The clip-size is designed to _discourage_ spam. Pretty sure Valve intends this to be the tactical mid-combat launcher. It prioritizes tossing out a few well-aimed stickies to catch single targets over brainlessly spewing them at anyone within range.
Even with that clip size it's still decently spammable, and if you know what you're doing you can multitask pretty efficiently with it. The massive decrease in charge time gives it more versatility than you might think.
The sticky launcher doing 144 reminds me of how important it is as scout and engineer to do chip damage with the pistol to enemies you can see but can’t reach
I decided to try it once. Just once. On Harvest. Thinking it was an interesting concept. Just saying, I've been playing since 2009 and this was the first time I tried it for real in 2020. When I saw I was able to somewhat spawn camp the enemy team from my own rooftop... I knew I was sitting on a goldmine. I've since used any other sticky bomb launcher less than 5 times. The distance you can cover with it is INSANE, plus the extra damage it does. Insane!
@jaade9485 That was 1 year ago 😂 But I will keep my point. It's a powerful trap tool. It can keep many points safe without needing to lay multiple after blowing a trap up, as it's done all at once. Plus its the Meta in MVM, too.
Funny enough I tend to run this thing more than the stock sticky bomb launcher. You never know when that decrease in charge time can secure you a kill that was previously just outside of your range.
I say all sticky bomb launchers have uses, for example, the Scottish resistance is used for defense, but has a gimmick with air strikes that is very good with the base jumper, The quicky bomb launcher is for passive: aka adapting to situations, the stock is for any offense and some defense, and the sticky jumper is for mobility and fun gimmicks.
This is a really good review!! Lazy really gave this thing a bad rep, along with the scottish resistance, which I feel is a big factor for this both’s lack of usage. The points you brought up are entirely valid and I personally have genuinely been more convinced towards using it more.
Kind of the opposite for me. I like Lazy’s idea of “sticky-sniping” with the weapon. But yeah, I think there’s a reason his thoughts on the weapons were in the addendum rather than in the main video.
a lot of mge players and demo mains i see in matches use this for more accurate stickies and i also used it religiously personally (during my transition from pipes to both pipes and stickies). it's like an in-between between pipes and stickies. you can't spam the entire clip down a choke but when you run out of pipes and is looking for a little more splash damage, this was the thing to go. i really recommend maining this if you're looking to practice precision with demo cause you can pull off some really nasty long-range stickies (becoming sort of a knock-off jihad sniper) but you still have to charge each sticky to get comparable damage to stock and that AOE damage isn't really looking like much when an entire team is coming at you through a choke point. overall, it's a good pick if you're looking for more long-range options for demo and being a nasty lil goober but not very practical in larger ambushes and besides, if you're good at keeping your distance with sticky arm times and good at hitting pipes up close, you should stick to stock to help your team create bigger ambushes (and have a chance to win against competent soldiers lmao)
Imma argue against that Scottish slander at the start. I'm just rambling generally here, so note that nothing here is directed to anyone in particular. The Scottish gets a lot of flak. The arm time makes it impractical to spam with, and the benefit of multiple traps doesn't seem beneficial when most people use it. I am of the opinion those people use it wrong. When people see the ability to place multiple traps, what everyone jumps to is trapping 3x as many spots, which, yeah, makes sense. It allows you to do that. But which spots get trapped is almost always a poor use of the weapon. TF2 maps will generally have a few different "lanes:. For example, the spawn doors. On certain maps there can be as many as 3 or 4 spawn doors, which allow 3 or 4 different ways of leaving spawn, which results in 3 or 4 lanes. What inexperienced Resistance Demo's tend to do is trap all of the spawn doors. This is a poor use of the weapon. Going off of the talk about lanes earlier, by doing this you have split your attention between 4 different areas of equal importance: your first trap, your second trap, your third trap, and yourself. This is unsustainable, since you can only realistically split your attention between 2 areas before your attention runs too thin. You either keep a watch on all 3 at the expense of yourself (leaving you defenseless and useless to your team), you play normally and pay only a little attention to each trap (so all 3 are likely to go to waste) or you play normally and pay attention to only 1 trap (in which case you might as well just use Stock). Using the Resistance this way makes the weapon look horrid, and that is true. But the Resistance looks horrid when used this way because this is the wrong way to use it. Building on that talk of lanes earlier, trapping 3x as many lanes doesn't work, so what else can we do? It's quite simple, trap 1 lane 3x as hard! The issue with trapping multiple spots in different lanes is that it forces you to split your attention between 3 different areas simultaneously. If we instead stick to one lane and set multiple traps along it, this is no longer an issue. There is only 1 direction to worry about, the direction you plan on looking when you fight anyway, which reduces your 4 responsibilities into just 1. By using the Resistance this way, you can remain a credit to your team while still maintaining your traps, detonating traps when the time is right without having to direct your attention away from one. You just launch pipes until an enemy approaches a trap, and detonate it. If no one else is on the way, replace the trap, perhaps in a sneakier spot than before. If there are other problems to worry about, you launch pipes until they reach your *second* trap, and then blow that one up. If you still have problems, launch pipes until they reach your *THIRD* trap, and blow that one up. If a Scout catches you off guard or you mistime your traps, not to worry, you can just lure him into your emergency trap, and if that fails you can still sticky jump away with your emergency escape sticky. This allows you to trap an area much more heavily than stock can, essentially sticky spamming preemptively where the enemy won't see it. With team support the traps can be a nightmare to deal with, and the Resistance Demo can fully support his team with not just his secondary, but his primary as well. If there aren't lanes you can work with you can still place a massive minefield, which is less dramatic, but also doesn't compromise your attention. 3-4 consecutive traps, 1 preemptive escape sticky, 8 spare stickies, and 4 pipes is a LOT of ordinance to have on the field simultaneously, IF you know how to place them.
