Difference between revisions of "Demoman match-ups"
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{{Match-Up|forclass=demoman | {{Match-Up|forclass=demoman | ||
− | | scout-strategy = | + | | scout-strategy = |
'''Relative merits:''' The Scout is considered your main counter. His mobility helps him dodge your projectiles, get in close range with his [[Scattergun]], and decide when he fights you. You can lay Stickybombs on routes he might take, but these may end up detonated as you fight at the frontlines. | '''Relative merits:''' The Scout is considered your main counter. His mobility helps him dodge your projectiles, get in close range with his [[Scattergun]], and decide when he fights you. You can lay Stickybombs on routes he might take, but these may end up detonated as you fight at the frontlines. | ||
− | '''Tactics:''' When a Scout attacks, react quickly to control the immediate area so he can't force you into a corner. In a duel, stay at medium range and 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. | + | '''Tactics:''' When a Scout attacks, react quickly to control the immediate area so he can't force you into a corner. In a duel, stay at medium range and 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:''' | + | '''Useful weapons:''' |
* The [[Quickiebomb Launcher]] has faster-arming Stickybombs, which improves your dueling but lowers your area control capabilities. | * The [[Quickiebomb Launcher]] has faster-arming Stickybombs, which improves your dueling but lowers your area control capabilities. | ||
− | * If you 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. | + | * If you 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 = | + | | soldier-strategy = |
− | '''Relative merits:''' You are one of the only classes that rival the Soldier's firepower. In a direct fight, the Soldier has the upper-hand with more accurate explosives. However, you can | + | '''Relative merits:''' You are one of the only classes that rival the Soldier's firepower. In a direct fight, the Soldier has the upper-hand with more accurate explosives and rocket jumps. However, you possess 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. Make use of 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. | + | '''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. Make use of 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. |
− | + | '''Useful weapons:''' | |
− | ''' | + | * Equipping a shield like the [[Chargin' Targe]] grants explosive resistance and the charge ability, letting you close the distance and duel the Soldier in melee combat. |
− | ''' | + | | pyro-strategy = |
+ | '''Relative merits:''' You never want to let a Pyro get close to you, where their assortment of strong [[fire]] and melee weapons will scorch you. Although all your ranged weapons use [[projectile]]s, you have ways to overcome their [[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 they 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. | |
− | '''Useful weapons:''' | + | 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, their best option becomes their melee weapon. The Pyro's compression blast can interrupt any charges you attempt, which keeps this playing field even. |
+ | |||
+ | '''Useful weapons:''' | ||
+ | * A well timed [[Loose Cannon]] shot is nearly impossible for the Pyro to reflect. | ||
* Stickybombs detonated in mid-air are difficult for the Pyro to reflect. | * Stickybombs detonated in mid-air are difficult for the Pyro to reflect. | ||
− | | demoman-strategy = | + | | demoman-strategy = |
− | '''Mirror match-up:''' The Demoman has two main loadout types - one with the Stickybomb Launcher, and another with the [[Chargin' Targe]] or other shield. While mirror match-ups lend themselves to playing to chosen weapons, a shielded Demoknight 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 | + | '''Mirror match-up:''' The Demoman has two main loadout types - one with the Stickybomb Launcher, and another with the [[Chargin' Targe]] or other shield. While mirror match-ups lend themselves to playing to chosen weapons, a shielded Demoknight 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 Demoknight uses his charge to enter melee range. |
'''Tactics:''' The Demoman's Stickybombs naturally fortify his position, so be cautious if you are the approacher, using your own Stickybombs to scatter the enemy's. Once you spot each other, note any obstacles your explosives can be lobbed around or explode through to take the advantage. | '''Tactics:''' The Demoman's Stickybombs naturally fortify his position, so be cautious if you are the approacher, using your own Stickybombs to scatter the enemy's. Once you spot each other, note any obstacles your explosives can be lobbed around or explode through to take the advantage. | ||
