Difference between revisions of "User:K-Mac/Sandbox"

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(be back to this later)
(Weapon Specific: Hmm, looks like this is just about done)
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*Use the Super Nailgun on immobile or slowly moving targets(zoomed Sniper or shooting Heavy Weapons Guy) at long range distances.  
 
*Use the Super Nailgun on immobile or slowly moving targets(zoomed Sniper or shooting Heavy Weapons Guy) at long range distances.  
  
*The slow speed of the Nail makes it difficult to it faster and closer targets.  
+
*Always lead your shots, nails fly through the air relatively slowly.
 +
**The slow speed of the nail makes it difficult to it faster targets or targets within very close range.  
  
*
+
*The Super Nailgun is useful against Snipers. If you can hit the Sniper with the nails, it will disrupt his view. Strafe back and forth to make it more difficult to be sniped.
 
 
*
 
 
 
*
 
  
 
===[[Single-Barrel Shotgun (Classic)|Single-Barrel Shotgun]]===
 
===[[Single-Barrel Shotgun (Classic)|Single-Barrel Shotgun]]===
 
[[Image:Sg tfc.png|125x125px|link=Single-Barrel Shotgun (Classic)]]
 
[[Image:Sg tfc.png|125x125px|link=Single-Barrel Shotgun (Classic)]]
*Try to use this when you must engage an enemy at distance. It is the Demoman's only weapon that can hit an enemy over long distances. Be careful as this weapon is not very accurate nor does it deal great damage at such long distances.
+
*Try to use this when you must engage an enemy at distance. It is more accurate than the Double-Barrel Shotgun and its pellets instantly hit a target. Be careful as this weapon does not have great accuracy nor does it deal great damage at such long distances.  
 
 
*This is always a good backup weapon to use. Since the grenade launcher and the pipebomb launcher share the same magazine, you may run out of ammo before killing your enemy. The shotgun may be used to finish off your enemy faster than if you reloaded your grenade/pipebomb launcher
 
  
*The shotgun can be used on enemies that are faster than you and your grenades. This is particularly useful on enemies fleeing away faster than your grenades/pipebombs can launch if you do not have a pipebomb trap set. While this weapon might not kill the fleeing enemy, it will inflict some damage.  
+
*This is always a good backup weapon to use. The shotgun may be used to finish off your enemy faster than if you reloaded your Double Barrel Shotgun.  
  
 
===[[Medkit (Classic)|Medkit]]===
 
===[[Medkit (Classic)|Medkit]]===
 
[[Image:V_medkit(classic).png|100x100px|link=Medkit (Classic)]]
 
[[Image:V_medkit(classic).png|100x100px|link=Medkit (Classic)]]
*Typically this is a last resort weapon. Use this when an enemy is in close enough range and you have no other means to attack that enemy.  
+
*Heal your teammates as often as you can. The Medkit will instantly heal your teammates, then begin to adrenalise them.
 +
**Medkit can heal infections, cure hallucinations, and put out teammates on fire.  
  
*Using the Crowbar as a form of humilation is difficult as the Demoman due to his excessively slow speed.  
+
*Use your Medkit to infect enemies.
 +
**Infections can spread from your enemy to any enemy on the opposing team(s).
 +
**After infecting an enemy it is wise to run away and switch weapons to deal even more damage.
  
 
===[[Hand Grenade (Classic)|Hand Grenade]]===
 
===[[Hand Grenade (Classic)|Hand Grenade]]===
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**Try to use this to your advantage. You can time your grenades to detonate when they reach your enemy.  
 
**Try to use this to your advantage. You can time your grenades to detonate when they reach your enemy.  
  
*Try to use your Hand Grenade to supplement your Grenade Launcher/Pipebomb Launcher in a fire-fight.  
+
*Try to use your Hand Grenade to supplement your arsenal in a fire-fight against all enemies.  
  
 
*If you are guarding a dropped flag, it is wise to prime your grenade if you hear an enemy coming as a preemptive measure.  
 
*If you are guarding a dropped flag, it is wise to prime your grenade if you hear an enemy coming as a preemptive measure.  
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[[Image:Conc tfc.png|100x100px|link=Concussion Grenade (Classic)]]
 
[[Image:Conc tfc.png|100x100px|link=Concussion Grenade (Classic)]]
  
*MIRV Grenades deal very high damage. The initial explosion deals the same amount of damage as each bomblet.
+
*Concussion grenades are used to [[Concussion Jumping|Concussion Jump]]. This is a very valuable skill to learn. It will aid in capturing flags and escaping enemies.
 
