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	<title>Comments on: Team Fortress 2 Strategy - The Demoman</title>
	<link>http://blog.cevo.com/articles/2008/04/07/team-fortress-2-strategy-the-demoman/</link>
	<description>Just another blog.cevo.com weblog</description>
	<pubDate>Tue, 06 Jan 2009 07:01:07 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.3.3</generator>
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		<title>By: tiberius</title>
		<link>http://blog.cevo.com/articles/2008/04/07/team-fortress-2-strategy-the-demoman/#comment-7989</link>
		<dc:creator>tiberius</dc:creator>
		<pubDate>Sat, 13 Sep 2008 04:34:41 +0000</pubDate>
		<guid>http://blog.cevo.com/articles/2008/04/07/team-fortress-2-strategy-the-demoman/#comment-7989</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>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&#8217;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.<br />
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.</p>
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		<title>By: Brian_Black</title>
		<link>http://blog.cevo.com/articles/2008/04/07/team-fortress-2-strategy-the-demoman/#comment-2172</link>
		<dc:creator>Brian_Black</dc:creator>
		<pubDate>Fri, 11 Apr 2008 17:07:42 +0000</pubDate>
		<guid>http://blog.cevo.com/articles/2008/04/07/team-fortress-2-strategy-the-demoman/#comment-2172</guid>
		<description>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.)</description>
		<content:encoded><![CDATA[<p>In regards to strategy #2:<br />
Would an effective counter to this be a defensive demoman using his stickies to scatter the ubered demo&#8217;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.)</p>
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