New demoman Jump?

xXracecarXx

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As we all know the demoman received two weapon updates. I began thinking about the two weapons and I brainstormed a strategy on using the new targe n' charge option. If I remember correctly an alt mouse click will activate the speed boost and possibly other buffs. This speed boost may be beneficial to a "super" demo jump.
Most people use stickies to do a huge jump. However, a pipebomb can be used to have a large, but not as big jump. But, with the speed buff and the pipebomb weapon as the only option (sticky jump is replaced by the targe n' charge) Then this -might- make a super jump. The sheer speed should theoretically make the demoman do massive long jumps.
I can't wait to get internet to try this out! Has anyone tried this? and if someone has already said and done this i apologize for cluttering up the forums.
 
We can't try it out just yet, Since it's not out. But, It sounds like it might work. Who knows?
 
No he is saying use the pipe bomb to jump. Pipes aren't reliable enough to use in a tight spot.
 
This is the most win idea EVER, when the update comes out and I get my weapons I'll tell you if you don't have internet by then.
 
The problem with the idea is that the pipebomb fires at a weird tragectory already which is complicated further by its awkward bounce directions. Its too inconsistant to perfectly set up a jump.

Even worse, you don't get the height off a pipejump as you would a sticky jump.

I wish they were more useful but pipebombs are hard to use as weapons (outside of direct hits) and are harder to use as jump assists. If the pipes acted more like Quake series grenades then this idea would be fantastic, or at least plausable.
 
I highly doubt something like what you're thinking is going to be possible... Even tho it would be interesting to see and fun to execute... :)

Along with being dubbed "Close Combat Kit," the last passage of the blog entry would imply that the shield and its charge is only to be used in conjunction with your melee weapon, run in and bash people to death.

Who knows, maybe you'll be able to hold the pipe bomb launcher with this thing equipped too... I wouldn't be surprised if you can't use it like that though... Think about some other classes: the Heavy can't jump when spinning his gun, the Pyro's Backburner can't deflect projectiles, etc... It's gotta have some drawback/limitation to go along with what it's adding...
 
I highly doubt something like what you're thinking is going to be possible... Even tho it would be interesting to see and fun to execute... :)

Along with being dubbed "Close Combat Kit," the last passage of the blog entry would imply that the shield and its charge is only to be used in conjunction with your melee weapon, run in and bash people to death.

Who knows, maybe you'll be able to hold the pipe bomb launcher with this thing equipped too... I wouldn't be surprised if you can't use it like that though... Think about some other classes: the Heavy can't jump when spinning his gun, the Pyro's Backburner can't deflect projectiles, etc... It's gotta have some drawback/limitation to go along with what it's adding...

Well I think its possible to a degree, but not likely to work as racecar hopes. Shooting a pipebomb, switching to the kit, and being propelled by the blast would be cool. Though, I agree that the demo probably won't be able to jump while using the charge. The close combat kit's main drawback is that the eyelander takes away health and crits alone, but adds health and speed for every kill. The eyelander can only crit when the demo is using the shield's charge ability (which rewards minicrits at medium range and full cruts at "long" range. Which is about 40 feet.)

The biggest drawback is the demo losing his ability to set traps and stickyjump long distances. He basically goes from a medium-long range class to a short-medium range class. He'll become a melee tank after a few kills (depending on how much health the eyelander rewards per kill.)

I do wonder if you can use the charge at any time while you have it equipped, meaning the blast/fire damage reduction is always presant.
 
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Pill jumping is very possible, although harder than sticky jumping. Granted, its not reliable and the more complicated you make things the more ways you'll set yourself up for failure. But like everything else in this game practice makes perfect.
If my theory is right, then valve just created a unique feature to the game.lol
 
Its possible that you could pill jump a lot farther, but that wouldn't be the main focus anymore, you'd be more of a Chargeadin (from Diablo 2) where you just run around smashing everyone.
 
An interesting concept...but i yeah if it was really possible then it would overpower the weapons pretty bad id think... i mean fly behind enemy lines, hide behind a shield, stab the engi and the gun and run away Scot free (get it?) but yeah we will see wont we
 
No one seems to remember that the Targe gives you explosive damage resistance, most likely even from yourself. This means less jumping distance from the pipe bombs.
 
Less jumping distance? Do you mean you wont jump as high? If so, then why do carefully placed stickies launch ubered people? they receive no damage at all yet they fly massive distances. I don't think the damage has anything to do with how far or how high you go. Its the "kick" if you will, that launches them.
But I do believe the chargin targe will help a ton on receiving very small damage from the pipe bombs.
 
The problem with the idea is that the pipebomb fires at a weird tragectory already which is complicated further by its awkward bounce directions. Its too inconsistant to perfectly set up a jump.

Even worse, you don't get the height off a pipejump as you would a sticky jump.

I wish they were more useful but pipebombs are hard to use as weapons (outside of direct hits) and are harder to use as jump assists. If the pipes acted more like Quake series grenades then this idea would be fantastic, or at least plausable.

I can do it and i don't play demo.
 
No one seems to remember that the Targe gives you explosive damage resistance, most likely even from yourself. This means less jumping distance from the pipe bombs.

And this is based on what?

I've never seen a Source game, that I can recall anyway, in which self-inflicted damage was ever lessened by something else, be it a weapon/item/etc. Maybe by water, dunno, haven't tested, but that would be probably be about it...

And if you say hats should reflect damage so help me I will slug you. haha :)
 
And this is based on what?

I've never seen a Source game, that I can recall anyway, in which self-inflicted damage was ever lessened by something else, be it a weapon/item/etc. Maybe by water, dunno, haven't tested, but that would be probably be about it...

And if you say hats should reflect damage so help me I will slug you. haha :)

All it is based on is that the less damage you take from an explosion the less it seems to move you. I may be wrong and it may be based on just radius. It is just speculation right now.
 

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