Difference between revisions of "Basic Demoman strategy"
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− | The healing the Half-Zatoichi provides on a kill just might be worth fighting at melee range, especially since you can pair it with the Chargin' Targe or Splendid Screen. Try to ensure you can obtain a kill before unsheathing it; you don't want to be stuck Honorbound in melee combat against a stronger or faster foe. Unlike your other swords, the Half-Zatoichi has the standard melee range. | + | The healing the Half-Zatoichi provides on a kill just might be worth fighting at melee range, especially since you can pair it with the Chargin' Targe or Splendid Screen. The Tide Turner is an excellent choice for shield as well, as a kill will restore both your health and charge, keeping you alive and able to charge for as long as you have consistent kills. Try to ensure you can obtain a kill before unsheathing it; you don't want to be stuck Honorbound in melee combat against a stronger or faster foe. Unlike your other swords, the Half-Zatoichi has the standard melee range. |
===[[Persian Persuader]]=== | ===[[Persian Persuader]]=== |
Revision as of 04:21, 19 October 2014
“ | Ohh, I'm gonna beat ya so hard, you'll have a twitch!
Click to listen
— The Demoman
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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 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; he'll be in trouble if he engages a Scout or Pyro alone.
Primary weapons
Grenade Launcher + reskins
The Grenade Launcher fires powerful projectiles that deal explosive damage. Grenades travel in a heavy, arced trajectory; unless fired virtually upward, they're guaranteed to land before exploding and thus can be fired from behind cover. Although direct hits deal the most damage, grenades that don't immediately hit enemies will still bounce and explode after a certain amount of time. Thus, you can fire at a general area to effectively herd enemies, stop escapes, or downright kill foes 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.
Loch-n-Load
The Loch-n-Load rewards players who can score direct hits with greater damage output. Its projectiles travel faster than those of the Grenade Launcher, so you'll need to account for the changed trajectory. Its projectiles deal moderately more damage and are capable of taking out important targets, such as Sentry Guns, far more quickly. However, the Loch-n-Load's clip size is halved and its grenades shatter on surfaces, meaning that you cannot use it to suppress an area as easily as with the Grenade Launcher and cannot grenade jump. Additionally, the significantly increased self-damage makes the Loch-n-Load dangerous to use at close range.
Ali Baba's Wee Booties + reskins
Trading your Grenade Launcher for Ali Baba's Wee Booties will remove one of your sources of ranged damage, forcing you to rely on the Stickybomb Launcher for your main damage output. If you are also using the Chargin' Targe or Splendid Screen, you must dedicate yourself to melee combat and utilize the increased self-control when charging. The health bonus offered by the Booties can offset the negative aspects of melee weapons such as the Eyelander or Claidheamh Mòr.
Loose Cannon
The Loose Cannon fires cannonballs instead of grenades, which will not detonate upon contacting an enemy. Instead, cannonballs deal moderate damage and inflict knock back, which can be used to create distance and disrupt enemy movements. Cannonballs always explode 1 second after the fire button is pressed, but are not launched until the fire button is released. Thus, you can control the explosion timer by delaying when the projectiles fire. Timing a shot carefully to inflict both impact and explosive damage in quick succession will reward you with a guaranteed mini-crit. Cannonballs fired nearby can still be used to grenade jump, but overcharging the Loose Cannon will cause an explosion that damages yourself. Explosions after a cannonball touches a surface will only deal 50% damage, forcing you to rely on carefully timed shots to maximize damage.
B.A.S.E. Jumper
The B.A.S.E. Jumper allows you to deploy a parachute while in midair, slowing your descent. For general purposes, you can combine this with Sticky jumping to maintain a vertical advantage over opponents or travel further horizontally. Should you use a Stickybomb Launcher alongside the B.A.S.E. Jumper, you can freely plant a carpet of Stickybombs over a wide area as you float down. If you favor melee combat and use a shield, charging in midair lets you approach enemies from varying vertical angles. Although it keeps you in midair and attacking longer, try not to linger in the sights of enemies who appreciate slow targets, like the Heavy or Sniper. As with other utility items, taking the B.A.S.E. Jumper means having no Grenade Launcher, leaving you less effective at medium range.
Secondary weapons
Stickybomb Launcher + reskins
Stickybombs have a very large splash radius and deal excellent explosive damage, making it the perfect weapon for area denial. Stickybombs can be either fired and detonated in rapid succession to deal lower consistent damage, or placed as traps to instantly take out an unlucky enemy. If using the Stickybomb Launcher to lay traps, place the explosives in unexpected locations, such as around corners, above doorways, or even on ceilings. The Stickybomb Launcher is one of the best weapons for 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 around the battlefield swiftly. As planting more than eight Stickybombs destroys those that were planted earlier, firing more can allow you to strategically detonate individual ones.
Scottish Resistance
The Scottish Resistance can place up to fourteen Stickybombs that can each be manually detonated. However, the weapon's slower bomb arm time makes it less effective in direct combat. Thus, it is best suited to defensive gameplay, where there are multiple possible entrances to defend. Its ability to eliminate enemy Stickybombs and place several traps at once make it useful for controlling key areas. You can detonate your stickybombs in rapid succession by holding down the detonate key and swinging your view across all of your Stickybombs.