+
**This takes great amount of practice to learn and master.  
*MIRV Grenades are extremely effective against Sentry Guns. Typically one grenade will destroy a fully built level 3 Sentry Gun.
+
**Concussion grenades' knockback effect is greatest the further you are from the center of the grenade while still remaining in its blast radius. Take this into account if learning to Concussion Jump
  
*Throw your MIRV Grenades if you are about to die (if enemies are suspected to be close by). The delay between the initial explosion and the explosion of the bomblets will confuse your enemies and may kill several of them.
+
*Concussion grenades are excellent at disrupting an opponents aim, use this to disrupt classes based on precise aiming (Soldier, Sniper, etc.)
  
 
== See also==
 
== See also==

Revision as of 05:02, 2 March 2011

Demoman Strategy

Class Strategy
Scoutnew tfc.png
Scout
(match-ups)
When facing a Scout, a Demoman must remember that the Scout is much faster than he is. The Scout is able to dodge many of the Demoman's attacks. If you notice the Scout soon enough, try to set a trap so he has no where to run. Only careful timing will kill a trained Scout as it is still possible for the Scout to evade/avoid the trap through careful maneuvers. Keep in mind that the Scout's main goal is to capture the flag/command point.

Generally, he will likely not try to combat you. Therefor, you will likely survive the encounter with little to no damage. You should not have to use any grenades to kill the Scout, but if he is attempting to grab a dropped flag, be sure to prime a grenade early to make sure it has enough time to detonate near the Scout.

If you are attempting to use your Detpack, be sure to guard it against Scouts as a single touch will disable it. Your detpack will be more vulnerable if you have it set on an extended time delay. If utilizing a longer time detpack on a map with several Scouts, setting up a perimeter with pipe-bombs to protect it should help to prevent a Scout from removing it. However, be sure to keep note how much time is left before detonation as the Detpack will kill you or any enemy with in range instantly.

Snipernew tfc.png
Sniper
(match-ups)
Typically, encounters against a Sniper will only happen in two scenarios. First, more often then not, a sniper will attack you at range due to his massive advantage in combat at long distances. To counter this threat, utilize pipebomb jumping to avoid being sniped, if at all possible. If you are restricted to an area that cannot utilize pipebomb jumping, switch to your shotgun and fire at the Sniper. If you land a hit, the snipers aim will be disrupted.

As a Demoman, one would want to avoid areas that are heavily prone to Sniper fire. A Demoman should consider using his Detpack to open up alternate routes on the maps that allow the use of this tactic. If necessary, the entire battlement-sniper area can be avoided using this tactic and the demoman, and his teammates, can covertly traverse the map.

In the second scenario, the Demoman would likely surprise the Sniper. This can be as a Sniper is traveling down a corridor, or whilst the Sniper is perched in a high sniper tower. If you find yourself in the traveling down the corridor scenario, pummel the Sniper with your grenade launcher but avoid his auto-rifle. If your aiming at a Sniper in a tower, use a combination of a frag grenade and your pipebomb launcher to take him out.

Soldiernew tfc.png
Soldier
(match-ups)
A Demoman and a Soldier are fairly evenly matched in terms of firepower and each class has its own advantage. The Soldier is slightly more offensively oriented where as the Demoman is slightly more defensively oriented. When fighting a Soldier, use your slight speed advantage to make yourself more difficult to hit with his Rocket Launcher. Meanwhile, laying down an array of grenades or pipebombs with the respective launcher. Since the Soldier has a lower than normal running speed, he is more vulnerable to a pipebomb trap or your MIRV Grenade. In this sense, the Demoman has the advantage.

However, the Soldier has the advantage at medium to long-range distances, in particular. The Soldier's Rocket Launcher and set of Shotguns are able to more effectively engage the Demoman when the Soldier is out of range of the Grenade/Pipebomb Launcher. If you find yourself out of range to use your Grenade/Pipebomb Launcher against a Soldier, first assess the situation. If the Soldier is charging toward you, it is a wise idea to start to setup a pipebomb trap whilst avoiding the Soldier's fire. This will either force the soldier to stay at range, or give you a high likelihood of killing the Soldier if he continues toward you. If the Soldier stays in the long-range area, you should use your shotgun and move toward the Soldier, or retreat away from the Soldier.

In any situation, to not forget about using your grenades. Both the MIRV Grenade and Frag Grenade are extremely useful against a heavily armored class such as the Soldier.

Demomannew tfc.png
Demoman
(match-ups)
When facing a fellow Demoman, you should always be prepared to counter the Demoman's attacks. Obviously you are equally equipped, but generally speaking stick to using your grenade/pipebomb launcher, depending on situation, at close to medium ranges and using your shotgun at longer ranges. Be sure to keep moving to stay away from any grenades/pipebombs while trying to lay down some fire at the same time. It is wise to prime either grenade when encountering an enemy Demoman.

