Difference between revisions of "Demoman (competitive)"
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Once the mid fight is over, if a team has lost, a Demoman will usually stick with his team and try to hold a chokepoint. This option allows the team's Medic to build his [[ÜberCharge (competitive)|ÜberCharge]], and buy time to allow key players who were killed during the mid fight to respawn. The Demoman's primary weapons, especially the Sticky bomb launcher, are ideal for holding chokepoints, allowing him to keep an enemy team occupied with spam and block off a route. | Once the mid fight is over, if a team has lost, a Demoman will usually stick with his team and try to hold a chokepoint. This option allows the team's Medic to build his [[ÜberCharge (competitive)|ÜberCharge]], and buy time to allow key players who were killed during the mid fight to respawn. The Demoman's primary weapons, especially the Sticky bomb launcher, are ideal for holding chokepoints, allowing him to keep an enemy team occupied with spam and block off a route. | ||
− | == KOTH == | + | === KOTH === |
King of the Hill maps are much smaller than 5 CP maps, so Demomen will most likely arrive at the Mid with the rest of their teams. Anyway, most of 5 CP map tactics still aply to KOTH, but due to small size of the map and longer Mid fights Demoman should always join the battle buffed by Medic. | King of the Hill maps are much smaller than 5 CP maps, so Demomen will most likely arrive at the Mid with the rest of their teams. Anyway, most of 5 CP map tactics still aply to KOTH, but due to small size of the map and longer Mid fights Demoman should always join the battle buffed by Medic. | ||
Revision as of 13:42, 8 December 2010
The community competitive scene changes frequently. Some or all info may be outdated.
Demoman (oftentimes shortened to "demo") is a core member of the standard competitive lineup, valued for his damage output and area denial capabilities.
Contents
Information
Health
Health State | Max Health | Overheal Max | Pill Bottle | First Aid Tin |
---|---|---|---|---|
Normal | 175 hit points | 260 hit points | +36 hit points | +88 hit points |
Eyelander (0 heads) | 150 hit points | 225 hit points | +31 hit points | +75 hit points |
Eyelander (1 head) | 165 hit points | 245 hit points | +34 hit points | +83 hit points |
Eyelander (2 heads) | 180 hit points | 270 hit points | +37 hit points | +90 hit points |
Eyelander (3 heads) | 195 hit points | 290 hit points | +40 hit points | +98 hit points |
Eyelander (4+ heads) | 210 hit points | 315 hit points | +43 hit points | +105 hit points |
Speed
Movement State | Running | Backpedaling | Swimming | Crouching |
---|---|---|---|---|
Normal | 93.33% (280 u/s) | 84% (252 u/s) | 74.67% (224 u/s) | 31.11% (93.33 u/s) |
Skullcutter equipped | 79.33% (238 u/s) | 71.4% (214.20 u/s) | 63.46% (190.40 u/s) | 26.44% (79.33 u/s) |
Eyelander (1 head) | 100.83% (302.5 u/s) | 90.75% (272.25 u/s) | 80.67% (242 u/s) | 33.61% (100.83 u/s) |
Eyelander (2 heads) | 108.27% (324.80 u/s) | 97.44% (292.32 u/s) | 86.61% (259.84 u/s) | 36.11% (108.33 u/s) |
Eyelander (3 heads) | 115.73% (347.20 u/s) | 104.16% (312.48 u/s) | 92.59% (277.76 u/s) | 38.58% (115.73 u/s) |
Eyelander (4+ heads) | 123.2% (369.6 u/s) | 110.88% (332.64 u/s) | 98.56% (295.68 u/s) | 41.07% (123.2 u/s) |
Targe Charge (normal) | 250% (750 u/s) | - | - | - |
Targe Charge (Skullcutter) | 212.5% (637.50 u/s) | - | - | - |
Speeds written in "u/s" refer to in-game units per second. When running in a certain direction causes slowness, rapidly switching between diagonals usually improves speed.
