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I don't, the shield charge is a joke too. Ah well, off it goes to my un installed list. :(

All it takes is a few shots to kill a demo with a sword/shield (with ANY bullet-based weapon). Also as a soldier you can juggle a shield demo long enough to not only interrupt his charge, but kill him completely without much trouble. As a pyro (another class the shield counters) light him on fire, airblast him to knock him around/interrupt his charge, and pull out you axtinguisher and nail him with your axe and he is dead. All of the key classes that the shield directly counters is easily able to counter a shield demo when using the proper tactics.

The new updates are beginning to get really frustrating. All I play is scout anymore, so I can usually whip on the demos with the eyelander, but I still have to say that they are overpowered. The soldiers with the new rocket launcher are also completely over powered. It's basically insta-kill rocket sniping...All I do is spam 4 rockets in the direction of a sniper / scout / medic / spy, and I am pretty much guaranteed a kill every time. It isn't hard to aim with rockets either, since tf2 is a pretty slow game to begin with. I think with the new rocket launcher, they need to decrease the rate of fire, and with the eyelander, they need to decrease the range, and maybe the distance the demoman travels when equipped with the shield thing.

The Direct Hit is far from OP. If you are spamming rockets towards a target, you MUST get a direct hit on them from that long of range to do any kind of damage, the splash radius is minimal compared to the normal RL, unless you hit them head on you are not going to hurt them like a normal RL soldier would. The DH is great for killing solo targets, while the RL is much better at attacking groups of enemies.

Seriously, the DH is not overpowered at all, as a scout I actually have an easier time killing DH soldiers than normal RL soldiers because they cannot simply fire at their feet and hit me. As a pyro they are only slightly more difficult as they rockets travel faster, but they fire at the same exact rate. As a soldier myself, I find fighting DH soldiers is easier than fighting RL soldiers, it may be due to there being mass amounts of soldiers on both teams, which is leading to many more "newb" soldiers and therefore less likely to hit me. But I kill DH soldiers (as a RL soldier) more than they kill me.

Also, the only time the DH insta-kills any class is if they are in the air (hard to hit at long range) or very close to the soldier (where it is hardest to hit a target, as you need to lead with rockets, at very close range that is also when it is most difficult to lead with the rockets). Anything beyond, say pyro flamethrower range, is not enough damage to kill even a 125hp class, unless they are airborn.

Give it another week or two when soldier/demo counts fall back to normal before calling the unlocks OP. I personally do not feel the DH or shield is OP at all, and this is coming from someone who rarely plays demo and plays soldier as my second most played class, but I still use the normal RL.

With the DH if you miss a single rocket, you do virtually 0 damage to the target, giving you that much less killing power. If you miss with the RL, you can still deal decent splash damage to the target, making that missed rocket not completely worthless like with the DH.

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They are one of the easiest classes to kill if you know what your doing.

I realized it wasn't the eyelander alone that was the problem, but when doubled with the chargin' targe... argh. As a soldier I'd like to, naturally, complain that the eyelander/chargin' targe combo is OP, especially when demos do nothing but spam that f'ing knife around. But that's down to my crappy aim with the Direct Hit.

Also:

Sounds like a job for Rasterbator. Sure, it might look a little tacky, but not from a distance. :p

I went ahead and did that poster. Looks alright.

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I realized it wasn't the eyelander alone that was the problem, but when doubled with the chargin' targe... argh. As a soldier I'd like to, naturally, complain that the eyelander/chargin' targe combo is OP, especially when demos do nothing but spam that f'ing knife around. But that's down to my crappy aim with the Direct Hit.

Yeah, they are much easier to kill with the normal RL because they are much easier to juggle, which not only completely interrupts their charge but it keeps them away from you, making them much easier to kill. Also, unless they get a crit on you (from a charge), you can pretty easily kill them with your own melee, if you are using the equalizer, the more they hit you the harder you hit them, and with your higher base health (unless they have lots of heads already), you are more likely to kill them before they kill you (higher melee damage once your health drops, chance of random crit, higher speed making it easier to dodge them).

I have personally switched back to the RL. The DH is good if you can consistently land direct hits with your rockets. But for every rocket you ever so slightly miss with the DH, is less damage you do compared to a RL soldier missing by the same amount. The 25% damage for landing that hit is a good reward to help balance the splash damage loss, but I find the RL to be much more useful in most official maps (which tend to have a few main chokepoints).

Also:

I went ahead and did that poster. Looks alright.

Looks great, the somewhat lower quality of that process makes it look like an older/more authentic poster (of the time period of TF2, that is).

