This post has been de-listed
It is no longer included in search results and normal feeds (front page, hot posts, subreddit posts, etc). It remains visible only via the author's post history.
Demo only has two sticky-launcher alternatives outside of any Demoknight items, and one of them is the Sticky-Jumper. Recently, I've been feeling that he needs more explosive ordinance to choose from.
I considered a few ideas for launcher side-grades, but these two just wouldn't get out of my head:
The Drunken Disabler (Working Title)
- 66% damage reduction
- Detonating stickies has its own cooldown (~15 sec)
detonations disable enemy weapons (except melee, jarate, etc) for 3 seconds
disable length is extended by each intersecting sticky blast
Hidden stats: bombs slow enemies for one second after detonation (more of a stylistic effect than anything). Launcher distance charges faster.
This weapon lets the Demoman trade DPS for the ability to shut down the enemy team. The cooldown system prevents the spamming of silence-nades, but still allows for some interesting skillshots. Imagine you get ambushed by a heavy-medic combo- a 3 second silence can save your life and the lives of your teammates.
But, this weapon isn't all-powerful. While you can potentially get very long disables by stacking grenades, this strategy will prevent you from creating wider sticky traps. In most cases, a single enemy will not be hit by more than 3 explosions anyway. Plus, with the detonation cooldown, the enemy team has time to clear out grenades before your next chance at silencing them. Finally, they can still melee you to death or push the cart while disabled.
Dundee Depth Charge (Working Title)
- bombs cannot be detonated in the air
- bombs detonate one at a time with a 0.5 second delay in between
blast radius is cone shaped and extends outwards from the charge
The angle of the charge can be changed in real time to point towards where the demo's launcher is pointing (like the wrangler, but the movement can be stopped and started via a bindable key)
Hidden stats: Bombs visibly indicate their blast orientation (laser beam?). If the demo switches to a different weapon, the charges will stick in their current orientation. Bombs detonate in the order in which they were laid. It is possible to place more sticky bombs down during detonation to prolong the sequence, so long as the last bomb has not gone off yet.
Ever run across that one engie nest that just couldn't be flushed out? Or ever been stuck in a stalemate where each team is just around the corner? Or maybe you just want to set off some neat pyrotechnics, who's to judge? This weapon introduces some additional skill to the sticky launcher. You can use it to target a medic during a push, or to block off larger choke points. But this flexibility in terms of the amount of area denied comes at the cost of DPS, as each bomb requires additional set up.
Tell me what you think, /r/tf2. Suggestions?
Post Details
- Posted
- 10 years ago
- Reddit URL
- View post on reddit.com
- External URL
- reddit.com/r/tf2/comment...