I have had success using the quickie bomb like a sort of subclass for demoman, just put all your trust in the quickiebomb by using the wee booties and eyelander with quickiebomb is a fun loadout. You mostly do a lot of sneaky plays like using corners for covers and pull out the sword if anyone goes melee range, its not a whole lot of damage but I treat it as if I was using a scout with explosives and the extra health for melee kill is a nice bonus if you do succeed. Its a precision based loadout ive been practicing to accurately land stickybombs despite it being different from the stock, if you do connect the hits and see the multikills or streaks you can get with it, it turns into some fun loadout that you have to try.
The quickebomb launcher I believe should be the demo spam god weapon, unfortunately, the half clip size discards that, so most demo spammers just use the regular old one.
For my money, I'm not much of a fan of the stock sticky launcher. My reasons are that it's really easy to find a great number of kills through the act of sticky spam. You don't have to worry about ammo, 8 explosives is a lot. And you don't have to really aim that well because of splash damage. Yes you can do some cool stuff big brain stuff with it, but you don't have to, being offensive with it is just as if not more effective than being defensive. For me the stock sticky launcher gives too much for too little, you get amazing offence and defence for what exactly, an arm time that only really matters when someone is right in your face.
The other sticky launchers actually have notable downsides and compliment the grenade launchers. The SR has that slow arm time which means sticky spam is less consistent but you get amazing trap management (I think the SR is how the stock sticky launcher should have been designed). The sticky jumper gives you great mobility but no damage. And the quickie gives you notable offensive upsides but in exchange for a smaller clip.
as someone else said the quicky-bomb launcher is a 2ndary weapon while the sticky-bomb is more of a 2nd primary weapon this same person also said that the quicky is better at both close range and long rage but worse at mid range (then stock sticky) if stock wasn't a 2nd primary more people would use quicky
also can i point out how DUMB is damage scaling in TF2? it works most of the time but in the cases there both a boost and a penelty the stats just get fucked up because the boost derived from the penelized damage rather then base damage of stock so weapons like heu-long heater, quicky bomb launcher and probably more I'm forgetting now have misleading stats
The quickiebomb and scottish resistance are both pretty solid but the problem is that you can't brainlessly spam them at enemies which is why demo players don't like them. Far easier to just turn your brain off
I don’t use the quickie bomb launcher often, mainly because I get called a sticky spammer everytime I shoot one at someone’s feet and kill them with it, but also because the reduced clip basically just makes it the on thing I hate about the grenade launcher, slow reload and low ammo.
Shocked you thought that destroying enemy stickies is a low-use ability. I find 95% of games have demomen on both teams, and most of them are gonna be laying sticky traps. The Quickie absolutely throws them off because there's very little indication to them their bombs were destroyed, do they often will pop around a corner after detonating going "Why no kaboom???"
the sticky removal imo is what makes it so good. You can walk through any doorway that may have a demo sticking it and using the other features almost assure a win due to doing more dmg and being faster.
How I like to use the QBL is by equipping the booties and using the QBL as your main source of damage. It’s probably the only one of the sticky launchers that can hit air shots. It’s like a better version of the lock n load in my opinion.
I remembered it used to be different. Hence back then this weapon only deploys only 2 stickies like the old Sticky Jumper. And this thing can’t stay as Stickies because it will disappeared over time so you can’t make any traps. But also backthen this weapon used to literally fires a lot faster than Stock. Means that you can do with Medic Girlfriend and used the old booties to literally making Demo being a Nuke Demo because of that Damage boost and faster firing speed.
Nice video, I loved it! I've had a strange killstreak quickiebomb launcher for awhile, but didn't know how the mechanics worked. I was always getting confused that whenever i quickiebomb camped the other teams spawn from afar I could usually kill them with 2, but i was struggling up close! srry to bother you with this question btw... but will you remember me when you're popular?
basically, stock makes the demo stronger at medium range, which he is already comfortable with pipes, or extend his range in exchange of making his medium range power weaker
ive always felt like this was a direct upgrade and use it frequently. The base damage negative isnt even that noticeable unless you're fighting a lot over over healing. It's effectively, with out charging, a rocket launcher in terms of damage. The quicky is more for an attacking demo because you can combo it easier or chip at approaching or even retreating enemies with ease, while the stock is more for the turtling demo, being able to do classic sticky spamming from afar and leave big cluster minefields, trapped doorways and bombard objectives with for big damage. Both I frequently use, and Like I said, both fit more so depending on the attack/defense situation. Hell, i've even used the scotish resistance on attacking because of the amount of spam you can lay down force an enemy to move out of the area you're locking down or deal with the stickies thus being distracted enough for your team to move in out. I was getting triple kills on attack on the 3rd map first point from just spamming into the window and laying 2 full clips worth of bombs.
Combine all of this with the Loch-n-Load and you can truly become a bitch for the enemy team to deal with. I don't even use any of the sticky bomb weapons (except for the sticky jumper, god bless jumper weapons
I think I've got the text-on-screen stuff down. With the next uploads it should be very clear I think. Thank you for the comment + criticism, much love
The damage bonus only comes with the charged shot, and you also have to wait a bit before detonation of the sticky to maximize its damage potential. With stock, you also don't have the limited clip (which allows for more sticky spam), and the Quickie also has a default damage penalty. The upsides that you mention are too situational and for perfect niche situations. With stock, you don't have to worry about time or preparation; you're just always guns blazing for any circumstance, offensively and defencively. I would always much rather have a more consistent and prolonged damage potential rather than being slightly better for certain circumstances briefly.
