Difference between revisions of "Class:Demoman"

From Fortress Forever Wiki
Jump to navigationJump to search
m (Oh, guess I should've made a comment in the last edit about filling in all the missing stuff... This edit also fixes some minor errors and spices up the writing a bit.)
Line 51: Line 51:
 
| classintro =
 
| classintro =
  
One of the more challenging classes, the demoman is for the player who likes to pack the firepower and use the terrain of a level to his advantage. As his name implies, the demoman excels in demolishing things. He packs the most firepower in the game with a [[Weapon:Grenade Launcher|Grenade Launcher]], [[Weapon:Pipe_Launcher|Pipe Launcher]], [[Weapon:MIRV Grenade|MIRV Grenades]], and a [[Weapon:Detpack|Detpack]]. Each of these weapons has lots of explosive power and thus the demoman can create seemingly endless amounts of spam with them. The trade-off is the close to medium range nature of the demoman and that the weapons themselves are a challenge to use. Instinctual aiming nature is thrown out the window because of the demoman's arcing projectile weapons. The aspiring demoman must learn how and where to use each of his weapons, lead his targets, and gain a deep understanding of the game's physics.  
+
One of the more challenging classes, the Demoman is for the player who likes to pack the firepower and use the terrain of a level to his advantage. As his name implies, the Demoman excels in demolishing things. He packs the most firepower in the game with a [[Weapon:Grenade Launcher|Grenade Launcher]], [[Weapon:Pipe_Launcher|Pipe Launcher]], [[Weapon:MIRV Grenade|MIRV Grenades]], and a [[Weapon:Detpack|Detpack]]. Each of these weapons has lots of explosive power and thus the Demoman can create seemingly endless amounts of spam with them. The trade-off is the close to medium range nature of the Demoman and that the weapons themselves are a challenge to use. Instinctual aiming nature is thrown out the window because of the Demoman's arcing projectile weapons. The aspiring Demoman must learn how and where to use each of his weapons, lead his targets, and gain a deep understanding of the game's physics.  
  
The demoman's primary weapon is his grenade launcher, which has two separate fire modes: timed detonation and remote detonation. The two types take up separate weapon slots and each has its own time and place to be used. The remote detonation pipe bombs make the demoman an excellent area control specialist. He can completely cut off attack routes in his base and funnel the enemy offense straight into the waiting hands of the rest of his team. Although he is primarily a defensive class, the demoman can excel in the role of heavy offense as well. Even though his health and armor are mediocre, the sheer power of his weaponry push the demoman into the "heavy" category of offense. He's ideal for punching holes in a strong enemy defense where the lighter classes simply just won't do.
+
The Demoman's primary weapon is his grenade launcher, which has two separate fire modes: timed detonation and remote detonation. The two types take up separate weapon slots and each has its own time and place to be used. The remote detonation pipe bombs make the Demoman an excellent area control specialist. He can completely cut off attack routes in his base and funnel the enemy offense straight into the waiting hands of the rest of his team. Although he is primarily a defensive class, the Demoman can excel in a heavy offense role as well. Even though his health and armor are mediocre, the sheer power of his weaponry push the Demoman into the "heavy" category of offense. He's ideal for punching holes in a strong enemy defense where the lighter classes simply just won't do.
  
The demoman is a challenging class, but the rewards of mastering it exceed most of the other classes. There is almost limitless potential for combos and creative use of game physics to destroy your enemies.
+
The Demoman is a challenging class, but the rewards of mastering it exceed most of the other classes. There is almost limitless potential for combos and creative use of game physics to destroy your enemies.
  
 
| abilities =  
 
| abilities =  
Line 66: Line 66:
 
|name=Detpack
 
|name=Detpack
 
|description=
 
|description=
By selecting weapon slot 6, a demoman can lay a detpack. The detpack is an extremely powerful explosive that instantly kills anything within its blast radius. It can also destroy certain parts of levels and thus open up new pathways. The downside of a detpack is that it takes a long time to set. Scouts can disarm detpacks.
+
By selecting weapon slot 6, a Demoman can lay a detpack. The detpack is an extremely powerful explosive that instantly kills anything within its blast radius. It can also destroy certain parts of levels and thus open up new pathways. The downside of a detpack is that it takes a long time to set. Scouts can disarm detpacks.
 