− | '' | + | Against a mirror-match Demoknight fight, the tactics for defeating an enemy Demoknight changes depending on his primary weapon. His Grenade Launcher isn't very effective against your shield, but his charge can be difficult to avoid without proper preparation. Keep a note of the enemy Demoman's loadout compared to yours, and try to outplay his melee and ranged resources. |
− | |||
+ | '''Useful weapons:''' | ||
+ | * Stickybombs from the [[Scottish Resistance]] and [[Quickiebomb Launcher]] completely disarm enemy Stickybomb traps. | ||
+ | * The stock Bottle is a reliable fallback weapon against a Demoknight. | ||
| heavy-strategy = | | heavy-strategy = | ||
− | '''Relative merits:''' At medium range your damage output, especially from your Stickybombs, can match the Heavy's. Never try to fight a Heavy at close range, where his [[Minigun]] will shred you. | + | '''Relative merits:''' At medium range your damage output, especially from your Stickybombs, can match the Heavy's. Never try to fight a Heavy at close range, where his [[Minigun]] will shred you. |
'''Tactics:''' The Heavy's weapons suffer significant damage falloff over distances while yours do not. Stay away and take high ground or other cover, using a [[Sticky jump]] if necessary. Then, barrage him with grenades or lay multiple Stickybombs at his feet for one massive detonation. | '''Tactics:''' The Heavy's weapons suffer significant damage falloff over distances while yours do not. Stay away and take high ground or other cover, using a [[Sticky jump]] if necessary. Then, barrage him with grenades or lay multiple Stickybombs at his feet for one massive detonation. | ||
− | '''Useful weapons:''' | + | '''Useful weapons:''' |
* The damage from multiple Stickybombs can break through even an overhealed Heavy-Medic combo. | * The damage from multiple Stickybombs can break through even an overhealed Heavy-Medic combo. | ||
− | | engineer-strategy = | + | | engineer-strategy = |
'''Relative merits:''' Your explosives make you one of the best choices for destroying an Engineer's Sentry Gun. The Engineer's Shotgun and [[Pistol]] give him the advantage at close range if you meet each other. | '''Relative merits:''' Your explosives make you one of the best choices for destroying an Engineer's Sentry Gun. The Engineer's Shotgun and [[Pistol]] give him the advantage at close range if you meet each other. | ||
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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. | 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. | ||
− | '''Useful weapons:''' | + | '''Useful weapons:''' |
− | * Equipping a shield will rob you of the Stickybomb Launcher and make you weaker against Sentry Guns. Equipping the [[Loch-n-Load]] can help negate this, as it can destroy any of the Engineer's buildings in up to two shots. | + | * Equipping a shield will rob you of the Stickybomb Launcher and make you weaker against Sentry Guns. Equipping the [[Loch-n-Load]] can help negate this, as it can destroy any of the Engineer's buildings in up to two shots. |
− | | medic-strategy = | + | | medic-strategy = |
'''Relative merits:''' A Medic and his patient will likely not have the means to attack you at longer ranges without separating. At close range, a Medic who aims his [[Syringe Gun]] well has the potential to outduel you. | '''Relative merits:''' A Medic and his patient will likely not have the means to attack you at longer ranges without separating. At close range, a Medic who aims his [[Syringe Gun]] well has the potential to outduel you. | ||
'''Tactics:''' The Medic is a high priority target, especially when he is healing his teammates. Remain far enough so that you can safely attack with grenades and Stickybombs, dealing splash damage to him and his patient. Alternatively, you can [[Sticky jump]] above and past the Medic’s allies to dive-bomb him with further explosives, although its high health cost may end in your death. You can also plant Stickybombs behind the Medic to cut off his escape route. | '''Tactics:''' The Medic is a high priority target, especially when he is healing his teammates. Remain far enough so that you can safely attack with grenades and Stickybombs, dealing splash damage to him and his patient. Alternatively, you can [[Sticky jump]] above and past the Medic’s allies to dive-bomb him with further explosives, although its high health cost may end in your death. You can also plant Stickybombs behind the Medic to cut off his escape route. | ||
