If you play TF2 and want a good reason to make Demoman into Suika with the model edit, well how about this wep? http://www.gamebanana.com/skins/109544 Very epic
Anemism said: I hate going against a demoman, even using a Soldier or Pyro...
What? Pyros can deal very well against Demos, you just need to blast away the bombs and if he comes with shield you can just blast him and use shotgun to kill him
She's missing her grenade vest! Also, second panel further proves that we need a secondary Momiji skin for those of us who play Demoknights. It would be epic.
Anemism said: I hate going against a demoman, even using a Soldier or Pyro...
Too be fair, demoman's ability to overpowered is based on how the game is balanced. Valve basically assumes the vast majority of players are only going to be so skillful, lets say x, and bases their balance around x. In comp play, demoman can absolutely dominate. This is mainly because of the sticky launcher, however.
dean_exia said: Especially Demoknight. One hit kill is hax, and it's annoying.
Demoknights are tough until you realize their weakness: They don't have good ranged attack. The grenade launcher is good, and the loch'n'lode might be damaging, but generally they can only make one attack before having to get out of dodge (the new persian demoknight complicates this, since all the flaws of the charge'n'targe was removed).
Anelaid said: Too be fair, demoman's ability to overpowered is based on how the game is balanced.
And the map. Demomen (along with any class with spammable weapons) can dominate on choke point filled maps such as Dustbowl and Gold Rush.
(the new persian demoknight complicates this, since all the flaws of the charge'n'targe was removed).
Definitely. A Splendid Screen Demo can essentially one-shot most of the classes in the game (as if Demomen needed more power) The lower damage resistances compared to the Targe don't do squat most of the time.
Anemism said: I hate going against a demoman, even using a Soldier or Pyro...
I hate Demoman much, but the game of TF2 has always been balance. As a Medic-support who always played quickhitter, who knew who to hook up with to uber and rush in, great Demo-rusher is epic win.
I specialize in choke point denial as demo man. One of my favorite tricks is just throwing stickies ABOVE a door way from the INSIDE. They literally never see it comming. Sometimes I place a few bait stickies to make them feel safe after they destroy the bait. Then-boom. Of course, I tend to play whatever class I think we need at the time. The only classes I don't go are soldier and scout, because quite frankly I suck at those two. And I'm also much better when defending than attacking.
You know what you Demo haters need? More airblasts. Airblasts blow stickies away, reflect pills & push back charges. They make awesome sentry defenders. Two or three competent pyros can clear the way for the soldiers & heavies. I main Pyro, this is what I do.
You might say Dustbowl & Gold Rush, but both share the fact their choke points are also pretty wide & straight, so you have space to see the stickies before getting blown up and push'em away. Incidentally, this is why 2fort sucks. Too narrow with too many corners.
Suika in this case is above all the other demos in that she still has both eyes.
Little known fact: demos actually DO shoot slightly to the right, to simulate being blind in the left eye. Any demo mainers would do well to learn to compensate.
KichiroT said: You might say Dustbowl & Gold Rush, but both share the fact their choke points are also pretty wide & straight, so you have space to see the stickies before getting blown up and push'em away.
Dustbowl's A points can be easily capped (except for Stage 3), but it's basically one long corridor that can be easily defended because no matter what paths you take to get to the point, you will always be spat out at a tight (or easily defendable) area) that must be crossed, and they're always next the capture point.
The Pyro method of stopping Demos can only work so much, a decent (or even a lucky) Demo can stop you with a direct pill or two, not to mention the blast radius of their explosions are deceptively larger than they look, so airblasting isn't ALWAYS a reliable countermeasure. Plus Pyros need to get close to Demos (or catch 'em in the middle of reloading) to give them real hell, which is easier said than done.
Lexes said: You people never heard of ninja backstabbing spies.
That's where your team mates come in. If they're competent. And if you can put your back into a corner, so much the better. But in my experience? Spies tend to go for the shiny toys and big guys. We black, scottish cyclopses are a distant third...after the medics.
Byakugan01 said: That's where your team mates come in. If they're competent. And if you can put your back into a corner, so much the better. But in my experience? Spies tend to go for the shiny toys and big guys. We black, scottish cyclopses are a distant third...after the medics.
Have you ever tried backtabbing a charging Demoknight head on? It's pretty fun once you know the trick to it. Pissing of those players thinking they are a goddamn god with a sword and shield as a reward too.
To whoever brought up airblast, in practice, it rarely tends to do enough good since you have to basically get within blast range to do anything to it and rarely tends to do much anyways.
Lexes said: Have you ever tried backtabbing a charging Demoknight head on? It's pretty fun once you know the trick to it. Pissing of those players thinking they are a goddamn god with a sword and shield as a reward too.
Heh, never tried. As a spy, I go after heavies, medics, engies, and snipers. And of course, I sap. It's amazing how many people DON'T do the obvious thing on defense and just leave the attacker's teleporter(s) up and running. But do tell me, what's the trick to nabbing demoknights? I'd love to give it a try.
This doesn't really seem like the best place to hold this discussion, but to everyone talking about how "overpowered" the demoman is, are we playing the same game?
Now, the Demo is one of my favorite classes, and the class I've spent the most time playing, because I know a good demoman can do well offensively and defensively. But to say they're overpowered is a bit of a stretch, I think. Their real weakness is the real lack of direct combat. A demoman at mid-range can blow you away, but get in closer and he's dead. Scouts tear him up as does a Heavy (though what DOESN'T a heavy kill at close range?) and a good pyro who can airblast his way in. Not to mention if a soldier goes airborne, a demo can't really do much to combat him. Not to mention the usual sniper shot or spy stab are just as viable.
And demoknights? Not to sound rude or mean, but if you have trouble dealing with demoknights, you need more practice. If they hit, yes, they hurt, but they run in straight lines and have no long-range attack. By the time they reach you, you should either have moved out of the way or killed them.
Byakugan01 said: But do tell me, what's the trick to nabbing demoknights? I'd love to give it a try.
Disguise as a Medic, make sure your disguise is holding the Medi-Gun, then go up behind them and use the "Go! Go! Go!" voice gesture to make them charge in, then just let your knife do the rest.
EDIT: Contrary to what some might say, though, demos are also a priority target for spies; one with a lot of stickies out will have to plant all over again when killed, and a demoknight with a high headcount on his eyelander should be killed ASAP.
Suika said: "Oooh, they're going to have to glue you back together... IN HAKUGYOKUROU!"
I got a washboard chest. I'm an outcast, loli oni! They've got more (censored, describing others large chest in detail) than the likes of me..
So!
T'all you fine dandies so proud, so cock-sure. Prancin' aboot with your chests full of milkballs! Come and get me I say! I'll be waiting on ya with a whiff of the 'ol missing power. I'm a grim bloody phenomenon....with an unhappy bloody end!