Team Fortress 2
is demoman op?
is he op because every demoman can ♥♥♥♥ me up
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Vector (Bandito) 19 ago 2014, ore 7:42 
Not really, he's the only class that deals with indirect fire which can be hard to master
Not really. Demonstrations Black (exploder w/out rocket) actually has his weak spots. Like Scouts. Scout is Demoman's hard Counter. He cannot go close range unless he has a sword.
vector i like you
this is a ♥♥♥♥♥♥ mess
Messaggio originale di Concord:
Not really. Demonstrations Black (exploder w/out rocket) actually has his weak spots. Like Scouts. Scout is Demoman's hard Counter. He cannot go close range unless he has a sword.
Let's face it, Scout is just about every class's hard counter at this point. Bar, like, Pyro.
http://wiki.teamfortress.com/wiki/Demoman_match-ups


At high level play, a Scout is your main counter. A Scout is difficult to hit and can easily get in your face with his Scattergun. Predict their actions; lay Stickybombs where you think he will cross and lead him with your Grenade Launcher. Even if the Scout gets close, taking out your melee weapon is not recommended, as his speed lets him easily dodge your swings.



Keep your distance when fighting a Soldier; if you allow him to get too close, he’ll have the advantage – his Shotgun and Equalizer still outdamage your strong melee weapons. Shell him with grenades and charged Stickybombs while avoiding his rockets. Lay carpets of Stickybombs in front of him to stop his approach. If the Soldier actively rocket jumps in combat, try to land aerials with your grenades or place Stickybombs where he will land.


Pyro You never want to let a Pyro get close to you, where his assortment of strong fire and melee weapons will scorch you. Like with a Scout, lay Stickybombs where you think he will cross and lead him with your Grenade Launcher. Unlike the Scout, he can use his compression blast to reflect your projectiles back at you. Although you can fire faster than he can reflect, avoid shooting in predictable patterns. Equipping the Chargin' Targe changes the matchup significantly, as it heavily reduces fire damage taken and negates afterburn, preventing powerful critical hits from the Axtinguisher and Flare Gun; if the Pyro doesn't have the Shotgun or Reserve Shooter equipped, his best option becomes his melee weapon. The Pyro's compression blast can interrupt your shield bash, which keeps the playing field even.



Demoman Against another Demoman at any range, fire grenades and Stickybombs while dodging his. You can use one of your own Stickybombs to scatter an enemy Sticky trap. A Demoman with the Chargin’ Targe acts as a soft counter to a vanilla Demoman – the explosive protection offered by the shield puts the latter at a significant disadvantage, especially once the former uses the charge to enter melee range.


Heavy At medium range your damage output, especially from your Stickybombs, can match that of a Heavy. Never try to fight a Heavy at close range, since his Minigun will shred you. However, his weapons suffer significant damage falloff over distances while yours do not. Stay away and use high ground or cover to harass him with your explosives. His slow speed makes him an easy target to land direct hits on.


Engineer Keep a modest distance when fighting a lone Engineer; although he is weaker than other, more hearty classes, his Shotgun and Pistol give him the advantage at close range. Instead of directly facing his Sentry Gun, use the trajectory of your projectiles to attack indirectly from behind obstacles and remain safe from harm. Your Stickybomb Launcher makes you one of the best classes for taking out a Sentry Gun; detonating several at once will deal huge damage and prevent the Engineer from doing any repairs. Equipping the Chargin' Targe will rob you of the Stickybomb Launcher and overall make you weaker against Sentry Guns.



As with an Engineer, a Medic who aims his Syringe Gun well can be deceptively deadly to you at closer ranges. Remain far enough so that you can safely attack with grenades and Stickybombs. The Medic is a high priority target, especially when he is healing his teammates. Use your splash damage to attack both him and his patient at once. You can sticky jump above and past the Medic’s allies to dive-bomb him. The Chargin' Targe can be used to chase and pick off a fleeing Medic.


You’ll want to close the distance between you and a Sniper as quickly as possible. Harass them with grenades and charged Stickybombs while moving erratically to avoid being headshot. If you decide to sticky jump or use the Chargin’ Targe to approach, try to catch the Sniper off-guard; while doing either of those, your trajectory is easily predictable. Once you get inside medium range, your projectiles or melee weapon will make short work of him.


Spy You are relatively slow and can deal massive damage, making you an important target for a Spy. The main problem is his Cloak; with it, he can be difficult to directly hit and can pass over your Stickybombs undetected. His Revolver is deceptively strong at close range, where you are weakest. Still, once you find the Spy, your weapons outdamage his at any range.








Reading this guide, it is clear to me that to effectively kill a demoman you must WM1 him from medium range taking no advantage of high ground or cover or tactics.
tl;dr, demoman is hard countered by skill.
p.s

mad [x] not mad []
bad [x] not bad []
thanks for the guide man
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Data di pubblicazione: 19 ago 2014, ore 7:35
Messaggi: 45