KABLOOEEEH! Balzac's guide attempt to the Demoman (inspired by DarkNecrid)

Ballzac

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Balzac's guide to the Demoman! (inspired by DarkNecrid's Spy guide)

I've logged roughly 145 hours on Demoman alone and have learned a thing or two! Demoman was my favorite class back in the days of TFC and I began to play it alot when TF2 came out. I found myself yet again hooked on the Demoman and now have become pretty good at it! As some may know, I play LOTS OF DUSTBOWL, so some things may apply in DB situations or Defend/Capture levels but generally are factors for any situation on whatever level.

I. Introduction - The Demoman's job.

As many know, one of the man jobs as a Demoman is to make the Engineers life a living hell. Many may think "Oh I thought the Demoman's job was to spam around corners until I get a kill!" Well in some cases yes.. this is true.. but not always. The Demoman is placed in the "defense" class section, but they are also VERY good on offense as well. As many know, on defense, there tends to be many more Engineers building and groups of people standing around (on points) which makes Demoman an ideal class for taking care of things like this.

II. Strengths/Weaknesses/Things to know

Alot of people complain that Demomen are overpowered or Demomen do too much damage etc. They are just as powerful as any other class if used properly

Strenghts
*Stickys can be launched from long ranges (more later)
*Demomen crits are VERY powerful with a direct hit
*Stickies can be used as a fear tactic
*Decent amount of health (175) with moderate speed
*Can damage self with stickies to create a fast Uber-Charge
*Can sticky jump (similar to Soldier's rocket jump)
*Best class in the game for mass Engineer building destruction

Weaknesses
*In the battle field, running out of ammo=death
*Inaccurate shots are a sure way to get yourself killed
*At close range, it is easy to hurt yourself or even kill yourself
*In some cases, very hard to kill things at long ranges
*Demoman guns can be hard to use for people who do not play Demoman a lot

As requested/posted by Culex and Caval1er KRTIZ IS BETTER THAN UBER IN SOME CASES!
postzy4.jpg


Overall the Demoman has more strengths than weaknesses but the weaknesses aren't things that can just be looked over. In most cases you will see a team with 4-5 demomen (mainly 32 person servers) who just use it as the "lets spam over walls class", leaving medics and the rest of the team in a bad position when those spots could be best used on classes to better strengthen the team.

III. Weapons and Strategies

The Pipebomb Launcher - "KABLOOEEEH!"

This is your bread and butter weapon, 4 shots, moderate reload time, high damage.

The damage output of the pimpbomb launcher is high, the weapon has area of effect damage when it hits its target, or even when it is still on the ground. The bombs do more damage with a direct hit than they do if they roll on the ground to the target. The damage of pipebombs varies but to give you an idea here is a # of hit list for each class (rough estimate - in a battlefield situation):

Scout: 1-2 direct hits
Soldier: 2-3 direct hits
Pyro: 2-3 direct hits
Demo: 2-3 direct hits
Heavy: 4 direct hits
Sniper: 1-2 direct hits
Engy: 1-2 direct hits
Medic: 1-2 direct hits
Spy: I find spys USUALLY die in 1 hit, 2 in certain situations

Crits with the pipebomb do massive damage and can, for the most part, kill any class except the heavy in 1 direct hit

Pipebomb strategies

The way this gun works is now different than it used to in TFC and when TF2 came out. It used to be that if you did NOT get a direct hit, the bomb would roll on the ground and explode if it hit its target on the roll. This is not the case anymore. Pipebombs that are NOT direct hits will now roll on the ground and explode after a few seconds. The rolling damage is not nearly as significant as a direct hit, so accuracy is key to pipebombs. You must aim for where your enemy is ABOUT TO GO. Aiming AT the enemy as they are on the move will result in the pipebomb not hitting anything but air, YOU MUST PREDICT MOVEMENT IF YOU WANT DIRECT HITS!