A large function of a Demoman is to open up pathways for teammates and yourself to capture the flag. Your job is also to close pathways that are opened. You will often find yourself constantly trying to counter a Demoman's detpacks, either on offense or defense. Be prepared to use your detpack each life to open or close pathways due to an opposing Demoman if it is most beneficial to your team goals. If it is not necessary to go back and forth with the enemy Demoman unless it directly helps your team attack or defend a command point/flag.

Medicnew tfc.png
Medic
(match-ups)
The Medic is one of the more dynamic enemies to counter. The Medic has a versatile arsenal, high rate of speed, and full armor. Generally speaking, Medics will either trying to make quick captures of flags or points. If your goal is to be defensive, setting traps against the fast paced medic can be difficult, but effective. Utilize similar tactics as you would against a Scout keeping in mind the Medic is slightly slower bug much more heavily armed and armored.

A trained Medic will keep to medium ranges because of his selection of weapons and dodging ability. The Medic has a shotgun, super shotgun, and super nailgun. The Medic will not typically avoid a fight unless it is not necessary for the goal of the map. He will use his powerful super shotgun until he runs out of ammo, then switch to the normal shotgun. If he still runs out of ammo, he will then go to the super shotgun. If the Medic is at long range, he will use the super nailgun or normal shotgun until he gets closer due to their potentially devastating effects and accuracy. Beware if the Medic gets to closer range. Some Medics will rush an opponent to infect them with their medkit and then back-off to continue to inflict damage with their other weapons. Try to keep the Medic away from you with your grenade launcher. If you get infected, call for a friendly Medic immediately. Be sure to take out the enemy medic so he cannot infect others. Do NOT return to spawn! You do not want to infect your teammates. If you have a Medic on your team, communicate with him while avoiding your teammates. If you do not have a Medic on your team, it may be wise to kamakazi the enemy with your MIRV grenades and your pipebombs/grenades since you might die by the infection anyway. This may kill several enemies or even pivital sentry guns.

Heavynew tfc.png
Heavy
(match-ups)
The Heavy Weapons Guy is very challenging for a Demoman if you cannot avoid his devastating autocannon. The Heavy Weapons Guy will have the advantage in many situations but not all. He is more heavily armored than the Demoman, but he is also significantly slower. A Demoman must use this advantage. A often employed tactic utilizes staying at the maximum range of your pipebomb launcher. Launch the pipebombs as far as they can go towards the Heavy Weapons Guy while dodging behind some cover. Keep track of where the Heavy moves and detonating the pipebombs as necessary. If he gets too close, prime a frag grenade or your MIRV grenade.

If you are at a closer range, prime a grenade immediately while trying to land several grenade/pipebomb launcher shots. At a closer range, you are much more vulnerable. If you cannot run away, try to use your pipebomb launcher to pipebomb jump yourself away from danger.

The Heavy Weapons Guy is a two way class. Typically, they will spend a great amount of time on defense, but they will also venture to offense if the need arises. Therefore, you may encounter him at any point on a map. If as a Demoman you are playing offense, the Heavy Weapons Guy will position himself in a bottleneck or right on a command point or a flag. A Demoman should anticipate this tactic and prepare accordingly. It is wise to prime a grenade and set a trap prior to entering a room known to have a Heavy Weapons Guy inside. The grenade will take a decent amount of health away from the Heavy. The pipebomb trap will provide a great avenue of escape if you cannot make it past. If the Heavy, or any other enemy, pursues you as you try to escape, blow the trap.

Pyronew tfc.png
Pyro
(match-ups)
The Pyro is another difficult class to counter. The Pyro has several weapons that can be used across the variety of ranges. The incendiary cannon and the flamethrower cover the entire range of combat that will disorient any victim. The Demoman will need to keep to a very specific range. Just out of range of the flamethrower but not so far as to be out of range with your grenade/pipebomb launcher. The Pyro will have the advantage if you get out of range of your grenade launcher. The incendiary cannon is a rocket launcher that deals lower damage and will ignite the target or anyone in the splash damage area. It also does not need to be reloaded so the Pyro can rain down a barrage of rockets at distance.

The Demoman should consider priming a grenade upon countering a Pyro. The Pyro has superior speed and armor. The optimal way to eliminate a Pyro is through the use of the grenade and your pipebomb/grenade launcher while staying out of range of the flamethrower. A Pyro will may also use his napalm grenade to corner you, do not allow this to happen. Continue to shoot while dodging any fire from the Pyro.