}}
 
}}
  
Line 88: Line 88:
 
|imgsrc=Banner.png
 
|imgsrc=Banner.png
 
|description=
 
|description=
The demoman's default weapon is the grenade launcher. It holds six grenades. The blue grenades this weapon launches have a hybrid timer/contact detonation system. If you score a direct hit on an opponent, they do massive amounts of damage. If the grenades don't score a direct hit, they explode a few seconds after being fired. This makes the grenade launcher an effective area control weapon. It can spam and deny the enemy a route of attack. This is arguably the most difficult weapon in the game to master; precise aim and control is needed to get consistent direct hits. This gun shares its ammo clip with the pipebomb launcher.  
+
The Demoman's default weapon is the grenade launcher. It holds six grenades. The blue grenades this weapon launches have a hybrid timer/contact detonation system. If you score a direct hit on an opponent, they do massive amounts of damage. If the grenades don't score a direct hit, they explode a few seconds after being fired. This makes the grenade launcher an effective area control weapon. It can spam and deny the enemy a route of attack. This is arguably the most difficult weapon in the game to master; precise aim and control is needed to get consistent direct hits. This gun shares its ammo clip with the pipe launcher.  
 
}}
 
}}
  
Line 95: Line 95:
 
|imgsrc=Banner.png
 
|imgsrc=Banner.png
 
|description=
 
|description=
In actuality, this is an alternate fire mode of the grenade launcher. Pipe bombs are green instead of blue and feature an unlimited range remote detonation system. You can lay up to eight of them; typically on the flag or a controllable chokepoint (the front door of Well is a prime example). When an enemy crosses over the pipe bomb trap, right click to detonate the trap and instantly destroy your foe. As an added bonus, the pipebombs are tied to your lifesigns. Should you die, all currently laid pipebombs you have will explode. If you shoot more than eight pipebombs, the previous ones will begin to explode (starting with the very first one fired). Also, the pipebombs will explode after a few minutes of inactivity. Make sure to reset your pipebomb trap every so often if you don't detonate for long periods of time. As a final caveat, pipe bombs have a delayed detonation. There is about a second after firing where the pipe glows red and is unable to be detonated.
+
In actuality, this is an alternate fire mode of the grenade launcher. Pipe bombs are green instead of blue and feature an unlimited range remote detonation system. You can lay up to eight of them; typically on the flag or a controllable choke point (the front door of Well is a prime example). When an enemy crosses over the pipe bomb trap, right click to detonate the trap and instantly destroy your foe. As an added bonus, the pipe bombs are tied to your life signs. Should you die, all currently laid pipe bombs you have will explode. If you shoot more than eight pipe bombs, the previous ones will begin to explode (starting with the very first one fired). Also, the pipe bombs will explode after a few minutes of inactivity. Make sure to reset your pipe bomb trap every so often if you don't detonate for long periods of time. As a final caveat, pipe bombs have a delayed detonation. There is about a second after firing where the pipe glows red and is unable to be detonated.
 
}}
 
}}
  
Line 109: Line 109:
 
|imgsrc=Grenade Mirv.jpg
 
|imgsrc=Grenade Mirv.jpg
 
|description=
 
|description=
The most destructive grenade in Fortress Forever. The MIRV grenades explodes at the end of its fuse, releasing four more mini grenades which then explode too. That's 5 high-damage explosions for your enemies to avoid.
+
The most destructive grenade in Fortress Forever. The MIRV grenade explodes at the end of its fuse, releasing four more mini grenades which then explode too. That's 5 high-damage explosions for your enemies to avoid.
 
}}
 
}}
 
| changesinfo =
 
| changesinfo =
Line 116: Line 116:
 
Detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command does not work if the player has just fired a fresh pipe (which glows red).
 
Detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command does not work if the player has just fired a fresh pipe (which glows red).
  
The demoman can clear or destroy special obstacles using his [[Weapon:Detpack|Detpacks]], see the weapon page for details.  The demoman can pipe jump, check out the [[Weapon:Pipe Launcher|Pipe Launcher]] page for details.
+
The Demoman can clear or destroy special obstacles using his [[Weapon:Detpack|Detpacks]], see the weapon page for details.  The Demoman can pipe jump, check out the [[Weapon:Pipe Launcher|Pipe Launcher]] page for details.
 
| strategyandtips =
 
| strategyandtips =
 
====Effective Grenade Launcher Usage====
 
====Effective Grenade Launcher Usage====
Line 126: Line 126:
  
 
====Effective Pipe Bomb Usage====
 
====Effective Pipe Bomb Usage====
Pipe bombs are probably the most important part of the Demoman's arsenal. Since you control when they explode, they are the weapon of choice for both offense and defense. They have a '''detonation delay''', but this is of little consequence once you know how pipe bombs interact with the game world. When you fire a pipe, there's about a second before you can actually detonate it (the pipe glows red during this time). Be creative with your pipebombs. Bounce them off walls, floors, ceilings, and people. This will shorten the effective distance needed for detonation and will allow you to deal with close range threats much easier.  
+
Pipe bombs are probably the most important part of the Demoman's arsenal. Since you control when they explode, they are the weapon of choice for both offense and defense. They have a '''detonation delay''', but this is of little consequence once you know how pipe bombs interact with the game world. When you fire a pipe, there's about a second before you can actually detonate it (the pipe glows red during this time). Be creative with your pipe bombs. Bounce them off walls, floors, ceilings, and people. This will shorten the effective distance needed for detonation and will allow you to deal with close range threats much easier.  
  
