Difference between revisions of "User:InShane/sandbox5"

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{{Quotation|'''The Demoman''' on his battle plan|Oh, I'm goin' to liquefy ya...|sound=Demoman_taunts13.wav}}
 
  
{{Match-Up|forclass=demoman
 
  | scout-strategy =
 
'''Relative merits:''' The Scout's mobility helps him dodge your projectiles, get in close range with his [[Scattergun]], and decide when he fights you. All of your ranged weapons are projectiles, so the Scout is considered your main counter.
 
 
'''Tactics:''' Use your wide damage potential to control chokepoints so the Scout can't force you into a corner. Lay pairs of Stickybombs near you to deter a direct assault, then lead him with your [[Grenade Launcher]]. You may be able to bait him into moving one direction with a first grenade, then fire a second grenade into his predicted path. If you need a breather, take cover while laying Stickybombs behind you.
 
 
'''Useful weapons:'''
 
* If you use trade the Stickybomb Launcher for a Demoknight loadout, your shield's charge lets you catch up to and execute the Scout with your melee weapon.
 
 
| soldier-strategy =
 
'''Relative merits:''' You will often fight the Soldier at the frontlines. His explosives are more accurate and his rocket jumps give mobility, but you have greater range and can reliably deal damage even if the Soldier takes high ground.
 
 
'''Tactics:''' On the ground, use grenades or charged Stickybombs to directly fight. If the Soldier rocket jumps into the air, land precise Grenade Launcher shots, lay Stickybombs where he will land, or detonate Stickybombs midair to catch him with their splash damage. Don't hesitate to take cover, as you can bounce grenades around corners or prepare Stickybomb traps if the Soldier pursues. Avoid being caught at close range, where his rockets and [[Shotgun]] are easier to land than your explosives.
 
 
  | pyro-strategy =
 
'''Relative merits:''' You never want to let a Pyro get close to you, where his assortment of strong fire and melee weapons will scorch you. Fortunately, you have ways to overpower his compression blast with proper gameplay.
 
 
'''Tactics:''' As when dealing with the Scout, lay Stickybomb traps in anticipation of a surprise Pyro. If the Pyro charges directly at you, fire charged Stickybombs, which are hard to reflect, or multiple grenades, which fire faster than he can reflect, all while watching out for whatever is actually reflected. Reflected grenades deal mini-crit damage to you, while reflected Stickybombs will not yet detonate.
 
 
Equipping [[Chargin' Targe|one]] of [[Splendid Screen|your]] [[Tide Turner|shields]] changes the matchup significantly, as they reduce fire damage taken and can extinguish [[afterburn]] by charging, preventing powerful critical hits from the [[Axtinguisher]] and [[Flare Gun]]; if the Pyro doesn't have the Shotgun equipped, his best option becomes his melee weapon. The Pyro's compression blast can interrupt any charges you attempt, which keeps this playing field even.
 
 
'''Useful weapons:'''
 
* Stickybombs detonated in mid-air are difficult for the Pyro to reflect.
 
 
  | demoman-strategy = Against another Demoman at any range, fire grenades and Stickybombs while dodging his. Be careful when approaching an enemy Demoman on the defensive, as he's bound to have traps prepared for you. You can use one of your own Stickybombs to scatter an enemy Sticky trap. Another option is to use a [[Quickiebomb Launcher]] or [[Scottish Resistance]] Stickybomb to simply destroy an enemy trap. A Demoman with the Chargin’ Targe acts as a soft counter to a vanilla Demoman – the explosive protection offered by the shield puts the latter at a significant disadvantage, especially once the former uses the charge to enter melee range.
 
  | heavy-strategy = At medium range your damage output, especially from your Stickybombs, can match that of a Heavy. Never try to fight a Heavy at close range, since his [[Minigun]] will shred you. However, his weapons suffer significant damage falloff over distances while yours do not. Stay away and use high ground or cover to harass him with your explosives. His slow speed makes him an easy target to land direct hits on.
 
If a Heavy has a Medic healing him and thus has very high health, try setting up an improvised Sticky trap at his feet. This works best when he is spun-up and distracted, giving you ample time to quickly set up.
 
  | engineer-strategy = Keep a modest distance when fighting a lone Engineer; although he is weaker than other, more hearty classes, his Shotgun and [[Pistol]] give him the advantage at close range. Instead of directly facing his [[Sentry Gun]], use the trajectory of your projectiles to attack indirectly from behind obstacles and remain safe from harm. Your [[Stickybomb Launcher]] makes you one of the best classes for taking out a Sentry Gun; detonating several at once will deal huge damage and prevent the Engineer from doing any repairs.
 
If the Engineer is using the [[Gunslinger]], the extra health it provides makes him tougher in a direct fight. Expect to have to destroy at least one Mini-Sentry Gun while dueling him.
 
Equipping a shield will rob you of the Stickybomb Launcher and overall make you weaker against Sentry Guns. Equipping the [[Loch-n-Load]] can help to negate this, as it can destroy any of the Engineer's buildings in up to two shots.
 
  | medic-strategy = As with an Engineer, a Medic who aims his [[Syringe Gun]] well can be insidious to you at closer ranges. Remain far enough so that you can safely attack with grenades and Stickybombs. The Medic is a high priority target, especially when he is healing his teammates. Use your splash damage to attack both him and his patient at once. You can [[sticky jump]] above and past the Medic’s allies to dive-bomb him. Your shield can be used to chase and pick off a fleeing Medic.
 
  | sniper-strategy = You’ll want to close the distance between you and the Sniper using a [[sticky jump]] or shield charge. Both of these methods have predictable trajectories, so choose a route that the Sniper is not immediately overlooking. Once you get inside medium range, your projectiles or melee weapon will make short work of him. For a direct approach, harass them with grenades and charged Stickybombs while moving erratically to avoid being [[headshot]].
 
  | spy-strategy = You are relatively slow and can deal massive damage, making you an important target for a Spy. The main problem is his [[Cloak]]; with it, he can be difficult to directly hit and can pass over your Stickybombs undetected. His [[Revolver]] is deceptively strong at close range, where you are weakest. Still, once you find the Spy, your weapons outdamage his at any range. If he tries to Cloak and run away, detonate your Stickybombs near his predicted path, keeping the detonation delay in mind for your aiming.
 
}}
 
 
== See also ==
 
*[[Team strategy]]
 
* [[Demoman (competitive)]]
 
[[Category:Strategy|Demoman match-ups]]
 
<br/>
 
 
{{CommunityStrategyNav}}
 
{{Demoman Nav}}
 
 
[[Category:Demoman]]
 
[[Category:Class match-ups]]
 

Latest revision as of 15:19, 23 June 2021