QUOTE(Prospekt @ Mar 26 2012, 10:57 PM)
I honestly basically disagree with... your entire post. I really have to especially disagree on the subject of Degreaser and the Equalizer- both are honestly really well balanced- the Degreaser makes it more difficult to kill someone solely using the flamethrower (because the backburner and an unsuspecting victim makes for a quick kill) and the weapon switch is fantastic for the shotgun or Axtinguisher, and the Equalizer sucks unless you're low on health, and medics can't heal you if you're equipped with it anyway. The Enforcer is fair because that extra time it takes to cloak makes you a lot easier to be found and the Spy dies pretty quickly once you know where he is, the Spycicle can leave the Spy without his best weapon and plus his victims warn you that there is a spy in the area (really, no one pays attention to the kill list unless you're the one killing) plus the pyro can keep using his flamethrower to check for him because it still has range
Degreaser discourages killing with fire and is far better than any other weapon. For the Axtinguisher to work, the target only needs to be on fire. A way to balance the Degreaser would be to eliminate its afterburn entirely.
Equalizer is a straight upgrade to the shovel because the penalty is only in effect while you have the Equalizer out. You're really not giving up much to get the speed boost, which everyone uses to get health packs.
Enforcer + Dead Ringer is why it is unbalanced. The Dead Ringer nullifies its weakness.
Spycicle removes Spy's core weakness AND it kills silently.
QUOTE(Prospekt)
the Huntsman taunt is really for humiliation when you lose if you ask me, because it's managed to score me one victim while I couldn't use my weapons and only once.
The reason I hate the Huntsman taunt is because it comes out quickly and stuns its victim. It's actually usable in a real battle.
QUOTE(Prospekt)
I suppose you'll complain about the Pyro's hadoken too, because I get plenty of unsuspecting snipers with that beauty of a taunt. Or maybe the Holiday Punch because it allows the Heavy to effectively backstab people by punching them from behind and then taunting at them.
Actually, I like those taunts and items.
QUOTE(Prospekt)
The only thing I agree with is the part about nerfing vanilla demoman. For the love of crepes, the Scottish Resistance was how the Sticky Launcher should have been in the first place, because it's crazy powerful and most demos have that annoying tendency to put all 8 stickies around one of your spawn exits (usually the one everyone uses) before the match begins and there's NOTHING you can do about it.
...are you f***ing joking? Seriously? We're talking about NERFING the demo, not making him INVINCIBLE. Your friend has some really stupid ideas, I'll be honest. Engineer doesn't need 175 health, and neither does the Spy for that matter- the Spy should not be a class that can directly take on other classes especially because the revolver is a damn good weapon already. It should be about being careful and knowing that there's a big risk for having an insta-kill weapon. You talk about wanting the pyro to be better, but your friend doesn't want him able to kill anyone at this rate.
I actually think he forgot some of the details about his Demoman.
The key thing he did was reduce spam. The changes to the sticky launcher make it so it's only useful for traps and not useful as an actual weapon.
As for the stickies not being damaged by bullets... He's trying to make the classes balanced by an effectiveness triangle.
QUOTE
(=> Hard, -> Soft)
Scout->Soldier->Pyro->Scout
Scout=>Heavy
Soldier=>Engineer
Pyro=>Demoman
Demoman->Soldier
Heavy->Pyro
Engineer=>Scout
Support=>Defense
Spy=>Sniper,Medic
Sniper=>Medic
Demoman=>Engineer
His mod is designed for high-level play, where Engineers are currently useless. He fixes survivability issues and problems with the excessively long build times.