I love the weapon on paper but it goes so against the most important role of Demoman, that being area control, that it took me considerable time using it to just barely get me out of the usual mindset of playing Demo. The Quickie shines in 1v1 or small group fights which is a great situational use case all things considered so if you're confident with your aim and in your teammates taking more of the usual team-related roles, then yea, do try this one out.
Neat fact I can't remember the forum but I remember there being some completive forum post with people whining about the Quickie bomb launcher being "braindead" and it needing to be banned I assume because of the destroying stickies thing?
Often use this thing to pester the Snipers on the 2fort battlements. You can pretty much lob one over that sheet metal wall on the left side of your team's base. You're hidden from their view but you can get stickies onto the back wall of where they like standing or on the floor and then detonate. Even getting some chip damage can cause a Sniper to go back to spawn and the less time they're watching a sightline is more time that your team can get in before the Sniper returns. Will say there's only one spot truly safe from this and that's the central room on the battlements. If it wasn't for the sheet metal above the windows then you'd be able to sneak stickies into there. In short: This thing is a sniper rifle in the form of a grenade launcher.
I adore using the Quickie with grenade launchers I feel less consistent with, like the Loch and the Loose Cannon, it basically is a long range grenade launcher to me
I overall prefer both unlock sticky launchers over the stock. I know that the stock is really powerful, but I never liked how slow it is. I played hybrid knight for most of my early time with demo, and when I started to use stickies I started with the Scottish Resistance rather than stock, so I got used to the faster firing speed. Now I use the Quickie launcher more, and I sometimes forget that there’s any arm time. I use it more to set up quick sticky traps than to make one big trap on key points. It’s better for playing more aggressively and getting close up in fights, which I generally find more fun.
Sticky jumper is practical even against veteran player but it changes your role on the team. You become the fastest class across the map for no damage and can still kill any class except a full buffed heavy without having to reload. The flankers choice, take out nests before they get built, get rid of snipers and clear the rear line of enemies while your team pushes forward. You probably won't be a medics choice for a kritz but whatever.
Note: The first bgm song is Mirror Temple - Mirror Magic Mix from Celeste The second bgm song is something from Deltarune, but I don't know the name of it The third bgm song is Golden Ridge - Golden Feather Mix from Celeste
For me, The Quickiebomb Launcher is only worst then stock if you use it as you use stock. For my playstyle, the normal one simply doesn't fit and I rarely use other secondary that is not the Quickie or a shield.
Finally! More praise for my favorite demo secondary! I cannot understate how much i LOVE the Quickiebomb Launcher! It's an acutal secondary unlike stock, (which i still like) and a well balanced side grade! The only problem i have with this weapon is the ability to destroy enemy stickies, (which is situational, but very helpful) since it steals that from the scottish resistance. Speaking of which, no. I complety disagree with you saying that it's horrid. It's another well balanced side grade, it just works better on defense. But that doesn't mean it's bad! A lot of other weapons work better on defense, and others on offense. The arm time, while annoying at times, is a smart downside to what is the secondary which requires the most tought. You aren't using the resistance to spam or snipe, you're using it to make TRAPS, and while you can spam, it's not nearly as effective as stock or the Quickie launcher. My tip for any one struggling using it is: don't just trap multiple entrances! You should trap ONE part of the area you're defending, not multiple! Think of it like a sniper sightline, and less like a five nights at freddy's game. Anyways, aside from that little rant, great video!
Believe it or not stock stickies take a lot more brainpower to use effectively in 1v1s. Demoman's greatest weakness is when he is not backed up by his team and has to predict his opponent's every move to survive. The quickiebomb launcher is better when you're alone, but worse when you have a team. The stickybomb launcher is the most powerful gun in the game because of its massive clip giving it great sustain. Sustain = better for teamfights. Speed and reliability on the fly = better for solo. Just thought I'd give my perspective :p
Tbh I think it should have less unnecessary upsides (destroying enemy stickies) and less penalties. I think damage penalty is the unnecessary one, meaning that even with bonus damage, it still doesn’t really outperform the stock (especially in casual where medics are rarer than a two horned horny unicorn). It can be removed without any issues or outplayed by reducing the damage taken so it would be a good choice for jumping. The clip size thing is really the thing that makes it drown and we can either change that by boring way (make it 5 or 6 maybe) or we can make it the “more fitting way” by making faster reload speed. So if we say a demo that hates how slow is the stock (reload, detonation time, high damage stickie jump, charging stickies) he would pick it and be happy. So I think that there should be added a noticeable reload speed upgrade and 15% less self damage. It’s not good for traps or making a push or kritz moment but it is fast, mobile and fun Also here are bonus stats that may or may not be an overkill We can add a 5th stickie for comfort or Maybe also deployment speed as well to make a combo demo switching both of his weapons. Either one of these, both would be too much
I remember this being used EVERYWHERE when it got introduced, then it stopped showing up... Everywhere... I've never had it so I dunno anything about it other than people used to spam the fuck out of it, glad it's no longer that braindead
I love this sticky launcher and is the number one unlock I use on demo. I sub it out only for the jumper or stock for stick spam. I like the quickies for sniping those pesky snipers and for quick, high damage stickies. This is never forgotten by me, I have a spec Killstreak strange with over 400 kills and I love it. This video is an insult to me, and I will not take this lightly
There's one other way to use this thing that makes it absolutely nightmarish: Hybrid-knight. Here's what you do: Equip your shield of choice along with the Eyelander and the Wee Booties/Bootlegger. Then, get 4 heads with the Eyelander (Spies are very helpful for this part.) Once you have 4 heads, switch off the shield and replace it with the Quickiebomb Launcher. Do this OUTSIDE of a resupply room, otherwise you'll 'respawn' and lose all your heads. Find a safe spot, swap out the shield for your Quickiebomb Launcher, and THEN go back into spawn and touch the resupply cabinet. You should switch weapons *without* losing your heads. Congratulations. You're now a Scout with 235 HP and an *automatic BOMB gun.* Nothing can outrun you. Nothing can outrun your Stickies. And playing this way means that the smaller clip ceases to be a downside, because you're not trying to control a large area or fend off multiple enemies like this. You're more of an flanking/pick class, chasing down lone enemies and killing them 1-on-1, then reloading while you look for your next victim.
