Support demolition?

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Analson

FNG / Fresh Meat
Sep 6, 2015
9
0
0
Hey guys.

I think we can all agree on the fact, that demolition kinda suck :D

But I got an interesting idea which i wanna share.

Here it goes: how about take a support and fight with demo weapons? You have 20% extra ammo from the perk, increased carry capacity -> so you can carry RPG and grenade launcher at once aaaand one thing extra which is very important: fast reload! Plus better health which is allways good. And as a right demolition, you have increased grenade dmg.

Aaaand I have been reading about how zed time radioation sucks, so the zed time perk is better from support too.

So what do you think? I think on paper it sounds awesome. So I'm gonna try it now, tell me what u think :)
 

Azukki

Grizzled Veteran
Jul 7, 2009
1,511
130
63
I think you should try things at least a bit before making threads for them.

Anyhow, playing the demo's role and using his tools while actually being a support, or medic, or berserker, is handy, yeah, when you have high levels in those other perks but low demo.

But, it's not as good as you suggested.
The tactical reload skill only applies to a perk's own weapons, and demo weapons don't have elite reload animations anyways.
Extra ammo, again, only applies to a perk's own weapons. Can go supplier and help your team with their ammo, though.
Also it'll stop your 9mm or dualies from leveling demo. Knife too, if you spawned as nondemo.

By level 15, it's definitely worth actually playing demo properly, though.
 
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manoleirando

Member
Jul 3, 2013
45
5
8
Azukki is right. Tactical Reload and Extra Ammo only applies for support weapons.

I tried it anyway because the Extra Ammo perk description don't say anything about "only for support weapons", you have to suppose its only for support weapons.

I played a few games in Hard with the Boomstick and M70 or the Rocket Launcher. I think these loadouts are great for taking down the big zeds such as the scrake or fleshpound and become a true SUPPORT, but the boomstick, at the same time, is a great trash killer (sadly can't say the same about the HX25).

I have the support with lvl19, but with lvl20 and the Strenght skill i'll get access to the next loadouts:

1) Boomstick (4 slots) + M70 (6 slots) + RPG (10 slots): This one is too expensive, but the M70 adds the possibility of don't running out of RGP ammo too early when you have to shoot at two fleshpound and scrakes.

2) Boomstick (4 slots) + M70 (6 slots) + AA-12 (10 slots): Expensive and more suited to deal with trash than the big ones.

3) SG 500 (5 slots) + Boomstick (4 slots) + RPG (10 slots) + Medic Pistol (1 slot): "Cheap" and good against the big guys, the SG 500 will be used only with trash zeds and the medic pistol adds survivability for teammates.

Sorry, i know my english is poor :p
 
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infntnub

Grizzled Veteran
Sep 25, 2012
2,300
109
63
Pennsylvania
I wouldn't mind seeing the Demo get his/her M4 back from KF1 but actually make the rounds worth firing (it had next to no stopping power, even on Normal in KF1 and it sprayed horribly!).

I'd also like to see more secondary m79 rounds than we had the first time around.

:D:D:D:D
 

Zourin

FNG / Fresh Meat
Oct 8, 2015
4
0
0
Sooooorry, I stopped reading here.

Learn to play it first, and then make a thread again please.

I kinda have to agree. Demos take a little while to get going, but you better duck when they get their toys of choice!

As a commando, it's usually around wave 6 where I just grab a margarita and play team defense while the demos literally blow everything up, save a few stragglers. And they always do it with a sh*t-eating grin. I'll take the cake first half with an early head start in the leaderboards, but they bring the thunder 2nd half when it's needed.
 

Bluntman420

Member
May 21, 2015
336
22
18
Los Angeles
Yeah, I can tell you have not played demo much. I question if you have even played support much.
Demo takes practice. Once you get it to 25 it is absolutely devastating. Get an RPG and some C4 and sit back and blow **** up. :cool:
My support loadout is double barrel/AA12/pulverizer (needs strength). Expensive but it works well.
My other loadout is double barrel/AA12/medpistol (don't need strength for that) for when we have others to take out big zeds.
Solo, I just used the double barrel/AA12 (no need for strength). Everything is weak enough to die from those two weapons alone.
 

ddashung

FNG / Fresh Meat
Dec 2, 2012
94
0
0
Sooooorry, I stopped reading here.

Learn to play it first, and then make a thread again please.
Don't play coy, the perk is atrocious, the idea is to have big spikes of damage from time to time without doing much inbetween.

Basically you play the perk by not playing much.

Crappy idea, any game mechanic that make it better for a player to not play is counter to the concept of "game" itself.
 

Cheeki Breeki

FNG / Fresh Meat
Jun 5, 2015
80
1
0
I don't think the perk is bad. What is difficult is that since the weapons splash so much, it's impossible to balance without making demo ULTRA weak low level. Once you're level 10 or so, it begin to be really strong.

Design wise, it's like in KF1. Big weapons with low ammo, you have to place your shots well. However, it'd be nice to have a skirmish weapon for demo. A weapon you can use to kill zombies one by one, when you don't wanna waste a whole grenade or rocket.
In KF1 there was a M16 with a grenade launcher I think. It'd be nice to have it back, gameplay wise.
 

Aleflippy

Grizzled Veteran
Sep 18, 2012
2,966
331
83
Belgium
They should have left him his good ol' M32 ,that's how a demolitions should be!

