As I recall, demoknights using eyelander (and reskins) is the most overpowered and one of the most easiest class to play.There are sometimes like 11 demos. They do very much knockback with their weapons. The range is as long as the boss one and for each hit, it gets easier to continue repeating hits as you get faster and get a chance to survive by the health you gain and shields. The shields give the primaries crits so usually demoknights gain 4 heads and then gets almost as fast as boss and run backwards while aiming at boss feets. Loose cannon launch the boss regardless where u hit him. Most people who tries countering have to either rage or superjump to them. Could also try to hit them until they are dead and they have dealt 4k on you. They mostly use crit grenades until they close by and then switch to sword.
Nerfing ideas:
Primaries: Change from crit to mini-crit Demoman slots: Limit the slots to like 6 (Remove Heavy limit as there will be too many limited classes and they are not a thread to have too many)
Joined: Mon May 13, 2013 10:42 pm Posts: 379 Location: France
Re: Nerfing Demoknight
Hum... The prob is with shield there is already a code that make Crit Enable! The idea could be to remove that and make Mini Crit Enable (didn't found any in you list for both)!
Also, mini-crit for primary is not so bad idea either, for demoknight!
The eyelander is not the problem of damage, is makes it harder in close combat. The primary is the one that can deal lots of k's. Usually when in battlefield with numerous of players, they can keep on shooting you and get a massive amount of damage without you noticing. The one's that use cannons will mess your aim up.
I don't really get why in ff2 general, the shield would give the primaries crit. The shield is already something better to use than stickybomb even without but still added to make it even more op. It's not that demoman's primaries is so underpowered that they needed a crit buff.
I don't remember the Chargin' Targe ever been set to do that. So either you are confused, or I am.
No, primary gets permanent crits as long as you have shield equiped (doesnt matter if it's been destroyed). Reason why it's not so noticeable is because not many demos use the stickies.
frog wrote:
The issue stems from the fact that all primaries for all classes have crits, right?
Not all classes, only the demos get crits by equiping a shield. Spy's primaries have permanent mini-crit to balance them. Sniper's primaries have permanent crit (no crit glow) to balance them.
frog wrote:
Provide me with a list of the weapon indexes for Eyelander and all variants, and I'll remove the crit condition in case of the each of the them.
The only op swords for demo is Eyelander, Nessie's Nine Iron, Horseless Headless Horseman's Headtaker and the rest of them are not popular cause of those. Those are the only one's who doesn't need crit condition but mini-crit instead to reduce knockback and damage.
Well I can't remember where the crit condition is added in the case of a shield being equipped. I don't really have time to start hunting around either, as I am really busy working on a upgrade plan for the HH/THG servers, so unless someone points me in the right direction, nothing is going to happen. I have had a quick scan of the ff2 code and saw nothing that added the crit condition to a client with a tf_wearable_demoshield or any relevant indexes.
Well I can't remember where the crit condition is added in the case of a shield being equipped. I don't really have time to start hunting around either, as I am really busy working on a upgrade plan for the HH/THG servers, so unless someone points me in the right direction, nothing is going to happen. I have had a quick scan of the ff2 code and saw nothing that added the crit condition to a client with a tf_wearable_demoshield or any relevant indexes.
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