Difference between revisions of "Class:Demoman"

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{{Page_Class
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{{Class
 
| infoboxclass =
 
| infoboxclass =
{{Infobox Class
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{{Infobox Class Small
 
| classportrait = [[Image:demoman_pic.jpg]]
 
| classportrait = [[Image:demoman_pic.jpg]]
 
| classname = '''Demoman'''
 
| classname = '''Demoman'''
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| armmax = 120
 
| armmax = 120
 
| maxspeed = 294
 
| maxspeed = 294
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| health = <span style="color:orange;">Medium</span>
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| armour = <span style="color:orange;">Medium</span>
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| power = <span style="color:green;">High</span>
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| speed = <span style="color:orange;">Medium</span>
 
| gren1 = [[Grenade:Frag|Frag]]
 
| gren1 = [[Grenade:Frag|Frag]]
| gren2 = [[Grenade:Frag|Frag]]
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| gren2 = [[Grenade:MIRV|MIRV]]
 
| slot1 = [[Weapon:Crowbar|Crowbar]]
 
| slot1 = [[Weapon:Crowbar|Crowbar]]
 
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]
 
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]
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| classintro =
 
| classintro =
  
Arguably the most difficult class to master, the Demoman's weapons are a challenge to use, but in the hands of a skilled player, this class can single-handedly annihilate the other team. The Demoman's primary tool is the [[Weapon:Grenade_Launcher|grenade launcher]]. This weapon can hold up to 6 [[Ammo:Rocket|grenades]] (a.k.a. blue pipes), which behave differently from the game's [[Grenade:Frag|regular grenades]]. Rather than relying on simple fuse detonation, the Demoman's grenades arm nearly as soon as they are launched, and explode on contact with another player or one of the [[Class:Engineer|Engineer's]] [[Category:Buildables|buildable objects]], or after a few seconds. The Demoman can also choose to fire [[Weapon:Pipe_Launcher|pipebombs]] (a.k.a. green pipes, yellow pipes, and grellow pipes) from this weapon which do not detonate on impact, but rather are triggered either by the Demoman's "special skill" (or two minutes after being deployed). A maximum of 8 pipe bombs can be deployed at a time. They also detonate if the player is killed, or if they are within the blast radius of an Engineer's [[Grenade:EMP|EMP grenade]].
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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.
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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.
  
Similar to the [[Class:Soldier|Soldier]] class, the Demoman can perform a special type of jump with his pipebombs. By placing a pipebomb on the ground, then jumping over it while detonating it, the Demoman can perform a jump greater in height than a Soldier's rocket jump. The downside is that any more than two pipebombs will severely damage the Demoman.
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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 ability of a Demoman to deliver a large volume of explosive death nearly anywhere makes this class very valuable on defense, as well as clear enemy fortifications, or temporarily deny an area to aid the offense. In fact, certain maps require a Demoman to use his [[Weapon:Detpack|detpack]] (a large, extremely powerful, timed bomb that instantly kills anyone in the area) to open (and sometimes close) alternate entryways, or destroy key map objectives. The detpack can also be set to explode at timed intervals between 5 and 60 seconds. It is also selectable as a slot weapon which is set to detonate at 5 seconds, presumably for the purposes of rapid deployment.
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| abilities =
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{{Inline_Ability|
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|name=Remote Detonation
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|description=
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Right clicking 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).
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}}
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{{Inline_Ability|
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|name=Detpack
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|description=
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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.
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}}
  
The main weakness of this class is its inability to deal with long-range threats. Additionally, there is a degree of unpredictability with the grenade launcher, as the grenades sometimes bounce unpredictably, and the launcher's relatively slow reload time can leave the Demoman inadequately armed.
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|weapons =
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{{Inline_Weapon|
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|name=Crowbar
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|imgsrc=Banner.png
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|description=
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The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It's a good humiliation tool for someone who is about to die, however.
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}}
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{{Inline_Weapon|
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|name=Shotgun
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|imgsrc=Banner.png
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|description=
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The shotgun is a last resort-type weapon. It makes a decent backup weapon when you run out of ammo and grenades. Use it against opponents that you know you won't be able to hit with your blue grenades and pipebombs.
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}}
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{{Inline_Weapon|
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|name=Grenade Launcher
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|imgsrc=Banner.png
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|description=
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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.  
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}}
  
