Showing posts with label demoman. Show all posts
Showing posts with label demoman. Show all posts

Monday, January 20, 2014

XCOM Demoman

Normally in this segment, I create an XCOM class based on a TF2 Mercenary, but today I don't have to, because Steam Forum user WarVeterinarian sat down and created the XCOM Demoman. Good show, WarVeterinarian! As usual, if you have any comments or ideas, feel free to let me know about it in the comments section.
The Demoman

Demomen, like their TF2 counterpart, can specialize in 2 different types of combat - there's the "explosives specialist" Demoman for delivering explosive payload through indirect fire, and the "Demoknight", a melee combat specialist who prefers to deal with his foes up close. Each of the ability trees lets the Demoman specialize either in explosives or melee combat.

The Demoman uses a grenade launcher as his primary weapon, with each grenade dealing 3 damage (can be increased with appropriate Foundry upgrades). His secondary could either be a stickybomb launcher or a melee weapon, such as sword or battleaxe.

The stickybomb launcher fires two stickybombs per turn, which can be manually detonated for 4 damage each (can be increased with appropriate Foundry upgrades). Overwatch with the stickybomb launcher will have the the Demoman automatically detonate stickybombs if an enemy walks within 2 tiles of one.

The melee weapon is... well, you guessed it - a weapon used for hand-to-hand combat. It deals high damage up close, potentially OHKing some types of enemies, and can be used to destroy cover. Overwatch with the melee weapon will have the Demoman run up an enemy who goes within 2 tiles of him, attack with his melee weapon, then run back to his original location.

Squaddie Rank Ability: Loch-N-Load
Allows the Demoman to aim for a direct hit with the grenade launcher, which removes its AOE ability but makes it deal much higher damage.

Corporal Rank Ability 1: Bomb Jump
Allows the Demoman to use the blast of a grenade or stickybomb for propulsion towards higher ground or great distances, in exchange for some ammo and a portion of his health. Stickybombs can propel farther than grenades.

Corporal Rank Ability 2: Targe Charge
Sends the Demoman charging headlong to a designated location. Deals a melee strike with a +30% crit chance where the dash ends. Can be used as long as there is an action remaining.

Sergeant Rank Ability 1: Hurt Locher
Reduces all explosive damage taken by 67%.

Sergeant Rank Ability 2: Dark Age Defender
Damage taken from within 4 tiles is reduced by 33%. Stacks with other resistances.

Lieutenant Ability 1: Grenade Suppression
For a high ammo cost, allows the Demoman to rain down grenades over an area, suppressing all enemies inside it and dealing some damage if they try to move. Does not destroy cover.

Lieutenant Ability 2: Braveheart
Confers +20 Defense when out of cover, with an additional +5 for each enemy the Demoman can see.

Captain Rank Ability 1: Advanced Artillery
Further increases the range of projectile weapons by 50%.

Captain Rank Ability 2: Long Reach
Further increases the range of melee weapons by 1 tile, and allows for attacking diagonally.

Major Rank Ability: Sleight of Hand
Firing, reloading or swinging a weapon no longer ends the turn.

Colonel Rank Ability 1: Scottish Resistance
Allows 1 more stickybomb to be deployed per turn, and allows for selective detonation of stickybombs.

Colonel Rank Ability 2: Eyelander
Each kill with the melee weapon gives +1 to movement and maximum HP, and +5 to Will.

Wednesday, November 14, 2012

Toying with Sets: Taunts and Voicelines

TF2 is full of item sets, and some item sets, when you wear them, affect the Merc's behavior. Whether this translates to silly voicelines (Heavy is prettiest princess!) or silly behavior (Thriller Dancing) or just something else changes depending on sets, but generally it introduces some new ways for the Mercs to make us laugh.

So I had this idea: what if any given class had been released with a particular set as their default outfit and weapons? Obviously, this would affect the way the players thought about the characters and change the way the characters were written. What if the Sniper was British Expat in Saudi Arabia instead of an Australian? What if the Scout was a bankrobber?  How would it affect their domination lines? How would it affect all of their lines?

For example, I look at the Riot Demoman set and I imagined that the Demoman, rather than being a black Scottish Cyclops, was a black, drunk Scottish Cyclops policeman, and wrote a handful of lines to match.
Here's a selection:
"Die! In the name of the law!"
"I'm a police Officer! I'll leave you in pieces!"
"What's that? Po-lease brutalize me? With pleasure!"
"I'm a loose cannon with nothing left to lose!"
"You have the right to remain dead."
"If you cannot afford a coffin, one will be provided for you."
"What's all this, then?"

"I need this point for police business!"
"This is being held for evidence!"

This is something I intend to do for a handful of sets as I like, and to seek help in doing from the SPUF! Leave a comment with a handful of unique voice lines for your favorite Subclass!