 
On offense, it is recommended that you use pipe bombs as your main method of attack. You don't have to worry about trying to get direct hits and the remote detonation guarantees a hit on your enemy much more than blue grenades do. Fire the pipe bombs in clusters of one or two, combined with primed grenades, in order to obliterate the enemy defense. As an alternative strategy, lay quick pipe bomb traps (three or four usually does the trick) around corners and lure enemies into them. It is an effective tactic that many don't expect. As you get more advanced, you can even use blues and grenades to bounce people into these traps and instantly destroy them.
 
On offense, it is recommended that you use pipe bombs as your main method of attack. You don't have to worry about trying to get direct hits and the remote detonation guarantees a hit on your enemy much more than blue grenades do. Fire the pipe bombs in clusters of one or two, combined with primed grenades, in order to obliterate the enemy defense. As an alternative strategy, lay quick pipe bomb traps (three or four usually does the trick) around corners and lure enemies into them. It is an effective tactic that many don't expect. As you get more advanced, you can even use blues and grenades to bounce people into these traps and instantly destroy them.
Line 135: Line 135:
  
 
====The Defensive Demoman====
 
====The Defensive Demoman====
By his nature, the demoman is a defensive class. He's not good at dealing with long range threats and is thus safest when staying inside his own base. He excels at controlling enemy attack routes and keeping the flag where it was dropped. Lay your pipe bombs in a spread-out trap around the flag (or control point, it varies by game type. We'll use CTF as the main example here). After you've laid your trap, find a good spot to hide. Note that this does not mean cramming yourself into a dark little nook. You need to be able to move freely and quickly. It's just a good idea to not be immediately visible to the enemy since you can easily die if your blue grenade aim isn't great.
+
By his nature, the Demoman is a defensive class. He's not good at dealing with long range threats and is thus safest when staying inside his own base. He excels at controlling enemy attack routes and keeping the flag where it was dropped. Lay your pipe bombs in a spread-out trap around the flag (or control point, it varies by game type. We'll use CTF as the main example here). After you've laid your trap, find a good spot to hide. Note that this does not mean cramming yourself into a dark little nook. You need to be able to move freely and quickly. It's just a good idea to not be immediately visible to the enemy since you can easily die if your blue grenade aim isn't great.
  
 
Enemy offense don't make your job easy. They'll often try to fake you out by running at the pipe trap and then turning away at the last second. This is where '''timing''' and trap layout come into play. You have to know when to detonate your trap. Too early and they'll be gone with the flag before you can even shoot another pipe bomb. Too late and your web of explosive death just killed a bunch of air molecules. Be patient with your enemy. Play their game (while harassing them with blues and grenades, of course). Watch where they move. As time goes on, they usually  get more and more daring, passing closer and closer to those small explosives. When the time is right, blow the trap and watch their gibs fly all over the room.
 
Enemy offense don't make your job easy. They'll often try to fake you out by running at the pipe trap and then turning away at the last second. This is where '''timing''' and trap layout come into play. You have to know when to detonate your trap. Too early and they'll be gone with the flag before you can even shoot another pipe bomb. Too late and your web of explosive death just killed a bunch of air molecules. Be patient with your enemy. Play their game (while harassing them with blues and grenades, of course). Watch where they move. As time goes on, they usually  get more and more daring, passing closer and closer to those small explosives. When the time is right, blow the trap and watch their gibs fly all over the room.
  
After your trap is detonated, the second (and arguably more important) part of being a defensive demoman comes into play. This is '''recovery'''. If you're anywhere near the flag, there should be something denying access to it at all times. Pipe bomb traps take awhile to lay; therefore you should follow up a detonation with a MIRV grenade (or a frag if you have no MIRVs). The grenade ideally explodes right as you begin laying your trap and finishes as you finish your trap. This takes care of multiple offense charging at the flag in an attempt to get it out. One will usually sacrifice themselves on the trap so the other can take the flag home safely. However, if a grenade blows the second person to pieces before they can grab the flag... Well, then it's all good right?
+
After your trap is detonated, the second (and arguably more important) part of being a defensive Demoman comes into play. This is '''recovery'''. If you're anywhere near the flag, there should be something denying access to it at all times. Pipe bomb traps take awhile to lay; therefore you should follow up a detonation with a MIRV grenade (or a frag if you have no MIRVs). The grenade ideally explodes right as you begin laying your trap and finishes as you finish your trap. This takes care of multiple offense charging at the flag in an attempt to get it out. One will usually sacrifice themselves on the trap so the other can take the flag home safely. However, if a grenade blows the second person to pieces before they can grab the flag... Well, then it's all good right?
  
 
| credconceptart =
 
| credconceptart =

Revision as of 01:22, 23 December 2007