Team Fortress 2

Team Fortress 2

Air Lock
Cipher 27 Jul, 2014 @ 2:17am
Stats... New approach?
Sooo, here we go.
This shield has a unique bar that fills up every 35 seconds.
Base 10% resistance to projectiles and blast damage.
Upon activating it, the shield extends(Insert cool animation here) to double the size of what it was before, and deflects/resists ALL incoming projectiles, bullets, everything from the front.(Except stuff like mad milk and jarate, or if head is visible then sniper rifle shots)
Front, as in, imagine a square wall in front of the demoman's model.
This mode lasts for 20 seconds(can be cancelled) and during it the demoman walks 25% slower and cannot attack.
Before you say it lasts for too long and cooldown is too short, bear in mind this is a defensive item, could be useful in cases like when your team is attacking a sentry placement without a medic and you want to absorb the sentry's fire.
Thoughts?
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Showing 1-10 of 10 comments
Quickdraw6 27 Jul, 2014 @ 2:28am 
So, rather than having to wait for a medic's ubercharge to fill before you are granted that precious eight seconds of invulnerability to obliterate sentries, you can just walk in and block everything almost immediately for up to twenty seconds while your teammates casually destroy them feeling as if there's no risk.

Eh. Even if you made the demo completely immobile rather than a slower movespeed, it'd still be OP. Also, I'd prefer not to have demoknights replace medics. If a team won't use a medic, even despite their usefulness and how much they might actually need an uber, that's their fault.
If it prevents enemies from passing as well, then who's to say defenders won't just all go demo with this shield and clog up a passage that is the only means of getting to the objective?

Nonetheless, a unique idea for a demoman's shield.. but it's rather like the MvM medic shield which, while OP, was rather needed there where hordes of enemies and projectiles alike bored down on you. In standard players versus players, such an ability would be rediculous.
Last edited by Quickdraw6; 27 Jul, 2014 @ 2:32am
Cipher 27 Jul, 2014 @ 2:36am 
Originally posted by Quickdraw6:
So, rather than having to wait for a medic's ubercharge to fill before you are granted that precious eight seconds of invulnerability to obliterate sentries, you can just walk in and block everything almost immediately for up to twenty seconds while your teammates casually destroy them feeling as if there's no risk.

Eh. Even if you made the demo completely immobile rather than a slower movespeed, it'd still be OP. Also, I'd prefer not to have demoknights replace medics. If a team won't use a medic, even despite their usefulness and how much they might actually need an uber, that's their fault.
If it prevents enemies from passing as well, then who's to say defenders won't just all go demo with this shield and clog up a passage that is the only means of getting to the objective?

Nonetheless, a unique idea for a demoman's shield.. but it's rather like the MvM medic shield which, while OP, was rather needed there where hordes of enemies and projectiles alike bored down on you. In standard players versus players, such an ability would be rediculous.
A rather immobile defense cannot replace medics that ubercharge you, granting you crits or making you invulnerable while you retain your speed and can shoot, and that heal you whenever you're injured. Also, I forgot to mention that it should have a 20% knockback resistance, but no more, so you can still be bombarded and knocked sky high... Or just airblasted.
Also, natural counter is a wrangler, if you feel engineers would be demolished.
Or just to have a pyro buddy.
Or just to have teammates.
user 27 Jul, 2014 @ 2:57am 
Originally posted by HighlordCactus:
Sooo, here we go.
This shield has a unique bar that fills up every 35 seconds.
Base 10% resistance to projectiles and blast damage.
Upon activating it, the shield extends(Insert cool animation here) to double the size of what it was before, and deflects/resists ALL incoming projectiles, bullets, everything from the front.(Except stuff like mad milk and jarate, or if head is visible then sniper rifle shots)
Front, as in, imagine a square wall in front of the demoman's model.
This mode lasts for 20 seconds(can be cancelled) and during it the demoman walks 25% slower and cannot attack.
Before you say it lasts for too long and cooldown is too short, bear in mind this is a defensive item, could be useful in cases like when your team is attacking a sentry placement without a medic and you want to absorb the sentry's fire.
Thoughts?

Very good stats!Add one more thing
When crouch walking demo speed is 70% reducted but you gain: Health Regen (2 per second)
+40% Bullet resistance
+20% Blast Damage Res
-30% Resistance to melee

When you activate the special attack : +70% resistance from being pushed off by pyro/explosives/force-a-nature etc.

