Community Demoman strategy (Classic)

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Revision as of 15:51, 24 February 2011 by Sniper-Combine (talk | contribs) (General)
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Like the Soldier, the Demoman is an easy class to pick up and play. It can be great for players with poor aiming skills or those who have experience with Team Fortress Classic's Grenades. It is one of the three classes capable of being hurt by their own Friendly fire (the others being Soldier and Engineer). Advanced players can transform the Demoman from a Grenade-spewing player to a lethally accurate gibbing machine.

General

  • The Grenade Launcher rounds explode on contact with an enemy player or Sentry Gun, but only before they rebound off a wall or another platform.
  • Pipebombs can be used to propel the Demoman into the air, similarly to the Soldier's Rocket jump technique. This can allow players to move over large distances quickly or get into hard to reach places. However, the Demoman is also susceptible to fall damage when landing from a Sticky Jump.
  • Sticky bombs can travel great distances by holding the primary fire button for an extended time. Players can use this to their advantage when targeting foes from afar.
  • Sticky Bombs can be placed in tunnels, upon ceilings, or in between map details such as support beams. Doing so will conceal them until enemies draw close enough to secure a decent hit or a kill. This is effective since players tend to scan floors more often than ceilings.
  • To take out Sentry Guns around corners, the Pipebombs are often more useful than the Grenade Laincher since accurate rebounds aren't necessary. Simply throw a few Sticky bombs next to the Sentry Gun and detonate: the blast radius will kill the turret with ease and perhaps injure a nearby enemy Engineer tending to that turret.
    • Three sticky bombs right next to a fully upgraded enemy Sentry Gun will destroy it.
  • The Demoman has two main roles:
    • Defense: The classic role for the Demoman is defense. Throw Pipebombs on the point, then switch to the Grenade Laincher to keep enemies at bay. As soon as an enemy walks over (or under) set mines, detonate them with the alternate fire button for an easy kill.
    • Offense: When a team's progress is denied by a strong Engineer-led defense, switch to offense to punch through their defenses. Along with the Spy and the Pyro, the Demoman is a team's best hope in clearing enemy Sentry Guns and Heavies. A good team-mate for the Demoman is the Scout, who can capture a point or the Intelligence after enemy defenses are cleared. The Scout can also help battle enemy Engineers who will want to confront the Demoman directly.

See also