Demo Ideas

I think demo's should have a concussion grenade. Any player within 15' is stunned for 10 seconds and can only move at 50% speed. Replenish at ammo box, only allowed to carry one at a time.

or maybe a smoke grenade to foil those pesky snipers...........
 
What I'd love to see is the pipe launcher back from TFC. It's basically the current sticky and pipe launcher at the same time. It shares the same ammo but the "stickies" don't stick, they just bounce around like the normal pipes. This would be the primary weapon. It would remove the stickies! :D
Though, you are screwed when you can't aim 'cause you just can't switch to the winbombs when you're out of ammo...
Since you only have this weapon and the melee weapon, Valve could add a brand new weapon for the demoman. You either choose the Pipes and the stickies or the classic 'nade launcher and the new weapon. Unless Valve would just make the classic pipe launcher two weapons with the same model etc... That would suck.
Gimme my TFC Demo! :p


-Calle
I would rather have controlled stickies. Being able to put them where you want in specific locations is better than them flying wherever.

I think demo's should have a concussion grenade. Any player within 15' is stunned for 10 seconds and can only move at 50% speed. Replenish at ammo box, only allowed to carry one at a time.

or maybe a smoke grenade to foil those pesky snipers...........

I think that stun grenade is a little OP. Anyone within 15 feet? For 10 seconds?

In pl maps your demos would just spam conc grenades on the payload. It would never move.
 
Captain Calle said:
What I'd love to see is the pipe launcher back from TFC. It's basically the current sticky and pipe launcher at the same time. It shares the same ammo but the "stickies" don't stick, they just bounce around like the normal pipes.
I would rather have controlled stickies. Being able to put them where you want in specific locations is better than them flying wherever.
exactly why it could make a great sticky gun alternative! tough decision for the player, similar but not identical function - so it falls in the same category for the demomans' class function :)
 
I really don't see an advantage anymore to non-sticky controlled detonation grenades. They are a very integral part of the game and a genius idea.

Maybe you can explain please?
 
or a gun that shoots cluster bombs. The cluster bombs would damage a much wider area but for less damage....say 20-40 damage per bomblet. AOE for demo's...yay.

or a drone (with no weapon capability) that the demo could deploy to scout the location of sg's ahead. Of course, the drone can be destroyed. This could be cool for an engie too.

or a gun that has a chance to deplete your ammo by 50% upon a hit.

the idea of proximity mines is a good one too.

if demo's could "booby trap" an engie's sg would be cool too. Spy tries to sap sg but uh oh "BOOM!"
 
I really don't see an advantage anymore to non-sticky controlled detonation grenades. They are a very integral part of the game and a genius idea.

Maybe you can explain please?
It's quite simple:
1.) It's more like TFC. That's always good. Back to the roots, baby!
2.) Stickies fail! HIGH FIVE! :p
3.) Bouncin' the 'nades around corners is awesome. Helps with your 24/7 anti sentry job too.
4.) Stickies fail!


-Calle
 
Stickies fail doesn't tell me much.
Stickies suck!
I can shoot regular grenades around corner now as well.
Yes you can, but does that actually do much when the engi isn't afk/not at his sentry/being stupid? No, it doesn't. The small incoming damage can easily be repaired by the engi. However, three or four pipes detonating at the same time is not repairable because the sentry is already down, heck, maybe the engi is dead, too.
Yes you could edgeguard with stickies, but you either get hit by the sentry, which results in death sometimes, or one of the engi's teammates eliminates you.

You also don't have to charge the pipes (as much) to get a target that is running away. Usually, when using stickies to kill an enemy over long range you need to charge up your sticky to shoot stickies further. However, thanks to the rolling/bouncing the timed pipes, you don't need charge (as much). This helps because you can shoot more pipes than you could shoot stickies, thanks the the (unneeded) charge.

Come on dude, you'd love this weapon! FACE IT! :D


-Calle
 
No I did like the weapon but i really like the stickies. I think they way the 2 demo guns are balanced now are perfect. I think having time detonated nonstickies would disrupt balance beweet Engies and Demos.

You only need an uber now to take them down.
 
I think we need to look at it this way. Most new weapons have been minor upgrades if not sidegrades to the current weapons. Yea having a flamethrower with 100% crits from behind is cool but no compression blast? Medic gun that heals +3 per hit? New minigun that slows speed?

Interesting weapons. I could see the upgraded demo weapon being a non-sticky time detonated grenade gun. But it can't upset the balance of the game. I really think some sort of TNT pack with a timer and 15 yard area of damage would be cool. Heck it could be a 10 yard area for fire damage and a 20 yard area witha push back effect. Something along those lines. It would be an interesting item to say the least.
 
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