Difference between revisions of "Anti-Demoman strategy"
(Striker guy, the Persuader itself doesn't cause the charge damage to skyrocket. it's the Splendid Screen that does htat. The other changes you added are ok though) |
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! class="header" colspan="1" width="800"| Anti-Demoman strategy | ! class="header" colspan="1" width="800"| Anti-Demoman strategy | ||
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− | | align="center" valign="center" style="padding:0.5em" | [[File:Demoman_badge_RED.png|40px]] [[Classes|Role]] | + | | align="center" valign="center" style="padding:0.5em" | [[File: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 keep close to avoid the majority of his damage. The Demoman is also one of the best classes for demolitions, and can wipe out most buildings with ease. | * 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 keep close to avoid the majority of his damage. The Demoman is also one of the best classes for demolitions, and can wipe out most buildings with ease. | ||
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− | | align="center" valign="center" style="padding:0.5em" | [[File:Leaderboard_class_medic.png|40px]] [[Health]] | + | | align="center" valign="center" style="padding:0.5em" | [[File:Leaderboard_class_medic.png|40px]] '''[[Health]]''' |
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* The Demoman has a base health of 175, so he can withstand a considerable amount of damage. Unless the situation is extreme, the Demoman is likely to stand his ground, rather than retreat. | * The Demoman has a base health of 175, so he can withstand a considerable amount of damage. Unless the situation is extreme, the Demoman is likely to stand his ground, rather than retreat. | ||
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* A Demoman carrying the [[Chargin' Targe]] or the [[Splendid Screen]] will have a large resistance to fire and explosive damage. He will be fully vulnerable to bullets and melee attacks, however. | * A Demoman carrying the [[Chargin' Targe]] or the [[Splendid Screen]] will have a large resistance to fire and explosive damage. He will be fully vulnerable to bullets and melee attacks, however. | ||
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− | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] [[Speed]] | + | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]''' |
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* The Demoman is slower than a majority of the classes, so he is not likely to chase you down unless he has the [[Chargin' Targe]] or the [[Eyelander]] with multiple heads, or unless you are at low health and are vulnerable. | * The Demoman is slower than a majority of the classes, so he is not likely to chase you down unless he has the [[Chargin' Targe]] or the [[Eyelander]] with multiple heads, or unless you are at low health and are vulnerable. | ||
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− | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]] | + | | align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]''' |
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* The Demoman is quite deadly when using his primary and secondary weapons, but the projectiles are fired in an arc, which can make it difficult to aim for some Demomen. Getting close to him and avoiding his projectiles will make it easier for you to kill him, and if he continues to use his explosives he might take major self-damage, giving you an advantage. | * The Demoman is quite deadly when using his primary and secondary weapons, but the projectiles are fired in an arc, which can make it difficult to aim for some Demomen. Getting close to him and avoiding his projectiles will make it easier for you to kill him, and if he continues to use his explosives he might take major self-damage, giving you an advantage. | ||
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== Weapon-specific == | == Weapon-specific == | ||
− | + | {{main|Weapons#Demoman|l1=Demoman weapons}} | |
A list of useful tidbits about the Demoman's tools, and how to counter them: | A list of useful tidbits about the Demoman's tools, and how to counter them: | ||
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== See also == | == See also == | ||
+ | * [[Sticky jump]] | ||
* [[Team strategy]] | * [[Team strategy]] | ||
Revision as of 03:11, 30 April 2014
“ | Yeah, next time, try two eyes!
Click to listen
— The Scout
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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 targeting the Demo. They also are highly susceptible to Weapon heckling - most effective as a Pyro. If you quickly ignite a Demoman, 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 explosives 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. Unfortunately, with the Splendid Screen equipped, the Demoman can use charge damage at any range, and then use an additional critical melee hit. This enables him to instantly kill almost any class, and makes him highly dangerous.) The best way to avoid this would be to interrupt his charge, or only attack when you are certain his charge is cooling down. 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
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/Bootlegger |
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Loose Cannon |
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Secondary
Trap weapons
- Stickybombs can be destroyed by bullets and melee attacks (the latter option is rarely advised). Shoot them before they explode to prevent or minimize damage.
- Firing an explosive or a compression blast around corners can dislodge enemy stickybombs, revealing them before it's too late.
- Demomen must often watch over the stickybomb traps they lay; focusing on the traps leaves them more vulnerable to ambush and long-distance attacks.
- Killing a Demoman will automatically remove all his stickybombs, which can greatly aid your team's attack or defense.
Weapon | Anti-Demoman strategy |
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Stickybomb Launcher / Festive Stickybomb Launcher |
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Scottish Resistance |
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Sticky Jumper |
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Charge Weapons
Instead of using a Stickybomb Launcher, the Demoman can employ a shield that gives him the ability to rush at opponents every 12 seconds, granting him a guaranteed critical hit near the end of the charge. The shield also provides the Demoman added resistance to certain types of damage.
- A Charge can be delayed or nullified by using weapons with Stun, Slowdown and/or Knockback.
- When a Demoman charges, he can only rush forward, with little ability to adjust his aim. Try dodging a charge by strafing from it, as backing up may not cover enough distance, especially if the Demoman is attacking with a weapon with increased range. You can also stand on or behind cover to prevent being struck.
- Charging makes a Demoman more vulnerable to headshots from the front.
Weapon | Anti-Demoman strategy |
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Chargin' Targe |
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Splendid Screen |
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Melee
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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See also
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