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Nerfing Demoknight 
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Post Nerfing Demoknight
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)


Sat Mar 07, 2015 4:32 pm
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Post Re: Nerfing Demoknight
i agree.
maybe less knockback for melee too?


Sat Mar 07, 2015 4:52 pm
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Post Re: Nerfing Demoknight
Come up with some attribute definitions for the applicable weapons/items and I'll see about dropping them in.

https://wiki.teamfortress.com/wiki/List ... attributes


Sat Mar 07, 2015 5:01 pm
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Post 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!

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Sat Mar 07, 2015 5:24 pm
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Post Re: Nerfing 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.


Sat Mar 07, 2015 5:35 pm
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Post Re: Nerfing Demoknight
I don't remember the Chargin' Targe ever been set to do that. So either you are confused, or I am.

The issue stems from the fact that all primaries for all classes have crits, right?

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.


Sat Mar 07, 2015 5:49 pm
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Post Re: Nerfing Demoknight
Demoknights (i mean with shields) have full crits for Primary (Grenade Launcher) AND Close Range Weapon (Swords, Bottles...)!

Whereas Demotrapers (Stickies) have no crits for Primary, nor secondary (stickies) but have Crits for close range...

If you see Frog...
Demoknights have full crits all the time...
A bit too OP... even more with eyelander bonus heads!

Reducing full crits to minicrit for Demonknights will weaken the knockback and the damages at the same time!


Last edited by Llamara on Sat Mar 07, 2015 6:19 pm, edited 2 times in total.



Sat Mar 07, 2015 6:09 pm
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Post Re: Nerfing Demoknight
frog wrote:
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.


Sat Mar 07, 2015 6:10 pm
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Post Re: Nerfing Demoknight
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.


Sat Mar 07, 2015 6:22 pm
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Post Re: Nerfing Demoknight
frog wrote:
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.


On this page. https://forums.alliedmods.net/showthread.php?t=244209

There is a update VSH version sight in version 1.46 where you could take the code from.

(The one that has been highlighted)



Sat Mar 07, 2015 6:30 pm
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