(Also bring back the Seal Squeal orSeeker Six ... They were some of the only worthy DLC weapons . The M4/203 was also pretty useful)
 

VastSpartan

FNG / Fresh Meat
Nov 3, 2015
958
0
0
Demo is very weak compared to all the other classes. Grinded up to 25 and only at 25 I felt comfortable enough to do some big damage. The new news is that TW is nerfing the nuke perk which is terrible considering that was the only good perk out everything.

Want to improve demo? Give a better tree.

The first perk should be explosives passing through the siren barriers and not fizzling out before impact. That should have been the number one.

Perk 2 is fine with your grenades blowing up on impact. Better than receiving one grenade every round.

Perk 3 should be the reactive armor. The door trap is pretty much useless. Doors can only be welded once before its fully broken down so that's a throw away. The reactive armor is a good idea but instead of being left with 5 health leave it with 15 AND when blowing up it stuns EVERYTHING around the bomb. Ive blown up around zed with 5 health and I still die with scrakes or FP chasing me.

The biggest insult is level 20. Out of all the classes why are demos the one's who have to rely on off perk weapons? None of the other classes have that. My idea is either increase the spread of the weapons splash damage OR have weapons pierce through zed when shooting. Ive shot bloats and their bodies protected zed from behind. Its a nice too considering that Nuke will be nerfed. Nothing wrong with increasing splash damage when nukes nerfed. With the pierce perk we can actually blast scrakes heads off if we're the last to survive. I know their resistant to bombs but it gives us a chance. Far too squishy.

I thought up a weapon a while ago for demo. A special shotgun for demos. It sprays similar to what the pistol does at close range with a higher splash damage. Thing of exploding ball bearings. The alternative was a piercing slug that singles out one zed. Causes large damage on individuals. Mainly for scrakes and sirens.

Edit: I think the alternate shot for the demo pistol should be a slug that embeds. Think of it as the seal squeal.
 
Nov 3, 2015
484
19
18
Azukki is right. Tactical Reload and Extra Ammo only applies for support weapons.

I tried it anyway because the Extra Ammo perk description don't say anything about "only for support weapons", you have to suppose its only for support weapons.

I played a few games in Hard with the Boomstick and M70 or the Rocket Launcher. I think these loadouts are great for taking down the big zeds such as the scrake or fleshpound and become a true SUPPORT, but the boomstick, at the same time, is a great trash killer (sadly can't say the same about the HX25).

I have the support with lvl19, but with lvl20 and the Strenght skill i'll get access to the next loadouts:

1) Boomstick (4 slots) + M70 (6 slots) + RPG (10 slots): This one is too expensive, but the M70 adds the possibility of don't running out of RGP ammo too early when you have to shoot at two fleshpound and scrakes.

2) Boomstick (4 slots) + M70 (6 slots) + AA-12 (10 slots): Expensive and more suited to deal with trash than the big ones.

3) SG 500 (5 slots) + Boomstick (4 slots) + RPG (10 slots) + Medic Pistol (1 slot): "Cheap" and good against the big guys, the SG 500 will be used only with trash zeds and the medic pistol adds survivability for teammates.

Sorry, i know my english is poor :p

I like the first and second loadouts. I might start trying the first loadout. You don't really need the extra explosive damage to clear trash. I usually use the Boomstick over the HX25 and I often find myself wishing for more damage + faster reload with it. If I switched to Support, I wouldn't have to worry about that and taking out single ZEDs wouldn't be a problem.

The only major problem I see with it is that I can't shoot through siren's screams, so I'd have to run up to them with the Boomstick each time, or hope a teammate takes them out quickly, or time my shots in-between screams (which is probably the most viable). I already got pretty good at timing my shots before getting to level 15.
 
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DoctorDragon

FNG / Fresh Meat
Jul 19, 2015
81
1
0
This is really why I think TWI should scrap the Off Perk skill in the Demo's skill tree and replace it with Strength just like the Support perk's skill. That would actually be a decent alternative to a skill that allows you to stun double Fleshpounds with just a single stick of dynamite.
 
You can always use Strength over Tenacity and just run around with an RPG and an AA-12. I have done this before just messing around. Kinda fun actually. You can get 2 RPG rounds into a Scrake or Fleshpound before they can get to you (in a more open map) and then just switch out to the AA-12 and finish them off. I think you only get 11+1 projectiles for the RPG though so its best to save for large clusters of trash that are out of shotgun range or for larger zed.


But yes Demo is the most lacking imo. An M4-203 would be a good start :)
 
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Nov 3, 2015
484
19
18
A modified shotgun of some sort sounds sexy.... TWI made my day by implementing one for the medic! :D

Or they could add another barrel or increased shots per reload for the grenade pistol. It could also use a little more ammo capacity.
If they made the grenade pistol significantly more reliable and increased the amount of grenades you can hold and nerfed nuke, I think Demo would be fine.
 
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Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
You can always use Strength over Tenacity and just run around with an RPG and an AA-12. I have done this before just messing around. Kinda fun actually. You can get 2 RPG rounds into a Scrake or Fleshpound before they can get to you (in a more open map) and then just switch out to the AA-12 and finish them off. I think you only get 11+1 projectiles for the RPG though so its best to save for large clusters of trash that are out of shotgun range or for larger zed.


But yes Demo is the most lacking imo. An M4-203 would be a good start :)

Yeah I like that setup myself, I see it as a kind of "heavy". Though I separate the AA12 and RPG into "close range" and "long range" as they both chew through the baddies at a similar rate in their elements! As a result I use a rocket whenever something far away needs to bite it.

Damn I miss playing this game!