− | '''Useful weapons:''' | + | '''Useful weapons:''' |
* A shield's charge can be used to chase and pick off a fleeing Medic. | * A shield's charge can be used to chase and pick off a fleeing Medic. | ||
− | + | ||
− | | sniper-strategy = | + | | sniper-strategy = |
'''Relative merits:''' The Sniper can target you across long distances, but you are still able to fight from behind cover. | '''Relative merits:''' The Sniper can target you across long distances, but you are still able to fight from behind cover. | ||
'''Tactics:''' If you must attack an enemy Sniper directly, harass them with grenades and charged Stickybombs while moving erratically to avoid being [[headshot]]. Otherwise, use a [[Sticky jump]] or shield charge to quickly approach from a route that the Sniper is not immediately overlooking, as both of these methods have predictable trajectories. Once you get inside medium range, your projectiles or melee weapon will make short work of him. | '''Tactics:''' If you must attack an enemy Sniper directly, harass them with grenades and charged Stickybombs while moving erratically to avoid being [[headshot]]. Otherwise, use a [[Sticky jump]] or shield charge to quickly approach from a route that the Sniper is not immediately overlooking, as both of these methods have predictable trajectories. Once you get inside medium range, your projectiles or melee weapon will make short work of him. | ||
− | '''Useful weapons:''' Fast-charging Stickybombs from the [[Quickiebomb Launcher]]'s can reach and be detonated next to a faraway Sniper the fastest of your projectiles. | + | You have multiple weapons that damage yourself or reduce your maximum health. Note that the Sniper's uncharged headshot deals 150 damage. |
+ | |||
+ | '''Useful weapons:''' | ||
+ | * Fast-charging Stickybombs from the [[Quickiebomb Launcher]]'s can reach and be detonated next to a faraway Sniper the fastest of your projectiles. | ||
− | | spy-strategy = | + | | spy-strategy = |
'''Relative merits:''' Your massive area damage can suppress enemy movement, making you an important target for their Spy. His [[Revolver]] is deceptively strong at close range, where you are weakest, but you still outdamage him at all ranges. | '''Relative merits:''' Your massive area damage can suppress enemy movement, making you an important target for their Spy. His [[Revolver]] is deceptively strong at close range, where you are weakest, but you still outdamage him at all ranges. | ||
'''Tactics:''' You have a tough time dealing with the Spy's tools. Your non-melee weapons are explosive, making Spy-checking for [[disguise]]s hazardous, and the Spy's [[Cloak]] lets him pass over your Stickybombs unseen. However, your Stickybombs can cover multiple entrances and be detonated without you looking. Place Stickybombs in anticipation and detonate them if things look suspicious. | '''Tactics:''' You have a tough time dealing with the Spy's tools. Your non-melee weapons are explosive, making Spy-checking for [[disguise]]s hazardous, and the Spy's [[Cloak]] lets him pass over your Stickybombs unseen. However, your Stickybombs can cover multiple entrances and be detonated without you looking. Place Stickybombs in anticipation and detonate them if things look suspicious. | ||
− | '''Useful weapons:''' | + | '''Useful weapons:''' |
* The Scottish Resistance's Stickybombs can be used for Spy-checking without detonating all Stickybombs at once. | * The Scottish Resistance's Stickybombs can be used for Spy-checking without detonating all Stickybombs at once. | ||
− | * A Demoknight's long melee range and shield charge are nearly impossible to flee from for a Spy. | + | * A Demoknight's long melee range and shield charge are nearly impossible to flee from for a Spy. |
− | * The Eyelander can harvest multiple heads from a Spy who uses the [[Dead Ringer]] to feign his death. | + | * The [[Eyelander]] can harvest multiple heads from a Spy who uses the [[Dead Ringer]] to feign his death. |
− | |||
}} | }} | ||
Latest revision as of 04:27, 17 November 2023
“ | Oh, I'm goin' to liquefy ya...
Click to listen
— The Demoman on his battle plan
|
” |
Class | Strategy | ||
---|---|---|---|
Demoman |
vs. | Scout |
Relative merits: The Scout is considered your main counter. His mobility helps him dodge your projectiles, get in close range with his Scattergun, and decide when he fights you. You can lay Stickybombs on routes he might take, but these may end up detonated as you fight at the frontlines.
