Difference between revisions of "Anti-Demoman strategy"
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| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Demoman_badge_RED.png|40px]] [[Classes|Role]] | | class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Demoman_badge_RED.png|40px]] [[Classes|Role]] | ||
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− | *The Demoman is strong on defense, so he may stay behind in the part the map he is defending, and not chase enemies as vigorously as other classes would. He is also particularly powerful in mid-range combat, so close in and you may have an advantage. | + | *The Demoman is strong on defense, so he may stay behind in the part the map he is defending, and not chase enemies as vigorously as other classes would. He is also particularly powerful in mid-range combat, so close in and you may have an advantage. |
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| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_medic.png|40px]] [[Health]] | | class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_medic.png|40px]] [[Health]] | ||
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==Melee Loadout== | ==Melee Loadout== | ||
− | Alternatively, a Demoman can charge around the battlefield with one of many dangerous melee weapons and a damage-reducing shield, which can be seen attached to his left arm if he has it in his loadout. When carrying the shield, the Demoman can use its charge ability to close a surprising distance in a short time and deal [[critical hit]] damage (keep in mind that a Crit from a Demoman's melee weapon will, depending on loadout, instantly kill any class apart from the Soldier and the Heavy, even when overhealed). If the Demoman completes a charge, or if he is stopped by use of explosives or movement-impairing attacks ([[slowdown]], [[stun]], [[compression blast]], etc.), he must wait for it to recharge before he can use it again. The turning power of the Demoman during a charge is also very limited, so the easiest choice for avoiding damage from him is to get out of his way. The best way to handle this style of Demoman is to attack him from a distance, try to evade or interrupt his charge attack, and take advantage of the recharge time between these attacks. Avoid engaging in hallways and other narrow areas that give you very little room to maneuver. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Be aware that a shield-carrying Demoman may also still carry a Grenade Launcher. Engaging at close range is not recommended. | + | Alternatively, a Demoman can charge around the battlefield with one of many dangerous melee weapons and a damage-reducing shield, which can be seen attached to his left arm if he has it in his loadout. When carrying the shield, the Demoman can use its charge ability to close a surprising distance in a short time and deal [[critical hit]] damage (keep in mind that a Crit from a Demoman's melee weapon will, depending on loadout, instantly kill any class apart from the Soldier and the Heavy, even when overhealed). If the Demoman completes a charge, or if he is stopped by use of explosives or movement-impairing attacks ([[slowdown]], [[stun]], [[compression blast]], etc.), he must wait for it to recharge before he can use it again. The turning power of the Demoman during a charge is also very limited, so the easiest choice for avoiding damage from him is to get out of his way. The best way to handle this style of Demoman is to attack him from a distance, try to evade or interrupt his charge attack, and take advantage of the recharge time between these attacks. Avoid engaging in hallways and other narrow areas that give you very little room to maneuver. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Be aware that a shield-carrying Demoman may also still carry a Grenade Launcher. Engaging at close range is not recommended. |
Try and bait the Demoman into activating his charge, and do whatever you can to avoid it: airblast him back, launch him into the air with your rockets or stun him with the Sandman. When he's helpless, backpedal out of his melee range and start blasting him. Your should be using a bullet weapon, as a Demoman with one of the shields has no bonus resistance to bullets, so these do normal damage. | Try and bait the Demoman into activating his charge, and do whatever you can to avoid it: airblast him back, launch him into the air with your rockets or stun him with the Sandman. When he's helpless, backpedal out of his melee range and start blasting him. Your should be using a bullet weapon, as a Demoman with one of the shields has no bonus resistance to bullets, so these do normal damage. | ||
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*Stickybombs can be destroyed by bullet-based weapons and melee weapons (the latter option is rarely advised). Shoot them before they all explode to prevent or minimize damage. | *Stickybombs can be destroyed by bullet-based weapons and melee weapons (the latter option is rarely advised). Shoot them before they all explode to prevent or minimize damage. | ||
− | *Using an explosive weapon or a compression blast around corners can dislodge enemy stickybombs, revealing them before it's too late. | + | *Using an explosive weapon or a compression blast around corners can dislodge enemy stickybombs, revealing them before it's too late. |
*Killing a Demoman will automatically remove all his stickybombs; taking out a Demoman using his Stickybomb Launcher can aid your team's attack or defense. | *Killing a Demoman will automatically remove all his stickybombs; taking out a Demoman using his Stickybomb Launcher can aid your team's attack or defense. | ||