Chargin' Targe
Equipping the Chargin' Targe takes away the Demoman's trademark Stickybomb Launcher, turning him into a more melee-oriented class. The shield's charge ability can be used to quickly rush in and out of battle, while the guaranteed melee critical hit upon finishing the charge can deal heavy damage to an enemy. Because it is difficult to maneuver during a charge, predict where your target will be at the end and line yourself up accordingly. Additionally, the Chargin' Targe significantly increases your fire resistance and grants immunity to afterburn damage, evening the playing ground between you and the Pyro at close range. The Chargin' Targe's defensive bonuses do 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.
Sticky Jumper
While the Sticky Jumper is intended for harmless Sticky jumping practice, one of the main factors that restricts your Sticky jumping when using the standard Stickybomb Launcher is the high self-damage. While the Sticky Jumper is equipped, all self-damage that would be taken from your own Stickybombs is nullified. Without healing, you can make multiple Sticky jumps to rapidly cover massive distances for a particularly reckless playstyle. While your Stickybombs won't harm enemies, you still have your Grenade Launcher to deal reliable damage. Given the immense damage of standard Stickybombs, the Sticky Jumper is generally not as useful in serious combat.
Splendid Screen
When compared to the Chargin' Targe, the Splendid Screen allows you to utilize the charge's shield bash as a consistent, significant source of damage. However, it offers less than half of the Chargin' Targe's resistances and no afterburn immunity, leaving you slightly more vulnerable once your charge is expended. You can combo your shield bash immediately into a critical melee hit to instantly deal massive damage.
Tide Turner
The Tide Turner grants you full turning control during your charge, granting unparalleled melee capabilities. Additionally, kills while charging will instantly refill your charge meter, allowing you to rampage from enemy to enemy if you time your attacks well. Thus, take a bit of time to ensure that each of your charges results in a kill. When compared to your other shields, the Tide Turner has less resistances than the Chargin' Targe and its shield bash is weaker than the Splendid Screen.
Melee weapons
Bottle + reskins
At close range, you'll probably damage yourself if you use explosive weaponry. Thus, the Bottle is particularly useful when enemies are too close to reliably kill with the Grenade Launcher. Unlike your other melee weapons, the Bottle has no drawbacks, so equip it if you don't plan on engaging in melee combat often.
Eyelander + reskins
The Eyelander reduces your maximum health but comes with an extended attack range, allowing you to fight most enemies from outside the standard melee range. It works best with the Chargin' Targe or Splendid Screen, items which allow you to quickly enter and exit melee range. Additionally, slaying an enemy with the Eyelander will allow you to accumulate heads; each head slightly increases your maximum health and movement speed up to four times. Because dying will cause you to lose all of your heads, play conservatively; until you have a clear opportunity to decapitate an enemy, attack from range using your Grenade Launcher and stay near sources of health.
Pain Train
Only use the Pain Train when actively capturing control points or pushing Payload carts; the increased capture rate is useless when playing Capture the Flag or in any defensive scenario. If you have a reliable source of health, you can equip it when actively Sticky jumping around the map to give yourself the mobility and capture rate of the Scout.
Scotsman's Skullcutter
The Scotsman's Skullcutter passively reduces your movement speed but does significantly more damage compared to your other melee weapons. The reduction in speed makes chasing enemies difficult, so consider pairing it with one of your shields for maximum effectiveness. Note that due to the speed penalty, the total distance your charge covers will be reduced as well. The Skullcutter possesses the same melee range as the Eyelander, so it's best in confined areas, where enemies can't flee as easily.
Claidheamh Mòr
The Claidheamh Mòr shares the Eyelander's extended melee range but does not allow you to acquire heads upon decapitating an enemy. Its health penalty is less than that of the Eyelander, so choose this sword if you do not expect to be in a situation where you can acquire or make use of multiple heads. Always pair the Claidheamh Mòr with one of your shields to make use of the extra charging time, as it provides a significant amount of additional distance when chasing a foe.
Ullapool Caber
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 or Splendid Screen can turn you into a speeding explosive.
Half-Zatoichi
The healing the Half-Zatoichi provides on a kill just might be worth fighting at melee range, especially since you can pair it with the Chargin' Targe or Splendid Screen. The Tide Turner is an excellent choice for shield as well, as a kill will restore both your health and charge, keeping you alive and able to charge for as long as you have consistent kills. Try to ensure you can obtain a kill before unsheathing it; you don't want to be stuck Honorbound in melee combat against a stronger or faster foe. Unlike your other swords, the Half-Zatoichi has the standard melee range.
Persian Persuader
You'll want to use the Persian Persuader alongside the Chargin' Targe or Splendid Screen to make use of the increased charge recharge rate. Because it converts ammunition pickups into health, you'll only be able to restock at a Supply Cabinet. The Grenade Launcher burns through ammunition quickly, so you may consider using Ali Baba's Wee Booties and commiting to pure melee combat. Alternatively, use the Persian Persuader alongside the Stickybomb Launcher, which does not run out of ammunition as quickly as the Grenade Launcher.
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