Spynew tfc.png
Spy
(match-ups)
A single Spy can make you paranoid of all of your teammates, and justifiably so. Always be suspicious of teammates if there is a known spy on the other team. A spy will almost never run around without a disguise except when the spy is shooting, just killed an individual, or when carrying the flag. Be on the lookout for teammates acting out of the ordinary by doing such things as running back into your base, throwing grenades at other teammates/friendly sentry guns, or running at a speed not consistent with their given class (too fast as a Soldier or Heavy; or too slow as a Scout or Medic). Also, be wary of any fallen corpses, in particular ones that change classes. The Spy's Feign Death ability allows Spies to avoid detection. If you see a Spy suddenly fall to the ground without a death message, that Spy feigned his death and should still be engaged.

Try to identify Spies before they attack. They have a knife, tranquilizer gun, super shotgun, and nailgun. The tranquilizer gun does little damage but slows the victim to half speed. If shot by this, it makes a Demoman much more vulnerable to all enemy fire. This will sometimes be employed by a Spy to slow a target in the battlements area of a map to make them more vulnerable to Sniper fire. This tactic will also be used to catch up to an enemy to backstab them with their knife. Other than those scenarios, a Spy will typically use his super shotgun or nailgun. The Demoman should use the grenade/pipebomb launcher or the shotgun depending on the distance away. Generally, a grenade will not be necessary against a Spy and should only be used if having trouble killing the Spy or if the you suspect a Spy is going for a command point or dropped flag.

Engineernew tfc.png
Engineer
(match-ups)
The Engineer is arguably the main target of a Demoman. The Engineer's firearms are of little concern to the Demoman. Rarely will an Engineer be without a sentry gun. This should be a great focus to a Demoman. A Demoman should locate and destroy enemy sentry guns if he is not preoccupied on defense. Using a combination of MIRV grenades, frag grenades, and your grenade/pipebomb launcher, a sentry gun can be destroyed as long as it can be reached with these weapons. Choosing between the grenade launcher and pipebomb launcher is simply determined if the projectiles can reach the sentry gun. If the projectiles can reach the sentry gun without needing to bounce, then use the pipebomb laucnher. If they need to bounce, use the grenade launcher. Using the pipebomb launcher will allow many pipebombs to build up and make it more likely to destroy the gun. If the projectiles need to bounce, a Demoman's pipebombs are detonated, and if they do not make it to the gun it will have no effect. Therefore, a grenade launcher is more appropriate for this scenario because they will still the opportunity to destroy the gun.

The main weapon in the engineer's arsonal to be concerned with is the EMP grenade. This powerful grenade will cause great damage to any class holding many a lot ammunition. It is wise to drop any extra ammunition prior to leaving spawn to help mitigate this threat. Even by doing this, an EMP grenade can still have devastating effects. Try to avoid the Engineer if you hear him prime a grenade. Otherwise, the Demoman outmatches the Engineer in combat.

Civilian tfc.png
Civilian
(match-ups)
Typically, a Demoman will not face a Civilian. This will only happen on custom maps or custom modded servers. If a Demoman happens to encounter a Civilian, the Demoman has a great advantage. The Civilian only has a melee weapon and will typically be attempting to escape.





The Demoman is a tough, mobile, high-damage class. He is one of the most versatile classes in the game. The Demoman should keep targets in a medium range as he is more vulnerable to close and long range enemies. The grenade launcher is difficult to aim and the pipebomb launcher has a significant delay between launch and the ability to detonate. The Demoman is vital to opening passage ways for teammates and is excellent in destroying an Engineer's Buildings.

General

  • Use your Detpack to open or close alternate pathways on a map.
  • Always aim your projectile weapons in the direction your enemy is moving. Remember you do not have to be directly facing your enemies to have your weapons land a hit.

Weapon Specific

A list of useful tidbits about the Demoman's tools.

Grenade Launcher

Gl tfc.pngClassic glbomb model.png

  • Grenades will detonate upon impact with an enemy if it does not bounce first.
  • Always aim for direct hits to ensure maximum damage.
  • Grenades will explode after approximately 3 seconds if it does not collide with a player.
  • Crouching will cause grenades to go a shorter distance.
  • Remember that the grenade launcher shares its magazine with the pipebomb launcher, so reload often.

Pipebomb Launcher

Pipe tfc.pngClassic pipebomb model.png

  • Use pipebomb traps to secure popular routes, tactical bottlenecks, flag rooms or command points.
    • Try to keep the pipebombs minimally visible yet providing sufficient cover if at all possible.
    • When crouching, pipebombs go to a shorter distance without bouncing as much. Therefore, crouch to have a more controlled, precise size.
  • Pipebombs should be used to Pipebomb Jump yourself out of danger, to great heights, or across a map.
  • When encountering a Sentry Gun, Pipebombs should be used as a primary means to eliminate it. They will provide a high rate of damage if you can land several pipebombs close to the Sentry Gun.
  • Pipebombs can force enemies to take an alternate/more difficult route. Use the pipebombs as a means of territorial denial. Force your enemies to take more difficult routes and/or keep them out of a certain key areas.
  • Remember that the pipebomb launcher shares its magazine with the grenade launcher, so reload often.