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*The Scottish Resistance is not well suited for direct combat, but can be used to set up multiple traps. Be careful when you encounter the stickybombs of this weapon; they are likely not the only cluster you will have to deal with. | *The Scottish Resistance is not well suited for direct combat, but can be used to set up multiple traps. Be careful when you encounter the stickybombs of this weapon; they are likely not the only cluster you will have to deal with. | ||
− | *A Demoman using the Scottish Resistance is often heavily focused on his stickybombs; this makes him highly susceptable to ambush, either from behind or from long distances. | + | *A Demoman using the Scottish Resistance is often heavily focused on his stickybombs; this makes him highly susceptable to ambush, either from behind or from long distances. |
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sticky Jumper}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sticky Jumper}} | ||
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− | *Although the Sticky Jumper wasn't meant for gameplay, a creative Demoman might use this to get to higher grounds and ambush enemies with his other weapons. | + | *Although the Sticky Jumper wasn't meant for gameplay, a creative Demoman might use this to get to higher grounds and ambush enemies with his other weapons. |
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}} | ||
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Splendid Screen}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Splendid Screen}} | ||
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− | *The Splendid Screen gives a Demoman resistance to fire and explosion damage, though not as much as the Chargin' Targe. Still, damage him with bullets for maximum effectiveness. | + | *The Splendid Screen gives a Demoman resistance to fire and explosion damage, though not as much as the Chargin' Targe. Still, damage him with bullets for maximum effectiveness. |
*The Splendid Screen can deal impact damage at any range; keep your distance and try not to engage him in close combat, or else you may suffer a nasty surprise charge. | *The Splendid Screen can deal impact damage at any range; keep your distance and try not to engage him in close combat, or else you may suffer a nasty surprise charge. | ||
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<br>[[Eyelander]] / [[Horseless Headless Horsemann's Headtaker]]/ [[Nessie's Nine Iron]] | <br>[[Eyelander]] / [[Horseless Headless Horsemann's Headtaker]]/ [[Nessie's Nine Iron]] | ||
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− | *Demomen wielding this melee weapon gain a health and speed bonus upon every kill done by the weapon (known as "taking heads"), giving many the urge to try whatever they can to earn heads. When a Demoman pulls out this weapon, back up immediately, so that the extended melee range doesn't catch you off guard. | + | *Demomen wielding this melee weapon gain a health and speed bonus upon every kill done by the weapon (known as "taking heads"), giving many the urge to try whatever they can to earn heads. When a Demoman pulls out this weapon, back up immediately, so that the extended melee range doesn't catch you off guard. |
*Demomen will often use this weapon and a shield at the same time, to charge unsuspecting foes and kill them with the critical hit the charge can provide. Don't idle when these Demomen come into view. Try to strafe away from a charge, as backing up may not be enough to escape the extended range of the Demoman's weapon. | *Demomen will often use this weapon and a shield at the same time, to charge unsuspecting foes and kill them with the critical hit the charge can provide. Don't idle when these Demomen come into view. Try to strafe away from a charge, as backing up may not be enough to escape the extended range of the Demoman's weapon. | ||
*If caught within this weapon's range, it might be better to fight the Demoman than fleeing from him; the weapon's large melee range along with the possiblity the Demoman has collected heads makes escape futile. Being a Heavy, Soldier or Demoman does not help matters, either. | *If caught within this weapon's range, it might be better to fight the Demoman than fleeing from him; the weapon's large melee range along with the possiblity the Demoman has collected heads makes escape futile. Being a Heavy, Soldier or Demoman does not help matters, either. | ||
− | **As this weapon cannot perform random critical hits, you may have an advantage if you are forced into close combat with a Demoman wielding one (provided your weapon can randomly crit). | + | **As this weapon cannot perform random critical hits, you may have an advantage if you are forced into close combat with a Demoman wielding one (provided your weapon can randomly crit). |
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Scotsman's Skullcutter}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Scotsman's Skullcutter}} |
Revision as of 15:49, 26 September 2011
“ | Drunk on the battlefield ain't no way to be, son.
Click to listen
— The Engineer
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” |
The Demoman is a versatile class, sporting above-average health and devastating weaponry. When formulating tactics to use against another player, one can usually depend on the roles of most classes in the game not changing dramatically as a result of equipment loadout. The Demoman, however, is capable of two vastly different, loadout-dependent playstyles. A Demoman can opt for an explosive-oriented playstyle with a Stickybomb Launcher or a melee-oriented playstyle with a shield like the Chargin' Targe or the Splendid Screen. When engaging a Demoman, the difference between loadouts is big enough to make it just as critical to observe what he is carrying as it is to observe the class he is playing.