As for Pipebombs in a sentry/Engy situation, it takes about 3 direct hits to take down a level 3 sentry with Pipebombs. (2 bombs for a level 1)

Regarding walls and corners. Pipebombs can be bounced off certain parts of walls to get different leverage depending on where it is hit, for example. Shooting high up at a wall will result in the bomb moving slightly forward and dropping straight down ground, close to where it was hit on the wall if you were to draw a straight line from where you shot the wall to the ground. Shooting at mid point of a wall will result in the bomb moving forward more-so than it would shooting at the high point of the wall, making it go further than the high point shots (best for people who enjoy wall/corner spamming). Shooting at or near the bottom of the wall will result in the bomb rolling on the ground and making a roughly 130 degree angle on the ground from the wall to where it will stop rolling (best for taking out sentries you know are right around the corner or wall you are shooting at).

As for range or in a straight on situation, it is similar to the wall physics. Shooting the ground it will roll a lot, mid way it will have decent range while having a shorter amount of roll, and aiming high into the air will allow the least roll time and giving the greatest "umph" into the range of the shot, EXCELLENT FOR DETROYING GUNS THAT CANT REACH YOU

Overall, the Pipebomb launcher is a gun that takes practice to master, and it is also an under-rated gun. Do not leave the Pipebomb launcher in your belt to rot! It is a superb gun for getting points and kills and with enough practice you'll get it down in no time!

The Stickybomb Launcher - "KABOOOOOOOOM!"

As yes... the Stickybomb Launcher where to start where to start...

The Stickybomb Launcher is arguably the primary and only gun that the Demoman uses. As for me, yeah I enjoy it, but it is not the ONLY gun I use. Learning to use stickies and pipebombs together is a deadly combo. Here are a couple quick facts about stickies all Demomen should know!:

*Stickies can hurt you too, be carful where you launch them!
*Stickies CAN be detonated while you have your Pipebomb Launcher or bottle out, you do not need your sticky gun out just to detonate them!
*STICKIES HAVE A 1 SECOND PRIME. THIS IS WHY SHOOTING STICKIES 1 BY 1 AND RIGHT CLICKING FAST RESULTS IN 1 AT A TIME EXPLOSIONS!
*Use stickies on walls to damage yourself and help Medics charge a faster Uber!
*You can hold down your primary fire button to launch stickies farther! (watch the bar under your ammo go up as you hold the button down to see how much boost you get)
*You can use stickies to launch yourself in the air and across at fast speeds! (does moderate damage but in some cases is very useful)
*USE STICKIES IN A CLUMP TO SEPERATE OR DISORIENT UBERS INTO THE AIR!
*Use your environment! Place stickies in spots so that enemies do not see them when they get towards you, then blow them up when they are near them!

Everyone is afraid of stickies (don't lie.. your scared of them).. TAKE THIS INTO CONSIDERATION WHILE YOU PLAY! just throwing a couple stickies down on the ground in front of enemies is a nice way of saying "Yeah... you can go the other way or get a screenshot of your body parts scattered on the ground" Damage wise, roughly 2-3 stickies that are close together will kill any enemy in TF2 (except heavy most of the time). CRIT STICKIES ARE EXTREMELY POWERFUL, DO NOT BLOW THEM FOR NO REASON IF THEY ARE IN A GOOD SPOT! Stickies that are spread apart will not do as much damage as ones that are in a clump, but they will have a greater area effect on the enemy. As I was saying with the pipebombs, you must predict movement, shooting a sticky behind a guy as he is running away will do NO significant damage at all, but a sticky under an enemy will do a lot!

As for the Stickybomb Launcher in a sentry/Engy situation here are some facts for the following:

*3 stickies that are ON or CLOSE TO a sentry gun will destroy it
*If you are launching them slow from far away, BE CARFUL, Engineers CAN shoot stickies away from their guns to save them
*Shooting stickies 1 at a time and not letting them prime will usually result in you dying and the sentry not being destoryed, MAKE SURE THE STICKIES ARE PRIMED WHEN THEY ARE ON THE GUN!
*2 stickies will destroy a level 1 sentry
*IT IS POSSIBLE TO KILL UP TO 3 LEVEL 3 SENTRIES THAT ARE SPREAD OUT WITH PROPER AND ACCURATE USE OF STICKIES THEN SWITCHING TO THE PIPEBOMB LAUNCHER TO FINISH OFF ANOTHER ONE

Overall the Stickybomb Launcher does not take as much skill as the Pipebomb launcher, but also cannot be spammed and randomly shot if you want to get any points/kills.

