I've played a total of 22hrs in about three months and I got a good amount of the weapons. Probably less than half overall but a wide enough selection to make it interesting. Plus, you're not really at any kind of disadvantage with the starting weapons.
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BethrynUnhappiness is MandatoryRegistered Userregular
the thing with trying to make new bomby items for demo is like
that's hard bro
to make something that is a sidegrade for what is in all seriousness the best weapon in the game (sticky) or the runner up (well, it's really good, pipe launcher)? shit's hard
most of the time the stuff will probably be bad (scottish resistance and that direct hit type pipe thing)
but it's easy to make melee weapons!
A grenade launcher with a payload that's not explosive and gives some kind of status affect might be cool, but could also step on other classes' toes, so jarate or flame rounds are probably out of the question. Maybe a smoke or stun grenade or something that gives the bleed status.
They should give the demoman an unlock that allows him to set inescapable traps, gives him huge mobility, and can kill many classes with one critical hit
According to the wiki, the Quick-Fix cannot overheal. Which is pretty bad, but I'm hoping they announce it tomorrow because I'd like a new Medigun to play with.
They should give the demoman an unlock that allows him to set inescapable traps, gives him huge mobility, and can kill many classes with one critical hit
And can do so across the map without aiming.
New grenade launcher. 12 shots, 1/3 damage, much faster firing rate, half explosive radius.
New grenade launcher. Projectiles are 10% slower. Grenades stick to surfaces instead of rolling. Explode in a few seconds just like normal grenades.
New sticky launcher. 20% reduced damage, double explosive radius. Has some real force behind it! 6 grenades out at a time. Damage changed to whatever will require another sticky grenade to kill any class, so where you would need two to kill a scout you would need three of these to do the same, four for a soldier and five for a heavy.
According to the wiki, the Quick-Fix cannot overheal. Which is pretty bad, but I'm hoping they announce it tomorrow because I'd like a new Medigun to play with.
It's definitely a solid side-grade if you ever played around with it on Beta, since it heals fast. Like, whoosh, that heavy that was near-dead is now fully healed. It's hard to not look at the normal medi-gun and go "jeeze, why isn't this guy healed yet..." after using it.
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Grenades that do additional damage the more time they spend airborne.
frisbee grenades that travel slower and curve randomly around or something.
cluster bomb
ooh ooh item set combo idea:
some sort of limited use marker, like jarate, that is like...a homing beacon for grenades or something. or a magnet. grenades will be drawn towards whatever is marked by the marker. only works on special, probably weaker, grenades
paint grenade: temporarily marks hit enemies through walls for all teammates
here's one that even matches the demoman's irish heritage: potatoe gun! high velocity, high damage, one shot at a time, slow reload, slower movement speed.
we could do this for days. the point is that there are all sorts of possibilities.
It just seems really silly to not have something for every class. But that could just be Valve being...Valve and we'll get an eleventh hour secret item for the Engies.
Detonator....FUCK YEAH! Fear the wraith of my pyro springing into the loft on 2fort. That is right snipers, get ready to piss yourself, and everyone else, as your group bursts into flames.
Thankfully they changed it to only be self inflicted explosive damage as opposed to just general explosive damage. Which just means when I ambush you with my 150 dps degreaser that when i reflect the second rocket you fire point blank into my face to finally finish you off we can die together like a giant exploding romeo and juliet.
Because god forbid my primary weapon actually provide enough damage to kill anyone, or my afterburn be sufficient to burn someone to death without them getting milked on, pissed on, health packed, sandviched, air blasted, submerged, ammo closeted, healed, dispensed, bonked, or just lose the kill to someone with a medic strapped to their ass.
Yes ok, team fortress is my abusive relationship, sometimes I get flowers but generally it just beats me, and tells me it is all my fault for not being one of the other classes. But it loves me ok, and I love it. It is just a phase, we will get through this.
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BeezelThere was no agreement little morsel..Registered Userregular
edited June 2011
Now, my question is does the thing retain normal flaregun properties? Because if so that's almost kind of busted. God forbid the Pyro actually get nice things.