Single-Barrel Shotgun

Sg tfc.png

  • Try to use this when you must engage an enemy at distance. It is the Demoman's only weapon that can hit an enemy over long distances. Be careful as this weapon is not very accurate nor does it deal great damage at such long distances.
  • This is always a good backup weapon to use. Since the grenade launcher and the pipebomb launcher share the same magazine, you may run out of ammo before killing your enemy. The shotgun may be used to finish off your enemy faster than if you reloaded your grenade/pipebomb launcher
  • The shotgun can be used on enemies that are faster than you and your grenades. This is particularly useful on enemies fleeing away faster than your grenades/pipebombs can launch if you do not have a pipebomb trap set. While this weapon might not kill the fleeing enemy, it will inflict some damage.

Crowbar

TFC Crowbar.PNG

  • Typically this is a last resort weapon. Use this when an enemy is in close enough range and you have no other means to attack that enemy.
  • Using the Crowbar as a form of humilation is difficult as the Demoman due to his excessively slow speed.

Detpack

Detpack TFC.pngDetpack sign TFC.png

  • Detpacks can be used to open up pathways that would otherwise be unavailable.
  • Detpacks may close some passage ways. Keep this in mind if an opposing demoman has opened up a route that makes your team more vulnerable.
  • Typically, you only get one Detpack per life, use it wisely.
  • A frequent tactic used on Control Point based maps is to set a Detpack that is timed to go off just after the gates open. This is used offensively, but more frequently defensively.
    • Timing is tricky to have it go off and inflict casualties on enemies.
    • Try to keep the Detpack hidden to catch enemies as they com out of the gate.
  • Detpacks can be used to deny a team from entering a certain area. Getting behind enemies lines, and setting a detpack in a high traffic area may deter individuals from using a specific route or

Hand Grenade

Frag tfc.png

  • By default, pressing the throw grenade button will prime the grenade, then releasing the button will actually throw the grenade.
    • Try to use this to your advantage. You can time your grenades to detonate when they reach your enemy.
  • Try to use your Hand Grenade to supplement your Grenade Launcher/Pipebomb Launcher in a fire-fight.
  • If you are guarding a dropped flag, it is wise to prime your grenade if you hear an enemy coming as a preemptive measure.
  • Grenades have a large splash damage area with high damaging effects. Therefore, it is wise to use a grenade when encountering multiple enemies.

MIRV Grenade

Mirv tfc.png

  • MIRV Grenades deal very high damage. The initial explosion deals the same amount of damage as each bomblet.
  • MIRV Grenades are extremely effective against Sentry Guns. Typically one grenade will destroy a fully built level 3 Sentry Gun.
  • Throw your MIRV Grenades if you are about to die (if enemies are suspected to be close by). The delay between the initial explosion and the explosion of the bomblets will confuse your enemies and may kill several of them.

See also



Medic Strategy

Class Strategy
Scoutnew tfc.png
Scout
(match-ups)
When facing a Scout, a Demoman must remember that the Scout is much faster than he is. The Scout is able to dodge many of the Demoman's attacks. If you notice the Scout soon enough, try to set a trap so he has no where to run. Only careful timing will kill a trained Scout as it is still possible for the Scout to evade/avoid the trap through careful maneuvers. Keep in mind that the Scout's main goal is to capture the flag/command point.

Generally, he will likely not try to combat you. Therefor, you will likely survive the encounter with little to no damage. You should not have to use any grenades to kill the Scout, but if he is attempting to grab a dropped flag, be sure to prime a grenade early to make sure it has enough time to detonate near the Scout.

If you are attempting to use your Detpack, be sure to guard it against Scouts as a single touch will disable it. Your detpack will be more vulnerable if you have it set on an extended time delay. If utilizing a longer time detpack on a map with several Scouts, setting up a perimeter with pipe-bombs to protect it should help to prevent a Scout from removing it. However, be sure to keep note how much time is left before detonation as the Detpack will kill you or any enemy with in range instantly.

Snipernew tfc.png
Sniper
(match-ups)
Typically, encounters against a Sniper will only happen in two scenarios. First, more often then not, a sniper will attack you at range due to his massive advantage in combat at long distances. To counter this threat, utilize pipebomb jumping to avoid being sniped, if at all possible. If you are restricted to an area that cannot utilize pipebomb jumping, switch to your shotgun and fire at the Sniper. If you land a hit, the snipers aim will be disrupted.

