Difference between revisions of "Basic Demoman strategy/de"

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{{DISPLAYTITLE:Demoman-Grundlagen}}
 
{{DISPLAYTITLE:Demoman-Grundlagen}}
The Demoman is a hardy class that specializes in indirect combat and area denial. His explosive weapons possess some of the highest damage output in the game and can be used to attack opponents from behind obstacles. His [[Stickybomb Launcher]] can be used to set traps and easily destroy [[Engineer]] buildings. [[Sticky jump]]ing allows him to cover large distances quickly and reach unpredictable places. However, the Demoman is most vulnerable at close range, where his weapons are more difficult to aim and can inflict self-damage; engaging a Scout or Pyro one-on-one will spell trouble.
+
The Demoman is a hardy class that specializes in indirect combat and area denial. His explosive weapons possess some of the highest damage output in the game and can be used to attack opponents from behind obstacles. His [[Stickybomb Launcher/de|Haftbombenwerfer]] can be used to set traps and easily destroy [[Engineer]] buildings. [[Sticky jump]]ing allows him to cover large distances quickly and reach unpredictable places. However, the Demoman is most vulnerable at close range, where his weapons are more difficult to aim and can inflict self-damage; engaging a Scout or Pyro one-on-one will spell trouble.
  
 
== Waffenabhängige Tipps ==
 
== Waffenabhängige Tipps ==
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{{Icon weapon|weapon=Grenade Launcher|icon-size=100x100px}}
 
{{Icon weapon|weapon=Grenade Launcher|icon-size=100x100px}}
  
Grenades launch to the right of the crosshair, so lead to the left to compensate. The Grenade Launcher fires very quickly, so aim for direct hits whenever possible. Because grenades that are not direct hits will still explode after a certain amount of time, they can be fired at an area to stop an escape or to kill a foe at extreme range. If you want to conserve health for a smaller explosive jump, fire a grenade into a corner, then jump on top of it to propel yourself upwards.
+
Grenades launch to the right of the crosshair, so lead to the left to compensate. The [[Grenade Launcher/de|Granatwerfer]] fires very quickly, so aim for direct hits whenever possible. Because grenades that are not direct hits will still explode after a certain amount of time, they can be fired at an area to stop an escape or to kill a foe at extreme range. If you want to conserve health for a smaller explosive jump, fire a grenade into a corner, then jump on top of it to propel yourself upwards.
  
  
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{{Icon weapon|weapon=Loch-n-Load|icon-size=100x100px}}
 
{{Icon weapon|weapon=Loch-n-Load|icon-size=100x100px}}
  
The Loch-n-Load rewards players who can direct hits with greater damage output. However, because its magazine size is so low and its grenades shatter on surfaces, you cannot use it to suppress an area as easily as with the Grenade Launcher. Continue to keep a distance from your foes, as you'll find that the increased self-damage is very significant.
+
The [[Loch-n-Load/de|Lochnesser]] rewards players who can direct hits with greater damage output. However, because its magazine size is so low and its grenades shatter on surfaces, you cannot use it to suppress an area as easily as with the [[Grenade Launcher/de|Granatwerfer]]. Continue to keep a distance from your foes, as you'll find that the increased self-damage is very significant.
  
  
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Stickybombs have a very large splash radius and deal excellent damage. Firing and detonating Stickybombs rapidly can turn the Stickybomb Launcher into your primary weapon. Use this weapon to place Sticky traps in unexpected locations, such as around corners, above doorways, or even on ceilings. This is the weapon you'll want to use when dealing with [[Sentry Gun]]s, as detonating multiple Stickybombs at one time will prevent the Engineer from performing any repairs. Additionally, you can use Stickybombs to [[sticky jump]] to the battlefield very quickly.
+
Stickybombs have a very large splash radius and deal excellent damage. Firing and detonating Stickybombs rapidly can turn the [[Stickybomb Launcher/de|Haftbombenwerfer]] into your primary weapon. Use this weapon to place Sticky traps in unexpected locations, such as around corners, above doorways, or even on ceilings. This is the weapon you'll want to use when dealing with [[Sentry Gun]]s, as detonating multiple Stickybombs at one time will prevent the Engineer from performing any repairs. Additionally, you can use Stickybombs to [[sticky jump]] to the battlefield very quickly.
  