The Bottle - "CHEEEEERS MATE! *BURP*"

When your on the battlefield and run out of ammo, DON'T GIVE UP, YOU ARE NOT DEAD UNTIL YOUR DEAD! The bottle is in fact a great melee weapon with high crit damage. If your in the battlefield and find yourself with no ammo, do not be afraid to take out the bottle. Even in situations where there is just somone close to you, USE THE BOTTLE!. Against Pyros, the bottle is great, I manage to get a fair number of Pyro bottle kills a day if they are running around like a chicken with their head cut off, whip out the bottle and beat 'em down. As for 1v1 Demo fights, I find the bottle to be quite good if you can manage to dodge the other Demo's bombs and get close enough for the bottle kill, it's pretty easy, give it a shot!

JUST REMEMBER, DON'T BE AFRAID TO USE THE BOTTLE!

IV. Demoman VS. every class short strategies

Here are some quick tips and strategies vs. other classes as a Demoman!:

vs. Scouts Hard fight, takes A LOT of movement prediction to beat these guys, use stickies to predict movements and spread them out, if they are close BOTTLE 'EM!

vs. Soldiers Somewhat of an easy fight, they are slow, it is easy to get direct hits with pipebombs if you have room, if close quarters, use stickies! IF POSSIBLE GET SOME RANGE ON 'EM SO YOU CAN DODGE THE ROCKETS!

vs. Pyros VERY EASY, a lot of the time they just run in a straight line holding down shoot, just run backwards and fire away with Pipebombs. Another strategy, look directly down while running, fire stickies, blow them up 1 by 1 as the pyro gets closer

vs. Demomen Intresting fights.. Use Pipebombs if you feel confident, as both of you will probably be jumping around like idiots moving from side to side, use stickies if you are not confident, and if you can dodge their bombs and get close.. BOTTLE 'EM

vs. Heavies Hard to beat, even with direct stickies, it seems to never kill, use the Pipebombs for easy hits and better be accurate because if all 4 don't hit (or enough to kill the Heavy) your probably dead!

vs. Sniper Somewhat easy, Use the Pipebomb high shot strategy to shoot at the Sniper's general area, if you can get around them or get close.. BOTTLE 'EM

vs. Medic Sometimes difficult, Medics are usually running around a lot' use stickies unless they are standing still healing their target, then use Pipebombs. If you can manage to get behind or around them while they are busy healing... NEED I SAY WHAT TO DO?

vs. Engineer Some strategies explained above. Use walls and corners (line of sight) to your advantage while fighting sentries. A good strategy if you are close is usally just; pop out, sticky, run back, pop out, sticky run, back, until you have 3-4 stickies then blow it up

vs. Spy Easy, if they are running around spamming sappers everywhere, just shoot stickies in a close but spread out radius to take care of em, if somone looks suspicious shoot a pipe at 'em. IF YOU SHOOT A PIPE AT SOMEONE ON YOUR TEAM AND IT BLOWS UP, HES A BLOODEH SPY!


All of the above are things I have noticed throughout my hours of playtime. Some obvious to some, some not so much to others. TRY OUT WHAT MAKES YOU COMFORTABLE, this is not the only way to play the Demoman! Any feedback/comments/concerns/questions are welcome! Strategies and ideas again are mainly from a point of view of somone that just plays Defend/Capture (Dustbowl) maps.

THANKS FOR READING, NOW GET OUT THERE AND BLOW SOME STUFF UP, KABOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!.
 
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I have only put in about 35 hours of demoman so I'm still a noob in the category but I do have a couple comments/suggestions on the matter.

It seems that all I hear when I play demoman is "OMG, do you ONLY spam stickies? That is really annoying!" The answer is NO that is not all I do but I do it a lot and it is supposed to kill you which may be rather annoying to people and I'm glad. I find that when in a tight area (ie. small rooms, wide hallways, any space where there is a fair amount of space to move but still relatively close range), stickies are by far the best choice. First, you dare them to come closer with a sticky between you (or in the middle of the room), then you begin shooting them behind them inf in a hallway or if you are in a room start placing them around the room away from each other. REMEMBER THAT MOST PEOPLE WILL RARELY HAVE FULL HEALTH UNLESS YOU ARE CLOSE TO THEIR SPAWN. This does not apply to heavies, more on that later.