Stick bomb: Well balanced weapon & trap. Scottish: Used as a trap. Quickiebomb: Used as a weapon. I typically play hybrid knight but quickie is my go-to secondary as a weapon when not.
Quickie bomb launcher: Good for anti Sniper rollouts, taking a full charged shot and a spam shot to instantly kill any sniper that's getting on your nerves. Rewards patients for when you want to set an incredibly lethal trap, but will still help you out in a pinch. Just don't push the frontlines with it the same way you do stock.
Impossible!!!! I Use this for a sub-class that I made (I don’t believe I’m the first) called Artillery Cannon Demo or Democannon. You stand in one place with this gun and use the charge mechanic to fire the stickies farther.
What? This is by far my favorite stick launcher. I am very impatient player and kind of berserker when playing, so it fits me very well: - get good, scout main.
If the stock sticky spamm wouldn't be what it is, the qucky would be useful. Lets face it! The infamouos sticky spamm name is not a crulel hate speach, but actually describes how onesided it is. Immagion if there was a downside on stock, like after arming, there is some time to arm again!
It's my most used sticky bomb launcher more than stock and Scottish resistance. I think it's the better In most situations the only real problem is that if your clip is empty it takes a decade to reload which gets you killed in most situations
tbh the main reason I don't use the quickiebomb launcher as often as stock is because you can't make strong nor long lasting traps with quickie stickies. Most of my kills with the sticky launcher are because of temporary traps that the enemy runs into without thinking, instead of direct fire or stickyspam. I guess it's less versatile than stock in that regard, but you can definitely turn the quickie into your main weapon and equip the booties to become the flying explosive "sniper" that kills faster than his shadow
That is the best way to use stock. I honestly like the Scottish Resistance, you have to think about sticky placement while using it. It really is a thinking man’s sticky bomb launcher. However, I’ll always respect a Demoman that uses the stock more for traps than for spam.
should've put "consigned to oblivion" in the thumbnail instead. i would've scrolled past if it wasnt for that banger sfm in the thumbnail.
me too, new subscribe
you didn't mention the part that the name negates any downsides of being time consuming due to it being quick
Oh shit you’re right
@@dadoggydude terraria meme go brrrrrrrrrrrr
A weapon rework Valve did that actually made sense. The old version where stickies deleted themselves after 2 seconds was unusable.
I didn't even know that was a thing before
it was fine because it had the 6 shot clip. the whole point of it was to be more offence oriented and to be unusable for traps.
I personally love the quickebomb, The only thing holding it back is its clip size other than that its a great weapon for spam.
The clip-size is designed to _discourage_ spam. Pretty sure Valve intends this to be the tactical mid-combat launcher. It prioritizes tossing out a few well-aimed stickies to catch single targets over brainlessly spewing them at anyone within range.
Even with that clip size it's still decently spammable, and if you know what you're doing you can multitask pretty efficiently with it. The massive decrease in charge time gives it more versatility than you might think.
The Quickie Bomb launcher isn't a spam weapon, it is the explosive equivalent to a sniper rifle
The sticky launcher doing 144 reminds me of how important it is as scout and engineer to do chip damage with the pistol to enemies you can see but can’t reach
Was kinda useful when there was no soldier/demo and i could use pistol as combat engi
The quickiebomb launcher is one of my favorite weapons in the game and my favorite demoman weapon, I just find it fun to use
I use it every so often when I wanna alternate game
I forgot to put donations from people from the last video, I'll put them in the next one so dw if you're one of em.
Where's your trade link?
@@snareplug3872 desc of the video, also in my about
I decided to try it once. Just once. On Harvest. Thinking it was an interesting concept. Just saying, I've been playing since 2009 and this was the first time I tried it for real in 2020. When I saw I was able to somewhat spawn camp the enemy team from my own rooftop... I knew I was sitting on a goldmine. I've since used any other sticky bomb launcher less than 5 times. The distance you can cover with it is INSANE, plus the extra damage it does. Insane!
People actually think the scottish resistance is bad? fools
What I noticed with the quickie, demo got 2 primary weapons tbh but the quickie feels really like a secondary with the 4 bombs but it's still cool
Scottish Resistance Horrid? What? Just cause it can't sticky spam doesn't make it bad.
yes it does actually
@jaade9485 That was 1 year ago 😂 But I will keep my point. It's a powerful trap tool. It can keep many points safe without needing to lay multiple after blowing a trap up, as it's done all at once.
Plus its the Meta in MVM, too.
Funny enough I tend to run this thing more than the stock sticky bomb launcher. You never know when that decrease in charge time can secure you a kill that was previously just outside of your range.
I say all sticky bomb launchers have uses, for example, the Scottish resistance is used for defense, but has a gimmick with air strikes that is very good with the base jumper, The quicky bomb launcher is for passive: aka adapting to situations, the stock is for any offense and some defense, and the sticky jumper is for mobility and fun gimmicks.
