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On TF2 Changes

A post on the Team Fortress 2 Website by Valve's Robin Walker offers further explanation of the changes made to Sticky Bombs in yesterday's Team Fortress 2 patch. The explanation entails how damage is calculated and the complications of the Sticky Bomb code (complete with a graph for board meeting fans), and why they feel balance is now better served: "Why did we do this? We didn't think that the Demoman was overpowered at medium & long ranges, where the charge up time provides an existing penalty. If we did a straight damage reduction across the board, we would affect that. In addition, by weakening the Demoman specifically at short range, we've created a weakness that enemies can take advantage of in combat, and makes the Demoman wary of specific enemy classes (like the Scout and Pyro)."

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3. Re: On TF2 Changes Feb 18, 2009, 00:16 dubfanatic
IMO they went overboard. Now the only viable counter to a charging demo or scout is the nade launcher, which has a much higher learning curve (and skill ceiling). A noob W+M1 pyro can easily kill even an average pub demo, which doesn't seem very balanced to me.

This comment was edited on Feb 18, 2009, 00:16.
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