The Demoknight: Sword-and-Board basics

A place to discuss strategies and methods of playing
Zork Nemesis
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Re: The Demoknight: Sword-and-Board basics

Post by Zork Nemesis » Thu Dec 27, 2012 2:15 pm

Partially making sure this isn't forgotten, I've added a blurb about the Loose Cannon. I used it for a bit when it came out, but wasn't impressed. If anyone wants to add more about it feel free to do so.
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This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.

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Re: The Demoknight: Sword-and-Board basics

Post by Zork Nemesis » Thu Jun 19, 2014 7:34 am

Over a year later, I've added my first impressions on the Tide Turner and the B.A.S.E. Jumper.

Don't Demoknight with the parachute; it's not worth it. The only advantage it can really give you is the ability to avoid fall damage.
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This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.

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Re: The Demoknight: Sword-and-Board basics

Post by Insane » Fri Jun 20, 2014 4:14 pm

Zork Nemesis wrote:Partially making sure this isn't forgotten, I've added a blurb about the Loose Cannon. I used it for a bit when it came out, but wasn't impressed. If anyone wants to add more about it feel free to do so.
The more I use the Loose Cannon, the more I like it. It really all just comes down to timing and cooking down the bomb the right amount. I feel it is one of the more difficult weapons to master, but its a blast once you do :)
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Re: The Demoknight: Sword-and-Board basics

Post by Zork Nemesis » Fri Oct 16, 2015 1:10 am

I've updated a few bits again, addressing the Iron Bomber almost a year after it was added while altering a few details thanks to Gun Mettle's balance changes.
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This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.

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