Nah this thing is awesome, same thing with the Scottish resistance, ones more offensive the other is defensive
This is a really good review!! Lazy really gave this thing a bad rep, along with the scottish resistance, which I feel is a big factor for this both’s lack of usage. The points you brought up are entirely valid and I personally have genuinely been more convinced towards using it more.
Kind of the opposite for me. I like Lazy’s idea of “sticky-sniping” with the weapon.
But yeah, I think there’s a reason his thoughts on the weapons were in the addendum rather than in the main video.
@@Davtwan it's because he didn't bother coming up with anything to actually say about the weapons
I must say as a quickybomb launcher enthusiast im offended more people dont use it.
a lot of mge players and demo mains i see in matches use this for more accurate stickies and i also used it religiously personally (during my transition from pipes to both pipes and stickies). it's like an in-between between pipes and stickies. you can't spam the entire clip down a choke but when you run out of pipes and is looking for a little more splash damage, this was the thing to go. i really recommend maining this if you're looking to practice precision with demo cause you can pull off some really nasty long-range stickies (becoming sort of a knock-off jihad sniper) but you still have to charge each sticky to get comparable damage to stock and that AOE damage isn't really looking like much when an entire team is coming at you through a choke point. overall, it's a good pick if you're looking for more long-range options for demo and being a nasty lil goober but not very practical in larger ambushes and besides, if you're good at keeping your distance with sticky arm times and good at hitting pipes up close, you should stick to stock to help your team create bigger ambushes (and have a chance to win against competent soldiers lmao)
Imma argue against that Scottish slander at the start.
I'm just rambling generally here, so note that nothing here is directed to anyone in particular.
The Scottish gets a lot of flak. The arm time makes it impractical to spam with, and the benefit of multiple traps doesn't seem beneficial when most people use it. I am of the opinion those people use it wrong. When people see the ability to place multiple traps, what everyone jumps to is trapping 3x as many spots, which, yeah, makes sense. It allows you to do that. But which spots get trapped is almost always a poor use of the weapon.
TF2 maps will generally have a few different "lanes:. For example, the spawn doors. On certain maps there can be as many as 3 or 4 spawn doors, which allow 3 or 4 different ways of leaving spawn, which results in 3 or 4 lanes. What inexperienced Resistance Demo's tend to do is trap all of the spawn doors. This is a poor use of the weapon. Going off of the talk about lanes earlier, by doing this you have split your attention between 4 different areas of equal importance: your first trap, your second trap, your third trap, and yourself. This is unsustainable, since you can only realistically split your attention between 2 areas before your attention runs too thin. You either keep a watch on all 3 at the expense of yourself (leaving you defenseless and useless to your team), you play normally and pay only a little attention to each trap (so all 3 are likely to go to waste) or you play normally and pay attention to only 1 trap (in which case you might as well just use Stock).
Using the Resistance this way makes the weapon look horrid, and that is true. But the Resistance looks horrid when used this way because this is the wrong way to use it. Building on that talk of lanes earlier, trapping 3x as many lanes doesn't work, so what else can we do? It's quite simple, trap 1 lane 3x as hard! The issue with trapping multiple spots in different lanes is that it forces you to split your attention between 3 different areas simultaneously. If we instead stick to one lane and set multiple traps along it, this is no longer an issue. There is only 1 direction to worry about, the direction you plan on looking when you fight anyway, which reduces your 4 responsibilities into just 1. By using the Resistance this way, you can remain a credit to your team while still maintaining your traps, detonating traps when the time is right without having to direct your attention away from one.
You just launch pipes until an enemy approaches a trap, and detonate it. If no one else is on the way, replace the trap, perhaps in a sneakier spot than before. If there are other problems to worry about, you launch pipes until they reach your *second* trap, and then blow that one up. If you still have problems, launch pipes until they reach your *THIRD* trap, and blow that one up. If a Scout catches you off guard or you mistime your traps, not to worry, you can just lure him into your emergency trap, and if that fails you can still sticky jump away with your emergency escape sticky. This allows you to trap an area much more heavily than stock can, essentially sticky spamming preemptively where the enemy won't see it. With team support the traps can be a nightmare to deal with, and the Resistance Demo can fully support his team with not just his secondary, but his primary as well. If there aren't lanes you can work with you can still place a massive minefield, which is less dramatic, but also doesn't compromise your attention.
3-4 consecutive traps, 1 preemptive escape sticky, 8 spare stickies, and 4 pipes is a LOT of ordinance to have on the field simultaneously, IF you know how to place them.
I ain't reading all that
i'm happy for u tho
or sorry that happened
Cool go away then.
ive seen this used in pugs before and it is a monster in the rights hands
I have had success using the quickie bomb like a sort of subclass for demoman, just put all your trust in the quickiebomb by using the wee booties and eyelander with quickiebomb is a fun loadout. You mostly do a lot of sneaky plays like using corners for covers and pull out the sword if anyone goes melee range, its not a whole lot of damage but I treat it as if I was using a scout with explosives and the extra health for melee kill is a nice bonus if you do succeed. Its a precision based loadout ive been practicing to accurately land stickybombs despite it being different from the stock, if you do connect the hits and see the multikills or streaks you can get with it, it turns into some fun loadout that you have to try.
Counterpoint: use the Scottish resistance
The quickebomb launcher I believe should be the demo spam god weapon, unfortunately, the half clip size discards that, so most demo spammers just use the regular old one.
sadly, yes
If it had 5 sticks i would prefer it really.
If you want to spam, use the grenade launcher, this is an explosive sniper rifle
For my money, I'm not much of a fan of the stock sticky launcher. My reasons are that it's really easy to find a great number of kills through the act of sticky spam. You don't have to worry about ammo, 8 explosives is a lot. And you don't have to really aim that well because of splash damage. Yes you can do some cool stuff big brain stuff with it, but you don't have to, being offensive with it is just as if not more effective than being defensive. For me the stock sticky launcher gives too much for too little, you get amazing offence and defence for what exactly, an arm time that only really matters when someone is right in your face.
