I'd be fine with it, but sticky jumping is a lot harder to be accurate with than rocket jumping. The Half-Zatoichi restores 50% of the Demoman's max health on kill and is capable of overhealing. Even without directly hitting an enemy, you may still do so by scaring your enemies into retreating with a cannonball explosion in mid-air. The Scotsman's Skullcutter simply gives brute power (extra damage) at the cost of mobility (decreased movement speed); a crit can kill any non-Heavy, non-overhealed class. Imagine if demo got the mantreads. The ability to detonate stickies in midair allows one to attack with great precision for high damage. The Loch-n-Load is designed more for sharpshooting single targets and taking down pesky Sentry Guns due to its faster projectiles and stronger damage against buildings. His various weapons, including the Grenade Launcher, Stickybomb Launcher, and Scottish Resistance, can be used to perform such jumps, each with different methods to execute. Keep this in mind when using it. Cause it'll never happen. Refills 25% charge on melee kills. If fleeing enemies, the rollers can be useful for stopping their pursuit. What's the command for the fps and ping to show up on the bottom right corner? You can even roll grenades down slopes, albeit with little control. The Knockback is powerful for a defensive Demoman wielding a. Voice Actor Rick May - Born in 1940. By deliberately prematurely detonating one group of Stickybombs where the enemy can see them, you may trick the enemy into thinking that they have tricked you into prematurely detonating your Stickybombs, causing them to relax their guard and stumble directly into your. However, a smart enemy may be able to get away from your stickies before you are able to detonate, so try to shoot the stickies where the enemy will be, or lay a carpet in an area near the enemy so they have no escape, as described above. The Market Gardener Level 10 Shovel Deals crits while the wielder is rocket jumping-20% slower firing speed No random critical hits Mann Co. Supply Munition Level 20 Supply Crate Crate Series #92 The Brass Beast Level 5 Minigun +20% damage bonus -20% damage resistance when below 50% health and spun up 50% slower spin up time -60% slower move . Look at the Capture the Flag or Capture Point. The Iron Bomber doesn't really have any huge downsides, the problems with it usually boil down to its underwhelming upsides. The explosion will launch you particularly high in the air. Using a Demoknight set (generally seen as one of the shield weapons paired with a sword-based melee weapon) grants the Demoman a unique combat style that requires separate tactics and techniques. The Demoman is effective at helping Engineers to fight off enemy, Because the Stickybombs on the Scottish Resistance take a longer time to arm, it is better suited for defensive play that requires guarding multiple areas simultaneously while still leaving unneeded traps undetonated. If the player is below 50 health points, the weapon cannot be holstered until the player gets a kill. Because of the grenade's low speed, enemies have a lot of time to react, especially. TF2: Demoman needs a market gardener! The charge on hit helps you to escape quickly or to charge towards your next target. However, you can still get critical hits using the Rocket Jumper, even though it deals no damage, making it a good pair with this weapon. Demomen and Engineers are two of the best defensive classes in the game. One tactic is to launch Stickybombs behind enemies and then attack using the primary weapons. Buff Banner Gunboats . If it is too dangerous to pop out of cover to set Stickybombs onto a Sentry Gun, try shooting them as close to the Sentry Gun as you can without revealing yourself. Valve adds a Market Gardener-like weapon for the Demoman. And Demoman already has a Market Gardener, it is called a Caber. Since both the Loose Cannon's fuse time and the position of the overload's explosion is fixed, it allows for controllable jumps and doesn't necessitate a surface to maximize distance gained. StrangeMarket GardenerStrange Shovel - Kills: 0Deals crits while the wielder is rocket jumping20% slower firing speedNo random critical hits. I HAVE THE HIGH GROUND!". This method of attack also works wonders against unaware opponents, since many players are oblivious to stickies being placed around them until it's too late. You don't want to run out of explosives as you begin a fight or the enemy team begins a push. Ambush and kill weakened enemies with the Half-Zatoichi for an easy health refill. Valve Corporation. Like with a Demoman/Soldier pair, two Demomen firing projectiles out of sync will be difficult for a Pyro to reflect. For that matter, what if the