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I play exclusively on a fairly large community called No Heroes. They have a ton of servers and I've never experienced any lag. Normally they are quite full and even had a Halloween and Christmas server. Their website is www.no-heroes.com if anyone is interested. I pretty much only play TF2 these days. Hope to see some of you around.

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The Direct Hit is far from OP. If you are spamming rockets towards a target, you MUST get a direct hit on them from that long of range to do any kind of damage, the splash radius is minimal compared to the normal RL, unless you hit them head on you are not going to hurt them like a normal RL soldier would. The DH is great for killing solo targets, while the RL is much better at attacking groups of enemies.

Seriously, the DH is not overpowered at all, as a scout I actually have an easier time killing DH soldiers than normal RL soldiers because they cannot simply fire at their feet and hit me. As a pyro they are only slightly more difficult as they rockets travel faster, but they fire at the same exact rate. As a soldier myself, I find fighting DH soldiers is easier than fighting RL soldiers, it may be due to there being mass amounts of soldiers on both teams, which is leading to many more "newb" soldiers and therefore less likely to hit me. But I kill DH soldiers (as a RL soldier) more than they kill me.

Also, the only time the DH insta-kills any class is if they are in the air (hard to hit at long range) or very close to the soldier (where it is hardest to hit a target, as you need to lead with rockets, at very close range that is also when it is most difficult to lead with the rockets). Anything beyond, say pyro flamethrower range, is not enough damage to kill even a 125hp class, unless they are airborn.

Give it another week or two when soldier/demo counts fall back to normal before calling the unlocks OP. I personally do not feel the DH or shield is OP at all, and this is coming from someone who rarely plays demo and plays soldier as my second most played class, but I still use the normal RL.

With the DH if you miss a single rocket, you do virtually 0 damage to the target, giving you that much less killing power. If you miss with the RL, you can still deal decent splash damage to the target, making that missed rocket not completely worthless like with the DH.

Well, i know atleast few people that could land perfect hit with old rl almost every single time. Be it in air or w/e, so this is just matter of time getting used to DH. But i still wouldnt call it overpowered.

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Well, i know atleast few people that could land perfect hit with old rl almost every single time. Be it in air or w/e, so this is just matter of time getting used to DH. But i still wouldnt call it overpowered.

I agree, I know there are people out there that will hit very well with the DH. But as you mention, its still not OP. It doesn't work nearly as well against groups, especially if you throw in a crit (mini or normal) like the Buff Banner does. It will and should remain good against solo targets, while the normal RL will remain superior against 2 or more targets.

Also the DH is a buff to spies. If you miss with the DH you are unlikely to know where they are at, with the RL you can use splash damage to temporarily reveal them and track them, something the DH cannot do. But at the same time I have landed hits directly on spies with the normal RL in the past while they are cloaked, the DH would be equally as effective, but that tends to happen much less often than revealing spies via splash damage.

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I play exclusively on a fairly large community called No Heroes. They have a ton of servers and I've never experienced any lag. Normally they are quite full and even had a Halloween and Christmas server. Their website is www.no-heroes.com if anyone is interested. I pretty much only play TF2 these days. Hope to see some of you around.

I 'll pay a visit in badwater over the weekend.

As for overpowered unlocks. None is. DH you must be a hell of a shooter to get a insta-kill and for classes other than the scout it must be airborne. And it's very difficult to get a mid air hit (for me at least :p ). The chargin targe - eyelander combo can be devastating if you don't see it coming, but if you have him in your aim you can frustrate the attacker to the point of stroke - pyro light him up and airblast him, soldier go airborne to higher ground or away if you can't hit him, scout double jump him and leave him going straight to nowhere, spy cloak and hide, medic...ummm ubercharge yourself :p and engie go by your sentry :p

Piece of cake :rofl:

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I play exclusively on a fairly large community called No Heroes. They have a ton of servers and I've never experienced any lag. Normally they are quite full and even had a Halloween and Christmas server. Their website is www.no-heroes.com if anyone is interested. I pretty much only play TF2 these days. Hope to see some of you around.

I play on their servers too and I love it. The quake sound becomes annoying but you can mute them.

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I was playing a medic yesterday, and that eyelander/targe combo is definitely tough to deal with if you're a medic. My strategy (if you can call it that) was to basically use the person I was healing as a shield between myself and the demoman. Maybe not the nicest thing to do, but hey, at least they're equipped to deal with the problem :).

I don't think it's overpowered though. It does turn the demoman into an entirely different class, and I think that's what has people thrown off. It completely changes the dynamic of the game, and now people are struggling to adjust their strategies.

P.S. for the all medics out there, never waste an ubercharge on a eyelander/targe user. I learned that lesson yesterday :).

