Talking about a demoman rework? Here is my idea (resurrected once again!) that I posted a while ago. Yes we all know that explode demo needs something better. I have decided to take it upon myself to work out what I think would fix the explosives tree to be: 1. better all around and usable in all story lines and 2. actually explosive. Now, because this is a re-work some things are just re-done. Tier 1 Care Package Level1: Deals 100 damage with 60 TK damage Level2: Deals 150 damage with 100 TK damage Level3: Deals 200 damage with 160 TK damage This is simply a rework of the satchel, with a new name (don't ask why I felt like it) and less damage. Has a blast radius of 4. But Quantum, why the less dmg??!?!?1? Simply for the fact that it will be more for mob control than semi mob semi take out a big guy. Also has increasing TK ability so that you have to decide. Would also have the same energy cost as current satchel but not the multiplier for against massive and structure. Mines Level1: 15 energy per mine and mines do 40 damage Level2: 10 energy per mine and mines do 60 damage Level3: 5 energy per mine and mines do 80 damage This is combining both the "build mines" and "lay mines" talents of the current explode demo. The mines themselves are ok, but they shouldnt be the mainstay of the demo by taking up the entire first tier (IMO) The mines would retain all their current + this much but - that much against them stuff because that part isnt really broken. Tier 2 Fire vulnerability Exactly the same as it is now, no need to change it. Bunker Buster Small cobbled together rocket that is used for taking out large targets. Costs 25 energy with no cool down but has a 2.5 second fire time. Level1: deals 150 damage (X2massive and structure) to single target Level2: deals 300 damage (X2.5 massive and structure) to 2 radius The demo makes a hasty rocket to shoot at large enemies to take them out quickly. Made for the fact that the demo needs some way to take out large targets without as much TK Tier 3 Dirty Bomb Remembering the scare tactics of early 21st century terrorists the demolition marine uses the chemicals that have spilled on the moon to make a new explosive. Combination of toxic cloud of gas and explosion. Costs 30 energy with a 7 second cool down Deals 300 initial damage (X2 against structure and massive) and leaves a chemical cloud that deals 35 damage per second in a radius of 6 for 40 seconds (deals 150 Tk damage on initial and 25 damage per second) has chance to poison ANYTHING that walks through it and has a 40% slow. This is like firewall and seems more appropriate for an EXPLOSIVES demolition man. This is a preliminary idea, so any comments are welcomed, especially constructive ones. This is for the sole purpose of giving explode demo a place besides annoyance.