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Additional Demoman Tips

#  Oct 22, 2007 at 2:50 PM
Join Date:
Sep 19, 2007
Post Count:
110
 
Chilly 77244
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Specialty: Demoman
Clan: YinYarr
 
I've been playing a lot as a demoman the last few days and have been racking up the kills.  Anyone that is just playing defense as a demoman isn't understanding how truly powerful he can be.

First, besides spies (which we all know require a bit of luck), demomen are the best way to take out sentries.  All you need to do is figure out where a sentry is and toss 8 sticky nades right next to it.  Since you can remain hidden while doing this, you won't take any damage.  Once you have at least 4 nades out there, blow them up.

In some cases, I like setting up 2-3 sticky nades around me before attempting this.  That way if someone sees me getting ready to take out the sentry and runs at me, I can back up and take them out along with the sentry.

Second, on defense a demoman pairs perfectly with engineers.  The only thing engineers have to worry about are spies and ubers.  So, put a couple of sticky nades around their sentries and wait until you hear the "spy's messing with my sentry" call.  Blow the stickies and you'll take out the spy, so the engineer can just worry about fixing his sentry.

As for ubers, you'll have plenty of time to react to these.  The main thing is to avoid being killed and to get your sticky nades onto the CP (or nearby chokepoint) as quickly as possible.  Just don't get killed!  You're not going to do any damage to the uber'd medic and heavy/pyro anyway, so you might as well hide until it wears off.  Unless the other team already has started capturing your CP, it's impossible for an uber duo to capture the control point.  Just wait for them to get on it (preferably waiting until the medic is on your stickies) and set them off.  You'll probably kill both, but as long as you take out the medic (or knock him away), your team should be able to finish them off.

Third, play defense and offense at the same time.  Set up some sticky nades on your control point as you run by.  Once you get to the enemy, start tossing normal nades.  This only really works if you have teammates around that you can sit behind.  Your main goal here is to try damaging the enemy to make it easier for your team to kill them.  If you hear your CP being captured, set off those stickies back there.

Fourth, if you're close to dying, set off your stickies no matter what.  You never know if there's a spy nearby them and you might as well not waste them.

Fifth, when placing your stickies, spread them out a bit.  Some control points are pretty big and it's easy for the enemy to avoid your nades.  Just put them in the areas the enemy is most likely to stand on (the very center and out toward hidden corners).  You can't defend the whole area, so just do your best to damage anyone trying to capture.

Finally, certain control points are impossible to protect unless a good chunk of people are playing as demomen.  There's one on Hydro (the one in the basement area?).  The only way I've seen people defend this is by having 4-5 demomen lay stickies all over the place and set them off when people come in to capture.  You can give your engineers time to get a few sentries up and then you have a fighting chance of defending.  Just be careful that all the demomen don't set off their stickies at the same time... stagger them a bit so you're never caught off guard.
#  Oct 23, 2007 at 1:29 PM
Join Date:
Oct 17, 2007
Post Count:
89
 
Specialty: Heavy
 
<3

I love these threads, I always learn something.
#  Oct 23, 2007 at 1:44 PM
Join Date:
Sep 20, 2007
Post Count:
135
 
Specialty: Demoman
Steam ID: PeneTraitor
Clan: Ghost Soldiers
 
Learn the timing from when you fire to when you can detonate. Practice detonating in mid-air. Sometimes you can get people around corners with this.

Another tactic vs the uber duo is to lay down a couple stickies and try to bounce the medic out of leash range. It is easier if there are ledges or walkways but can really break that uber momentum.

On 2fort, don't be afraid to toss a sticky or two onto the roof of the bridge to stop the scouts double jump assault at the beginning. Also, a fully primed sticky aimed at just over the roof line of the opponent base from your base will land just at the base of the wall where snipers come out.
#  Oct 23, 2007 at 2:04 PM
Join Date:
Oct 10, 2007
Post Count:
177
 
Zandar 78113
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Specialty: Medic
Steam ID: Zandar The Weeble
Clan: Looking for one!
 
Quote:
Originally Posted by =GS=PeneTraitor
Learn the timing from when you fire to when you can detonate. Practice detonating in mid-air. Sometimes you can get people around corners with this.

Another tactic vs the uber duo is to lay down a couple stickies and try to bounce the medic out of leash range. It is easier if there are ledges or walkways but can really break that uber momentum.

On 2fort, don't be afraid to toss a sticky or two onto the roof of the bridge to stop the scouts double jump assault at the beginning. Also, a fully primed sticky aimed at just over the roof line of the opponent base from your base will land just at the base of the wall where snipers come out.


Yeah, as a Medic I can definitely tell you that the best way to stop an uber cold 99% of the time is to detonate the medic away from his heal target.  He'll go sailing in the air, then finish off the heal target, now without an uber.  Then deal with the Medic, who's probably disoriented and out of position.

Been on the bad end of that strategy a number of times.

Copyright 2007-2008 All Rights Reserved

Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
Axe Man: {TF2F} Ninja Dude - (18 kills with fireaxe)
Axtinguished: {TF2F} BOOSH Rizzilio - (81 kills with axtinguisher)
Batter Up!: soup! - (16 kills with bat)
Biggest Prick: Sam - ClutchKill.com - (8 kills with syringegun)
Blood Sucker: {TF2F}SME®BUI©K - (30 kills with blutsauger)
Broke Backburner: {TF2F} FlyingPenguin - (223 kills with backburner)
Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
Doctor's Certificate: Maero - (16 kills with bonesaw)
Drunken Brawler: [???] Deviruchi - (4 kills with bottle)
Epic Defender: {TF2F} Spy - (9 kills with wrench)
Fire Spitter: {TF2F}blistering - (100 kills with flamethrower)
Flare Gunner: {TF2F} FlyingPenguin - (12 kills with flare gun)
Grenade Spammer: GeneralSheep - (47 kills with pipe)
Grey Matter: STar - (168 snipings as sniper)
Hadouken Master: Xandier - (1 kills with pyro taunt)
Hot Potato: {TF2F} BOOSH Rizzilio - (4 kills with rocket deflection)
I <3 Sasha: {TF2F} Bitch Nasty - (181 kills with minigun)
Knife Maniac: {TF2F} Dartagnan - (109 knifings)
Last Resort: [Ba-El] BoC - (26 kills with smg)
Manslayer: [FRGT] Klare - (10 kills with machete)
Master Fister: Maero - (3 kills with fists)
Peashooter Marksman: Corporal Clegg - (48 kills with scout pistol)
Pickle Squad Award: [NH]Pitt - (18 pickles man handled)
Rocket Scientist: [TF2F]Lancer - (217 kills with rocket)
Scatter Shot: Corporal Clegg - (147 kills with scattergun)
Sentrygun Master: Numenor - (142 kills with sentrygun)
Spam Blocker: {TF2F} BOOSH Rizzilio - (1 kills with pipe deflection)
Spy Checker: {TF2F} Fanlaen - (5 kills with pistol)
Sticky Explosion: {TF2F}Album - (105 kills with pipe remote)
Ubersawer: Psycholord - (27 kills with ubersaw)
Stats Refreshed 6/24/2008 5:00:03 AM CST
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