Skip to content

November 17, 2009

4

Demoman Update Ideas

by Steve "Slurms" Lichtsinn

DEMOFor a while now, TF2 has been down to just a few classes that need updated; Soldier, Demoman, and Engineer. It’s becoming quickly apparent as I play these three classes that, while they still feel balanced, they could each desperately use an update to give them the flexibility that some other classes currently enjoy. If you play a Soldier, you straight up shoot rockets. If you play Engineer, you put down turrets and teleporters, built them up, and guard them with your life, not much else going on there either. The Demoman has a bit more flexibility with being able to fill defensive and offensive roles, but for many, the class has felt a bit underpowered for a while. To me, it’s a class that I feel has great maneuverability while still being able to rack up a nice death count, but I feel like I spend more time backpedaling to reload than I do anything else. Since I primarily play the Demoman, I have a little bias in wanting the Cyclops to get first dibs on new gear. But what would you give a man whose only means of destruction is explosion? Do you give him something more conventional? No, you give him more things that go boom.

First, to replace the primary grenade launcher, I propose that Valve simply change the way it does damage. Use the same launcher but with a different ammo type. The new ammo would have a lower damage output (yes lower), but it would explode on impact and have a larger blast radius. I think this could remove a bit of the luck involved with the current weapon and make players plan their shots better.

For the secondary weapon, I think Valve needs to revisit an old idea. As seen in this early prerelease video (fast forward to about 2:30), the Demoman is wielding a bundle of dynamite sticks which have a two stage effect. It detonates once, blanketing the area with some of the other sticks that didn’t detonate, and then they themselves explode. I think if implemented, the risk/reward could be that it takes a second to light, rendering the Demoman defenseless much like the Heavy’s Sandvich. He would then only have a limited time to toss the bundle before…ya know…boom. The other downside could be, instead of having to light and have a limited time to toss, that you have a rebuild time. Again, like the Sandvich, it would cause you to stand completely open for attack. I think the real trick with this weapon will be getting the amount of damage right. You don’t want it to be able to instantly take out a stage 3 turret or a Heavy, but you want it to make people run when they see a dynamite bundle lying on the ground, much like they do now when coming across a field of sticky bombs.

So whatcha think? See any problems or improvements that could be made? Let me know in the comments!

4 Comments Post a comment
  1. Nov 17 2009

    Sounds like a good idea to me!

    Reply
  2. Nov 18 2009

    I’ve been having a lot of fun w/ the Demo but it is one of the more ‘challenging’ classes I’ve played because of the delayed detonation.

    As such the instant detonate on the Grenade toss sounds like a good idea — but my problem w/ that would be that typically I bounce grenades off the walls essentially around corners into hard to see/reach areas going Boom and damaging nasties in said room.

    I would think coding in the ability to bounce off terrain but go boom on impact w/ a person would seem a bit OP’ed and allow for a wide variety of misplaced shots to still have results. Balance is something that sounds easy but its an interesting mental exercise.

    I’ve been having a lot of fun w/ the Demo but it is one of the more ‘challenging’ classes I’ve played because of the delayed detonation. Making it a little more productive for the begging/naive players would make me happier!

    Reply
  3. Nov 18 2009

    “would think coding in the ability to bounce off terrain but go boom on impact w/ a person would seem a bit OP’ed”

    It currently does this. Only off of vertical structures though. (you can’t bounce off the ground and do it.)

    I actually use this a lot. If I have someone chasing me through a doorway, I’ll bounce the nade off the top of the doorway and attempt to catch the pursuer.

    Reply
    • Nov 18 2009

      Wait??? you Run away from people?

      Maybe thats what I’m doing wrong!

      (side note didn’t know that and good to know!)

      Reply

Share your thoughts, post a comment.

(required)
(required)

Note: HTML is allowed. Your email address will never be published.

Subscribe to comments