As a Demoman, one would want to avoid areas that are heavily prone to Sniper fire. A Demoman should consider using his Detpack to open up alternate routes on the maps that allow the use of this tactic. If necessary, the entire battlement-sniper area can be avoided using this tactic and the demoman, and his teammates, can covertly traverse the map.

In the second scenario, the Demoman would likely surprise the Sniper. This can be as a Sniper is traveling down a corridor, or whilst the Sniper is perched in a high sniper tower. If you find yourself in the traveling down the corridor scenario, pummel the Sniper with your grenade launcher but avoid his auto-rifle. If your aiming at a Sniper in a tower, use a combination of a frag grenade and your pipebomb launcher to take him out.

Soldiernew tfc.png
Soldier
(match-ups)
A Demoman and a Soldier are fairly evenly matched in terms of firepower and each class has its own advantage. The Soldier is slightly more offensively oriented where as the Demoman is slightly more defensively oriented. When fighting a Soldier, use your slight speed advantage to make yourself more difficult to hit with his Rocket Launcher. Meanwhile, laying down an array of grenades or pipebombs with the respective launcher. Since the Soldier has a lower than normal running speed, he is more vulnerable to a pipebomb trap or your MIRV Grenade. In this sense, the Demoman has the advantage.

However, the Soldier has the advantage at medium to long-range distances, in particular. The Soldier's Rocket Launcher and set of Shotguns are able to more effectively engage the Demoman when the Soldier is out of range of the Grenade/Pipebomb Launcher. If you find yourself out of range to use your Grenade/Pipebomb Launcher against a Soldier, first assess the situation. If the Soldier is charging toward you, it is a wise idea to start to setup a pipebomb trap whilst avoiding the Soldier's fire. This will either force the soldier to stay at range, or give you a high likelihood of killing the Soldier if he continues toward you. If the Soldier stays in the long-range area, you should use your shotgun and move toward the Soldier, or retreat away from the Soldier.

In any situation, to not forget about using your grenades. Both the MIRV Grenade and Frag Grenade are extremely useful against a heavily armored class such as the Soldier.

Demomannew tfc.png
Demoman
(match-ups)
When facing a fellow Demoman, you should always be prepared to counter the Demoman's attacks. Obviously you are equally equipped, but generally speaking stick to using your grenade/pipebomb launcher, depending on situation, at close to medium ranges and using your shotgun at longer ranges. Be sure to keep moving to stay away from any grenades/pipebombs while trying to lay down some fire at the same time. It is wise to prime either grenade when encountering an enemy Demoman.

A large function of a Demoman is to open up pathways for teammates and yourself to capture the flag. Your job is also to close pathways that are opened. You will often find yourself constantly trying to counter a Demoman's detpacks, either on offense or defense. Be prepared to use your detpack each life to open or close pathways due to an opposing Demoman if it is most beneficial to your team goals. If it is not necessary to go back and forth with the enemy Demoman unless it directly helps your team attack or defend a command point/flag.

Medicnew tfc.png
Medic
(match-ups)
The Medic is one of the more dynamic enemies to counter. The Medic has a versatile arsenal, high rate of speed, and full armor. Generally speaking, Medics will either trying to make quick captures of flags or points. If your goal is to be defensive, setting traps against the fast paced medic can be difficult, but effective. Utilize similar tactics as you would against a Scout keeping in mind the Medic is slightly slower bug much more heavily armed and armored.

A trained Medic will keep to medium ranges because of his selection of weapons and dodging ability. The Medic has a shotgun, super shotgun, and super nailgun. The Medic will not typically avoid a fight unless it is not necessary for the goal of the map. He will use his powerful super shotgun until he runs out of ammo, then switch to the normal shotgun. If he still runs out of ammo, he will then go to the super shotgun. If the Medic is at long range, he will use the super nailgun or normal shotgun until he gets closer due to their potentially devastating effects and accuracy. Beware if the Medic gets to closer range. Some Medics will rush an opponent to infect them with their medkit and then back-off to continue to inflict damage with their other weapons. Try to keep the Medic away from you with your grenade launcher. If you get infected, call for a friendly Medic immediately. Be sure to take out the enemy medic so he cannot infect others. Do NOT return to spawn! You do not want to infect your teammates. If you have a Medic on your team, communicate with him while avoiding your teammates. If you do not have a Medic on your team, it may be wise to kamakazi the enemy with your MIRV grenades and your pipebombs/grenades since you might die by the infection anyway. This may kill several enemies or even pivital sentry guns.

