Difference between revisions of "Anti-Demoman strategy"
(Rewrote introduction for clarity. Introduced "Explosive Loadout" and "Melee Loadout" sections to expand upon the intro. Updated health attribute.) |
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{{Quotation|'''The Engineer'''|Drunk on the battlefield ain't no way to be, son.|sound=Engineer_dominationdemoman02.wav}} | {{Quotation|'''The Engineer'''|Drunk on the battlefield ain't no way to be, son.|sound=Engineer_dominationdemoman02.wav}} | ||
− | The | + | The Demoman is a versatile class, sporting above-average health and devastating weaponry. When formulating tactics to use against another player, one can usually depend on the roles of most classes in the game not changing dramatically as a result of equipment loadout. The Demoman, however, is capable of two vastly different, loadout-dependent playstyles. A Demoman can opt for an explosive-oriented playstyle with a [[Stickybomb Launcher]] or a melee-oriented playstyle with a shield like the [[Chargin' Targe]] or the [[Splendid Screen]]. When engaging a Demoman, the difference between loadouts is big enough to make it just as critical to observe what he is carrying as it is to observe the class he is playing. |
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==General== | ==General== | ||
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*The Demoman has a base health of 175, so he can withstand a considerable amount of damage. Unless the situation is extreme, the Demoman is likely to stand his ground, rather than retreat. | *The Demoman has a base health of 175, so he can withstand a considerable amount of damage. Unless the situation is extreme, the Demoman is likely to stand his ground, rather than retreat. | ||
− | *A Demoman | + | *A Demoman carrying the [[Eyelander]] (without any heads) or [[Claidheamh Mòr]] will have less heath than usual, making him easier to kill. If he is wearing [[Ali Baba's Wee Booties]], however, he gains the benefit of 25 additional health. This is enough to negate the health penalties on his melee weapons, and gives him 200 health if he is not using any equipment with a health penalty. |
+ | *A Demoman carrying the [[Persian Persuader]] will heal when picking up ammo, fallen weapons, or metal, giving him more opportunities to recover and making him much more difficult to kill. If you know an injured Demoman is carrying the Persian Persuader, try to finish him off before he can find something to heal himself with. | ||
+ | *A Demoman carrying the [[Chargin' Targe]] or the [[Splendid Screen]] will have a large resistance to fire and explosive damage. He will be fully vulnerable to bullets and melee attacks, however. | ||
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| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_scout.png|40px]] [[Speed]] | | class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_scout.png|40px]] [[Speed]] | ||
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*The Demoman is quite deadly when using his primary and secondary weapons, but the projectiles are fired in an arc, which can make it difficult to aim for some Demomen. Getting close to him and avoiding his projectiles will make it easier for you to kill him. | *The Demoman is quite deadly when using his primary and secondary weapons, but the projectiles are fired in an arc, which can make it difficult to aim for some Demomen. Getting close to him and avoiding his projectiles will make it easier for you to kill him. | ||
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+ | ==Explosive Loadout== | ||
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+ | 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. | ||
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+ | ==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. 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. | ||
==Weapon Specific== | ==Weapon Specific== |
Revision as of 06:29, 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
|
” |
The Demoman is a versatile class, sporting above-average health and devastating weaponry. When formulating tactics to use against another player, one can usually depend on the roles of most classes in the game not changing dramatically as a result of equipment loadout. The Demoman, however, is capable of two vastly different, loadout-dependent playstyles. A Demoman can opt for an explosive-oriented playstyle with a Stickybomb Launcher or a melee-oriented playstyle with a shield like the Chargin' Targe or the Splendid Screen. When engaging a Demoman, the difference between loadouts is big enough to make it just as critical to observe what he is carrying as it is to observe the class he is playing.
Contents
General
Attributes | Anti-Demoman Strategy |
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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.
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. 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.
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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![]() Ali Baba's Wee Booties |
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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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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.
Weapon | Anti-Demoman Strategy |
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![]() Chargin' Targe |
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![]() Splendid Screen |
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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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