Difference between revisions of "Anti-Demoman strategy"
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===Secondary Weapons=== | ===Secondary Weapons=== | ||
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{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
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*Although the Sticky Jumper wasn't meant for gameplay, the Demoman might use this to get to higher grounds or to ambush enemies. | *Although the Sticky Jumper wasn't meant for gameplay, the Demoman might use this to get to higher grounds or to ambush enemies. | ||
*Take note that the Demoman is more vulnerable to projectiles, bullets and fire. Take advantage of his weakness. | *Take note that the Demoman is more vulnerable to projectiles, bullets and fire. Take advantage of his weakness. | ||
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+ | | class="small" 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 blast damage. Use a weapon that deals a different form of damage, if possible. | ||
+ | *The Charge effect can be canceled or delayed by using weapons with [[Stun]], [[Slowdown]] and/or [[Knockback]] effects. | ||
+ | *When a Demoman is charging, his movement will be particularily easy to predict due to his inability to turn, strafe, crouch and jump. Use this to your advantage. | ||
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+ | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Splendid Screen}} | ||
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+ | *The Splendid Screen gives the Demoman resistance to fire and blast damage. Try to use a weapon that deals a different form of fire ot blast damage, if possible. | ||
+ | *The Splendid Screen can deal impact damage at any range, so instead of making him slam into wall, move out the way and attack him from behind. | ||
+ | *The Splendid Screen his impact damage on that givin enemy gives 70% more damage, strafe, and/or jump out the way so you wont get hit. | ||
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+ | ====Trap Weapons==== | ||
+ | *Stickybombs can be destroyed by most weapons. Take them out from a safe distance to avoid being damaged. | ||
+ | *Using an explosive weapon around corners can dislodge enemy sticky traps, revealing them before it's too late. | ||
+ | *Killing the Demoman will automatically remove all his Stickybombs, so try to surprise him and kill him to remove sticky traps. | ||
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===Melee Weapons=== | ===Melee Weapons=== | ||
− | *The [[Eyelander]], [[Horseless Headless Horsemann's Headtaker]], [[Scotsman's Skullcutter]], [[Claidheamh Mòr]] | + | *The [[Eyelander]], [[Horseless Headless Horsemann's Headtaker]], [[Scotsman's Skullcutter]], [[Claidheamh Mòr]], [[Half-Zatoichi]] and [[Persian Persuader]] all have an extended melee range. Consider this when using melee weapons against the Demoman. |
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}} | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Half-Zatoichi}} | ||
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− | * A Demoman who draws out his Half-Zatoichi cannot switch to another weapon until he killed someone with it. Use this to your advantage as he will be helpless if you harass him outside of his melee distance. Keep in mind that a Half-Zatoichi that has killed someone will be covered in blood. | + | *A Demoman who draws out his Half-Zatoichi cannot switch to another weapon until he killed someone with it. Use this to your advantage as he will be helpless if you harass him outside of his melee distance. Keep in mind that a Half-Zatoichi that has killed someone will be covered in blood. |
− | * A Demoman who just killed someone with his Half-Zatoichi will regain all his health, so be careful if you just saw him kill one of your teammates with the Half-Zatoichi. | + | *A Demoman who just killed someone with his Half-Zatoichi will regain all his health, so be careful if you just saw him kill one of your teammates with the Half-Zatoichi. |
− | * Avoid using a Half-Zatoichi yourself to kill a Demoman brandishing one, as he can instant kill you, allowing him to continue his rampage on your teammates with full health. | + | *Avoid using a Half-Zatoichi yourself to kill a Demoman brandishing one, as he can instant kill you, allowing him to continue his rampage on your teammates with full health. |
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+ | | class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Persian Persuader}} | ||
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+ | *When the Persian Persuader is equipped it doubles the recharge rate. When you see the Demoman holding this take him quickly as he will try to charge at you. | ||
+ | *The Persian Persuader can convert all ammo into health, so when you attack try to slay him before he gets ammo. Try to get him cornered, so he is defenseless and not being able to get ammo. | ||
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Revision as of 02:05, 28 June 2011
Notice: Please take a moment to read the Anti-Class Strategy Standard before editing this page. |
“ | Drunk on the battlefield ain't no way to be, son.
Click to listen
— The Engineer
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” |
The Demoman is a unique class whose strategy depends on his loadout. With above average health and devastating weaponry, the Demoman is generally best engaged up close due to the nature of his weapons. While powerful, the Demoman's weapons have less accuracy than other classes' and up close he is usually vulnerable. Alternatively, a Demoman can charge around the battlefield with a variety of dangerous melee weapons and a shield which reduces damage. Therefore, the best way to engage a Demoman is to see what loadout he has and change your tactics accordingly.
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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Weapon Specific
A list of useful tidbits about the Demoman's tools, and how to counter them:
Primary Weapons
Weapon | Anti-Demoman Strategy |
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Grenade Launcher |
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Loch-n-Load |
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Secondary Weapons
Weapon | Anti-Demoman Strategy |
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Stickybomb Launcher |
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Scottish Resistance |
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Sticky Jumper |
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Chargin' Targe |
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Splendid Screen |
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Trap Weapons
- Stickybombs can be destroyed by most weapons. Take them out from a safe distance to avoid being damaged.
- Using an explosive weapon around corners can dislodge enemy sticky traps, revealing them before it's too late.
- Killing the Demoman will automatically remove all his Stickybombs, so try to surprise him and kill him to remove sticky traps.
Melee Weapons
- The Eyelander, Horseless Headless Horsemann's Headtaker, Scotsman's Skullcutter, Claidheamh Mòr, Half-Zatoichi and Persian Persuader all have an extended melee range. Consider this when using melee weapons against the Demoman.
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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Class Set
Set | Anti-Demoman Strategy |
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See also
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