 
==== [[Scottish Resistance/de|Schottischer Widerstand]] ====
 
==== [[Scottish Resistance/de|Schottischer Widerstand]] ====
 
{{Icon weapon|weapon=Scottish Resistance|icon-size=100x100px}}
 
{{Icon weapon|weapon=Scottish Resistance|icon-size=100x100px}}
  
The Scottish Resistance is best suited to defensive gameplay. Use it to eliminate enemy Stickybombs and set multiple sticky traps for maximum area control. The weapon's slower bomb arm time makes it less effective in direct combat, however. While you cannot detonate all of your Stickybombs at once, you can detonate them in rapid succession by holding down the detonate key and swinging your view across all of your Stickybombs.
+
The [[Scottish Resistance/de|Schottischer Widerstand]] is best suited to defensive gameplay. Use it to eliminate enemy Stickybombs and set multiple sticky traps for maximum area control. The weapon's slower bomb arm time makes it less effective in direct combat, however. While you cannot detonate all of your Stickybombs at once, you can detonate them in rapid succession by holding down the detonate key and swinging your view across all of your Stickybombs.
  
  
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{{Icon weapon|weapon=Chargin' Targe|icon-size=100x100px}}
 
{{Icon weapon|weapon=Chargin' Targe|icon-size=100x100px}}
  
The Chargin' Targe turns the Demoman into a more melee-oriented class. Use it to quickly rush in or out of battle and catch foes off guard. The guaranteed melee hit can be used to instantly eliminate a dangerous enemy. Because you cannot change direction during a charge, predict where your target will be at the end and line yourself up accordingly. Charging still does not make you invincible, however, especially against tough classes like the [[Soldier]] or [[Heavy]]. You are still vulnerable to bullets and any source of [[knock back]] will immediately cancel your charge.  
+
The [[Chargin' Targe/de|Chargin' Targe]] turns the [[Demoman/de|Demoman]] into a more melee-oriented class. Use it to quickly rush in or out of battle and catch foes off guard. The guaranteed melee hit can be used to instantly eliminate a dangerous enemy. Because you cannot change direction during a charge, predict where your target will be at the end and line yourself up accordingly. Charging still does not make you invincible, however, especially against tough classes like the [[Soldier]] or [[Heavy]]. You are still vulnerable to bullets and any source of [[knock back]] will immediately cancel your charge.  
  
  
 
=== Nahkampfwaffen ===
 
=== Nahkampfwaffen ===
  
==== [[Bottle/de|Flashe]] / [[Frying Pan/de|Bratpfanne]] ====
+
==== [[Bottle/de|Flasche]] / [[Frying Pan/de|Bratpfanne]] ====
 
{{Icon weapon|weapon=Bottle|icon-size=100x100px}} {{Icon weapon|weapon=Frying Pan|icon-size=100x100px}}
 
{{Icon weapon|weapon=Bottle|icon-size=100x100px}} {{Icon weapon|weapon=Frying Pan|icon-size=100x100px}}
  
At close range, you'll probably damage yourself if you use explosive weaponry . Use the Bottle when enemies are too close to reliably kill with the Grenade Launcher. Unlike your other melee weapons, the Bottle has no drawbacks, so use it if you don't plan on engaging in melee combat often.
+
At close range, you'll probably damage yourself if you use explosive weaponry . Use the [[Bottle/de|Flasche]] when enemies are too close to reliably kill with the [[Grenade Launcher/de|Granatwerfer]]. Unlike your other melee weapons, the [[Bottle/de|Flasche]] has no drawbacks, so use it if you don't plan on engaging in melee combat often.
  
  
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{{Icon weapon|weapon=Eyelander|icon-size=100x100px}} {{Icon weapon|weapon=Horseless Headless Horsemann's Headtaker|icon-size=100x100px}}
 
{{Icon weapon|weapon=Eyelander|icon-size=100x100px}} {{Icon weapon|weapon=Horseless Headless Horsemann's Headtaker|icon-size=100x100px}}
  
You should not use the [[Eyelander]] without also using the [[Chargin' Targe]]. Its longer melee range lets you excel in melee combat. However, until you have a clear opportunity to decapitate an enemy, attack from range using your Grenade Launcher to reduce the chance of dying and losing your accumulated heads.
+
You should not use the [[Eyelander/de|Eyelander]] without also using the [[Chargin' Targe/de|Chargin' Targe]]. Its longer melee range lets you excel in melee combat. However, until you have a clear opportunity to decapitate an enemy, attack from range using your [[Grenade Launcher/de|Granatwerfer]] to reduce the chance of dying and losing your accumulated heads.
  
