Difference between revisions of "Anti-Demoman strategy"
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* The Grenade Launcher has a long reload time and a small clip. Attack the Demoman while he is reloading. | * The Grenade Launcher has a long reload time and a small clip. Attack the Demoman while he is reloading. | ||
* A Demoman's grenades can bounce over cover and around corners; narrow passageways are especially dangerous, given the grenades' splash radius. | * A Demoman's grenades can bounce over cover and around corners; narrow passageways are especially dangerous, given the grenades' splash radius. | ||
− | * Grenades travel slowly and in a wide arc, giving you time to dodge | + | * Grenades travel slowly and in a wide arc, giving you time to dodge or take cover. |
− | * If you cannot avoid the Grenade Launcher's damage, move | + | * If you cannot avoid the Grenade Launcher's damage, move closer so that the Demoman suffers from the explosions as well. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Loch-n-Load}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Loch-n-Load}} | ||
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− | * The Loch-n-Load has half the clip size of the Grenade Launcher | + | * The Loch-n-Load has half the clip size of the Grenade Launcher, forcing the Demoman to reload often and giving you more windows of opportunity. |
− | * Grenades fired from the Loch-n-Load do not explode if they | + | * The Loch-n-Load also has a faster projectile speed, putting slower classes at a disadvantage. |
− | + | * Grenades fired from the Loch-n-Load are extremely powerful but do not explode if they bounce off a wall or floor. Cover and random movement will decrease the chances of getting hit. | |
− | * The Loch-n-Load deals additional self-damage to the Demoman. | + | * The Loch-n-Load deals additional self-damage to the Demoman. At close range, there is a higher chance of the Demoman severely injuring or killing himself. |
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Ali Baba's Wee Booties|100px}}<br />'''[[Ali Baba's Wee Booties]] + reskins''' | | align="center" valign="center" style="padding:0.5em" | {{icon item|Ali Baba's Wee Booties|100px}}<br />'''[[Ali Baba's Wee Booties]] + reskins''' | ||
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− | * Ali Baba's Wee Booties give the wearer an extra 25 max health | + | * Ali Baba's Wee Booties give the wearer an extra 25 max health, allowing the Demoman to remain in combat longer. |
− | * | + | * The Booties require the Demoman to give up his Grenade Launcher, making him weaker at ranged combat. |
− | * The | + | * Check to see if the Demoman is holding a shield or not; this will let you determine if he has a Stickybomb Launcher or melee-only loadout. |
+ | * The Booties give the Demoman increased turning control when charging; remain in areas that offer plenty of room and obstacles to avoid a Demoman's charge. | ||
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Loose Cannon|100px}}<br />'''[[Loose Cannon]]''' | | align="center" valign="center" style="padding:0.5em" | {{icon item|Loose Cannon|100px}}<br />'''[[Loose Cannon]]''' | ||
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− | * Unlike the other Grenade Launchers, the Loose Cannon's cannonballs do not explode upon a direct hit with a player | + | * Unlike the other Grenade Launchers, the Loose Cannon's cannonballs do not explode upon a direct hit with a player and deal significantly less damage upon hitting a surface. |
− | * | + | * The Demoman needs to time the Loose Cannon's charge so that cannonballs explode on top of you. Unlike when dealing with his Grenade Launcher, moving to or away from him can affect his aim. |
− | * | + | * The Demoman may use the cannonball's knockback to push you away from your team or into a hazard. Position yourself accordingly to stop this from happening. |
− | + | * Avoid being hit by both the cannonball's impact and its explosion, as this results in bonus "Double Donk" damage. | |
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| align="center" valign="center" style="padding:0.5em" | | | align="center" valign="center" style="padding:0.5em" | | ||
{{Table icon|B.A.S.E. Jumper}} | {{Table icon|B.A.S.E. Jumper}} | ||
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− | *Demoman | + | * The Demoman trades in his Grenade Launcher to use the B.A.S.E. Jumper, allowing him to stay airborne longer but losing some direct combat capabilities. |
− | * | + | * If the Demoman is using the Stickybomb Launcher, beware of him carpet bombing you from the sky. |
+ | * If the Demoman has a shield equipped, watch out for him charging at you from elevated positions. | ||
+ | * Take advantage of how the B.A.S.E. Jumper slows the Demoman midair and snipe him down using an accurate weapon. | ||
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==== Trap weapons ==== | ==== Trap weapons ==== | ||
− | * Stickybombs can be destroyed by bullets and melee attacks (the latter option is rarely advised). | + | * Stickybombs can be destroyed by bullets and melee attacks (the latter option is rarely advised). If you come across a Stickybomb trap, shoot them before they explode to minimize damage. |
− | * Firing an explosive or a compression blast around corners can dislodge enemy | + | * 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 | + | * Demomen must often watch over the Stickybomb traps they lay; focusing on the traps leaves them more vulnerable to ambushes and long-distance attacks. |
− | * Killing a Demoman will automatically remove all his | + | * Killing a Demoman will automatically remove all his Stickybombs, which can instantly give your team some breathing room. |
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{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