Heavynew tfc.png
Heavy
(match-ups)
The Heavy Weapons Guy is very challenging for a Demoman if you cannot avoid his devastating autocannon. The Heavy Weapons Guy will have the advantage in many situations but not all. He is more heavily armored than the Demoman, but he is also significantly slower. A Demoman must use this advantage. A often employed tactic utilizes staying at the maximum range of your pipebomb launcher. Launch the pipebombs as far as they can go towards the Heavy Weapons Guy while dodging behind some cover. Keep track of where the Heavy moves and detonating the pipebombs as necessary. If he gets too close, prime a frag grenade or your MIRV grenade.

If you are at a closer range, prime a grenade immediately while trying to land several grenade/pipebomb launcher shots. At a closer range, you are much more vulnerable. If you cannot run away, try to use your pipebomb launcher to pipebomb jump yourself away from danger.

The Heavy Weapons Guy is a two way class. Typically, they will spend a great amount of time on defense, but they will also venture to offense if the need arises. Therefore, you may encounter him at any point on a map. If as a Demoman you are playing offense, the Heavy Weapons Guy will position himself in a bottleneck or right on a command point or a flag. A Demoman should anticipate this tactic and prepare accordingly. It is wise to prime a grenade and set a trap prior to entering a room known to have a Heavy Weapons Guy inside. The grenade will take a decent amount of health away from the Heavy. The pipebomb trap will provide a great avenue of escape if you cannot make it past. If the Heavy, or any other enemy, pursues you as you try to escape, blow the trap.

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Pyro
(match-ups)
The Pyro is another difficult class to counter. The Pyro has several weapons that can be used across the variety of ranges. The incendiary cannon and the flamethrower cover the entire range of combat that will disorient any victim. The Demoman will need to keep to a very specific range. Just out of range of the flamethrower but not so far as to be out of range with your grenade/pipebomb launcher. The Pyro will have the advantage if you get out of range of your grenade launcher. The incendiary cannon is a rocket launcher that deals lower damage and will ignite the target or anyone in the splash damage area. It also does not need to be reloaded so the Pyro can rain down a barrage of rockets at distance.

The Demoman should consider priming a grenade upon countering a Pyro. The Pyro has superior speed and armor. The optimal way to eliminate a Pyro is through the use of the grenade and your pipebomb/grenade launcher while staying out of range of the flamethrower. A Pyro will may also use his napalm grenade to corner you, do not allow this to happen. Continue to shoot while dodging any fire from the Pyro.

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Spy
(match-ups)
A single Spy can make you paranoid of all of your teammates, and justifiably so. Always be suspicious of teammates if there is a known spy on the other team. A spy will almost never run around without a disguise except when the spy is shooting, just killed an individual, or when carrying the flag. Be on the lookout for teammates acting out of the ordinary by doing such things as running back into your base, throwing grenades at other teammates/friendly sentry guns, or running at a speed not consistent with their given class (too fast as a Soldier or Heavy; or too slow as a Scout or Medic). Also, be wary of any fallen corpses, in particular ones that change classes. The Spy's Feign Death ability allows Spies to avoid detection. If you see a Spy suddenly fall to the ground without a death message, that Spy feigned his death and should still be engaged.

Try to identify Spies before they attack. They have a knife, tranquilizer gun, super shotgun, and nailgun. The tranquilizer gun does little damage but slows the victim to half speed. If shot by this, it makes a Demoman much more vulnerable to all enemy fire. This will sometimes be employed by a Spy to slow a target in the battlements area of a map to make them more vulnerable to Sniper fire. This tactic will also be used to catch up to an enemy to backstab them with their knife. Other than those scenarios, a Spy will typically use his super shotgun or nailgun. The Demoman should use the grenade/pipebomb launcher or the shotgun depending on the distance away. Generally, a grenade will not be necessary against a Spy and should only be used if having trouble killing the Spy or if the you suspect a Spy is going for a command point or dropped flag.

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Engineer
(match-ups)
The Engineer is arguably the main target of a Demoman. The Engineer's firearms are of little concern to the Demoman. Rarely will an Engineer be without a sentry gun. This should be a great focus to a Demoman. A Demoman should locate and destroy enemy sentry guns if he is not preoccupied on defense. Using a combination of MIRV grenades, frag grenades, and your grenade/pipebomb launcher, a sentry gun can be destroyed as long as it can be reached with these weapons. Choosing between the grenade launcher and pipebomb launcher is simply determined if the projectiles can reach the sentry gun. If the projectiles can reach the sentry gun without needing to bounce, then use the pipebomb laucnher. If they need to bounce, use the grenade launcher. Using the pipebomb launcher will allow many pipebombs to build up and make it more likely to destroy the gun. If the projectiles need to bounce, a Demoman's pipebombs are detonated, and if they do not make it to the gun it will have no effect. Therefore, a grenade launcher is more appropriate for this scenario because they will still the opportunity to destroy the gun.