The special square may be broken by a pyro with a homewrecker
Originally posted by HighlordCactus:
Upon activating it, the shield deflects/resists ALL incoming projectiles, bullets, everything from the front.
during it the demoman cannot attack.
a defensive item, could be useful in cases like when your team is attacking a sentry placement without a medic and you want to absorb the sentry's fire.
Thoughts?

I have a bunch of complaints. First off: Scout's Bonk! already fulfills this EXACT purpose:
-Makes user invulnerable for a short time
-Prevents user from attacking
-Timer determines when the abilitiy can be used
-Useful for distracting enemies and sentries

Also, these stats would mean no charging. WTF? A shield that doesn't let the Demoknight charge?

It's a cool idea, but ultimately, I think it would conflict with Scout's Bonk! and seriously reduce the Demoman's capabilities. With no charge, his only real weapon left would be the 'nade launcher, and he can't even fire it when actually using this shield's primary ability.

Your suggested use for defensive purposes in chokepoints or against sentries are sound, but that conflicts with the Heavy. Heavy was MADE for holding chokes and eating sentry fire.

Finally, the Demoman already posseses a MUCH better way to kill sentries - the weapon this shield would replace: the sticky launcher. I have never, NOT ONCE, encountered a sentry I couldn't kill with three stickies. Not even once.

To wrap it all up, this shield would become a weak novelty item. It's worse than the weapon it replaces, it doesn't synergise with the Demoman's melee capabilities, and competes - unsuccesfully - with both Scouts (distracting sentries) and Heavies (holding chokes).
Nipples The Clown 27 Jul, 2014 @ 6:27am 
Okay... a Shield that makes demo "uber" from the front is fine... BUT FOR 20 SECONDS? HE COULD TOTALLY DESIMATE THE OTHER TEAM WITH THAT! Stats are to OP. Sorry...
Cipher 27 Jul, 2014 @ 8:09am 
Originally posted by DylanTheCanadian:
Okay... a Shield that makes demo "uber" from the front is fine... BUT FOR 20 SECONDS? HE COULD TOTALLY DESIMATE THE OTHER TEAM WITH THAT! Stats are to OP. Sorry...
Decimate something while unable to attack...?



...What?
ed 209 27 Jul, 2014 @ 9:01am 
I'd type in VALVE ADD THIS PLEASE!!! but I don't know how to make the thumbs up thingy ;-;:sticky:
no nip steve 27 Jul, 2014 @ 10:18am 
Originally posted by sacboy9:
I'd type in VALVE ADD THIS PLEASE!!! but I don't know how to make the thumbs up thingy ;-;:sticky:

Just highlight it using your mouse, then copy and paste it into the comment box :3
ed 209 28 Jul, 2014 @ 6:47am 
Thx :sticky::sticky::sticky:
Cipher 31 Jul, 2014 @ 10:40am 
Originally posted by Dot:
Originally posted by Quickdraw6:
So, rather than having to wait for a medic's ubercharge to fill before you are granted that precious eight seconds of invulnerability to obliterate sentries, you can just walk in and block everything almost immediately for up to twenty seconds while your teammates casually destroy them feeling as if there's no risk.

Eh. Even if you made the demo completely immobile rather than a slower movespeed, it'd still be OP. Also, I'd prefer not to have demoknights replace medics. If a team won't use a medic, even despite their usefulness and how much they might actually need an uber, that's their fault.
If it prevents enemies from passing as well, then who's to say defenders won't just all go demo with this shield and clog up a passage that is the only means of getting to the objective?

Nonetheless, a unique idea for a demoman's shield.. but it's rather like the MvM medic shield which, while OP, was rather needed there where hordes of enemies and projectiles alike bored down on you. In standard players versus players, such an ability would be rediculous.
Yeah, the difference between MvM and PvP is that PvP, unlike MvM, you don't have hundreds of blood thirsty robots trying to kill you. In short, this would only be fair in MvM since, like you said yourself, the entire enemy team could go Demoknight and just troll by blocking the passages to the objective. It'd probably be the worst on 2Fort since the objective has two ways in that are very close in proximity together.
You can just knock the demo back, headshot him, or just wait until it wears out.. I mean, you could say that übersaw should be removed because it allows for an infinite uber combo in that case, or basic sappers because it can destroy every building, or you could just say remove enemies in general..
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