Demoman had access to a weapon akin to the Market Gardener? This weapon is part of the Airborn Armaments series of weapons, which includes the Jumper's Jeepcap, the Liberty Launcher, the Reserve Shooter, and this weapon. Cheats. This setup is based around using the Claidheamh Mr's or Persian Persuader's charge bonuses to the absolute fullest and being maximally maneuverable. If the target is next to a hazard, the knockback can also push them right into it. During a critical hit, the Soldier swings it from the left in a backhand motion, while the Demoman swings it downwards in a quick, swift motion. While the Scottish Resistance does require the user to be looking in the general direction of the bombs they set, they do not have to have a line of sight to the bombs in question. Hiding Stickybombs behind escape routes and spamming grenades can make the enemy recklessly retreat, driving them to their death. The Half-Zatoichi can be holstered with no penalty if a kill has been scored, but will inflict 50 damage if it has not done so. It can also allow you to survive long enough to retreat from a class who is actively chasing you, like Scouts, Pyros or Demoknights. The Persian Persuader gives you the ability to collect ammo as charge and gives charge on hit, but reduces your primary and secondary weapons' max ammo; however, since you're not using any ammo with this set, it isn't an issue. soldier: market garden pyro: axtinguish people in corners demo: p a n heavy: kgb . In one-on-one battles, it is important to make most shots count, as it usually takes only two/three shots to kill a full-healed enemy. A single clip can be enough to take out a team crowded on a. Using sticky traps to block off other passageways, you can force the enemy to push through the one area held down by a Sniper and put them at risk of being headshot. The extra charge duration is great for getting away. Defense is the traditional role a Demoman will play, and is well suited to the class. Pesky enemies who weave in-and-out of melee range can be baited into a hastily-set Stickybomb cluster; after all, you can still detonate your traps while holding out your melee weapon. Combined with any melee weapon, but preferably a sword-type, and the Ali Baba's Wee Booties, you can become a powerful close quarters fighter, at the cost of losing all ranged weaponry. Demomen using the, Don't stand still when placing a lot of stickies near objectives like the. It's quite possible to use this, either on its own or in conjunction with a Stickybomb jump, to reach otherwise inaccessible locations. pls like and sub so I don't have to go to college and get a job :)#TF2 #TeamFortress2 All trademarks are property of their respective owners in the US and other countries. The extreme mobility granted by the Sticky Jumper allows you to land near unsuspecting or busy enemies (such as Snipers) and kill them freely with the Eyelander, easily earning one or two heads in the process. They are a pair of dark brown tanker boots . The Splendid Screen has a "hidden advantage" over other shields; its damage is great enough to cause an airblast-like knockback effect. For the Demoman who focuses on pure, relentless offense, dealing extraordinary damage from close-to-medium range. The Splendid Screen works well with the boots: while there is less damage resistance than with the Chargin' Targe, Ali Baba's Wee Booties' health benefit will allow you to slaughter your enemies without being killed quickly. You just throw a grenade onto the floor in front of you and jump while running towards it. Two or more Demoknights can allow for some very effective hit-and-run tactics that an uncoordinated team will likely be unable to deal with in their entirety: An Eyelander-wielding Demoknight can act as the spearhead of the assault, and a Demoknight using any other sword can follow behind and pick off any opponents who are attempting to flee. The Grenade Launcher is also powerful on its own, with the added benefit of exploding on hit and contributing to spam, which limits enemy movements. This is "the" full Demoknight loadout, with plenty of choices for going up close and personal to kill your enemies, quite literally. The Pain Train does the same base damage as the Claidheamh Mr, though, so a critical hit will still have the same killing power. Its just as fun as market gardening. As usual, a Pyro is the perfect bodyguard for a distracted or vulnerable ally, such as a Demoman laying sticky traps. Using the Eyelander, your main weakness is your low initial health, but after taking a few heads, you become nigh-unstoppable. The stock Grenade Launcher is an excellent weapon for self-defense (unless your attacker is very close to you) and mid-ranged spam. The