BeezelThere was no agreement little morsel..Registered Userregular
edited June 2011
It'll be kind of kickass if you could detonate it after impact on a target like some kind of cerebral bomb or something.
This does address some problems the pyro has however. Not all of them but some. Mainly things like flushing out targets such as that medic hiding around the corner or being able to deal reliable damage while fleeing from a pursuer, etc.
This is all merely speculation on my part however. I'd have to see how this thing actually behaves in players hands.
Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited June 2011
So you're annoyed with the prices more than the actual process of buying items. But there are obviously people out there who will pay for them. Why you'd paid $8 for a hat, I have no idea, but people will apparently, so more power to them and Valve.
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the who the what now
A grenade launcher with a payload that's not explosive and gives some kind of status affect might be cool, but could also step on other classes' toes, so jarate or flame rounds are probably out of the question. Maybe a smoke or stun grenade or something that gives the bleed status.
A super bouncy grenade might be fun too.
true shit
but its so super easy to make melee weapons
like get a cool looking model, slap on mini crits when you're on fire and no random crits and kabam
instant winner
Minicrit and +25% radius for one shot after getting two consecutive direct hits
Bam new grenade launcher
And can do so across the map without aiming.
New grenade launcher. 12 shots, 1/3 damage, much faster firing rate, half explosive radius.
New grenade launcher. Projectiles are 10% slower. Grenades stick to surfaces instead of rolling. Explode in a few seconds just like normal grenades.
New sticky launcher. 20% reduced damage, double explosive radius. Has some real force behind it! 6 grenades out at a time. Damage changed to whatever will require another sticky grenade to kill any class, so where you would need two to kill a scout you would need three of these to do the same, four for a soldier and five for a heavy.
Bam, boring as hell but somewhat passable stuff.
It's definitely a solid side-grade if you ever played around with it on Beta, since it heals fast. Like, whoosh, that heavy that was near-dead is now fully healed. It's hard to not look at the normal medi-gun and go "jeeze, why isn't this guy healed yet..." after using it.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
RE: Demoman explosive ideas
Grenades that do additional damage the more time they spend airborne.
frisbee grenades that travel slower and curve randomly around or something.
cluster bomb
ooh ooh item set combo idea:
some sort of limited use marker, like jarate, that is like...a homing beacon for grenades or something. or a magnet. grenades will be drawn towards whatever is marked by the marker. only works on special, probably weaker, grenades
paint grenade: temporarily marks hit enemies through walls for all teammates
here's one that even matches the demoman's irish heritage: potatoe gun! high velocity, high damage, one shot at a time, slow reload, slower movement speed.
we could do this for days. the point is that there are all sorts of possibilities.
http://www.teamfortress.com/uberupdate/thedetonator.html
http://www.teamfortress.com/uberupdate/thedetonator.html
But then, I only went back a page or two, so apologies if it's been posted.
edit: literally a dead heat with BlueDestiny, well played.
Trolling?
S'yeah, that never happens.
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http://www.youtube.com/watch?v=5NVb7naVj5E&feature=related
Because god forbid my primary weapon actually provide enough damage to kill anyone, or my afterburn be sufficient to burn someone to death without them getting milked on, pissed on, health packed, sandviched, air blasted, submerged, ammo closeted, healed, dispensed, bonked, or just lose the kill to someone with a medic strapped to their ass.
Yes ok, team fortress is my abusive relationship, sometimes I get flowers but generally it just beats me, and tells me it is all my fault for not being one of the other classes. But it loves me ok, and I love it. It is just a phase, we will get through this.
"...only mights and maybes."
This does address some problems the pyro has however. Not all of them but some. Mainly things like flushing out targets such as that medic hiding around the corner or being able to deal reliable damage while fleeing from a pursuer, etc.
This is all merely speculation on my part however. I'd have to see how this thing actually behaves in players hands.
"...only mights and maybes."
http://www.youtube.com/watch?v=-OsF0O5vd1s
Man Gmod animations have come a long way
The vitasaw?
That explosion vulnerability only applies for explosions you create. So that's only a consideration if you're reflecting them into the ground.
Watch it get Valve Time'd to tomorrow just to fuck with people.
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