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| align="center" valign="center" style="padding:0.5em" | {{Icon weapon|Stickybomb Launcher|100px}} <br />'''[[Stickybomb Launcher]] + reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Icon weapon|Stickybomb Launcher|100px}} <br />'''[[Stickybomb Launcher]] + reskins''' | ||
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− | * The Stickybomb Launcher is more difficult to use at close range due to the lengthy arming time | + | * The Stickybomb Launcher is more difficult to use at close range due to the lengthy arming time. |
− | * The Stickybomb Launcher has a very long reload time. | + | * The Stickybomb Launcher has a very long reload time. Attack the Demoman when he needs to reload. |
− | * | + | * Stickybombs are typically placed in hard-to-see spots as traps. Once the Demoman detonates them, your team has a prime opportunity to advance and overwhelm him. |
+ | * A Demoman may use the Stickybomb Launcher to fight directly at medium range. Move away from the blast radius and kill him between shots. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scottish Resistance}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Scottish Resistance}} | ||
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− | * The Scottish Resistance | + | * The Scottish Resistance can be used to set up multiple traps. If you encounter Stickybombs from this weapon, they are likely not the only cluster you will have to deal with. |
− | * | + | * A Demoman can see his Scottish Resistance Stickybombs through walls, allowing him to detonate individual traps even when he can't see them. |
− | + | * The Scottish Resistance is not suited for direct combat because of its Stickybombs' longer arming time. | |
− | * | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sticky Jumper}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Sticky Jumper}} | ||
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− | * A resourceful Demoman might use the Sticky Jumper to get reach higher ground | + | * A resourceful Demoman might use the Sticky Jumper to get reach higher ground or cover long distances to ambush enemies, all while remaining in good health. |
− | * | + | * A Demoman with the Sticky Jumper can retreat as quickly as he arrives. If he lays Stickybombs as if to retreat, weaken him enough so that fall damage can kill him. |
+ | * A Demoman with the Sticky Jumper will still have access to the Grenade Launcher and good melee weapons, so expect a decent fight. | ||
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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. | 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]]. | * 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 | + | * When a Demoman charges, he can only rush forward. Dodge the charge by strafing to the side or around cover, as backing up may not create enough distance. |
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{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Chargin' Targe}} | ||
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− | * The Chargin' Targe gives the Demoman resistance to fire and explosion damage, and immunity to afterburn. If possible, use bullets on him | + | * The Chargin' Targe gives the Demoman resistance to fire and explosion damage, and immunity to afterburn. If possible, use bullets on him or attack from outside his melee range. |
− | * If you cannot avoid a charge, move up close and end the charge early, before the Demoman travels far enough to bash you with the Chargin' Targe and land a | + | * If you cannot avoid a charge, move up close and end the charge early, before the Demoman travels far enough to bash you with the Chargin' Targe and land a Critical Hit with his melee weapon. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Splendid Screen}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Splendid Screen}} | ||
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* The Splendid Screen doesn't provide as much resistance to fire and explosions as the Chargin' Targe does. Still, damage him with bullets for maximum effectiveness. | * The Splendid Screen doesn't provide as much resistance to fire and explosions as the Chargin' Targe does. Still, damage him with bullets for maximum effectiveness. | ||
− | * The Splendid Screen can deal impact damage at any range; try not to engage him in close combat | + | * The Splendid Screen can deal impact damage at any range; try not to engage him in close combat at all. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tide Turner}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Tide Turner}} | ||
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<br />'''[[Bottle]] + reskins''' | <br />'''[[Bottle]] + reskins''' | ||
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− | * A Demoman | + | * A Demoman may resort to his Bottle at close range, where his other weapons can damage himself. Since his movement speed is below average, most classes will have an easy time outrunning the Demoman while retaliating with ranged weapons. |
+ | * In close quarters, the Demoman's slightly slow speed does not hinder him greatly, especially when combined with his above average health. | ||
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Eyelander|100px}} <br />'''[[Eyelander]] + reskins''' | | align="center" valign="center" style="padding:0.5em" | {{icon item|Eyelander|100px}} <br />'''[[Eyelander]] + reskins''' | ||
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− | * Kill | + | * Kill an Eyelander-wielding Demoman from a distance as soon as possible; if left unchecked, they may ambush unaware teammates and become faster and sturdier with each head they take. |
− | * Demomen will often use the Eyelander with a shield, to rush unsuspecting foes and kill them with the critical hit the charge can provide. | + | * Demomen will often use the Eyelander with a shield, to rush unsuspecting foes and kill them with the critical hit the charge can provide. Strafe away from a charge, as backing up may not be enough to escape the extended melee range of this weapon. |