When you are in large open areas as badwater only offers you need to get good at throwing your pipes at long distance with accuracy. You will need to learn accuracy at range and the range of your projectiles through practice, lots and lots of practice. However, the same that applies in small rooms also applies in large areas for stickies. The difference is you need to judge your opponents movements better and spread the stickies a little more. Practice makes perfect. Also, pipes and stickies can go very far don't be afraid to aim them pretty high in the air to get maximum distance. NEVER spam pipes to the same spot at a moving target.

You also need to watch out for pyros in close range that are good with the compression blast. If they blow a pipe back at you it is now an enemy pipe and will change colors to the entire team and they can shoot stickies and pipes quite far.

I think I saw that Balzac mentioned sticky jumping. This can be used in several ways. Sticky jumping is great for getting up close and personal with snipers, behind your enemy, or, in dustbowls case, quickly across a heavily armed area to a capture point. Two stickies can get you pretty far across any map. I'm not sure on this because I am rather scared to try it but I believe that stickies don't shoot you any farther but do significantly more damage. If you want to try crit sticky jumping, only do it with one sticky as a crit and a regular sticky may nto kill you on impact but you will most likely die from the fall.

Last but not least, NEVER forget to taunt you enemies as much as possible during setup time, from long distances, or in the middle of a fight if you are brave!

EDIT: Forgot to get back to the heavies lol. Balzac put they are "hard to beat." I disagree completely. Heavies don't have much luck against me. If you can get something between you and the heavy you should win the fight. This can be a corner, box, small pole, whatever it is even if it is small it will have to work! All you need to do it use quick pop outs and stickies to take down a heavy even if he has a medic with him. The reason for this is that, as of right now, they DO NOT have any explosive weaponray and bullets do not go through a whole lot of things! This will also take practice and you also can't just go spamming them anywhere, you will need to place these at or near their feet. Remember that placing stickies on top of each other only works around corners and things where the enemy does not see them coming. You will need to place these stuickies close but not on top of each other.
 
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Another fun one for sentries is to start out with the pipegun to get the engies to start using their wrenches. Once they're in wrench mode they won't be able to use their shotty to shoot you or your stickies.
 
Very informative for people that don't play Demoman often enough to figure it out. Here is some stuff that I didn't see while reading, if any of the following are in fact in the guide, my apologies.

When sticky jumping you can jump-crouch for farther distance.

A fun thing to do on 2Fort (best map to do it on) is to sticky jump (using 2 stickies) from your team's Battlements to the opposing team's. Be sure to jump-crouch for the distance, while in the air I fire pipebombs at the opposing team's snipers, usually killing all of them on whatever side I flew to.

A common mistake among Demomen, that I have noticed, is strafe-shooting around objects such as rocks, corners, etc. Your weapon shoots in an arc, use it to your advantage.

Get familiar with how far stickies fly depending on how much you charge them, if you are at the 3rd part of Dustbowl (playing offense) you can easily get behind the rock by the control points and launch charge-stickies over to every sentry, assuming you know where they are positioned.

*Might be mentioned, sorry if it is.
If you get a medic to uber you, don't run in with pipebombs or single stickies. Run in, put 2-3 stickies on the buildings, mainly sentries, run out before the uber comes off and blow 'em. Usually this is very easy, because many engineers think that placing turrets/dispensers next to the others is smart, some cases yes, but not if you have an uber demo/pyro. Chances are they're close together, not taking too many stickies, but spread 'em out so that they have a hard time shooting them away before you detonate.

Another strategy for 2Fort is Scout Guarding. Usually scouts don't walk through the front door, because of sentries, so they try for the bridge to battlements jump. Basically, head up the battlements, put 2-3 stickies on each side of the balcony and wait. If you see a scout running across the bridge, chances are he's headed for your snipers, then your intelligence. Wait for him to jump, at least to the edge, if you blow them correctly he should die, even if you blow them early, he'll most likely get knocked back and injured.

