So, it's a few days into update, and I'm wondering what your impressions of the new weapons are. General impressions so far:
Demo:
Targe - You will almost never hit anyone with the charge, but it is *very* useful for running away, or speeding past a bottleneck (think final stage dustbowl, first cap). The damage resistances also makes demos almost unkillable if you are using rockets, stickies, pipe bombs, or a flamethrower, which is pretty cheap, especially when there is a medic involved. I have had an overhealed eyelander demo stride over a patch of 14 stickies (probably eating at least 8 directly), fly forwards across half the map at the speed of sound, and come out with half health. On plus side, targe demos can't spam stickies, but the targe is probably worse news for most offensive classes. Maybe a better choice than stickies depending on class spread of other team, but also kind of gay.
Eyelander - The demo starts out with 150 health, but each kill they get (the little counter in the corner makes me chuckle) adds more health and speed. I think it caps out after four kills or so at a little over 200 health. (although kills still heal you for about 40 hp). The main benefit is the movement speed increase, which is noticeably faster than a medic's, and applies no matter what weapon you have out. This is really nice with medics, because your demo will be healed to somewhere above 300, and will be moving noticeably faster than most everything. If you can get a few kills, it becomes a very very large upgrade to bottle.
Scottish Resistance - Super sexy, endless possibilities. You can lock down *anything*. Detonating bombs is a little weird, and kind of difficult, since it depends on flicking your screen in the right direction really fast, and is hard to get the hang of. Once you do though, you can lock down entire rooms or hallways. Use some bombs as decoys, have two layers of traps, guide people into other traps, deter people, play cruel mind games, etc. My favorite one is to find some high ground, find a chokepoint, and literally just throw every single bomb on the ground, in plain sight. Excellent deterrent, easy to maintain, and mostly uber proof if spaced correctly. The .4 seconds to arming makes airblowing kills with stickies harder, although laying three or four down under someone's feet, or on a wall behind them, and then just blowing them all at once has basically the same effect, so general fighting in contested areas isn't really very affected, although you shouldn't be killing sentries with this. If you are a defensive demo like me, who shuns the normal person's demo and enjoys sitting in corners, fidgeting during long periods of complete boredom, and being kind of a dick, use this!
Soldier:
Direct Hit - Appeals more to pub players, in my opinion. Makes aiming much easier and has that satisfying oomph on single targets. Jumping people are counted as in the air, and mini crit/fly off in hilarious directions really fast when hit. The lack of splash really hurts, though. Forget about ever hitting more than one person at once, unless they are basically inside of eachother. You can't hit groups or bounce damage off of walls or around corners, and you really can't launch people who aren't jumping. People moving at a diagonal need to be close, otherwise you usually can't hit them. This thing eats heavies for lunch, but you can't hit scouts on the ground, unless they are running at you in a straight line. It is very good for 1v1 fights with other offensive classes, but I probably wouldn't take it during a comp match.
Banner - Takes shotgun's place. No more combos with juggling/shotgun, or finishing wounded people, no more secondary weapon. If you are in a large group, it is much better than a kritz. In groups, it can be very powerful. If not in a group, the mini crits to yourself are marginally useful, and probably not as useful as a shotgun.
Equalizer - Since you usually don't have the shovel out at full health, this is pretty nice. Weaker than shovel at full health, but below 25 you move almost as fast as a scout, and one hit most everything. Very good for coming back 1v1, and really lets you go out with a bang in groups if you can get two or three people before a stray bullet connects with you. Very good for running away like a little girl or running back for health, too. Also, when you have it out, medics can not heal or uber you, which is usually kind of frustrating for the medics.
Gunboats - This takes your secondary. That means no banner or shotgun, and in return you have an extra 30 or so hp after your jump. I guess they could be good for people who really, really like to rocket jump.
What are your impressions of the new weps so far? Also, which of these new, fun filled weapons would *you* like to see nerfed/buffed/obliterated/commemorated first?
TL;DR - New weapons, discuss.


