The Scotsman’s Skullcutter

I’m really not fussy when it comes to Demoman melee weapons. I don’t mean Demoknight melee weapons, because that I do care about. I used to be a fan of the Persian Persuader before it was murdered and a pretender put in his place. I then messed around with my HHHH for a bit. But truth be told, I like it better when things go ka-BOOM. So I only ever ran Demoknight when I ever touched Medieval Mode.

In normal gameplay, I prefer to be chucking bombs from a comfortable distance. And don’t you dare suggest that I’m spamming explosives blindly, I always make sure to aim at the general direction of where the bulk of the enemy team is. If I do my job properly and the stars align, my melee weapon will remain unused. But for those special occasions where someone gets too close for me to blow him up, I’ll bring out the Skullcutter.

Banner

Being the only proper pole-arm in the game, the Skullcutter is rather unique in that sense. However, it is classified as a sword in the game, which is also the same way the Demoman holds and uses it as well. Since the axe-head is metal and the pole is wooden, I’m surprised that Demo doesn’t just herniate his spine every time he swings something so top-heavy the same way I swing a twig. But then, this impossibly durable man does regularly detonate explosives under his feet to fling himself across the map, so I suppose that will at most give his back a good stretch.

And now for the weapon stats:

Stats of the Skullcutter

This really doesn’t look too bad. In fact, most will say this is a pretty fair and decent sidegrade, and they’re right. However, when I first started to swing the Skullcutter, it had slightly different stats.

Buff

The Scotsman’s Skullcutter used to have the speed penalty as a passive effect. Which means I’ll walk at a slower speed than my fellow Scottish brethren. This also means I can’t effectively chase down weaken foes when I’m out of explosives. Which also means what you see in the picture below can never happen, because I was an idiot who didn’t realize this when I first made the picture.

nada
Yeah, no way in hell is this going to ever happen.

However, that is never the point of me equipping the Skullcutter in the first place. If I ever wanted to chase down someone with a melee weapon, I’ll bring along the Claidheamh Mòr and a shield. Besides, if I ever really need to get anywhere quickly, I can always explosive jump away. If I need to escape and explosive jumping isn’t an option, I’ll be dead with or without that speed penalty to be honest.

Aside from that, 15% slower movespeed doesn’t ever seem to make a significant difference to me. I suppose that’s a reason why ±stats weapons are always uninteresting. Unless the stat change is 50% or larger, or it’s something rather noticeable like a larger clip size, you can barely feel a difference despite knowing it’s there.

And the most important point is, when I draw my Scotsman’s Skullcutter, I’m not going after the enemy. I am waiting for them to come to me. Someone will need to get past my bombs and right into my face for it to be necessary to draw my melee, and the classes that can do that, like a Scout, Pyro or Spy, will need to come in close. So I don’t need to go after them with the Skullcutter; they will come to me and die.

Bring it.

Or, maybe hitreg will mess up and I get shot in the face.

Now with the speed penalty becoming an active effect instead of a passive one, the weapon has now become more viable while not affecting my playstyle in the slightest. Most people will actually equip it as a backup weapon for explosives-based playstyle. To me, it never was a bad weapon to begin with, but now I feel that it finally got the limelight it deserves.

7 thoughts on “The Scotsman’s Skullcutter

  • September 21, 2017 at 2:42 am
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    I used to use the Skullcutter too, but later I changed to a Bottle reskin. Why? Well, when I use melees as Demoman, it’s to get off that finishing blow on an enemy without the self-damage from my other weapons. This doesn’t work as well with the Skullcutter, as the slower deploy time and movement speed mean the enemy might run outta your melee range before you can kill them, and then the slower holster time will leave you more vulnerable when you try to switch back to another weapon.

    The damage bonus of +20% is, as you said, <50% and not too noticeable, so if you catch an enemy with a few hits they may still escape before you land the finishing blow. You could follow up with another weapon, but during that time they can too.

    Also, minor typo in second-last paragraph: "hitreg will messed up".

    Reply
    • September 21, 2017 at 7:53 am
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      Shucks, didn’t notice the typo. Thanks Anyar!

      Reply
      • September 22, 2017 at 1:47 am
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        No problem! Thanks for writing!

        Reply
  • September 21, 2017 at 3:07 am
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    Good catch Anyar! Fixed the typo 😀 I had a similar experience, the new Skullcutter sounded amazing on paper, but the draw time got me killed far more often than the increased melee proficiency felt worth. Nowadays I find myself just using the Bottle reskins all the time.

    Reply
    • September 21, 2017 at 3:26 am
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      Scottish Handshake, amirite or amirite?

      Reply
      • September 21, 2017 at 3:38 am
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        I use the Bat Outta Hell personally cause I love dem jigglebonesss

        Reply
        • September 22, 2017 at 1:46 am
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          We already have the Holy Mackerel for that.

          Reply

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