Another 2Fort strategy is bridge guarding. Rather than laying stickies across the bridge for your enemy to spot, put them on the ceiling of the bridge, or behind the support pillars. If they control the bridge, shoot stickies from the battlements onto the doorway of the bridge, wait for someone (or a group) to walk past the entrance and detonate, killing them all.
 
It seems that all I hear when I play demoman is "OMG, do you ONLY spam stickies? That is really annoying!"
*cough*
Alot of people complain that Demomen are overpowered or Demomen do too much damage etc.
Not the class, the stickies. It is OP. I love good demomen who use the pipe luncher as his/her main weapon, as it should be. Heck, even Valve admitted that the winbombz, Valve came up with that name if you want to believe it or not, that they are too strong!
Everyone is afraid of stickies (don't lie.. your scared of them).
Why shouldnt we? That crit can kill a lonely heavy in one hit!

Overall the Stickybomb Launcher does not take as much skill as the Pipebomb launcher, but also cannot be spammed and randomly shot if you want to get any points/kills.
Oh yes, its easily spamed, and its a good weapon for its job, too! Amazing range.


Other than my complains about the winbombz... This is a pretty solid guide. Demonewbies probably love this guide while any demoman over atleast 20 hours already knows about that. But hey, thats perfectly fine because guides arent there for the good players. :p

P.S I dont hate you fellow demomen... I only hate your stickies!


*flame suit on*,
-Calle
 
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Cough all you want calle, I am very good with the pipe bomb but it just isn't as useful on blackmesa in most spots.
 
Cough all you want calle, I am very good with the pipe bomb but it just isn't as useful on blackmesa in most spots.
I coughed because I wanted to point out that that could be a quote of me. :p
And the pipes are always useful as long as you can aim and predict properly.


-Calle
 
Great guide - I'll be trying to play Demoman more often now.
 
Thanks for the feedback everyone! Anyone who plays other levels often or different map types feel free to post more strategies and tips.
 
I think another important feature that was left out was flying sticky detonations. The stickies do not have to be attatched to a surface to blow up. All you need is 1 second from the time of fire to detonation. This method is very useful if:

-You run out of pipes and need to finish off an opponent
-Disrupt a sniper at a longer range

Very tricky to get the hang of, but it has saved my numerous times.

Also, remember that if you have more than 8 stickies on the ground and fire another, the first one will detonate and do damage. You can arrange this to do a more controlled explosion, perhaps along a narrow path rather than blowing all of them at once.
 
pretty decent guide balzac! i'll hate you a little less when you kill me now
 
I do believe the PB launcher has accuracy issues, which makes hitting someone head on hard anyways, no?

Also if you move forward or jump forward while shooting at the same time, they seem to get a bit of extra reach.
 
This is going to be funny, but I'm actually gonna make a guide attempt for the Pyro - inspired by Balzac AND DarkNecrid (yes, you two are my two inspirations) in the style I play as the Pyro, guide similar to yours Balzac.

I'm gonna be playing Demo a lot more because of your guide, Balzac. :P
 
This is going to be funny, but I'm actually gonna make a guide attempt for the Pyro - inspired by Balzac AND DarkNecrid (yes, you two are my two inspirations) in the style I play as the Pyro, guide similar to yours Balzac.

I'm gonna be playing Demo a lot more because of your guide, Balzac. :P
In before super awesome advanced techniques! :p
Sorry, couldn't resist. :(


-Calle
 
This is going to be funny, but I'm actually gonna make a guide attempt for the Pyro - inspired by Balzac AND DarkNecrid (yes, you two are my two inspirations) in the style I play as the Pyro, guide similar to yours Balzac.

I'm gonna be playing Demo a lot more because of your guide, Balzac. :P


Good to hear Kunai!
 
This guide is dead on Balzac, Demo is a very strategic class.

Learn your angles kids, know how to avoid sgs yet still kill them. Angles win you the game as a demo.

Once you learn to be a great demo, you can be a fantasic engineer, because you know where to place your sentry based on how hard it will be for a demo to take them out.
 
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