− | * If a Demoman using the Eyelander forces you into close combat, fighting back may be more beneficial than trying to escape; the weapon's range, its kill bonus, and | + | * If a Demoman using the Eyelander forces you into close combat, fighting back may be more beneficial than trying to escape; the weapon's range, its kill bonus, and his shield's charge ability often make retreat impossible. |
− | * Because of the added bonus with each head the Demoman takes with the Eyelander, he will sometimes be willing to do | + | * Because of the added bonus with each head the Demoman takes with the Eyelander, he will sometimes be willing to do anything to earn heads. Consider luring the Demoman into traps. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scotsman's Skullcutter}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Scotsman's Skullcutter}} | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Claidheamh Mòr}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Claidheamh Mòr}} | ||
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− | * A Demoman wielding the Claidheamh Mòr will likely equip a shield as well, to make use of the weapon's only positive attribute | + | * A Demoman wielding the Claidheamh Mòr will likely equip a shield as well, to make use of the weapon's only positive attribute of extending charges by half a second. It becomes even more important to strafe or take cover from a charging Demoman. |
* Unlike the Eyelander, the Claidheamh Mòr only subtracts 15 from a Demoman's max health. Take note of the increased survivability. | * Unlike the Eyelander, the Claidheamh Mòr only subtracts 15 from a Demoman's max health. Take note of the increased survivability. | ||
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* The Demoman suffers 10% more damage from bullets while the Pain Train is in his loadout. Use weapons that fire bullets for extra damage. | * The Demoman suffers 10% more damage from bullets while the Pain Train is in his loadout. Use weapons that fire bullets for extra damage. | ||
− | * | + | * Even without the Pain Train, a Demoman can sticky jump onto a capture point and try to take it. Be prepared if you see a Demoman flying through the air past your team. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ullapool Caber}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Ullapool Caber}} | ||
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− | * The Ullapool Caber explodes on contact with the world along with enemies. | + | * The Ullapool Caber explodes on contact with the world along with enemies. Stay well away from a Demoman wielding this, as its huge explosion damage can damage you even if the Demoman hits a nearby surface instead. |
− | * | + | * Do not cluster near teammates in close quarters, as this and the Demoman's other explosive weapons can punish you all. |
− | * If you cannot avoid being struck by | + | * A Demoman might use the Ullapool Caber as a suicidal last resort; kill him before he reaches you. |
− | * Pairing the Ullapool Caber with a shield allows a Demoman to create deadly ambushes in open spaces. | + | * If you cannot avoid being struck by the Ullapool Caber, do as much damage as you can before he hits you so that he dies from the blast or resulting fall damage. |
+ | * Pairing the Ullapool Caber with a shield allows a Demoman to create deadly ambushes in open spaces. As always, dodge to the side to avoid his charge. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}} |
Revision as of 01:28, 25 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
A Demoman with an explosive loadout is capable of dealing high damage over a large area. Due to the nature of his weapons, it is best to engage him at close range, something the Scout, Soldier, or Pyro excels at. While powerful, the Demoman's Grenade Launcher can be more difficult to aim than other weapons. The arming time required for his Stickybombs makes it difficult for him to respond to an attack immediately, so catching him by surprise works greatly in your favor. Both weapons also require a relatively long time to reload. As a result, he is at risk of hurting himself with splash damage when at close range. 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.
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 is carrying one. When equipped with a shield, the Demoman can use its charge ability to close a surprising distance in a short time and deal critical hit damage, dealing massive damage to any class. It is best to dodge or interrupt the charge, then attack from range while it is on cooldown. Many Demoman melee weapons also feature an extended range, skewing the odds of a melee fight in his favor. Stay in open areas where you have room to maneuver; this will give additional leeway for avoiding both his Grenade Launcher and melee attacks. Bullet-based weapons work best against this sort of Demoman, as none of his shields reduce bullet 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). If you come across a Stickybomb trap, shoot them before they explode to 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 ambushes and long-distance attacks.
- Killing a Demoman will automatically remove all his Stickybombs, which can instantly give your team some breathing room.
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. Dodge the charge by strafing to the side or around cover, as backing up may not create enough distance.
Weapon | Anti-Demoman strategy |
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Chargin' Targe |
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Splendid Screen |
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Tide Turner |
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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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See also
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