  
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{{Icon weapon|weapon=Pain Train|icon-size=100x100px}}
 
{{Icon weapon|weapon=Pain Train|icon-size=100x100px}}
  
* Es ist nicht ratenswert den [[Pain Train/de|Pain Train]] auf einer CTF Karte oder in der Verteidigerrolle auf einer Angreifen/Verteidigen Karte auszuwählen, da er keine Bonuse bietet, aber den Spieler immer och den Mali aussetzt.
+
* Es ist nicht ratenswert den [[Pain Train/de|Pain Train]] auf einer CTF Karte oder in der Verteidigerrolle auf einer Angreifen/Verteidigen Karte auszuwählen, da er keine Boni bietet, aber den Spieler immer noch den Mali aussetzt.
  
 
* Der Nutzen des [[Pain Train/de|Pain Trains]] ist stark Situationsabhängig, sodass man es sich nützlich sein kann die Nahkampfwaffe in der Mitte der Runde zu wechseln.
 
* Der Nutzen des [[Pain Train/de|Pain Trains]] ist stark Situationsabhängig, sodass man es sich nützlich sein kann die Nahkampfwaffe in der Mitte der Runde zu wechseln.
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The Scotsman's Skullcutter reduces your movement speed and makes chasing enemies difficult, so pair it with the [[Chargin' Targe]]. It possesses the same melee range as the Eyelander, so use it in confined areas where enemies can't flee as easily.
+
The [[Scotsman's Skullcutter/de|Schottischer Schädelspalter]] reduces your movement speed and makes chasing enemies difficult, so pair it with the [[Chargin' Targe/de|Chargin' Targe]]. It possesses the same melee range as the [[Eyelander/de|Eyelander]], so use it in confined areas where enemies can't flee as easily.
  
  
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{{Icon weapon|weapon=Claidheamh Mòr|icon-size=100x100px}}
 
{{Icon weapon|weapon=Claidheamh Mòr|icon-size=100x100px}}
  
Pair the [[Claidheamh Mòr/de|Claidheamh Mòr]] with the [[Chargin' Targe]] to make use of the extra charging time. It will provide a significant amount of additional distance when chasing a foe. If you do not expect to be in a situation where you can acquire or make use of multiple heads, choose this sword over the Eyelander.
+
Pair the [[Claidheamh Mòr/de|Claidheamh Mòr]] with the [[Chargin' Targe/de|Chargin' Targe]] to make use of the extra charging time. It will provide a significant amount of additional distance when chasing a foe. If you do not expect to be in a situation where you can acquire or make use of multiple heads, choose this sword over the [[Eyelander/de|Eyelander]].
  
  
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{{Icon weapon|weapon=Ullapool Caber|icon-size=100x100px}}
 
{{Icon weapon|weapon=Ullapool Caber|icon-size=100x100px}}
  
Even against clustered foes, you have other explosives which are better and are less likely to inflict self-damage. Thus, the [[Ullapool Caber]] is best used as a last resort. Although it deals severe damage, the explosion is likely to kill you along with your enemy. Using it alongside the [[Chargin' Targe]] can turn you into a living bomb.
+
Even against clustered foes, you have other explosives which are better and are less likely to inflict self-damage. Thus, the [[Ullapool Caber/de|Ullapol'sche Stiel]] is best used as a last resort. Although it deals severe damage, the explosion is likely to kill you along with your enemy. Using it alongside the [[Chargin' Targe/de|Chargin' Targe]] can turn you into a living bomb.
  
  

Revision as of 12:30, 21 March 2011

The Demoman is a hardy class that specializes in indirect combat and area denial. His explosive weapons possess some of the highest damage output in the game and can be used to attack opponents from behind obstacles. His Haftbombenwerfer can be used to set traps and easily destroy Engineer buildings. Sticky jumping allows him to cover large distances quickly and reach unpredictable places. However, the Demoman is most vulnerable at close range, where his weapons are more difficult to aim and can inflict self-damage; engaging a Scout or Pyro one-on-one will spell trouble.

Waffenabhängige Tipps

Primärwaffen

Granatwerfer

Item icon Grenade Launcher.png

Grenades launch to the right of the crosshair, so lead to the left to compensate. The Granatwerfer fires very quickly, so aim for direct hits whenever possible. Because grenades that are not direct hits will still explode after a certain amount of time, they can be fired at an area to stop an escape or to kill a foe at extreme range. If you want to conserve health for a smaller explosive jump, fire a grenade into a corner, then jump on top of it to propel yourself upwards.