Another important component of the Demoman's arsenal is the [[Grenade:MIRV|MIRV grenade]]. These potent grenades explode twice, the first explosion sends out 4 submunitions, which explode again to devastate a wide radius. Armed with 2 MIRV grenades, up to 4 normal grenades, the [[Weapon:Single_Shotgun|single shotgun]], and the [[Weapon:Crowbar|crowbar]], this class is fairly fast and wears better than average armor, making it capable on defense or in an offensive support role.
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{{Inline_Weapon|
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|name=Pipe Launcher
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|imgsrc=Banner.png
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|description=
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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.
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}}
  
''Text for the [http://en.wikipedia.org/wiki/Team_Fortress_Classic#Demoman Demoman] taken from the [http://en.wikipedia.org/wiki/Team_Fortress_Classic Wikipedia article on Team Fortress Classic]''
 
 
|grenades =
 
|grenades =
 
{{Inline_Weapon|
 
{{Inline_Weapon|
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|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 4 more mini grenades which then explode too. That's 5 high-damage explosions for your enemies to avoid.
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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.
 
}}
 
}}
 
| changesinfo =
 
| changesinfo =
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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 =
Strategy and tips lol
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====Effective Grenade Launcher Usage====
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The blue grenade launcher is arguably the most difficult weapon to master. It is effective at spamming choke points (especially when coupled with your powerful grenades); but its true power lies in direct hits and being a compliment to your pipe bombs. In order to get direct hits consistently, you must learn to lead targets in all variety of situations and get a feel for the launcher's arc. This is something that comes only through experience. Getting direct hits means you don't have to detonate your valuable pipe bombs and you don't have to waste grenades (although they tend to be a good friend of the blue grenade launcher).
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The other important use of the blue grenade launcher is being a compliment to your pipe bombs. This can mean two things, depending on if you're playing offense or defense. On defense, launch blues into your pipe bomb trap and into places you think an enemy will be coming from. They serve as a deterrent and an extra "set" of pipe bombs. Sometimes the blues will kill an enemy walking over your pipe trap and detonation will not even be necessary. Also use it as your main weapon once you've laid your pipe trap. Even though the shotgun is easier to aim, the grenade launcher does far more damage and is more effective in normal situations.
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On offense, you can mix blue grenades with your pipe bombs. As you become more skilled, you will be able to use pipe bombs to bounce enemies into blues you have lying around (or even do midair blue grenade shots!). The blue grenades also create an important element of chaos that you can exploit. Often times, enemies are not paying attention to what goes on outside of their field of vision in the heat of battle. Use this to your advantage.
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====Effective Pipe Bomb Usage====
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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.
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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.
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On defense, the pipe bomb launcher's obvious use is to lay traps on the flag or other important areas. The concept is simple: wait for someone to step over the trap and then blow them up. In actuality, of course, this is much harder than it sounds--especially if the enemy offense is quick and relentless. You should always lay your pipe bombs in a spread-out radius around your target (usually the flag). This helps account for delay in reaction time. Unless you're specifically trying to lure enemies into the trap, don't worry about hiding pipe bombs. They cannot be moved via explosions or other physics objects (though EMPs can detonate them). The most important parts about using pipe bombs on defense are timing and recovery (covered below in The Defensive Demoman).
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The final thing to note about pipe bombs is that they can be used to jump to great heights. A single pipe bomb is usually sufficient for anything you will need in normal play. Lay a pipe bomb on the ground and then detonate it as you run over it and jump. If you need to cover a '''large''' amount of distance (vertical or horizontal), use two pipe bombs. Two will severely injure you; anything more will likely kill you.
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====The Defensive Demoman====
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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.
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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.
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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?
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| credconceptart =
 
dood
 
dood

Revision as of 01:04, 23 December 2007