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Yeah but have you ever played demo? Its made him worthless. Also I have always had a negative view of pyros anyhow. I don't see the point of them as a class.
I agree, with all the complaints against the power of Sentry Guns, it seems strange that Valve would nerf the one anti-SG class.
So now you actually need to aim to kill with them? Not to hope for a lucky bounce. Awsome change \o/
I think the nerf was way overboard. I find myself playing TF2 a lot less now because of it. If you look at my TF2 stats in my signature, I play demoman almost exclusively. The nerf has definitely changed the playstyle of the class drastically almost to the point of unplayability. Yes, I was probably one of those nade spammers who filled hallways with the nades in hopes of getting a lucky shot, but that was half the fun of the class.
Now you have to be incredibly accurate in order to get a hit with the grenade launcher making the demoman's offensive capability completely nill. If you look at any other class you can see how they have some form of offense, whether it be a medic backing up a heavy or an engineering putting a well placed sentry on the front lines that also happens to be out of sight.
I find it hard to enjoy any other class in this game and so this nerf was way too much for me. I'll still play demoman but with a vengeful fury and angry bitterness directed towards whoever makes these stupid balance changes.
Thats what I keep saying.
People who mainly play as demoman think theyre doing much better than anyone else and will obviously whine about the tweaks.
They just ignore the fact that they have to do little to no effort in order to get ontop of the scoreboad.
****ing arrogance.
I honestly doubt they do 200 each - the majority of my direct hits don't kill the enemy.People thought they were good because they could spit four 200-damage grenades at a fast rate while hiding behind sentryguns.
I rarely get kills from just spam and pray as the Demoman. I find it's more about being aware where the enemy is and trying to put grenades in that area. This change does devalue his primary weapon but doesn't make it totally useless.
I've found that there are two tactics with his primary weapon, direct hits (they are not that hard) and putting grenades in the right area. That second tactic is now much harder - I'll agree that kill-on-touch was probably overpowered but now I think its too hard. Grenades just take too long to blow up so what I think should be valid tactics (eg. bouncing grenades off walls at the enemy to stay out of their line of sight) aren't valid anymore because people have enough time to run through the grenades rather than rely on the Demomans long reload time to get past.
What I would like to see is grenades that explode at a set time after the first bounce (say <2 seconds). This would give people a chance to avoid/run past them without making anything less than a direct hit next to useless.
Having said all that I just played a game as the Demoman: 20 kills, 20 deaths and a bunch of Assists/Defences/Captures so its not the end of the world.
I honestly doubt they do 200 each - the majority of my direct hits don't kill the enemy.
I rarely get kills from just spam and pray as the Demoman. I find it's more about being aware where the enemy is and trying to put grenades in that area. This change does devalue his primary weapon but doesn't make it totally useless.
I've found that there are two tactics with his primary weapon, direct hits (they are not that hard) and putting grenades in the right area. That second tactic is now much harder - I'll agree that kill-on-touch was probably overpowered but now I think its too hard. Grenades just take too long to blow up so what I think should be valid tactics (eg. bouncing grenades off walls at the enemy to stay out of their line of sight) aren't valid anymore because people have enough time to run through the grenades rather than rely on the Demomans long reload time to get past.
What I would like to see is grenades that explode at a set time after the first bounce (say <2 seconds). This would give people a chance to avoid/run past them without making anything less than a direct hit next to useless.
Having said all that I just played a game as the Demoman: 20 kills, 20 deaths and a bunch of Assists/Defences/Captures so its not the end of the world.
I honestly doubt they do 200 each - the majority of my direct hits don't kill the enemy.
Agreed. And grenades really are useless after they hit the ground atm. Valve need to either reintroduce the on-contact explosions, or increase the amount or area of splash damage.I'd say give the grenade launcher a capacity of 6 rounds...and make it possible to detonate sticky bombs right after launching them.
The sticky bombs are your friend. If you're pissed off at the demo being crappy learn to use the sticky bombs to better effect.
One demo can basically shut down one passage way EASily.