The Awkward State of Demoknight

The Demoknight is in a really awkward place within TF2, despite being the closest thing TF2 has to a tenth class with its own mobility, strengths, and weaknesses. The main issue with this is Demoknights were never as good as their sticky launcher brethren at dealing large amounts of damage, taking out fortified barricades, and overall keeping the enemy team suppressed. However in exchange for this loss of firepower the Demoknight gets a close range, high risk high reward charge mechanic that allows him to get to places no Demoman could ever dream of getting to. At least he could… [Continue Reading]

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My first time in a first person shooter…

I was never designed to be a gamer. I have the coordination skills of a donkey in ice skates, I over-think things and I jump at everything. Before I discovered PC Gaming, I used to play platformers and Worms Armageddon on the Play Station 2. First Person Shooters never really appealed to me, especially since it’s damn hard aiming with a console controller unless you have some sort of aim assist. Not that I ever really played one. Siphon Philter was probably the closest thing I played to a FPS and in that, I just set everyone on fire with… [Continue Reading]

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What if TF2 melee behaved mechanically like Left 4 Dead 2 melee?

I had a blast recently playing ctf_turbine with Medieval mode enabled, but my internet connection quickly decided that it wasn’t pleased with the current TF2 melee mechanics. So it got me thinking about a different Source game where the melee weapons are among my favorite in the entire game. TF2 melee basically behaves like a hitscan “bullet” that flies a few inches in front of the player and stops (the swords fire this “bullet” a bit further, mimicking a range bonus.) Only if this “bullet” hits an enemy is your melee swing successful. This is where all the notorious hitreg… [Continue Reading]

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