Weapons
# | Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|---|
1 | Grenade Launcher |
Collide: 91-110 Roller: 35-65 Collide Backlash: 42-80 Roller Backlash: 25-50 |
Collide Crit: 280-333 Roller Crit: 100-194 Collide Minicrit: 122-144 Roller Minicrit: 47-88 |
Attack: 0.6s Reload Start: 1.24s Reload More: 0.6s Explosion Wait: 2.28s |
Has no damage ramp-up or falloff. Ricochet directions are random even with disablespread on. |
2 | Sticky Launcher |
Point-Blank: 68-142 512u: 60-118 1024u+: 32-62 Backlash: 45-88 |
Critical: 180-354 Point-Blank Minicrit: 92-191 512u+ Minicrit: 81-159 |
Attack: 0.6s Reload Start: 0.77s Reload More: 0.67s Sticky Initialize: 0.92s |
Stickies stop getting falloff and ramp-up after 5 seconds of life. Stickies can be destroyed with non-explosive weapons and SR stickies. Stickies can be pushed with other explosive weapons and airblast. Effective for sticky jumping. |
Scottish Resistance |
Point-Blank: 68-142 512u: 60-118 1024u+: 32-62 Backlash: 45-88 |
Critical: 180-354 Point-Blank Minicrit: 92-191 512u+ Minicrit: 81-159 |
Attack: 0.6s Reload Start: 0.77s Reload More: 0.67s Sticky Initialize: 0.92s |
Stickies stop getting falloff and ramp-up after 5 seconds of life. Stickies can be destroyed with non-explosive weapons and SR stickies. Stickies can be pushed with other explosive weapons and airblast. Effective for sticky jumping. | |
Sticky Jumper |
All: 0 | All: 0 | Attack: 0.6s Reload Start: 0.77s Reload More: 0.67s Sticky Initialize: 0.92s |
Banned in most leagues for acquisition time. Stores 48 reserve ammo instead of 24. Stickies can be destroyed with non-explosive weapons and SR stickies. Stickies can be pushed with other explosive weapons and airblast. Effective for sticky jumping. Reduces wielder's max health by 75. | |
Chargin' Targe |
Shield Bash: 50+10x | Mini-Crit Bash: 68+13.5x | Charge: ~2s Refill: 10s |
x = number of Eyelander heads collected, max 5. Charges at 750 u/s (637.5 with Skullcutter); does bash damage at end. Grants 50% fire resist and 50% blast resist. Charging gives melee Mini-Crits at 1/6 charge and Crits at 1/2 charge. | |
3 | Bottle |
Melee: 65 | Critical: 195 Minicrit: 88 |
Attack: 0.8s | Completely standard melee weapon. |
Eyelander |
Melee: 65 | Critical: 195 Minicrit: 88 |
Attack: 0.8s | Changes health based on heads collected (see above). Move speed changes based on heads collected (see above). | |
Pain Train |
Melee: 65 | Critical: 195 Minicrit: 88 |
Attack: 0.8s | Gives user double capture rate (like Scout). Increases taken damage from hitscan by 10%. | |
Skullcutter |
Melee: 78 | Critical: 234 Minicrit: 105 |
Attack: 0.8s | Decreases movement speed by 15% (see above). |
- "u" stands for "units of distance." "+" stands for "or more." "s" stands for "seconds." "Reload Start" refers to how long it takes for 1 ammo to be reloaded after beginning to reload, and "Reload More" refers to how long it takes for each additional ammo to reload after the first. Damages and times are approximate and determined by community testing.
Usage
Demo is one of two classes (the other being Medic) limited to 1 per team in all major leagues, largely because of his ability to spam and deny chokes. Because of how useful he is in these areas, demo is played the entire round on both teams in almost all games regardless of strategy or team lineup (again, similarly to Medic).
