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Haxwehttam's Guide for Demoknights and Demomen Alike

Tips and tricks for playing the Demoman class.
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Haxwehttam
Posts: 63
Joined: 21 Aug 2009, 01:19
Steam ID: STEAM_0:0:19860489

Haxwehttam's Guide for Demoknights and Demomen Alike

Unread post by Haxwehttam »

The Demolition Man
aka "demoman"
"Oh theyr gonna have to glue you back together, IN HELL!"

weapons
primary-although treated as secondary
Grenade launcher
direct hit 81-111 crit 280-300
afterbounce 22-64 crit 190

Secondary
Stickybomb Launcher
directly underneath 103-171 crit 353
gets weaker the farther away they are from it

Unlock- Chargin' Targe
does 50 damage after full charge + 10 per head (up to 5)
50% resistance to fire and explosive damage, and when charging adds crits to melee at fullcharge and mini for half charge

Unlock- Scottish resistance
same damage as normal stickybomb launcher
can lay up to 6 extra stickys, detonates only stickies neer crosshairs, 12 extra stickies carried, can destroy enemy stickies and a split second arming time

melee
bottle
base 65 crit 195
nothign special

unlock- The Eyelander
same as bottle but every killing blow gives + 8 percent speed and 15 percent extra speed (max 4 heads perlife)
no random crits minus 25 max health (starting)

unlock- The Pain Train
same but double capture power (like the scoot) but takes 10% extra damage from boolets

taunt -eyelander- Decapitaion 500damage


Edit may 20th update

Scotsman's Skullcutter
20% more damage but 15% slower
78 per hit
minicrit of 108
fullcrit of 234

/w normal stuff or scot resistance and paintrain

general


aim ahead of target for grenade launcher, circle straffing helps
for stickys or scot resistance choot stickys on the ground randomly and try to lure your enemy toward them
also use stickys as traps for people, if you know theres only a couple ways for someone to go then plant stickys near one entrance (or on the point or cart if there is one)



vs scoot
lay stickys theres no way to catch him with a grenade (you might be lucky though)


vs soldier
shoot grenades at them then switch to stickys to lay grenades if hes not already dead then shoot the ground while jumping, then detonate when he runs over them
then repeat

if he pulls out pickaxe then use bottle or granade


vs pyro
refer to general
also careful where you lay stickys they might airblast them (ei behind doors around corners behind anything)


vs other demos
refer to general while jumping

vs demoknight
grenades when they get close
be random in jumping

vs heavys
dont attack headon run away then use stickys
OOOOOOR use grenades headon (hopefully direct hit

vs engis, your prey

by them selves not too hard

vs sentrys
so many ways to destroy a sentry
get below them
get above them
get behind a wall
get behind a doctor
get behind a heavy
get behind the sentry's engi
get behind a corner
get behind ramirez

and then shoot stickys (many) up down or whatever direction at the sentry
1 or 3 for lvl1s
3-5 for lvl 2s
8 recomended sometimes for lvl 3s (just to make sure everything neer it is destroyed as usualyl the engi will upgrade his dispencer and will easily make another sentry if not destroyed)

vs snipers
usually too far to hit them but if u get get neer enough without them knowing plant a couple extra stickys to be sure hes dead
also refer to general if they are huntsman

vs medics

kill them first refer to general avoid the heavy thats all

spys
if u see them or even notice one just start blowing them up


FOR DEMOKNIGHTS ONLY ei eyelander + targe

general
step1 target
step2 note charge (if full get close enough to charge if not straffe or hit others very close)
step3 charge then mini or full crit them in the face
step4 continue to hit them til death then hit others near by if any
if you are not charged then u dont always have to wait but if u are use it if theyr far enough away

vs scoots
general usually dead in one charge

vs soldiers
sometimes worth 2 extra hits

vs pyros
1 extra hit if any

vs demos
2 or 3 extra hits also watch out for stickys behind corners

vs demoknights
general but targeting will be easier and mostlikely youll charge at each other at the same time (make it count the winner gets 1 head)

vs engis
generally easy

vs sentrys
dont even try unless they are building

vs heavys
....usually no but could be worth it to crit him to half health (of course if hes looking the wrong way go and get a head)

vs medics
generally first

vs snipers
use grenade launcher unless on your lvl

vs spys
instakill sometimes with charge

"SO! are you fine dandy so proud, so cock sure, prancin aboot with your HEAD FULL OF EYEBALLS, COME AN GET ME i say, ILL be waitn on ya with a whippen of me old brimstone!"
btw if you find any mistakes any problems, or anything i missed post it
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dragoon128
Posts: 34
Joined: 26 Jan 2011, 12:25
Steam ID: STEAM_0:0:36177825

Re: Haxwehttam's Guide for Demoknights and Demomen Alike

Unread post by dragoon128 »

You might wanna double check your wording Hax. You said Eyelander gives +8% speed and +15 extra speed per kill when it's supposed to be +15 health. This is a great guide and its helped me a lot otherwise but I just wanted to let you know cause that might confuse people who are newer to the game (in other words the ones who most need guides). This guide has helped me a lot and I hope you plan on making more.
It's a conspiracy!!!11!!1!11!!1!1!1!!1one!!11!!1!1!one!!11!!1!!11!!1!!!1eleven!1excalmation mark!
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