Difference between revisions of "Basic Demoman strategy"
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− | The Demoman is a hardy class that specializes in indirect combat and area denial. His explosive weapons possess some of the highest damage output in the game and can be used to attack opponents from behind obstacles. His [[Stickybomb Launcher]] can be used to set traps and easily destroy [[Engineer]] buildings. [[Sticky jump]]ing allows him to cover large distances quickly and reach unpredictable places. However, the Demoman is most vulnerable at close range, where his weapons are more difficult to aim and can inflict self-damage; he'll be in trouble if he engages a Scout or Pyro alone. | + | The Demoman is a hardy class that specializes in indirect combat and area denial. His explosive weapons possess some of the highest damage output in the game and can be used to attack opponents from behind obstacles.His [[Grenade Launcher]] can be used to destory hidden enemies and sentries by bouncing the grenades creativly off the walls. Also, the [[Grenade launcher]] does very huge damage if being shot at directly. His [[Stickybomb Launcher]] can be used to set traps and easily destroy [[Engineer]] buildings. [[Sticky jump]]ing allows him to cover large distances quickly and reach unpredictable places. However, the Demoman is most vulnerable at close range, where his weapons are more difficult to aim and can inflict self-damage; he'll be in trouble if he engages a Scout or Pyro alone. |
Revision as of 08:15, 26 June 2011
The Demoman is a hardy class that specializes in indirect combat and area denial. His explosive weapons possess some of the highest damage output in the game and can be used to attack opponents from behind obstacles.His Grenade Launcher can be used to destory hidden enemies and sentries by bouncing the grenades creativly off the walls. Also, the Grenade launcher does very huge damage if being shot at directly. His Stickybomb Launcher can be used to set traps and easily destroy Engineer buildings. Sticky jumping allows him to cover large distances quickly and reach unpredictable places. However, the Demoman is most vulnerable at close range, where his weapons are more difficult to aim and can inflict self-damage; he'll be in trouble if he engages a Scout or Pyro alone.
Primary Weapons
Grenade Launcher
Grenades launch to the right of the crosshair, so lead to the left to compensate. Although direct hits deal the most damage, grenades that bounce on the ground will still explode after a certain amount of time; firing at a general area can stop an escape or kill a foe at extreme range. If you want to conserve health for a smaller explosive jump, fire a grenade into a corner, then jump on top of it to propel yourself upwards.
Loch-n-Load
The Loch-n-Load rewards players who can score direct hits with greater damage output. However, because the clip size is so low and the grenades shatter on surfaces, you cannot use it to suppress an area as easily as with the Grenade Launcher. Continue to keep a distance from your foes, as you'll find that the increased self-damage is very significant.
Ali Baba's Wee Booties
Trading in your Grenade Launcher for these boots means if you are wielding the Chargin' Targe or the Splendid Screen, you must fully dedicate yourself to melee combat. In return, the increased turning makes charging much more maneuverable and accurate. This accompanied with the Splendid Screen and the Persian Persuader makes offensive charging more deadly. You can also use this with the Stickybomb Launcher and take advantage of its health bonus.
Secondary Weapons
Stickybomb Launcher
Stickybombs have a very large splash radius and deal excellent damage. Firing and detonating Stickybombs rapidly can turn the Stickybomb Launcher into your primary weapon. Use this weapon to place Sticky traps in unexpected locations, such as around corners, above doorways, or even on ceilings. This is the weapon you'll want to use when dealing with Sentry Guns, as detonating multiple Stickybombs at one time will prevent the Engineer from performing any repairs. Additionally, you can use Stickybombs to sticky jump to the battlefield very quickly. As planting more than eight Stickybombs destroys those that were planted earlier, firing more can allow you to strategically detonate individual ones.
Sticky Jumper
Unlike the Soldier's Rocket Jumper, the Sticky Jumper is a little more viable in normal gameplay, even if equipping it does significantly increase the damage you take. One of the main factors that restricts your Sticky jumping is the high self-damage all of your explosive weapons inflict. The Sticky Jumper nullifies this, allowing you to use up to eight Stickybombs to rapidly cover massive distances. This allows for a particularly reckless playstyle, especially when paired with the Ullapool Caber. While your Stickybombs won't harm enemies, you still have your Grenade Launcher to deal reliable damage. Still, given the immense power of standard Stickybombs, the Sticky Jumper is not meant for serious combat.