Lochnesser

Item icon Loch-n-Load.png

The Lochnesser rewards players who can direct hits with greater damage output. However, because its magazine size is so low and its grenades shatter on surfaces, you cannot use it to suppress an area as easily as with the Granatwerfer. Continue to keep a distance from your foes, as you'll find that the increased self-damage is very significant.


Sekundärwaffen

Haftbombenwerfer

Item icon Stickybomb Launcher.png


Stickybombs have a very large splash radius and deal excellent damage. Firing and detonating Stickybombs rapidly can turn the Haftbombenwerfer into your primary weapon. Use this weapon to place Sticky traps in unexpected locations, such as around corners, above doorways, or even on ceilings. This is the weapon you'll want to use when dealing with Sentry Guns, as detonating multiple Stickybombs at one time will prevent the Engineer from performing any repairs. Additionally, you can use Stickybombs to sticky jump to the battlefield very quickly.

Schottischer Widerstand

Item icon Scottish Resistance.png

The Schottischer Widerstand is best suited to defensive gameplay. Use it to eliminate enemy Stickybombs and set multiple sticky traps for maximum area control. The weapon's slower bomb arm time makes it less effective in direct combat, however. While you cannot detonate all of your Stickybombs at once, you can detonate them in rapid succession by holding down the detonate key and swinging your view across all of your Stickybombs.


Chargin' Targe

Item icon Chargin' Targe.png

The Chargin' Targe turns the Demoman into a more melee-oriented class. Use it to quickly rush in or out of battle and catch foes off guard. The guaranteed melee hit can be used to instantly eliminate a dangerous enemy. Because you cannot change direction during a charge, predict where your target will be at the end and line yourself up accordingly. Charging still does not make you invincible, however, especially against tough classes like the Soldier or Heavy. You are still vulnerable to bullets and any source of knock back will immediately cancel your charge.


Nahkampfwaffen

Flasche / Bratpfanne

Item icon Bottle.png Item icon Frying Pan.png

At close range, you'll probably damage yourself if you use explosive weaponry . Use the Flasche when enemies are too close to reliably kill with the Granatwerfer. Unlike your other melee weapons, the Flasche has no drawbacks, so use it if you don't plan on engaging in melee combat often.


Eyelander / Kopfabreißer des Pferdlosen Kopflosen Reiters

Item icon Eyelander.png Item icon Horseless Headless Horsemann's Headtaker.png

You should not use the Eyelander without also using the Chargin' Targe. Its longer melee range lets you excel in melee combat. However, until you have a clear opportunity to decapitate an enemy, attack from range using your Granatwerfer to reduce the chance of dying and losing your accumulated heads.


Pain Train

Item icon Pain Train.png

  • Es ist nicht ratenswert den Pain Train auf einer CTF Karte oder in der Verteidigerrolle auf einer Angreifen/Verteidigen Karte auszuwählen, da er keine Boni bietet, aber den Spieler immer noch den Mali aussetzt.
  • Der Nutzen des Pain Trains ist stark Situationsabhängig, sodass man es sich nützlich sein kann die Nahkampfwaffe in der Mitte der Runde zu wechseln.


Schottischer Schädelspalter

Item icon Scotsman's Skullcutter.png


The Schottischer Schädelspalter reduces your movement speed and makes chasing enemies difficult, so pair it with the Chargin' Targe. It possesses the same melee range as the Eyelander, so use it in confined areas where enemies can't flee as easily.


Claidheamh Mòr

Item icon Claidheamh Mòr.png

Pair the Claidheamh Mòr with the Chargin' Targe to make use of the extra charging time. It will provide a significant amount of additional distance when chasing a foe. If you do not expect to be in a situation where you can acquire or make use of multiple heads, choose this sword over the Eyelander.


Ullapol'sche Stiel

Item icon Ullapool Caber.png

Even against clustered foes, you have other explosives which are better and are less likely to inflict self-damage. Thus, the Ullapol'sche Stiel is best used as a last resort. Although it deals severe damage, the explosion is likely to kill you along with your enemy. Using it alongside the Chargin' Targe can turn you into a living bomb.


Half-Zatoichi

Half-Zatoichi

Nutzen sie das Half-Zatoichi nur, wenn sie sich ganz sicher sind, dass sie ihr Ziel auch töten können. Die Heilung, die dieser Schwert ermöglicht, macht es vielleicht lohnenswert im Nahkampf zu kämpfen.

Des Expertens Waffen

The Expert's Ordnance

The weapons required for the set effect require you to be very precise when firing. Despite the increased fire resistance, you are still weak against enemy Pyros.


Template:Demoman Nav/de