Wednesday, September 19, 2012

The Crawling Explosive

Version 1
The Driver
Level .08 Sticky Launcher
Grenades explode on timer or direct hit
Alt-fire causes them to change direction
appropriate downside

Version 2
The Driver
Level .08 Sticky Launcher
Can only have one bomb out at a time
M1: Fires bomb, bomb adheres to surface and crawls
M1 (while bomb is out): Bomb changes direction by 90 degrees
M2: Detonate
Bombs cannot be destroyed (?)

Now, I had this idea because I thought it was cool, but I ran into some trouble. I wanted to create a navigable sticky similar to the Bombchu from Legends of Zelda, but there aren't enough keybinds to fully control a bomb that works like that.

If you're trying to figure out how the launcher I designed works, the rear handle rotates (technically it rotates the other way) to open the loading hatch for the next crawling sticky. Once loaded, the back handle rotates in-line with  front handle, then pulls back to prime the charge.

If you have any suggestions, quips, critiques, commentaries, or insults, drop 'em in the comments sections. I love that stuff and if it's great I'll post it here on Fridays. If it's not, well, I'll weep myself to sleep.

Monday, September 17, 2012

Demoman Buildings

Part of my MVM Buildings For Everyone project. Putting a PDA in the action slot for every class, complete with its own buildings in the three slot spots taken from the PDA. All three are probably too powerful to be strapped onto one non-Engineer class, but who knows? Maybe one idea will be a good balance for the canteen in MvM.

PDA: A Countdown timer, seen here

Offense:
The Carpet Bomber
This minelayer allows you to dynamically cover a small area of the map with short-term explosives. Essentially, it'll lay five stickies, then detonate them when an enemy gets close. These bombs have a comparatively long arm time, so you can't trust them to catch fast enemies (like scouts or medics). These have a limited supply of ammo, expiring after expending just 10 ammo.

Support:
Robot Bait
Attracts the nearest non-tank Bomb Courier as long as its in range.  Tremendous range.

Transport:
The Pop-Up
This nonlethal minelayer pops enemies into the air, delaying them, putting them on a predictable path for your skeet-shooting snipers, and of course letting you get easier combos for weapons that deal in-air damage penalties.

Thursday, July 14, 2011

The Injury Update!

Now for a fake update about being wounded!

The Scout

The Big Hurt
Level ouch scattergun

Painslayers
Level 1 Painkillers (secondary)
While in use, heals the scout for 30HP and kills ramp-up on incoming damage for ten seconds.
While worn, the scout cannot be overhealed.

Tiny Tim
Level 1 Crutch (melee)
Improves returns from health kits by 15%.
-50% Damage

Hat: The Baseball Bill's Sports Shiner (a black eye)

The Soldier

The Tenderfoot
Level 5 Leg Casts
Deals damage to anyone within ~40HVU upon landing a rocket jump (groundpound)
+10% self-damage

Hat: The Spirit of 76 /The Hedwound
A stylish head-bandage recalling a famous painting by the same name

The Pyro

Another Burn Ward
Level 10 Flamethrower
Wearer shares any healing his victim gets until the fire is extinguished.

The Mental Exercise
Level 10 Imaginary Axe
party blowers and confetti on kill

Hat: The Invisible Person
A well-bandaged head in two styles!

The Demoman

The Hurt Launcher
Level 2 Grenade Launcher

The Company Health Plan
Tier 3 Scotch
Self-damage heals over time
+10% bullet vulnerability

Hat: The Double Eyepatch
Vision is for menn who don't rely on skill

The Heavy

The Medkit
Sandvich reskin

The Reverse Heimlich Maneuver
On kill: allows you to throw enemy ragdoll at opponents
-25% attack speed

Hat: The Sour Tooth
A toothache wrap

The Engineer

Sorry, Engineer fans!

The Medic

The Blood Drive
Level 10 Syringe Gun
Allows the medic to earn ubercharge for nearby non-medigun healing
-25% damage

The Suppository
Level Cough Bonesaw
Crits from behind
-50% base damage
this is a joke

Hat: Surgeon's cap

The Sniper

The Lobotomy
Level 5 Sniper Rifle
Pierces targets
+.5s charge time

Sample Seven
Level 2 Urine Joke
Splashed allies earn temporary health regen

Hat: The Reminder
Bandage over cheek-scar, numerous additional bandages on face

The Spy

Insurance Fraud
Level 5 Sapper Replacement
"Sapped" enemies share 10% of their healing with you

Surgical-Grade
Level 2 Scalpel

Hat: The Sympathy Solicitor
A neck brace

The Engineer:
Unlike Valve, I was kidding before.

The Workplace Accident
Level 3 Nailgun
Minicrits on headshots
-25% Damage
-50% Clip

The Quarpal Tunneler
Level 2 Right-hand cast
Allows engineers to walk through their buildings
-25% swing speed

Hat: The Clumsy Carpenter
A cracked version of the standard hardhat with nails in it