Hi everybody,
Today I am doing my fifth Team Fortress 2 post on the drunk demoman. The demoman excels at defense and is excellent for area denial (eg. defending a control point) and for mid-range and melee combat. The demoman also deals massive amounts of splash damage taking out groups of enemies along with single enemies. Also the demoman can bounce his grenades of walls to kill enemies and the demoman is the 'sentry-killer'. With the demoman's all powerful sticky bomb launcher he can defend a control point while doing other things and then he can detonate his stickies when an enemy comes on the point dealing huge damage.
Also the demoman has some of the most powerful melee items in the game. Also there is a 'sub-class' called the demoknight. This uses melee weapons to attack people instead of explosives.
A good strategy for being a good demoman is to put your sticky bombs onto walls and ceilings in narrow corridors or in control point rooms. If it is too dangerous to go close press and hold left click and your sticky will go further. Also to reach unreachable heights the demoman can 'sticky-jump' when you place a bomb under your feet and then detonate it.
A brief description of the demoman:
The Demoman is a black, one-eyed scotsman who drinks heavily and comes from Ulapool, Scotland. He is voiced by Gary Shwartz and is armed with a grenade laucher, sticky bomb launcher and a bottle.
Weapons:
Primary:
This is the default grenade launcher. It's base damage for getting a direct hit is 95-105 depending on range and crit is 270-330. After the bounce the damage is considerably less dealing only 22-64 for base and 190 for crit.
This is the loch-n-load. This weapon only deals damage when it has direct contact with an enemy. Unfortunately this weapon only has 2 shots loaded so you need to aim it properly. But when you direct hit this weapon does a ton of damage eliminating almost every class with 2 direct hits. This weapon does 105-120 damage base and it's crit damage is 342-388.
This is the Ali Baba's Wee Booties. This item gives you 25 extra health but takes away your primary slot. Also this item allows you to turn while charging by 100%. A skin of this weapon is the bootlegger.
This is the Loose Cannon. This weapon has cannonballs instead of grenades. You can hold down the primary fire button and choose where you want to make the cannonballs explode. If you hit someone with the cannonball it knocks them back and does a little damage. If you get lucky and hit the enemy with the ball and make it explode within half-a-second then it will show up as a thing called 'double donk' which does mini-crit damage.
Secondary:
This is the stock secondary weapon for the demoman. It is the sticky launcher and it is very good for defending a control point or payload cart of spawn-camping people. You can put up to 8 shots on the ground or on the ceiling and walls and detonating dealing 103-138 as base damage and 353 damage as critical damage. These bombs cannot be stuck onto people.
This is the chargin' targe. This item allows you to charge at people super fast and depending on the distance give you mini-crit or critical damage. If you crash into someone this item does around 50 damage. Also you 50% less fire damage and are immune to afterburn and you take 40% less explosive damage but not against yourself.
This weapon here is the scottish resistance. I think this weapon is pretty wierd and not useful but it can be good in some circumstances. This weapon can destroy enemy stickies and you can lay up to 14 sticky bombs and select which ones you want to destroy. Also this weapon has 25% extra firing speed and has 12 more ammo carried. Unfortunately this weapon takes 0.8 seconds longer to prime.
This is the sticky jumper. Like the rocket jumper you do not take damage or deal damage with this weapon. It allows you to sticky jump.
This is the splendid screen. Like the chargin' targe this weapon allows you to charge but guarantees a critical hit wherever you are in the charge. Also this weapon does more shield damage doing around 80 and adds 20% fire resistance, 15% explosive ~resistance not to yourself~ and it has an ability to deal damage wherever you are in the charge.
Melee:
The bottle is the demoman's stock melee weapon. This weapon does 65 damage as its base and 195 as its critical. It's skin are Scottish handshake, frying pan, conscientious objector, freedom staff, bat outta hell, memory maker, ham shank and the saxxy.
This is the eyelander. This weapon gives you -25 max health for starters but each time you kill someone or get a head then you will gain movement speed (7.5% increase) + bonus health (15 health). Also this weapon has no random critical hits. Skins of the eyelander are the horseless headless horsemann's headtaker and the nessies nine iron.
The pain train allows you to cap the point or push the cart 2x faster but it increases your bullet damage vulnerability by 10%. Use this at the last point for the payload cart or capture point.