The other sticky launchers actually have notable downsides and compliment the grenade launchers. The SR has that slow arm time which means sticky spam is less consistent but you get amazing trap management (I think the SR is how the stock sticky launcher should have been designed). The sticky jumper gives you great mobility but no damage. And the quickie gives you notable offensive upsides but in exchange for a smaller clip.
Still can't believe that this channel is so small, it seems like a much bigger production! Quality video, definitely earned a sub!
The army grows...
as someone else said
the quicky-bomb launcher is a 2ndary weapon while the sticky-bomb is more of a 2nd primary weapon
this same person also said that the quicky is better at both close range and long rage but worse at mid range (then stock sticky)
if stock wasn't a 2nd primary more people would use quicky
also can i point out how DUMB is damage scaling in TF2?
it works most of the time but in the cases there both a boost and a penelty the stats just get fucked up because the boost derived from the penelized damage rather then base damage of stock
so weapons like heu-long heater, quicky bomb launcher and probably more I'm forgetting now have misleading stats
The quickiebomb and scottish resistance are both pretty solid but the problem is that you can't brainlessly spam them at enemies which is why demo players don't like them. Far easier to just turn your brain off
This is added to me new bedtime playlist! Yippee great vid lol.
Imagine seeing quickie demo appear behind you with a sticky below you and you're a medic
Acctually, its not so horrible weapon how i think, it can help to fast and long range attack
I don’t use the quickie bomb launcher often, mainly because I get called a sticky spammer everytime I shoot one at someone’s feet and kill them with it, but also because the reduced clip basically just makes it the on thing I hate about the grenade launcher, slow reload and low ammo.
The sniper's solution at 7:48 for an expired supply cabinet is understandable.
Welp. Time to grab my killstreak quickibomb launcher and boot up some TF2! Great vid!
Thank u!
I like the scottish resistance it's not the best but it's good for It's specialty.
Scouts with the candy cane when they see a demo using this weapon:
*I'm gonna get raped*
Quickie is my default
this channel is a real one subbing
I use the same scattergun skin after unboxing it during halloween. Good video, gonna try the quickie tonight.
There's a rise of low sub new tf ytbers and I like it! Old game but the community stays lit, love you bro
Fast take, quickly bomb is like direct hit
quickiebomb launcher: bane of the last 3 baby face blaster users left
Shocked you thought that destroying enemy stickies is a low-use ability. I find 95% of games have demomen on both teams, and most of them are gonna be laying sticky traps. The Quickie absolutely throws them off because there's very little indication to them their bombs were destroyed, do they often will pop around a corner after detonating going "Why no kaboom???"
the sticky removal imo is what makes it so good. You can walk through any doorway that may have a demo sticking it and using the other features almost assure a win due to doing more dmg and being faster.
Don't you dare criticise the Scottish resistance
I've been a devoted quicky bomb launcher for ages now, it's just fun imo
How I like to use the QBL is by equipping the booties and using the QBL as your main source of damage. It’s probably the only one of the sticky launchers that can hit air shots. It’s like a better version of the lock n load in my opinion.
I remembered it used to be different. Hence back then this weapon only deploys only 2 stickies like the old Sticky Jumper. And this thing can’t stay as Stickies because it will disappeared over time so you can’t make any traps. But also backthen this weapon used to literally fires a lot faster than Stock. Means that you can do with Medic Girlfriend and used the old booties to literally making Demo being a Nuke Demo because of that Damage boost and faster firing speed.
Nice video, I loved it! I've had a strange killstreak quickiebomb launcher for awhile, but didn't know how the mechanics worked. I was always getting confused that whenever i quickiebomb camped the other teams spawn from afar I could usually kill them with 2, but i was struggling up close! srry to bother you with this question btw... but will you remember me when you're popular?
I will try my best to remember those who help me on my upbringing ❤️
@@dadoggydude ❤
basically, stock makes the demo stronger at medium range, which he is already comfortable with pipes, or extend his range in exchange of making his medium range power weaker
ive always felt like this was a direct upgrade and use it frequently. The base damage negative isnt even that noticeable unless you're fighting a lot over over healing. It's effectively, with out charging, a rocket launcher in terms of damage. The quicky is more for an attacking demo because you can combo it easier or chip at approaching or even retreating enemies with ease, while the stock is more for the turtling demo, being able to do classic sticky spamming from afar and leave big cluster minefields, trapped doorways and bombard objectives with for big damage. Both I frequently use, and Like I said, both fit more so depending on the attack/defense situation. Hell, i've even used the scotish resistance on attacking because of the amount of spam you can lay down force an enemy to move out of the area you're locking down or deal with the stickies thus being distracted enough for your team to move in out. I was getting triple kills on attack on the 3rd map first point from just spamming into the window and laying 2 full clips worth of bombs.
Combine all of this with the Loch-n-Load and you can truly become a bitch for the enemy team to deal with. I don't even use any of the sticky bomb weapons (except for the sticky jumper, god bless jumper weapons
I think I've got the text-on-screen stuff down. With the next uploads it should be very clear I think.
Thank you for the comment + criticism,
much love
As a Quick-Fix Medic I have a thing for weapons that are faster but not quite as good outside of that.