The main weapon in the engineer's arsonal to be concerned with is the EMP grenade. This powerful grenade will cause great damage to any class holding many a lot ammunition. It is wise to drop any extra ammunition prior to leaving spawn to help mitigate this threat. Even by doing this, an EMP grenade can still have devastating effects. Try to avoid the Engineer if you hear him prime a grenade. Otherwise, the Demoman outmatches the Engineer in combat.

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Civilian
(match-ups)
Typically, a Demoman will not face a Civilian. This will only happen on custom maps or custom modded servers. If a Demoman happens to encounter a Civilian, the Demoman has a great advantage. The Civilian only has a melee weapon and will typically be attempting to escape.





The Medic is a very mobile, moderate-damage class. He is one of the most versatile classes in the game. The Medic should can engage targets at any range. He has a variety of versatile weapons. The Double-Barrel Shotgun is powerful at close range but loses accuracy over distance. The Super-Nailgun is excellent at slow moving/immobile targets at longer distances. The Medic is excellent at flag carrying and capturing points. He is also good at destroying an Engineer's Buildings.

General

  • Learn to Concussion Jump. It is an invaluable skill that will greatly increase your effectiveness as a Medic.
    • This can be done offensively to capture flags or defensively to escape advancing enemies.
  • If engaging an enemy and you run out of weapons, quickly switch weapons rather than reloading. All of your weapons are well enough to use at any distance if need be. This tactic will save precious time and likely help save your life.
  • Be sure to heal teammates if given the opportunity. Your Medkit will instantly heal teammates then will Adrenalise up to an additional 50 points.
  • The Medkit also cures all ailments caused by other classes (Hallucinations, Fire, etc.)

Weapon Specific

A list of useful tidbits about the Medic's tools.

Double-Barrel Shotgun

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  • Use this as a primary weapon against most targets. It has high damage at close range and maintains good accuracy/damage up to medium range targets.
    • For highest damage use against medium ranged targets or closer.
  • Strafe and jump while circling targets with your Double-Barrel Shotgun.
    • Do this while moving toward your target for highest damage.
  • If you run out of ammo with this weapon, do not reload it until you are safe. Rather, switch to either your Super Nailgun or Single-Barrel Shotgun.

Super Nailgun

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  • Super Nailgun is excellent at destroying Sentry Guns. The high rate of fire and damage output will destroy a full health Sentry Gun being repaired by an Engineer before running out of ammo.
  • Use the Super Nailgun on immobile or slowly moving targets(zoomed Sniper or shooting Heavy Weapons Guy) at long range distances.
  • Always lead your shots, nails fly through the air relatively slowly.
    • The slow speed of the nail makes it difficult to it faster targets or targets within very close range.
  • The Super Nailgun is useful against Snipers. If you can hit the Sniper with the nails, it will disrupt his view. Strafe back and forth to make it more difficult to be sniped.

Single-Barrel Shotgun

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  • Try to use this when you must engage an enemy at distance. It is more accurate than the Double-Barrel Shotgun and its pellets instantly hit a target. Be careful as this weapon does not have great accuracy nor does it deal great damage at such long distances.
  • This is always a good backup weapon to use. The shotgun may be used to finish off your enemy faster than if you reloaded your Double Barrel Shotgun.

Medkit

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  • Heal your teammates as often as you can. The Medkit will instantly heal your teammates, then begin to adrenalise them.
    • Medkit can heal infections, cure hallucinations, and put out teammates on fire.
  • Use your Medkit to infect enemies.
    • Infections can spread from your enemy to any enemy on the opposing team(s).
    • After infecting an enemy it is wise to run away and switch weapons to deal even more damage.

Hand Grenade

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  • By default, pressing the throw grenade button will prime the grenade, then releasing the button will actually throw the grenade.
    • Try to use this to your advantage. You can time your grenades to detonate when they reach your enemy.
  • Try to use your Hand Grenade to supplement your arsenal in a fire-fight against all enemies.
  • If you are guarding a dropped flag, it is wise to prime your grenade if you hear an enemy coming as a preemptive measure.
  • Grenades have a large splash damage area with high damaging effects. Therefore, it is wise to use a grenade when encountering multiple enemies.

Concussion Grenade

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  • Concussion grenades are used to Concussion Jump. This is a very valuable skill to learn. It will aid in capturing flags and escaping enemies.
    • This takes great amount of practice to learn and master.
    • Concussion grenades' knockback effect is greatest the further you are from the center of the grenade while still remaining in its blast radius. Take this into account if learning to Concussion Jump
  • Concussion grenades are excellent at disrupting an opponents aim, use this to disrupt classes based on precise aiming (Soldier, Sniper, etc.)

See also