Demoman Unlocks (Image)

First one is not a bad idea. The others, not so great. I didn't even understand what the proximity mine did.
 
I've always wanted a grenade launcher that is pretty much just a rocket launcher. And a slower swinging melee? Oh happy day!
 
^ that.

And clover ale? Dude the demo is supposed to be Scottish not Irish :|.
 
First one is not a bad idea. The others, not so great. I didn't even understand what the proximity mine did.

Can you not read? That's a problem with your reading comprehension, not the description he wrote. It shoots proximity mines, which are like stickybombs except they explode automatically within range of an enemy (or you) and do slightly less damage.

I like the first unlock, second is uninspired but still fair and the third is pretty meh.
 
I don't understand what the ale is supposed to do. I'm against the demoman being able to set off his own proxies. No one on the demoman's team should set them off.
 
Sticky jumping would be way too easy with the proximity mines.

The kegger looks kinda cool, though, but then that infringes on the soldier's territory. Also can an engie fix his stuff faster then you can damage it, like with the rockets?

I think a good idea for a bottle unlock would be something that does damage based on how fast you're moving.
Eg.
Standing still: 0-10 damage swing.
Walkingswing: baseball bat/ spy knife damage
Swing while falling: average damage
Sticky jump landing swing: LOTS MORE

Much better for bottling snoipahs on a sticky jump, not so good for close up defense. Definitely add some new strategies to the bottle, eh?
 
If the Demoman can set them off by himself, he just shoots them at the ground and crouch jumps, no need to time the detonation. If only enemies set them off then sticky jumps would be impossible of course.
But the Kegger would make grenade jumps much less tedious then they are now.

But Valve will do something different certainly so what does it matter. what we think? Still a cool idea.
 
If the Demoman can set them off by himself, he just shoots them at the ground and crouch jumps, no need to time the detonation. If only enemies set them off then sticky jumps would be impossible of course.
But the Kegger would make grenade jumps much less tedious then they are now.

But Valve will do something different certainly so what does it matter. what we think? Still a cool idea.

do you understand at all how to demojump?

if you jump at them then you would fly backwards. usually you jump in front of the stickies and they propel you forward.
 
Meet the Medic, finally.

Always wanted to peer into te mind of a crazed German Doctor.
 
do you understand at all how to demojump?

if you jump at them then you would fly backwards. usually you jump in front of the stickies and they propel you forward.

Of course, so this new sticky launcher wouldn't be good for doing jumps, unless you walk backwards onto the mines, which would be awkward.


But the Demoman will probably the last to get new weapons anyway, he's perfectly balanced already.
 
1.) I think overlaps with the Rocket Launcher too much
2.) I've heard proxy mines mentioned before, I like how the Demo will set off his own mines but I'm unconvinced it would make for good gameplay.
3.) Seems kinda generic. So far every melee unlock has emphasized a large part of the class, Ubersaw gives ubercharge, Axtinguisher needs fire, KGB gives more firepower and the Sandman allows Scouts to get into their preferred close range. The Bottle usually comes out when the Demo doesn't have time to reload, but "Hit reloads Grenade and Pipe launcher" or "Increased damage but lower ammo count for Grenade and Pipe launcher" both aren't very exciting either.

Don't feel bad though, I think the Demoman could have the hardest set of unlocks to make.
 
Some sort of timed melée weapon would go great with the demo man, ie some sticks of TNT strapped to a pickaxe or something, wherein he would have to time his hit with the detonation.
 
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