The explaination of the sticky nerf.

This is the type of data that I love. Sure, it's a bit dry, but it falls under "know your weapons.

So, Demos, now you know that it's not worth it to get up close and personal with a pyro. The new mechanics encourage distance.
 
Only for the first five seconds anyways. Be sure to get good with your nades if you're going after a pyro. This really helps nerf some of that midair explosion damage that demo's do with stickies. I think Valve is trying to turn them into a more true defensive class than before. This pleases me.
 
Only for the first five seconds anyways. Be sure to get good with your nades if you're going after a pyro. This really helps nerf some of that midair explosion damage that demo's do with stickies. I think Valve is trying to turn them into a more true defensive class than before. This pleases me.

Agreed. Less sticky mortars, more pipeskill please! :3
 
It's great when they give the stats like this! Usually the update itself doesn't give much info.

But anyway, I think it was a great move. Especially for Dustbowl and Steel, where demos were able to stop the entire map in it's tracks by throwing stickies and then detonating immediately. This should allow for a carefully timed push that can more easily clear out those choke points for the offensive team.
 
I really appreciate statements like this from Valve. At a glance, most players, especially ones who play Demo will begin to rage. All they see is "damage reduction" and start raging about nerfs. Unfair this, and overpowered that.
I will admit I was a bit annoyed when I first saw this update myself. But after reading carefully and looking at valves explanation for this and how it completely works, I was more than happy to accept this patch. It made this pill a lot easier to swallow and I think it shows that Valve still wants to perfect TF2 and keep moving it closer to how they want the game to be played out. Great job, guys! :)
 
At first i thought this was bad, but i usually use my primary weapon when taking on enemies. i usually just use stickies to guard the cart when i play payload maps.
 
Only for the first five seconds anyways. Be sure to get good with your nades if you're going after a pyro. This really helps nerf some of that midair explosion damage that demo's do with stickies. I think Valve is trying to turn them into a more true defensive class than before. This pleases me.

NEVER! When againts pyros, always let your bottle take priority :D I do :P

~M
 
You can still use your stickies to launch at people, its just up close that they dont do same damage. After reading the explanation,it doesnt seem like a huge nerf.
 
Okay Valve, you win this round, but I think the lowered stickie and grenade launcher's ammo was unfair
 
Okay Valve, you win this round, but I think the lowered stickie and grenade launcher's ammo was unfair

i hardly ever run out of ammo. But i do have troubles reloading. It seems im reloading all the time and dont have enough stuff to throw at my enemies. Thats why i perfer sticky launcher. 8>4.
 
The demoman is still overpowered imo, but this makes it less so. I like it, and I still own as demo so who cares?
 

Latest posts

Back
Top