Statistics:
Speed | Start Health | Start Armor | Max Armor | Grenades | MIRV Grenades |
280 | 90 Health | 50 Armor | 120 Armor | 4 Start / 4 Max | 4 Start / 4 Max |
Weapons Chart:
Shotgun | Grenade Launcher | Pipebombs | Axe | |
Starting Ammo | 30 Shells | 20 Grenades | 20 Grenades | N/A |
Max Ammo | 75 Shells | 50 Grenades | 50 Grenades | N/A |
Impulse Value | Impulse 2 | Impulse 6 | Impulse 7 | Impulse 1 |
This dude is probably right up there with the Sniper in terms of popularity. Why? Two reasons: the Detonation Pack (aka detpack), and MIRV grenades.
As the Demoman ...
The first thing you want to do is bind keys
to setting a detpack and (example: bind p "+det20")
throwing MIRV grenandes. Those two weapons can be incredibly powerful,,
which is probably why the Demoman is so popular. :) Used
correctly, you'll see your frag count shoot up in no time.
However, use them ineffectively, and you'll sink into the
negatives.
The detpack has been severely wimped in recent versions of TeamFortress. The range has been enormously sized down. You basically need to set it in an open area now, because it won't really go through walls. They can still get you frags, but not nearly in the proportions that people used to be able to frag. The recent increases in people using the Scout has contributed to more detpacks being disarmed, as well.
Obviously, you want to set the detpack where a lot of your enemies are going to be. It can be difficult, however, finding a safe place to stay while you arm the thing. Try hiding in shadows or going underwater. As for detonation times, make sure you choose a time which allows you to run away (unless you like suicide). 5 seconds is rather quick, but also makes it hard for the enemy to retreat in time. 20 seconds is sometimes a good idea, especially if you expect foes to be in the area sometime in the future. In any case, damage doesn't change depending on the fuse time.
Also, remember that the detpacks can set off events in some maps. Examples: opening the grates in the Well, and the underground tunnels of the Rock. Creating multiple entry points into the enemy base will help your teammates, especially Spies, a lot.
Unless you've got a really good reason to, do NOT set detpacks near your base. You're likely to piss off a lot of teammates, since you've just taken away their armor. (It's also extremely dangerous to do if there's lava in a level ... I hate taking a lava bath in Havoc because my team's Demomen were being really inconsiderate) Anyway, remember that you have a lot of other toys ... the detpack isn't your only weapon. Don't be cheap and use them constantly.
As for the MIRV grenandes, you don't have to use them sparingly as you have to do with other classes (The Hwguy only starts out with one). Scatter them around in the enemy base, throw them behind you as you run, toss a few right before you die, and bounce them into corners or hallways where you think the enemy lurks! They're also the weapon of choice against Sentries. However, you've got to be close enough to throw them in order to be effective.
Pipebombs are another handy item, surprisingly underused. They're great for defense, obviously. Set a few in the entrance to your base (be sure to space them out) and watch the enemy fly through the air! Also, I've started to use them when attacking too. "Pipebomb jump" into new areas. Throw them around and try luring your opponents over them. You won't believe how effective this is. Keep in mind, however, that each team only can have a limited number of pipebombs present in the game at any given time. It's probably a good idea to check to see if there's a Demoman guarding your flag with pipebombs before you start using your own. Flag defense should come first, and it wouldn't be very good disrupting your own defense by overusing them yourself.
Finally, we have the "regular grenade launcher". Be careful with this toy, though. It probably causes more suicides than the rocket launcher. Obviously its not a good idea to launch grenades in the direction you're running in. I primarily use it as an anti-chase weapon, by firing it to the side or the back. Boucing grenades off a low ceiling onto your foes also works. Also, its great to rain grenades on the heads of enemies, or lob them onto balconies where Snipers hide out. If you are about to launch a grenade at some unsuspecting enemy, it's a good idea to drop a few grenades around them instead of trying for a direct hit. A direct hit is more likely to damage the enemy and will launch them to a new location, where you'd have to adjust and fire again. Two or three grenades right by the enemy, however, will kill them from the blast range, and you won't have the worries of having to readjust. Watch how your grenades bounce around and use this to your advantage.
If you are trying to pursue someone as a Demoman, don't forget you have the shotgun in case they are out of grenade range. This may not be a very powerful weapon but it can be pretty useful nevertheless.
Against the Demoman ...
I f you see a Demoman standing anywhere for
a few seconds,assume he's setting up a detpack. It will look like
he's holding his axe if you get a good look. Attack before he's
successful! If he is, run! (Or get blown to bits) Unfortunately,
those detpacks can be hard to spot ... they often blend in with
the ground and are awfully small. If you happen to see one,
assume its an enemy one and retreat!
Watch out for MIRV grenades. They're often used right after a Demoman dies. Most Demomen tend to be kami-kazis and will surely leave some grenades next to their corpse. Be sure to get the hell out of the area (all it takes is one "tentacle", or grenade, to cause extreme harm). Don't let the Demoman get the after-death frag.
Learn to take the Demoman out from a distance ... you certainly don't want to "eat his pineapple" (aka grenade) up close. Also, watch out for grenades and pipe bombs on the floor. Pipebombs, fortunately, are quite easy to spot (being bright yellow). Try to get the Demoman to prematurely set them off, by popping in and out of the room they're in (while still keeping a good distance). If you're lucky, the dumb Demoman might be standing on top of his own pipebombs! (It's happened)
Last updated: November 27, 1997