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TF2 Pro Guide - Team Fortress 2 - Demoman


Nick: Byte
Clan: EX Team Coolermaster
Realname: Ahmad Khalid Fansa
Age: 24

 

 

What are the pros of the Demoman?

Powerful class, can do excess damage within a given radius like a heavy weapons guy only difference is a demoman can get to a specified area faster than scouts usually can providing health packs are near by. Also Ultimate spam by a demoman, the only class that can deal spam but thats what a demoman was given in terms of functionality.

Cons of the Demoman?

Is a risk taking class, if you want to play aggressive its a massive risk to you and to your entire team, as if the demoman goes down in a team it usually means that the whole team has to drop back, this is the case 90% of the time. So the class is very dependable on. Scouts heavily rely on the demoman to do his magic and damage the opposing scouts/demoman, but also the demoman even tho it is dependable due to the nerf update(s) to the demoman, it now has to rely on his scouts to apply the damage too, and take advantage.

What are the main functions of the Demoman in 6vs6?

Area Coverage, Damage control and most importantly stealthyness i.e. must live or else.

How to engage / what to do vs. ?

Demoman vs Scout:
Anticipate and be aware , two key things when your thinking or dm'ing against a scout.

Demoman vs Sniper:
Either stay hidden or do a jump right infront of him.

Demoman vs Soldier:
Be good with your grenade aim and a soldier is helpless.

Demoman vs Medic:
All situations tbh.

Demoman vs Heavy:
Need to focus and help from other team mates if a demoman is to take a heavy weapons down, or else the demo is down and the heavy will advance and rip apart your 2 team mate soldiers.

Demoman vs Pyro:
Be cautious but approach like you would against a soldier.

Demoman vs Engineer / Sentry Gun:
No comment :p

Demoman vs Demoman:
Key to beating a demoman is aim and det control, if you can aim with your grenades and/or can det your stickies faster than the opposing demomana dn fairly accurate then you will win. Or you can just outplay him etc.

Tipps:

For demoman since the nerf i'd say get your grenade aim up to 75% i.e. 3/4 grens hitting. Also be aware and anticipate i.e read the game. If you can do that you will be unstoppable.


TF2 Pro Guide - Team Fortress 2 - Demoman

Nick: psy
Clan: Diamondz
Realname: Matthias R.
Age: 23

 

What are the pros of the Demoman?

The demoman is one of the biggest damage dealers in TF2, with decent speed and sufficient healthpoints. The sticky bombs enable him to deal either focused or widespread damage. Also, the advantage of controlling the detonation of the stickies comes in handy. Focused use usually means sticky traps where you try to hide sticky bombs in tactical spots to detonate them when necessary. Because most every-day spots are well known to nearly every player in competitive play, you should take your time to look at the maps thoroughly yourself to find new spots for traps. Besides walls and ceilings, one should also take the various entitys into account (e.g. the tire on cp_granary cap 2/4 above the healthpack, stickies are nearly invisible there).


When talking about widespread damage use, I want to talk about the misunderstanding, which seperates a good demoman from the averagy public demoman. Not only can stickies be used for in-fight 1on1 situations, they are also quite powerful for this use. With practice, the right pitch of aggressiveness, and of course a bit of risk, a demoman can put a whole team down. The key-word is: Sticky-sequence. The trick basically involves delaying the detonation of the first sticky-bomb you shoot. You shoot sticky Nr. 1 and shoot a 2nd shortly before you detonate the first one. After that, it's an alternating shoot, detonate, shoot, detonate, and so on.

Thats for the talking, everything else is just practice. The result is, that the enemy has no time act or even react - and basically you'll be stomping them six-feet-under with stickies in the mean time. Another major advantage of the demoman are sticky jumps, which enable him to reach the central point on most cp maps in the same, or mostly even less time than the scouts.

What are the cons of the Demoman?

The demoman doesn't own any direct-hit weapon. Basically, all projectiles fly in an arc and that requires a high level of prediction-skills. The sticky-launcher is lethal in mid to high range, but as soon as the enemy goes point blank, you have to use the pipe-launcher. About 2 Hits with the pipes can solve any problems, but this is difficult especially when you're dealing with scouts with good movement. One can say, that the demo is vulnerable to 1vs-duels in point blank range. Of course vulnerable doesn't mean chanceless.

What are the main functions of the Demoman in 6vs6?

The crucial thing upon start on most maps is: BE FAST! If you reach the battlements first, you can place stickies at important spots, usually by the path your enemys are going to take. After that, the tasks of a demoman vary. Putting pressure on the other team, spamming them, jumping behind them (e.g. jumping from cp3 to cp4 on badlands while the enemys are defending choke can be a big distraction), placing stickies on important paths or securing the control points you are holding. Talking about each of these points would result in a very long text, so I want to put it short: Contrary to most descriptions the demoman is indeed a class, which can be played aggressive and offensive. By no means the demomans only use is placing sticky traps in various spots. But you shouldn't be just jumping into all 1vs1 situations blindly or attempt a takeout on the other team every 5 minutes. Consider your main weakness, point blank, and attack (and retreat) with caution.

How to engage / what to do vs. ?

Demoman vs Scout:
The scout is the demomans counter-class, the closer the range, the weaker the demoman. With Scouts, its the other way round, the nearer, the stronger. So don't run towards scouts, run from them and try to cut their way with well placed sticky bombs (e.g. around corners) and predicted pipe shots.

Demoman vs Soldier:
My, personally, favorit foe. On long/mid range you have the advantage using stickies, because you can decide where to put them and when to detonate them. Also, avoiding rockets on long range is pretty easy. Point blank, the soldier is also vulnerable to pipeshots because of his low speed.

Demoman vs Medic:
KILL HIM! =)

Demoman vs Heavy:
Corners, or other possibillities for evading the minigun make him an easy target. Stickies and pipes counter his low movement speed very well and he should be going down fast.

Demoman vs Pyro:
Like soldiers, demomen should be aware of the airblast. I recommend to keep your shooting rate high, until the pyro can't keep up with it anymore. Because of his average speed he should die to your pipes pretty fast, too.

Demoman vs Engineer / Sentry Gun:
3 Stickies take a lvl 3 SG apart :>

Demoman vs Demoman:
Same advantages, same disadvantages. Try to do, what you would hate about other demomen most. Watch his choice of weapons. If he uses stickies a lot, then maybe his pipe-aim is weak and you should go point blank, as he can't use stickies to his advantage here, and of course the other way round.

Tipps:

I've given most of them in the text above. I just want to say again that the position of the demoman in the "defense" group is close to mockery. He is very versatile and can deal a lot of damage, has the speed advantage on round start, and most of the time a game-deciding position. He also can make the enemy retreat with well placed stickies. I could go on like this forever, but to put it short: Trust yourselves, be aggressive, but not brainless.

Don't forget your team, because a dead demoman can put a threat to the whole team ... and keep an eye on the scouts!

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