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Thread: Demoknight changes.

  1. Registered TeamPlayer enf's Avatar
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    Demoknight changes. Demoknight changes. Demoknight changes.
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    #31

    Re: Demoknight changes.

    Yeah but when you are damn near fire and explosion proof, youre able to get a few more tries in than any other class loadout...
    Quote Originally Posted by ATEXANnHISGUN View Post
    given the right set of circumstances I can motivate myself to eat a plate full of shit.

  2. Registered TeamPlayer sleeepy's Avatar
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    #32

    Re: Demoknight changes.

    Quote Originally Posted by QuickLightning View Post
    People will complain about any weapon that does well with if it's not the standard setup. Where'd all the soda popper complaints from last week go?
    People will complain about a weapon that's clearly broken and lets you crit regardless of how long you've charged.

  3. Registered TeamPlayer Interests's Avatar
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    Demoknight changes. Demoknight changes.
    #33

    Re: Demoknight changes.

    Man, I QQ'd harder about this setup than I think I have about any weapon in this game. The thing that did it was when I was pocketing a medic the other night, someone with that kit first charged right past me, took 2 direct rockets while killing my medic with a crit from the charge. THEN he proceeded to back up a little bit (I missed a rocket, so maybe it was just my bad) but he charged, again, within 5 seconds of the last charge, and killed ME with a crit from a charge (I had taken some damage before this, and had retreated - wasn't fully buffed). Boom, combo down. This was on last point of granary with other teammates firing at him as well, so needless to say, that's when my rage kind of manifested itself in voice chat >>

  4. Registered TeamPlayer enf's Avatar
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    #34

    Re: Demoknight changes.

    I dont mind dying when its a good firefight, but its disheartening to hit one with 3 rockets and still see 3/4 of his health left in the killcam shot.

    OK, enough QQ. On to practicing countering it.
    Quote Originally Posted by ATEXANnHISGUN View Post
    given the right set of circumstances I can motivate myself to eat a plate full of shit.

  5. Registered TeamPlayer Sketch's Avatar
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    #35

    Re: Demoknight changes.

    Quote Originally Posted by The Lord of the Land View Post
    The thing about Demoknights, is that they rely on melee. I dunno if you guys have ever noticed but, TF2's melee isn't really that reliable. Half the time you die from a guy 10 feet in front of you. Not to mention backstabbing. Not to bash on TF2, I don't think any FPS has every really had a solid melee system. Hit-boxes, latency, etc.

    This is my beef with the loadout, too. I don't mind Valve offering the option of redefining the Demo's class role (yet again). Run off on your own and take a whack at everyone on the map—more power to ya. Forget that Demos are supposed to supply 'splodey stuff to the fight.

    But when the game's system/engine doesn't accommodate defending against it, the other players' gameplay mechanics get broken. Something is seriously wrong when a defending player cannot even physically react in time to avoid a charging Demoknight. On the receiving end, you basically see one, in a split second realize a charge is coming, and boom—your head is lopped off.

    We already have two classes for such ninjary, the Sniper and Spy, and they only have 125 health as the tradeoff. Plus, they don't eat metal and turn it into HP.

    My 2¢. /QQ
    Happiness is a roiling fermenter.

  6. Registered TeamPlayer QuickLightning's Avatar
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    #36

    Re: Demoknight changes.

    Quote Originally Posted by enf View Post
    I dont mind dying when its a good firefight, but its disheartening to hit one with 3 rockets and still see 3/4 of his health left in the killcam shot.

    OK, enough QQ. On to practicing countering it.
    Keep in mind fallen guns heal the new demoknight. Every kill you get pretty much fully heals you and any stray weapons are just a little bonus.


  7. Registered TeamPlayer QuickLightning's Avatar
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    #37

    Re: Demoknight changes.

    I'd add I have a lot of trouble with the good soldiers these days. The old setup I could toss some pills down when I got launched in the air, but now I am at the mercy of their shotgun.


  8. Registered TeamPlayer Captain Coors's Avatar
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    Demoknight changes. Demoknight changes. Demoknight changes.
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    #38

    Re: Demoknight changes.

    natascha heavy problem solved

  9. Registered TeamPlayer enf's Avatar
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    #39

    Re: Demoknight changes.

    Quote Originally Posted by QuickLightning View Post
    Keep in mind fallen guns heal the new demoknight. Every kill you get pretty much fully heals you and any stray weapons are just a little bonus.
    grrrr.... Going to have to reread the loadout benefits. I thought it just recharged their charge meter.
    Quote Originally Posted by ATEXANnHISGUN View Post
    given the right set of circumstances I can motivate myself to eat a plate full of shit.

  10. Exiled
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    #40

    Re: Demoknight changes.

    Quote Originally Posted by sleeepy View Post
    People will complain about a weapon that's clearly broken and lets you crit regardless of how long you've charged.
    7/1/11
    The Splendid Screen and Chargin' Targe no longer grant critical hits at all ranges.
    Hurray!

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