Difference between revisions of "Anti-Demoman strategy"
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'''The Scout:''' | '''The Scout:''' | ||
− | In terms of [[6v6]], the [[Scout]] is a Demoman's biggest threat, especially on mid-fights due to Scouts being able to arrive before your | + | In terms of [[6v6]], the [[Scout]] is a Demoman's biggest threat, especially on mid-fights due to Scouts being able to arrive before your team's Soldiers can deal with them. Making [[Demoman]] also heavily reliant on his team's Scouts to defend him and attack the enemy Demoman while they try to do the same. |
The Scout is very fast and mobile and his ability to excel at dodging allows him to counter act his low health pool. Due to the high speeds of a Scout this leaves the usual 'explosive load-out Demoman' with a significant disadvantage, this is because of the Demoman's weapons as they have '''long reload intervals''', '''arcs''' making it harder to aim and the '''long set-up times''' such as the delay in the sticky-bombs and the time for a grenade to explode. Overall making the perfect prey for a Scout. However, Scouts are suspectable to hidden sticky traps. | The Scout is very fast and mobile and his ability to excel at dodging allows him to counter act his low health pool. Due to the high speeds of a Scout this leaves the usual 'explosive load-out Demoman' with a significant disadvantage, this is because of the Demoman's weapons as they have '''long reload intervals''', '''arcs''' making it harder to aim and the '''long set-up times''' such as the delay in the sticky-bombs and the time for a grenade to explode. Overall making the perfect prey for a Scout. However, Scouts are suspectable to hidden sticky traps. | ||
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'''The Soldier''' | '''The Soldier''' | ||
The [[Soldier]] is also a great ambushing class, his ability to rocket jump can allow him to "air-ambush" enemies and also allows him to get to spots not even Scouts can get too. His projectiles are also much easier to aim than a Demoman's as they don't '''arc''' and explode on contact with objects too, letting him deal more reliable splash damage. The Soldier also has a 25+ health advantage but moves slightly slower than a Demoman. Overall, if planned correctly a Soldier can easily kill a alone Demoman. However, due to a Soldiers slow speed, it leaves him more suspectable to spam than it would be to a Scout for instance. | The [[Soldier]] is also a great ambushing class, his ability to rocket jump can allow him to "air-ambush" enemies and also allows him to get to spots not even Scouts can get too. His projectiles are also much easier to aim than a Demoman's as they don't '''arc''' and explode on contact with objects too, letting him deal more reliable splash damage. The Soldier also has a 25+ health advantage but moves slightly slower than a Demoman. Overall, if planned correctly a Soldier can easily kill a alone Demoman. However, due to a Soldiers slow speed, it leaves him more suspectable to spam than it would be to a Scout for instance. | ||
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== See also == | == See also == | ||
* [[Sticky jump]] | * [[Sticky jump]] |
Revision as of 18:36, 11 June 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, you can usually depend on the roles of most classes not dramatically changing. This does not apply to the Demoman, who can opt for an explosive-oriented playstyle with a Stickybomb Launcher or a melee-oriented playstyle with a shield like the Chargin' Targe. Each style has its own evident strengths and weaknesses, so pay attention to his loadout to avoid being caught off guard
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. With the explosive load-out, the Demoman uses "indirect combat" to deal extreme amounts of damage, making this load-out perfect for destroying slow or stationary targets such as Sentry Guns and Heavies due to the high damage and the compensation for the slow arming time. However this makes the Demoman more suspectable to fast moving targets such as Scouts.
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 to avoid juggling the 'melee orientated' Demoman when you have noticed he has not used his charge as he can easily charge in your direction even in mid-air and close the distance between you two.
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
Primary
Weapon | Anti-Demoman strategy |
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Grenade Launcher + reskins |
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Loch-n-Load |
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Ali Baba's Wee Booties + reskins |
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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 + reskins |
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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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Eyelander + reskins |
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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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Anti-Demoman classes
Although it mostly depends on skill, some classes are designed to have an advantage over others, many classes have an advantage over a Demoman, as well as others having a disadvantage against him. Lets look at the ones who have an advantage over a Demoman:
The Scout: In terms of 6v6, the Scout is a Demoman's biggest threat, especially on mid-fights due to Scouts being able to arrive before your team's Soldiers can deal with them. Making Demoman also heavily reliant on his team's Scouts to defend him and attack the enemy Demoman while they try to do the same.
The Scout is very fast and mobile and his ability to excel at dodging allows him to counter act his low health pool. Due to the high speeds of a Scout this leaves the usual 'explosive load-out Demoman' with a significant disadvantage, this is because of the Demoman's weapons as they have long reload intervals, arcs making it harder to aim and the long set-up times such as the delay in the sticky-bombs and the time for a grenade to explode. Overall making the perfect prey for a Scout. However, Scouts are suspectable to hidden sticky traps.
The Pyro The Pyro is an 'ambush' based class, meaning he normally would catch his enemies off-guard, Demoman, unlike some other classes, is at a disadvantage if he isn't prepared with a sticky bomb trap to kill close-quarter enemies like Scouts. Additionally, the Pyro has the 'airblast' ability allowing him to push away projectiles including sticky bombs and grenade pipes meaning that a skilled Pyro can render a Demoman useless, making Pyro extremely dangerous to a Demoman and his Medic buddy with a Kritzkrieg charge as both can be instantly killed by the reflected "critically charged pipes". A Pyro can also airblast called-out sticky bomb traps which leaves the Demoman vulnerable to attacks off-guard, you can also kill a Demoman with his own sticky bomb trap.
The Soldier The Soldier is also a great ambushing class, his ability to rocket jump can allow him to "air-ambush" enemies and also allows him to get to spots not even Scouts can get too. His projectiles are also much easier to aim than a Demoman's as they don't arc and explode on contact with objects too, letting him deal more reliable splash damage. The Soldier also has a 25+ health advantage but moves slightly slower than a Demoman. Overall, if planned correctly a Soldier can easily kill a alone Demoman. However, due to a Soldiers slow speed, it leaves him more suspectable to spam than it would be to a Scout for instance.
See also
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