The damage bonus only comes with the charged shot, and you also have to wait a bit before detonation of the sticky to maximize its damage potential. With stock, you also don't have the limited clip (which allows for more sticky spam), and the Quickie also has a default damage penalty. The upsides that you mention are too situational and for perfect niche situations. With stock, you don't have to worry about time or preparation; you're just always guns blazing for any circumstance, offensively and defencively. I would always much rather have a more consistent and prolonged damage potential rather than being slightly better for certain circumstances briefly.
In most situations on demo you're firing charged stickies anyway, the only reason this isn't good is the clip size, it takes too long to make traps
@@regimiro4888 I cannot say that this is true from my experience. I very rarely see this being used. Sticky Spam is goated.
@@highmedic2351 Watch any high level 6s demo
@@regimiro4888 I have, and never see it.
Bro what, this is the only stickybomb launcher I use, what do you mean no one else uses it??? Dissapointment
I never said nobody else uses it 😭
@@dadoggydude Well that's just the feeling I got from this vid, I honestly thought it was the most used/meta one
You gotta be living under a rock to think its meta/most used 💀
@@CreemSmile Bruh I dont have anyone to play or talk about tf with
I love the weapon on paper but it goes so against the most important role of Demoman, that being area control, that it took me considerable time using it to just barely get me out of the usual mindset of playing Demo.
The Quickie shines in 1v1 or small group fights which is a great situational use case all things considered so if you're confident with your aim and in your teammates taking more of the usual team-related roles, then yea, do try this one out.
I like use this sticky because you don't need to wait for detonate it
Neat fact I can't remember the forum but I remember there being some completive forum post with people whining about the Quickie bomb launcher being "braindead" and it needing to be banned I assume because of the destroying stickies thing?
Great soundtrack choice
Love this weapon, great for trapping and for general damage.
Yeah, no, Quickie sucks for trapping.
I found this weapon incredibly useful for sniping sentries from far away with its short charge time
I love both quickie and and sco-res
The best sticky bomb launcher to go sticky tank.
Often use this thing to pester the Snipers on the 2fort battlements. You can pretty much lob one over that sheet metal wall on the left side of your team's base. You're hidden from their view but you can get stickies onto the back wall of where they like standing or on the floor and then detonate. Even getting some chip damage can cause a Sniper to go back to spawn and the less time they're watching a sightline is more time that your team can get in before the Sniper returns. Will say there's only one spot truly safe from this and that's the central room on the battlements. If it wasn't for the sheet metal above the windows then you'd be able to sneak stickies into there.
In short: This thing is a sniper rifle in the form of a grenade launcher.
I adore using the Quickie with grenade launchers I feel less consistent with, like the Loch and the Loose Cannon, it basically is a long range grenade launcher to me
the music is giving me flashbacks...
I overall prefer both unlock sticky launchers over the stock. I know that the stock is really powerful, but I never liked how slow it is. I played hybrid knight for most of my early time with demo, and when I started to use stickies I started with the Scottish Resistance rather than stock, so I got used to the faster firing speed. Now I use the Quickie launcher more, and I sometimes forget that there’s any arm time. I use it more to set up quick sticky traps than to make one big trap on key points. It’s better for playing more aggressively and getting close up in fights, which I generally find more fun.
I'm excited to get this weapon and try it!
Quickiebomb is badass
Stickies do more damage if you yourself are closer? Demomain just now discovering this. It stops being true after 5 seconds.
Right? 6000 hours and I thought it was only the case with rockets.
Sticky jumper is practical even against veteran player but it changes your role on the team. You become the fastest class across the map for no damage and can still kill any class except a full buffed heavy without having to reload. The flankers choice, take out nests before they get built, get rid of snipers and clear the rear line of enemies while your team pushes forward. You probably won't be a medics choice for a kritz but whatever.
Love the Celeste and deltarune music in this video :)
Amen brotha.
We love indie game osts!!
.2 arm time is insane, the reason why the Scottish resistance is meh is because of the slow arm time.
I run it over Stock, but im still mid with it. So i run Scottish Resistance since laying traps and focusing on primary works better for me.
Note: The first bgm song is Mirror Temple - Mirror Magic Mix from Celeste
The second bgm song is something from Deltarune, but I don't know the name of it
The third bgm song is Golden Ridge - Golden Feather Mix from Celeste
I really should put the songs in the desc….
In a sec I will
@@dadoggydude damn, it was called in love with a ghost...
@@slashbows that's the artist i think, i just inclueded that in the desc because because
@@dadoggydude oh
For me, The Quickiebomb Launcher is only worst then stock if you use it as you use stock. For my playstyle, the normal one simply doesn't fit and I rarely use other secondary that is not the Quickie or a shield.
The fact you labeled the Scottish Resistance as "horrid" is just not giving the weapon justice
It is a good side grade
I’m considering giving it another shot 🤔
Finally! More praise for my favorite demo secondary! I cannot understate how much i LOVE the Quickiebomb Launcher! It's an acutal secondary unlike stock, (which i still like) and a well balanced side grade! The only problem i have with this weapon is the ability to destroy enemy stickies, (which is situational, but very helpful) since it steals that from the scottish resistance. Speaking of which, no.
I complety disagree with you saying that it's horrid. It's another well balanced side grade, it just works better on defense. But that doesn't mean it's bad! A lot of other weapons work better on defense, and others on offense. The arm time, while annoying at times, is a smart downside to what is the secondary which requires the most tought. You aren't using the resistance to spam or snipe, you're using it to make TRAPS, and while you can spam, it's not nearly as effective as stock or the Quickie launcher. My tip for any one struggling using it is: don't just trap multiple entrances! You should trap ONE part of the area you're defending, not multiple! Think of it like a sniper sightline, and less like a five nights at freddy's game.
Anyways, aside from that little rant, great video!