Common Tactics
There are two great benefits a Demoman can provide to his team: Damage and Area denial. Both of the Demoman's primary weapons, the Grenade Launcher and the Sticky Bomb Launcher, have absurdly high damage outputs. The Sticky Bomb Launcher in particular possesses the ability to inflict massive amounts of damage to enemies reliably and efficiently. In addition, the Demoman's Sticky Bomb Launcher is capable of completely stopping an enemy advance from one direction, forcing them to take another route, waste time destroying the stickies, or risk losing a key player. Because a team's Demoman is perhaps the best class for these two roles, a team should try to keep their Demoman alive as much as possible. If the team is nearby, it can provide protection from the enemy Scouts.
5-CP Push Strategies
A skilled Demoman can be the first player to arrive at the mid point of some 5-CP maps. His Sticky jumping technique allows him to travel more quickly than even the Scouts on these maps, provided that he receives enough healing from his team's Medic. If a team's Demoman is fast enough, he should use the extra time to seal off the enemy team's path with stickies, forcing them to waste valuable time and giving his own team a significant advantage in the fight for the center point. A Demoman arriving quickly to the middle point should beware of Scouts, as they will arrive at the mid point around the same time that he does, before the team's Soldiers can help him fend them off. During the mid fight, a Demoman can contribute greatly to the team's ability to spam projectiles at the enemy. Grenades from the Demoman's Grenade Launcher will deal significant damage and present a threat to the enemy team even if the Demoman does not land a direct hit, and a few sticky bombs will force the enemy to either retreat or suffer massive damage. If the opportunity arises, aggressive Demomen have the option of sticky-jumping over the enemy, planting sticky bombs along the way and using his weapons to deal massive damage to the enemy team, usually aiming to kill the enemy Medic. While often a risky tactic that places the Demoman in the midst of the enemy team, in the right situation, this technique can cripple an enemy team due to the Demoman's high damage output. Once the mid fight is over, if a team has lost, a Demoman will usually stick with his team and try to hold a chokepoint. This option allows the team's Medic to build his ÜberCharge, and buy time to allow key players who were killed during the mid fight to respawn. The Demoman's primary weapons, especially the Sticky bomb launcher, are ideal for holding chokepoints, allowing him to keep an enemy team occupied with spam and block off a route.
KOTH
King of the Hill maps are much smaller than 5 CP maps, so Demomen will most likely arrive at the Mid with the rest of their teams. Anyway, most of 5 CP map tactics still aply to KOTH, but due to small size of the map and longer Mid fights Demoman should always join the battle buffed by Medic.
Attack-Defend Strategies
Due to the minute of setup time that exists before a round on an Attack/defend map, the defending Demoman can plant sticky bombs and score a pick or two on a careless team right when the round starts, which can easily add a minute to a team's Stopwatch time if he kills the Medic. The defending Demoman will find it much easier to set up deadly sticky bomb straps, as the defending team controls the entire map at the start of each round. The offensive Demoman is a key player, as defending teams on Attack/defend maps often run static or slow-moving defenders, such as Sentry Guns and Heavies. These defenders are very vulnerable to spam, as they are unable to avoid explosives sent at them by a Demoman. Demomen with sufficient support from their teammates are also quite adept at clearing Control points of enemies.
Capture-the-Flag Strategies
Demoman can be extremely valuable players for both attacking and defending the Intelligence in a Capture-the-flag game. Sticky bomb traps surrounding the Intelligence can prevent enemy Scouts from touching it and resetting the timer, allowing a team to return the Intelligence to their base much more easily. In addition, Engineers are not an uncommon sight in a competitive CTF game, making the Demoman's destructive capabilities a valuable asset in attacking the enemy's Intelligence room. In fact, a team's Demoman is the most common ÜberCharge target when the team pushes into the enemy Intelligence room, due to his ability to easily take out a Sentry Gun. If a team's Demoman picks up the enemy Intelligence himself, he should either drop it (default key "l") and allow a less easily harassed team member to take it back to the Intelligence room, or, if there appear to be no enemies around to attack him on his way back, utilize his ability to sticky jump to quickly reach his team's Intelligence room.
See also
- Demoman weapons (competitive)
- Spam (competitive)
- Defense (competitive)
- Demoman
- Classes (competitive)
- Standard competitive lineup
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