Contents
General
Attributes | Anti-Demoman strategy |
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Role |
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Health |
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Speed |
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Power |
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Explosive Loadout
With devastating weaponry that is capable of dealing high damage over a large area, it is generally best to engage the explosive-based Demoman at close range due to the nature of his weapons. While powerful, the Demoman's Grenade Launcher can be more difficult to aim than the weapons of other classes, and is hardest to aim when the enemy is not moving toward him in a straight line. The arming time required for his stickybombs gives him difficulty in immediate response, so catching him by surprise works greatly in your favor. Both weapons also require a relatively long time to reload. As a result of this loadout, he is usually very vulnerable at close range and is at risk of hurting himself with splash damage. Pursuing a Demoman who is equipped with a Stickybomb Launcher can be very dangerous, and requires careful consideration of whether he will or will not be able to kill you with a stickybomb trap in the area ahead.
Soldiers, Pyros and Scouts are the most likely to kill all but the most experienced Demomen. For one, Demomen are notoriously poor in the air; they can fire but their accuracy with the Grenade Launcher is hugely reduced, and their Sticky output becomes a lot more predictable. It is therefore in your advantage to do whatever you can in the air. Soldiers need only hit one direct rocket and maybe one more splash rocket, and they can finish the Demoman with their Shotgun- it never misses as long as your crosshair is targetting the Demo. They also are highly susceptible to Weapon heckling- most effective as a Pyro. If you quickly ignite a Demomen, he will instinctively turn to his Grenade Launcher to pelt you with explosives. Retreat and fire Shotgun shells at him. As he switches to his Sticky Launcher, switch to your Flamethrower and close in, reflecting his bombs back at him, and finish him. Scouts have even less trouble, as the Demoman's explosive are incredibly hard to aim; simply double (or triple if you have the Atomizer) jump over his head and fire repeatedly.
Melee Loadout
Alternatively, a Demoman can charge around the battlefield with one of many dangerous melee weapons and a damage-reducing shield, which can be seen attached to his left arm if he has it in his loadout. When carrying the shield, the Demoman can use its charge ability to close a surprising distance in a short time and deal critical hit damage (keep in mind that a Crit from a Demoman's melee weapon will, depending on loadout, instantly kill any class apart from the Soldier and the Heavy, even when overhealed). If the Demoman completes a charge, or if he is stopped by use of explosives or movement-impairing attacks (slowdown, stun, compression blast, etc.), he must wait for it to recharge before he can use it again. The turning power of the Demoman during a charge is also very limited, so the easiest choice for avoiding damage from him is to get out of his way. The best way to handle this style of Demoman is to attack him from a distance, try to evade or interrupt his charge attack, and take advantage of the recharge time between these attacks. Avoid engaging in hallways and other narrow areas that give you very little room to maneuver. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Be aware that a shield-carrying Demoman may also still carry a Grenade Launcher. Engaging at close range is not recommended.
Try and bait the Demoman into activating his charge, and do whatever you can to avoid it: airblast him back, launch him into the air with your rockets or stun him with the Sandman. When he's helpless, backpedal out of his melee range and start blasting him. Your should be using a bullet weapon, as a Demoman with one of the shields has no bonus resistance to bullets, so these do normal damage.
Weapon Specific
A list of useful tidbits about the Demoman's tools, and how to counter them:
Primary Weapons
Weapon | Anti-Demoman strategy |
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Grenade Launcher |
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Loch-n-Load |
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Ali Baba's Wee Booties |
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Secondary Weapons
Trap Weapons
- Stickybombs can be destroyed by bullet-based weapons and melee weapons (the latter option is rarely advised). Shoot them before they all explode to prevent or minimize damage.
- Using an explosive weapon or a compression blast around corners can dislodge enemy stickybombs, revealing them before it's too late.
- Killing a Demoman will automatically remove all his stickybombs; taking out a Demoman using his Stickybomb Launcher can aid your team's attack or defense.
Weapon | Anti-Demoman strategy |
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Stickybomb Launcher |
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Scottish Resistance |
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Sticky Jumper |
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Chargin' Targe |
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Splendid Screen |
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Melee Weapons
Weapon | Anti-Demoman strategy |
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Scotsman's Skullcutter |
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Claidheamh Mòr |
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Pain Train |
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Ullapool Caber |
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Half-Zatoichi |
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Persian Persuader |
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Class Set
Set | Anti-Demoman strategy |
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See also
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