cannonballs launched by the Loose Cannon explode in a maximum of 1 second (instead of 2.3) and can be charged to explode even earlier. Home; Boards; News; Q&A; . As when rocket jumping, Compared to rocket jumping, sticky jumping sends the user much further, but at the cost of much more health (, Due to the high amount of health lost from sticky jumping, it is wise to memorize, Demomen only take 25% reduced damage from their explosive jumps, unlike Soldiers (who take 40% reduced damage). It is a good idea to use the Eyelander with one of the shields. Sticky jumps can help get a Demoman with the Scotsman's Skullcutter into combat range, though this is very risky unless you are using the. Switching from the stock Grenade Launcher to the Loch-n-Load will help you to quickly dispatch a sentry nest without having your grenades or stickybombs destroyed or airblasted at long range. The differences lie in the Loose Cannon's terrific offensive capabilities and its incredible complicatedness and difficulty to use. I wonder if they'd be as effective in the hands of the Demoman as it is in the hands of the Soldier, be it in Pubs or competitive. For an optimal horizontal sticky jump, fire a Stickybomb where a wall meets with the floor to maximize distance gained. While very powerful as a weapon, the Grenade Launcher requires some practice in order to get used to its arc and travel time. It would actually decrease spam because he wouldn't have a pipe launcher. All trademarks are property of their respective owners in the US and other countries. The ability to blow up bombs directly under your feet is useful for performing Sticky Jumps. This is especially efficient when using the, The mechanics of charging also allows you to charge into the air using slopes, a technique named. I'm interested in Scout, Soldier, Demoman and Sniper, but generally I want to only focus on one of them. If you are not willing to drop the shield, equip one of the Grenade Launchers. This allows you to set up multiple traps at once, allowing for more efficient use of ammunition. Linux Macintosh. The Loose Cannon, despite having a faster projectile speed, also has a faster fuse speed. Since the movement speed penalty of the Skullcutter only applies if the weapon is active, jumping distance becomes less of a problem, since one could pull it out just before landing and deal good damage to unaware enemies. On inclines that are too steep, the player should move and jump towards the surface, trying to be as close to the base as possible once jumping. Jumper, the Demoknight can take out enemy Snipers to protect the Demoman. The Propaganda contest was there to ensure Soldier won, and it is the reason Soldier won. Meanwhile, your sword-based weapons have increased melee reach, and also give you health or charge on hit/kill. This technique helps to offset the longer priming time of the Scottish Resistance. A Demoman and a Soldier firing rockets and grenades out of sync will make it difficult, if not impossible for an. A Demoknight can pick off enemy Snipers to help make the Engineer's life easier. When defending anywhere, especially places like tunnels, having 2-3 distinct groups of main bombs (2-4 per group) on the corner/doorway and 1-2 secondary groups (1-2 bombs) hidden along a retreat route can help you single-handedly hold a position. Snipers can control enemy movements just by existing, aiming down a chokepoint or open area, while you can control them simply through stickybomb placement. Posts: 15. However, it requires correct timing as the Tide Turner can only deal, Because of the full turning control, it is not suggested to use, However, pairing the Tide Turner with either Ali Baba's Wee Booties. When enemy players approach the target, a properly timed detonation can severely injure or kill passing enemies, and even if the stickies are spotted, they can delay and slow enemy pushes toward an objective. Let's be realistic: demo never had a chance of getting them; it's not even a reasonable weapon to give to demoman, especially compared to what soldier can do with it. Values are approximate and determined by community testing. Because of this, a Demo-Sniper pair can be rather limited in their chemistry against these classes. Due to the 100% reduction on self-damage. Demoman: demoknight tf2 or sticky spam Heavy: fat scunt Engineer: with the eureka effect, place tele behind enemy lines and harass their spawn . Due to the instant kill mechanic, you can also use Half-Zatoichi as a counter to charging Demomen using a Half-Zatoichi, even if you don't have a Chargin' Targe or Splendid Screen of your own. It has the downside of decrease maximum health to 150 and no random. By equipping the, The most basic Trimping technique is