities.

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Eugh. Looks like the soldier might be getting a garden shovel and dagger as additional unlockables. Look at the flipped over table in the comic. Dagger sounds like a good idea, but a garden shovel?

That said, it'll be hilarious if the soldier gets a shield to complement his Tyrant's helm hat. A soldier charging at the demoman with a shield and a tiny dagger. :laugh:

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Rockets suck in TF2, why can I shoot somebody in the face with a rocket and he'll be fine, but shooting him in the foot kills him?

I remember shooting a guy in the face with a crit rocket and he kept coming.

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Oh ****. I know atleast few people in whos hands Direct Hit will be a total obliteration :o

And... I kinda dont like the little lead that soldiers are infront. Used to be way more then that...

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As for the war, soldiers are only 132603 kills ahead. Slowing down, but still in the lead.
Oh ****. I know atleast few people in whos hands Direct Hit will be a total obliteration :o

And... I kinda dont like the little lead that soldiers are infront. Used to be way more then that...

I am almost 90% sure now Valve is fudging the numbers and they are going to even out the kills in the end (or it will be so close both sides with get the 4th unlock just to be fair).

Your telling me that the first 5 days of the way, the soldier kept getting farther and farther ahead of the demo, then suddenly in a single day the demo closes the gap by nearly half? I am sorry but I just do not buy that....tomorrow they are probably going to be in a dead heat, then update day they both will get it or something, just to end the war.

Now, as for the Direct Hit, freaking amazing primary unlock. I personally like the splash range from the normal RL because it is slow moving, you almost need that extra splash range to effectively damage a target at longer ranges. Now, even with smaller splash range, it is going to be much more difficult to dodge (nearly doubling its effective range over the RL). It does 25% more damage to boot (can you say 1-hit kill on scouts and other 125 HP classes, if you hit them?).....one thing that confuses me, why do they show only one weapon, but #1 & #2 are lit up? Either the Direct Hit is replacing two weapons (RL and shotty), or it is counting (in terms of this update) as 2 weapons, meaning the soldier is destined to get the "7th weapon" as his third unlock.

I am really wondering though, how will the Direct Hit affect the soldiers rocket jumping? 70% less splash damage means he will get hit by less of his rockets damage, BUT 25% more damage means he will take more damage, and from what we have all seen, the more damage you take the higher you go (remember when Demo's were taking half their sticky-jump damage? They couldn't sticky jump NEARLY as far as usual until it was fixed). So, maybe the 25% boost was to balance out his rocket jump abilities, or maybe it was to make it more effective against direct hits (as its name hints), but I am very curious as to how the 70% less splash will work. I am hoping it will not make a difference, as 70% smaller splash will still hit the soldier just as much as usual, but with 25% more damage, he will go even higher.

Edited by mwpeck
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