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I 'll pay a visit in badwater over the weekend.

As for overpowered unlocks. None is. DH you must be a hell of a shooter to get a insta-kill and for classes other than the scout, spy, sniper and engy it must be airborne. And it's very difficult to get a mid air hit (for me at least :p ). The chargin targe - eyelander combo can be devastating if you don't see it coming, but if you have him in your aim you can frustrate the attacker to the point of stroke - pyro light him up and airblast him, soldier go airborne to higher ground or away if you can't hit him, scout double jump him and leave him going straight to nowhere, spy cloak and hide, medic...ummm ubercharge yourself :p and engie go by your sentry :p

Piece of cake :rofl:

Fixed, also to get the 1-hit kill, the soldier has to be very close to that class, which the only time he typically is, is when he is fighting a scout whos weapons also do the most damage at close range, and who has the speed to be the most difficult target to hit with the DH.

I completely agree with what you say about the targe-eyelander combo though, they are very easy to kill if you adjust your tactics for them. As a scout I personally smile when I see a targe demo instead of a sticky demo. :p

I was playing a medic yesterday, and that eyelander/targe combo is definitely tough to deal with if you're a medic. My strategy (if you can call it that) was to basically use the person I was healing as a shield between myself and the demoman. Maybe not the nicest thing to do, but hey, at least they're equipped to deal with the problem :).

I don't think it's overpowered though. It does turn the demoman into an entirely different class, and I think that's what has people thrown off. It completely changes the dynamic of the game, and now people are struggling to adjust their strategies.

P.S. for the all medics out there, never waste an ubercharge on a eyelander/targe user. I learned that lesson yesterday :).

Exactly, give it another week so people can develop and adjust to new strategies against targe demo's and you will find them easier to kill than sticky demos.

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It annoys me that they changed the demomans purpose and class style. He's a demolitions expert.. and now he is a melee class? Doesnt make sense to me.

Demoman is my favorite class. Now theres KnightMen all over the place.

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Merry Christmas. :laugh:

Also a quick comment about the bots:

They're okay. They know how to spam, but their behaviour is too predictable. Say for koth_sawmill, the engineers always build in the two doorways on either sides of the CP room, the medics heal and uber heavies 90% of the time (usually ignoring MEDIC cries), and far too many bots run into the saw blades.

On the upside, it makes some demomen achievements easier to obtain.

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Bots don't understand saw blades at all, I have a custom KOTH map made entirely out of saw blades, and right after spawning every single bot will run into the saw closest to spawn.

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i bought this game ages ago with Orange Box

but never got around to playing it till now lol

very fun

the last team based FPS i played was CS 1.6 waaaaay back when i was in high school

i see people with these item, like level 10 shotgun

how do i get those?

and where to i get the stuff to craft items?

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i see people with these item, like level 10 shotgun

how do i get those?

and where to i get the stuff to craft items?

Those are unlocks, every class except the engineer has weapon unlocks currently.

You can either do class achievements (click the Achievements section of the main menu to view the achievements if you wish to farm them, or simply purposely farm them if you want the unlocks and want them now), or you can wait to get them through the Drop System. Basically, the more you play, the more chances you will have to get a random item. There is currently no way to influence the system, sadly, the best you can do if you wish to get items while not really playing, is sit in an idle server and wait for them to drop (while your off at work/school and what not).

As far as crafting goes, you need to get items through the drop system to craft things. You can also use the achievement items, but you only get one of each item through the achievement milestones, so you will have to get most of them from crafting.

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I can't stand the 'Direct Hit' rocket launcher, or the melee role change for demomen. I don't quite understand why valve decided to ruin TF2, but ruin it they have!

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I can't stand the 'Direct Hit' rocket launcher, or the melee role change for demomen. I don't quite understand why valve decided to ruin TF2, but ruin it they have!

The Direct Hit has its uses, it is not as useful on congested servers or maps in general (less splash = less damage from normal rockets and any kind of crit), but the normal RL still has much better general usage than the DH.

As for the Demo role change, honestly there was not much else they could have done.....the only thing I could have seen them doing is make a sticky unlock more defensive. The old one is a very effective offensive tool when used well, the new one is much less powerful on offense, but can be a much better defensive tool when used right.

Other than that, the nade launcher is a tough one to balance. I think they should have made nades explode on impact (so just hitting even close to your enemy will cause damage) as opposed to simply bouncing away from them. The current nade launcher you either have to hit directly, or hope the opponent steps on a nade laying on the ground, they should have done something to allow nades to cause damage on close hits, but take away the ability to spam random nades and hope they land on the ground and get a kill on a slightly unaware person.

