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Those grenades can be really hard to aim, and direct hits only do 100 damage so you usually need to land two.
Pipes also require prediction of movement a lot later than rockets do.
Also 1000$ phone f a s t e s t hahahhaah
Pretty much every weapon out there: press m1 in the direction the enemy is or will soon be. How is that not spam?
Thank you pubs.
by like a lot
but also kritz demos with a pocket medic that roll uncoordinated teams since demo is a bit more complicated to play against than the usual pub counter strat of throwing 4 spies+4 snipers at a heavy
they do
mostly after the demo nerf, the no-wasd babies moved onto the next explosive class
last year's endless nerf rocket splash plez was obscene
It is generally agreed upon that demoman is more difficult to play than soldier at the highest level of 6s.
Your grenade launcher has little chance to connect beyond close range, your stickybombs has an arm time, meaning you use it beyond close range. However, probability of projectiles dealing damage decrease with displacement. The only advantage of a stickybomb relative to a rocket (besides difference in damage) is controlled detonation without need for a surface.
It is generally agreed upon that hitscan is superior to projectiles, especially in 6s. It is arguably easier for a high level player to use a shotgun to its fullest potential (perfect mestshots) relative to projectiles (detonation in the middle of hitbox). High level players can dodge projectiles (yes, even close range rockets & mid-range stickybombs), while hitscan is solely dependent on the user, regardless of how the enemy dodge, juke, jump etc, a well-aimed shot will deal damage.
It is widely accepted among high level players that the ease of dealing respectable (not perfect, but significant) damage with projectiles is in order of :
Close range:
rocket > grenade > stickybomb
Beyond close range:
stickybomb > rocket > grenade
easiest -> hardest
Stickybomb, with its arm time, will be limited in close range. Stickbomb can be charged to increase projectile speed & with controlled detonation, is strongest at mid-range.
Grenade is the fastest among projectiles, strength lies in close range. A requirement to connect directly for instant explosion reduced reliability.
Rocket explodes instantly on surfaces, strength decreases with range.
Overall, among the 4 main weapons of the 2 classes, the ranking from easiest to hardest to use efficiently (by a high level player) can be ranked as follows:
shotgun > rocket ≥ stickybomb > grenade
easiest -> hardest
For mobility, soldier’s rocket jump can be used much more actively than a sticky (or grenade) jump, meaning demoman(s) has to pay more attention than soldiers to prevent getting caught, hence more ‘skill’ required here for demoman. One may argue that demoman’s higher base speed (280 vs 240 hu/s) and greater distance for sticky jump reduced demoman’s ‘skill’ required. I shall negate the factor of mobility since they approximately cancel out.
Soldier has more health than demoman (200 vs 175). This means soldier can sustain more damage in active combat, reducing the ‘skill’ required.
Now, with weapons, mobility & health into consideration, we can see that soldier across the board generally requires less ‘skill’ than demoman.
This support the opinions of most high level players that soldier is supposedly ‘easier’ than demoman.
Note: Both classes have extremely high skill ceiling, the difference is marginal and insignificant compared to say, that between a demoman/soldier and a heavy (for example, no hard feelings).
Edit: for mobility, I missed out on the advanced jumping. For most actually useful and viable jumps in normal scenarios (no syncs, wallclimb, wallpogo, air pogo downpogo etc), rocket jumping mag requiring chaining like a high bomb or speedshot or speedpogo. Sticky jumping is relatively simple (if you disregard kaidus process rollout, or alle reckoner last sack). Demoman takes less ‘skill’ here, but this is not really significant to the classes’ ‘skill’ comparsion overall.