Team Fortress 2 Strategy - The Demoman
April 7th, 2008 by Graham ClayOverview:
The Demoman is a powerful member of any Team Fortress Two team. Capable of killing any class with potent explosives, he is a force to be reckoned with.
Weapons:
Grenade Launcher – The Demoman’s primary weapon is a grenade launcher that fires bouncing pipe bombs (four before reloading). These pipe bombs explode upon impacting an enemy or blow up after a certain amount of seconds on the ground. The key to this weapon is getting used to the ‘arc’ of fire. Once you learn how to judge where the enemy is going, you can begin pre-firing and hitting them on the run. Although this strategy works for some of us who can judge arcs and distances well, fighting scouts is another story. Since scouts move so quickly, it is hard to nail them in flight unless they are moving in a straight line. Because of this, proper use of the Sticky Bomb Launcher can handle even the most agile scout…
Sticky Bomb Launcher – The Demoman’s secondary weapon is extremely powerful and my weapon of choice. With eight sticky bombs before reloading, it has the capability to handle more enemies at a faster rate. Despite the usefulness of this ammo perk, this launcher has many more positive attributes. For one, it has a ‘power bar’ that can be used to fire the bomb at whatever speed or to whatever distance is desired. Additionally, the bombs are blown up by clicking the right mouse button…this allows the player to ‘sticky up’ a doorway/entrance and blow an enemy to smithereens when he enters the doorway. Once again, arc is important in firing this weapon but the ‘power bar’ can negate this; use them both for enhanced effect.
Bottle of Scotch – The Demoman’s melee weapon is a bottle of scotch, breakable by smashing it on an enemy or the wall. This weapon is useful for nearby enemies or for your alcoholic habits (just press G).
Strategies:
1. The first thing a Demoman needs to realize is that he is incredibly vulnerable to scouts, snipers, and skilled soldiers. With knowledge, it is important that the Demoman uses the map to his advantage. Place stickies in a corridor that needs guarding and find a safe place to wait for prey. If the map is large/open, use corners to your advantage and ‘dance’; a randomly moving Demoman is harder to hit than a stationary one.
2. Despite the Demoman’s vulnerability, he is one of the most powerful ‘uber’ classes. If the opposing team has an excellent sentry spot, use an ubered Demoman to sticky it and easily destroy it. This strategy is more powerful than an ubered soldier because the Demoman has eight stickies that can be placed around the Sentry; the Engineer cannot repair after an instantaneous explosion of this magnitude.
3. One of the Demoman’s most important jobs is ‘stickying the point’. When a team is on defense, or even offense, the Demoman needs to fire stickies all over the point. On defense, this allows the Demoman to clear out the whole point during an assault. On offense, the Demoman can kill multiple enemies or simply force them off the point, allowing his team to take it.
4. Another one of the Demoman’s abilities is ‘sticky jumping’. Simply place a sticky (or two) at your feet, step on top, jump, and blow it up. You will fly higher than any soldier could ever dream of flying. This skill is valuable to quickly get to an assaulted point, such as the C point on cp_gravelpit.
Comments:
The Demoman is a powerful and defensively-oriented class that is useful to teams on offense and defense alike. Whether you are scrimming with your clan or pubbing with some noobs, you are guaranteed a good time and a bunch of frags with the Demoman. Practice your arcing, your sticky-timing, and your mobility and you will be extremely dangerous.
April 11th, 2008 at 12:07 pm
In regards to strategy #2:
Would an effective counter to this be a defensive demoman using his stickies to scatter the ubered demo’s stickies before there are enough around the sentry to blow it? My guess is around 3-4 stickies to take out a sentry, and one good scattering sticky could clear the ones laid by the sentry before enough are down to effectively destroy it. (This counter could have unintended effects for those around the sentry.)
September 12th, 2008 at 11:34 pm
I find that using two stickies to crouch-sticky-jump to a far-away point is often far faster and will leave you with more health than running the distance or running and using one sticky to jump. For example, I have jumped from my team’s battlements in 2Fort to the opposite battlements while an intense battle rages below me, and have then cleared out either the battlements or the bridge (both, if convenient) and escaped back to my base. A jump to the corner of the courtyard will leave you with 22 health. Though that does not sound like much, I have found that few people look to these corners before it is too late.
It is also possible to jump to point C in Gravel Pit from the just outside the red spawn, but you have to be careful to hit the tower or you will fly off the other side and die. In this case it is probably better to just run into a position where you can use one sticky to do the job, such as the bridge through the second level of the tower.
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