How exactly did Valve ruin TF2? They made unlocks that completely change the role of the demo if the user decides to take that path. It sounds like you are annoyed that the demo didn't get any pure upgrade weapons, which is not what the unlocks are about.

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They've made demomen spamming far worse, on a different scale. Yes, I understand there's ways to get around the charging targe/eyelander combo, but if you now pit a soldier and a demoman together with the new unlocks, the demoman will usually win. Dodging the targe/eyelander combo is more difficult than evading a soldier with an equalizer. In the latter case you just detect him on time and quickly shoot at him; he'll most likely die. As a soldier, you either keep firing at the demoman hoping you'll damage him enough or score a crit, or if he's close enough, you whip out the equalizer and try to hit him from behind. It's as if Valve offered this as a consolation prize for the demomen.

As for the direct hit, the increased fire/damage rates make it ideal to take down engineer buildings from a distance. It also takes out heavy+medic combos quite effectively. :p

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The shield irks me quite a bit because after three direct pipe bombs, a Demoman, who I play as almost always, is only at half health. Something about that doesn't sit well with me.

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They've made demomen spamming far worse, on a different scale. Yes, I understand there's ways to get around the charging targe/eyelander combo, but if you now pit a soldier and a demoman together with the new unlocks, the demoman will usually win. Dodging the targe/eyelander combo is more difficult than evading a soldier with an equalizer. In the latter case you just detect him on time and quickly shoot at him; he'll most likely die. As a soldier, you either keep firing at the demoman hoping you'll damage him enough or score a crit, or if he's close enough, you whip out the equalizer and try to hit him from behind. It's as if Valve offered this as a consolation prize for the demomen.
Only if the soldier does not change his tactics.

All a soldier has to do is juggle a demo, and his charge is interrupted. Then pull his shotgun out and 2-shot him. Or switch to his equalizer and kill him (as the demo lowers the soldiers health, the soldier hits harder and is harder to hit due to his faster movement speed). Really the only time you can say a demo with the new unlocks will usually win against a soldier, is if the soldier is unaware the demo is approaching, in which case the soldier is going to most likely lose with the old weapons too.

As for the direct hit, the increased fire/damage rates make it ideal to take down engineer buildings from a distance. It also takes out heavy+medic combos quite effectively. :p

The only time the DH is any better at taking down engineer buildings is when there is no engineer around them, in which case a DH soldier kills an unassisted sentry in 2 hits, while a RL soldier requires 3 hits. But with the RL, if the engy is on the sentry you are more likely to kill him with splash, then finish his sentry off, something that is not likely to happen with the DH. But yes, the DH is much more effective against heavy/medic combos. :p

The new unlocks are fine, the only think that is "overpowered" is the equalizer because it is a direct upgrade to the default shovel (Valve stated this themselves). But it not OP to the point that the entire soldier class is OP.

As a main soldier (well, 2nd most played class) I still prefer the RL over the DH because the splash to too valuable in most situations to warrant extra single-target damage. I also have no problem fighting shield demo's because I have adapted my tactics to kill them when I spot and fight them. The only shield demo's that kill me are ones that approach me when I am fighting others and either my health is low, or they get a crit charge hit on me. Same goes for when I play pyro (puff, airblast then either axtinguish them or airblast them around while my team mates kill them).

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Don't know what you guys are talking about. I always pwn demomen with the sword with my equalizer. The equalizer is the best melee weapon in the game IMO.

The direct hit is also awesome. The original rocket launchers splash damage is NEVER enough to kill crap and the direct hit it just wayyy better for the most part. It fires way faster and does tons of damage when you hit. I find it great for taking out sentries and engies at distance.

The only thing that annoys me about it is for some really odd reason it seems impossible for me to hit heavies with the direct hit even though they are the slowest moving.

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Or switch to his equalizer and kill him (as the demo lowers the soldiers health, the soldier hits harder and is harder to hit due to his faster movement speed).

I've been trying that tactic. It sometimes works.

I've given up the shotgun for the bugle, so there's no two-shotty fallback for me. :p

The only time the DH is any better at taking down engineer buildings is when there is no engineer around them, in which case a DH soldier kills an unassisted sentry in 2 hits, while a RL soldier requires 3 hits. But with the RL, if the engy is on the sentry you are more likely to kill him with splash, then finish his sentry off, something that is not likely to happen with the DH.

Usually I see engineers hiding behind their sentries with dispenser in tow and spam healing them. With the regular rocket launcher the engineer's rate of healing the gun exceeds the damage dealt by a lone soldier. With the direct hit this is not the case, and plus it's usually possible to kill the retreating engineer.

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