Tactics: When a Scout attacks, react quickly to control the immediate area so he can't force you into a corner. In a duel, stay at medium range and 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:
|
Demoman |
vs. | Soldier |
Relative merits: You are one of the only classes that rival the Soldier's firepower. In a direct fight, the Soldier has the upper-hand with more accurate explosives and rocket jumps. However, you possess 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. Make use of 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. Useful weapons:
|
Demoman |
vs. | Pyro |
Relative merits: You never want to let a Pyro get close to you, where their assortment of strong fire and melee weapons will scorch you. Although all your ranged weapons use projectiles, you have ways to overcome their 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 they 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 one of your 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, their best option becomes their melee weapon. The Pyro's compression blast can interrupt any charges you attempt, which keeps this playing field even. Useful weapons:
|
Demoman |
vs. | Demoman |
Mirror match-up: The Demoman has two main loadout types - one with the Stickybomb Launcher, and another with the Chargin' Targe or other shield. While mirror match-ups lend themselves to playing to chosen weapons, a shielded Demoknight 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 Demoknight uses his charge to enter melee range.
Tactics: The Demoman's Stickybombs naturally fortify his position, so be cautious if you are the approacher, using your own Stickybombs to scatter the enemy's. Once you spot each other, note any obstacles your explosives can be lobbed around or explode through to take the advantage. Against a mirror-match Demoknight fight, the tactics for defeating an enemy Demoknight changes depending on his primary weapon. His Grenade Launcher isn't very effective against your shield, but his charge can be difficult to avoid without proper preparation. Keep a note of the enemy Demoman's loadout compared to yours, and try to outplay his melee and ranged resources. Useful weapons:
|
Demoman |
vs. | Heavy |
Relative merits: At medium range your damage output, especially from your Stickybombs, can match the Heavy's. Never try to fight a Heavy at close range, where his Minigun will shred you.
Tactics: The Heavy's weapons suffer significant damage falloff over distances while yours do not. Stay away and take high ground or other cover, using a Sticky jump if necessary. Then, barrage him with grenades or lay multiple Stickybombs at his feet for one massive detonation. Useful weapons:
|
Demoman |
vs. | Engineer |
Relative merits: Your explosives make you one of the best choices for destroying an Engineer's Sentry Gun. The Engineer's Shotgun and Pistol give him the advantage at close range if you meet each other.
Tactics: Peek out from behind corners or arc projectiles from behind obstacles to safely destroy an Engineer's Sentry Gun.If the Engineer is repairing his Sentry Gun, you can arm multiple Stickybombs at once nearby before detonating, as the Sentry Gun will not target your bombs. 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. Useful weapons:
|
Demoman |
vs. | Medic |
Relative merits: A Medic and his patient will likely not have the means to attack you at longer ranges without separating. At close range, a Medic who aims his Syringe Gun well has the potential to outduel you.
Tactics: The Medic is a high priority target, especially when he is healing his teammates. Remain far enough so that you can safely attack with grenades and Stickybombs, dealing splash damage to him and his patient. Alternatively, you can Sticky jump above and past the Medic’s allies to dive-bomb him with further explosives, although its high health cost may end in your death. You can also plant Stickybombs behind the Medic to cut off his escape route. Useful weapons:
|
Demoman |
vs. | Sniper |
Relative merits: The Sniper can target you across long distances, but you are still able to fight from behind cover.
Tactics: If you must attack an enemy Sniper directly, harass them with grenades and charged Stickybombs while moving erratically to avoid being headshot. Otherwise, use a Sticky jump or shield charge to quickly approach from a route that the Sniper is not immediately overlooking, as both of these methods have predictable trajectories. Once you get inside medium range, your projectiles or melee weapon will make short work of him. You have multiple weapons that damage yourself or reduce your maximum health. Note that the Sniper's uncharged headshot deals 150 damage. Useful weapons:
|
Demoman |
vs. | Spy |
Relative merits: Your massive area damage can suppress enemy movement, making you an important target for their Spy. His Revolver is deceptively strong at close range, where you are weakest, but you still outdamage him at all ranges.
Tactics: You have a tough time dealing with the Spy's tools. Your non-melee weapons are explosive, making Spy-checking for disguises hazardous, and the Spy's Cloak lets him pass over your Stickybombs unseen. However, your Stickybombs can cover multiple entrances and be detonated without you looking. Place Stickybombs in anticipation and detonate them if things look suspicious. Useful weapons:
|
See also
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