a simple leap off a sloped surface while equipping the. In Medieval Mode, this Demoknight variant (with the Booties as your primary) is the only class that can deliver splash damage, making it useful when clearing a point filled with enemies. The Demoman, along with the Soldier, is one of the two classes who can perform explosive jumps. The Mantreads are a community-created secondary weapon for the Soldier. While the original sets have turned into calling cards, the Alien promotional items have an actual, albeit gimmicky, impact on the game itself. Soldiers can cover your weaknesses to hitscan weaponry by way of the Shotgun. Manage all your favorite fandoms in one place! As you only hold 16 grenades in reserve, it will also make you run out of ammo quickly without an. By placing the bombs like breadcrumbs, the enemy will think twice about taking after you, especially if they are a, The Iron Bomber is moderately effective at area denial, due to its stickybomb-like rollers. Although people love market gardening as Soldier with the rocket jumper in TF2, Demoman has a niche playstyle that competes with this. This can make him a very good bodyguard for you. Like the Soldier, the Demoman is also capable of performing explosive jumps, and can reach objectives well in advance of other classes once the jumps have been mastered. The Tide Turner's full turning mobility allows for a charge jump known as Trimping, and is especially useful for Boots-wearing Demoknights with no access to explosive jumps. This can give you the time and health needed to push in and defend an area. Not changing this sig until I find something better to put here. Yet again, the Knockback is useful for a defensive Demoman, regardless of what secondary he is using. The Iron Bomber's jumps are of less value if you have a. The Bottle should be used in the same way as most other melee weapons: when enemies are too close or too fast to hit with a Grenade (or if you don't have time to reload the primary weapons). While the Sticky Jumper allows you to sticky jump without taking self-damage, don't forget that you still receive damage from. You can also deliberately prematurely detonate one group of Stickybombs where the enemy can see them; this may trick the enemy into thinking that they have tricked you into prematurely detonating your Stickybombs, causing them to relax their guard and stumble directly into your. While its smaller blast radius can be problematic against groups, the Loch-n-Load's extra projectile speed is very redeeming in the hands of a player who focuses on direct hits. It is easy to suicide accidentally with the Scottish Resistance, since bombs are detonated when they are under you. This combination can be quite deadly for a stickybomb expert. The weaknesses of a Demoman using the Scottish Resistance can generally be covered by having a second Demoman using a different sticky launcher nearby. Or go with the Skullcutter and hope for a random crit. Everyone would use it. If however he had gboats as a 1st slot item instead of pipes I would no fucking joke roll that shit 24/7. It allows you to see your own stickybombs through walls, and all of your stickybombs glow. The first is jumping and looking at the ground/wall as the cannonball explodes while it is still in the chamber (similar to an. Fast bomb arm times and a damage penalty also allow the Demoman to quickly sticky-jump to the objective and quickly capture it with the Pain Train's increased capture rate. If they hit you once, you die. Although the faster fuse can be a good attribute, it is also bad because it decreases the range of the Loose Cannon's cannonballs (although the faster projectile speed increases the range slightly). The Market Gardener deals critical hits to enemies whilst the wielder is rocket jumping (or otherwise airborne via explosion), but cannot randomly crit. The B.A.S.E. Additionally, Demomen are far better at taking care of enemies outside of close range, where Heavies tend to be at their weakest. A large Engineer nest or one with enemy backup (such as Pyros) may require a teammate's help, either through a friendly. These loadouts are often referred to as "Demoknight" and "Demoknight Hybrid", respectively. However, don't be fooled; the Loose Cannon can actually deal 31 more damage per cannonball (~131) if successful Double Donks are achieved. Still in the Loose Cannon 's terrific offensive capabilities and its incredible complicatedness difficulty... The Mantreads are a community-created secondary weapon for self-defense ( unless your attacker is very close to you and... Half-Zatoichi restores 50 % of the two classes who can perform explosive jumps, fire a expert... 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