The quick bomb launcher is my usual choice
Believe it or not stock stickies take a lot more brainpower to use effectively in 1v1s. Demoman's greatest weakness is when he is not backed up by his team and has to predict his opponent's every move to survive. The quickiebomb launcher is better when you're alone, but worse when you have a team. The stickybomb launcher is the most powerful gun in the game because of its massive clip giving it great sustain. Sustain = better for teamfights. Speed and reliability on the fly = better for solo. Just thought I'd give my perspective :p
quickbomb launcher? my man all the time i get stickspammed, this thing isnt forgotten.
It sounds better for a title!
Tbh I think it should have less unnecessary upsides (destroying enemy stickies) and less penalties. I think damage penalty is the unnecessary one, meaning that even with bonus damage, it still doesn’t really outperform the stock (especially in casual where medics are rarer than a two horned horny unicorn). It can be removed without any issues or outplayed by reducing the damage taken so it would be a good choice for jumping. The clip size thing is really the thing that makes it drown and we can either change that by boring way (make it 5 or 6 maybe) or we can make it the “more fitting way” by making faster reload speed. So if we say a demo that hates how slow is the stock (reload, detonation time, high damage stickie jump, charging stickies) he would pick it and be happy.
So I think that there should be added a noticeable reload speed upgrade and 15% less self damage. It’s not good for traps or making a push or kritz moment but it is fast, mobile and fun
Also here are bonus stats that may or may not be an overkill
We can add a 5th stickie for comfort or Maybe also deployment speed as well to make a combo demo switching both of his weapons. Either one of these, both would be too much
Nice use of celeste music, I love celeste
I remember this being used EVERYWHERE when it got introduced, then it stopped showing up... Everywhere...
I've never had it so I dunno anything about it other than people used to spam the fuck out of it, glad it's no longer that braindead
I love this sticky launcher and is the number one unlock I use on demo. I sub it out only for the jumper or stock for stick spam. I like the quickies for sniping those pesky snipers and for quick, high damage stickies. This is never forgotten by me, I have a spec Killstreak strange with over 400 kills and I love it. This video is an insult to me, and I will not take this lightly
The QuickieBomb Launcher is a lot of fun to use
Canon Jumping then sticky sniping some poor soul is an absolute blast
Trolling
My main demo loadout contains quickiebomb launcher... and it is also strange + KS and i love playing with it
There's one other way to use this thing that makes it absolutely nightmarish:
Hybrid-knight.
Here's what you do: Equip your shield of choice along with the Eyelander and the Wee Booties/Bootlegger. Then, get 4 heads with the Eyelander (Spies are very helpful for this part.) Once you have 4 heads, switch off the shield and replace it with the Quickiebomb Launcher. Do this OUTSIDE of a resupply room, otherwise you'll 'respawn' and lose all your heads. Find a safe spot, swap out the shield for your Quickiebomb Launcher, and THEN go back into spawn and touch the resupply cabinet. You should switch weapons *without* losing your heads.
Congratulations. You're now a Scout with 235 HP and an *automatic BOMB gun.* Nothing can outrun you. Nothing can outrun your Stickies. And playing this way means that the smaller clip ceases to be a downside, because you're not trying to control a large area or fend off multiple enemies like this. You're more of an flanking/pick class, chasing down lone enemies and killing them 1-on-1, then reloading while you look for your next victim.
This is sooo underrated video
Amen
ah yes one guy doesn't use the QL and that means it's forgotten
Stick bomb: Well balanced weapon & trap. Scottish: Used as a trap. Quickiebomb: Used as a weapon.
I typically play hybrid knight but quickie is my go-to secondary as a weapon when not.
The scottish resistance is amazing on defense
I’m just a hater
Pair this with a Kritzkrieg Uber… DEAR GOD
Stock does it better
I wish this weapon was split into 2 designs, because while this one is fun, it's first version was also really fun and not really op.
Quickie bomb launcher:
Good for anti Sniper rollouts, taking a full charged shot and a spam shot to instantly kill any sniper that's getting on your nerves.
Rewards patients for when you want to set an incredibly lethal trap, but will still help you out in a pinch. Just don't push the frontlines with it the same way you do stock.
amen
Forgotten yet I've gotten destroyed by a lot of demos who spam those stickys
Impossible!!!!
I Use this for a sub-class that I made (I don’t believe I’m the first) called Artillery Cannon Demo or Democannon.
You stand in one place with this gun and use the charge mechanic to fire the stickies farther.
What?
This is by far my favorite stick launcher.
I am very impatient player and kind of berserker when playing, so it fits me very well:
- get good, scout main.
If the stock sticky spamm wouldn't be what it is, the qucky would be useful.
Lets face it! The infamouos sticky spamm name is not a crulel hate speach, but actually describes how onesided it is.
Immagion if there was a downside on stock, like after arming, there is some time to arm again!
This is actually my most used sticky launcher
I the slower charge time feels so off to me now
It's my most used sticky bomb launcher more than stock and Scottish resistance. I think it's the better In most situations the only real problem is that if your clip is empty it takes a decade to reload which gets you killed in most situations
tbh the main reason I don't use the quickiebomb launcher as often as stock is because you can't make strong nor long lasting traps with quickie stickies. Most of my kills with the sticky launcher are because of temporary traps that the enemy runs into without thinking, instead of direct fire or stickyspam.
I guess it's less versatile than stock in that regard, but you can definitely turn the quickie into your main weapon and equip the booties to become the flying explosive "sniper" that kills faster than his shadow
That is the best way to use stock. I honestly like the Scottish Resistance, you have to think about sticky placement while using it. It really is a thinking man’s sticky bomb launcher. However, I’ll always respect a Demoman that uses the stock more for traps than for spam.