Scottish Resistance
The Scottish Resistance is best suited to defensive gameplay. Use it to eliminate enemy Stickybombs and set multiple sticky traps for maximum area control. The weapon's slower bomb arm time makes it less effective in direct combat, however. While you cannot detonate all of your Stickybombs at once, you can detonate them in rapid succession by holding down the detonate key and swinging your view across all of your Stickybombs.
Chargin' Targe
The Chargin' Targe turns the Demoman into a more melee-oriented class. Use it to quickly rush in or out of battle and catch foes off guard. The guaranteed melee critical hit can be used to instantly eliminate a dangerous enemy. Because you cannot change direction during a charge, predict where your target will be at the end and line yourself up accordingly. Charging still does not make you invincible, however, especially against tough classes like the Soldier or Heavy. You are still vulnerable to bullets and any source of knock back will immediately cancel your charge.
Splendid Screen
The Splendid Screen allows you to utilize charging as a means of damage, at the cost of half the damage reduction from the Chargin' Targe. A charge followed by a regular melee attack is just enough to kill a non-overhealed Medic. Use this with the Persian Persuader to use your charge more often and the Booties to increase your charge accuracy.
Melee Weapons
Bottle / Frying Pan / Saxxy
At close range, you'll probably damage yourself if you use explosive weaponry. Use the Bottle when enemies are too close to reliably kill with the Grenade Launcher. Unlike your other melee weapons, the Bottle has no drawbacks, so use it if you don't plan on engaging in melee combat often.
Eyelander / Horseless Headless Horsemann's Headtaker
You should not use the Eyelander without also using the Chargin' Targe. Its longer melee range lets you excel in melee combat. However, until you have a clear opportunity to decapitate an enemy, attack from range using your Grenade Launcher to reduce the chance of dying and losing your accumulated heads.
Pain Train
Only use the Pain Train when actively capturing objectives; it is useless when playing Capture the Flag or in any defensive scenario. If you have a reliable source of health, you can equip it when actively Sticky jumping around the map to give yourself the mobility and capture rate of the Scout.
Scotsman's Skullcutter
The Scotsman's Skullcutter reduces your movement speed and makes chasing enemies difficult, so pair it with the Chargin' Targe. It possesses the same melee range as the Eyelander, so use it in confined areas where enemies can't flee as easily.
Claidheamh Mòr
Pair the Claidheamh Mòr with the Chargin' Targe to make use of the extra charging time. It will provide a significant amount of additional distance when chasing a foe. If you do not expect to be in a situation where you can acquire or make use of multiple heads, choose this sword over the Eyelander.
Ullapool Caber
Even against clustered foes, you have other explosives which are better and are less likely to inflict self-damage. Thus, the Ullapool Caber is best used as a last resort. Although it deals severe damage, the explosion is likely to kill you along with your enemy. Using it alongside the Chargin' Targe can turn you into a living bomb.
Half-Zatoichi
The healing the Half-Zatoichi provides on a kill just might be worth fighting at melee range. It pairs well with the Chargin' Targe, as the increased mobility lets you quickly approach and execute foes to regain health.
Persian Persuader
Since this sword converts ammo into health, it makes equipping this with the Grenade Launcher or Stickybomb Launcher unfavorable for prolonged combat. The Persian Persuader should mainly be used with the Chargin' Targe or the Splendid Screen for its increased charge recovery rate.
Item sets
The Expert's Ordnance
The weapons required for the set effect require you to be very precise when firing but deal heavy damage. Despite the increased fire resistance, you are still weak against enemy Pyros.
One Thousand and One Demoknights
This weapon set requires the player to dedicate themselves to an aggressive melee play style, with accurate but deadly charges and ammo to health conversions that allow them to go on prolonged melee sprees. This cuts the Demoman's attack range to point blank only, meaning the Demoman could easily be cut down by more close-quarters classes such as the Pyro.
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