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Thread: Demoknight changes.
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07-01-11, 05:49 AM #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 >>
TF2 Backpack: http://www.tf2items.com/profiles/76561197992443726
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07-01-11, 10:31 AM #35
Re: Demoknight changes.
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¢. /QQHappiness is a roiling fermenter.
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