Blizzard said:Demomangun is useless because it is ugly
I don't think any of the demo guns are ugly. I would think after all these years you would know me, but no. /me cries at Blizzard's betrayal
1. I don't hate every change to tf2. Kritzkrieg was one of the most interesting updates to the game dynamic ever because it is such a perfect tradeoff with normal ubers. Huntsman is the most refreshing way to play sniper because of the ability to make snap shots once you get into the flow of things. The GRU, despite making me sick to look at, makes the slowness of heavy so much more bearable. Full-on demoknight is the most fun I've had in years in the game.Kuro Madoushi said:I know master n0b hates the tomislav, but he hates all the changes to tf2. In a hvy vs. hvy straight up fight, the tomi will lose to sascha and brass (unless the other hvy is kirby). I like it because it works well getting the jump on people (fast spin up), gives more mobility (smaller movement while firing penalty), and it's silent so I can be hiding around a corner ready to shoot whilst enemies won't be prepared.
The only changes I hate are the ones that encourage bad play (sandviches, wranglers, scottish resistance, natascha, brass beasts, l'etranger), things that ruin game flow and bring the game to a screeching halt (payload maps), and things that completely ruin my playstyle (backburner airblasts, the extremely old nerf to engineer build speed. (which has now been "corrected" by mini sentries and jag, which are still nowhere near as good as old engi)
2. First of all, heavy vs heavy fights are much simpler: whoever spins up first wins. Second, getting the jump on people has nothing to do with spin up time and everything to do with positioning. Spin up time is only a factor when you get caught with your pants down, and if you are getting caught when you don't want to be then you have bad positioning and game awareness. Movement speed while spun up doesn't matter (except for brass beast because its too slow to count as movement) because you should never be spun up until you are ready to engage the enemy. If you aren't in a big fight you should have your shotgun out because it doesn't affect movement at all and allows for instant reaction.
3. I don't think tomislav is BAD, I just think its bad for a heavy that actually knows what they are doing. Its like baby's first minigun. Shorter spin up and faster move speed helps with your positioning mistakes, no sound lets people who aren't used to listening for audio cues hear spies, sentries and other characters more easily as well as help them learn the timing for jumping in on people without all of the risks.
4. Heavy is not the actual weakest class, but is very low down on the list. They are slightly better in pub games because they have more control over large engagements, but still, the fact is, if everyone gangs up, they die. At equal skill levels, soldiers, demos, spies, and snipers should all handle them easily. Scouts and Pyros have a tough battle but they still have a fighting chance. Engies will lose on their own and win with their sentries. Heavies NEED medics, because they are weak without that extra health and constant healing. The only time they are scary is when they have a medic, and pretty much EVERY class is scary with a medic.
edit: I double posted so I moved my giant post to the new page :n
Oh lazytown, I always laugh when people talk about the quality of lazytown. I played it with the creator the day it was made. It was never meant to be a good map. It was made simply to test if you could make custom maps without the TF2 gcf's and sdk. It was a hack and it was a fun little novelty to have a custom map while the game was still in beta.