This is the scotsman's skullcutter. This weapon reduces your movement speed but gives a 20% extra damage bonus doing 78 for base and 234 for crit.
This is the claidheamh mor. When you charge this increases your charge time duration but decreases your health. Use this only with the chargin' targe or the splendid screen.
The Ullapool caber is a bomb on a stick. When you come in contact with something (not friendly people or buildings) the bomb will explode and smash you up in the air doing about 150 damage to the enemy.
This is the half-zatoichi. When you kill someone with this weapon no matter what health you are on you will return to 100% health. Also when someone actively wielding this weapon you can kill them in one shot with this weapon and vice-versa. Once you draw this weapon you cannot sheath it until you have killed someone with it.
This is the persian persuader. This weapon allows the recharge time to recharge 100% faster and has a 37% longer melee range. This weapon has no random critical hits and all ammo collected turns into health.
Thank you all for reading I do appreciate it. If you have any suggestions for games leave it in the comments.
Today I am doing my fifth Team Fortress 2 post on the drunk demoman. The demoman excels at defense and is excellent for area denial (eg. defending a control point) and for mid-range and melee combat. The demoman also deals massive amounts of splash damage taking out groups of enemies along with single enemies. Also the demoman can bounce his grenades of walls to kill enemies and the demoman is the 'sentry-killer'. With the demoman's all powerful sticky bomb launcher he can defend a control point while doing other things and then he can detonate his stickies when an enemy comes on the point dealing huge damage.
Also the demoman has some of the most powerful melee items in the game. Also there is a 'sub-class' called the demoknight. This uses melee weapons to attack people instead of explosives.
A good strategy for being a good demoman is to put your sticky bombs onto walls and ceilings in narrow corridors or in control point rooms. If it is too dangerous to go close press and hold left click and your sticky will go further. Also to reach unreachable heights the demoman can 'sticky-jump' when you place a bomb under your feet and then detonate it.
A brief description of the demoman:
The Demoman is a black, one-eyed scotsman who drinks heavily and comes from Ulapool, Scotland. He is voiced by Gary Shwartz and is armed with a grenade laucher, sticky bomb launcher and a bottle.
Weapons:
Primary:
This is the default grenade launcher. It's base damage for getting a direct hit is 95-105 depending on range and crit is 270-330. After the bounce the damage is considerably less dealing only 22-64 for base and 190 for crit.
This is the loch-n-load. This weapon only deals damage when it has direct contact with an enemy. Unfortunately this weapon only has 2 shots loaded so you need to aim it properly. But when you direct hit this weapon does a ton of damage eliminating almost every class with 2 direct hits. This weapon does 105-120 damage base and it's crit damage is 342-388.
This is the Ali Baba's Wee Booties. This item gives you 25 extra health but takes away your primary slot. Also this item allows you to turn while charging by 100%. A skin of this weapon is the bootlegger.
This is the Loose Cannon. This weapon has cannonballs instead of grenades. You can hold down the primary fire button and choose where you want to make the cannonballs explode. If you hit someone with the cannonball it knocks them back and does a little damage. If you get lucky and hit the enemy with the ball and make it explode within half-a-second then it will show up as a thing called 'double donk' which does mini-crit damage.
Secondary:
This is the stock secondary weapon for the demoman. It is the sticky launcher and it is very good for defending a control point or payload cart of spawn-camping people. You can put up to 8 shots on the ground or on the ceiling and walls and detonating dealing 103-138 as base damage and 353 damage as critical damage. These bombs cannot be stuck onto people.
This is the chargin' targe. This item allows you to charge at people super fast and depending on the distance give you mini-crit or critical damage. If you crash into someone this item does around 50 damage. Also you 50% less fire damage and are immune to afterburn and you take 40% less explosive damage but not against yourself.
This weapon here is the scottish resistance. I think this weapon is pretty wierd and not useful but it can be good in some circumstances. This weapon can destroy enemy stickies and you can lay up to 14 sticky bombs and select which ones you want to destroy. Also this weapon has 25% extra firing speed and has 12 more ammo carried. Unfortunately this weapon takes 0.8 seconds longer to prime.
This is the sticky jumper. Like the rocket jumper you do not take damage or deal damage with this weapon. It allows you to sticky jump.
This is the splendid screen. Like the chargin' targe this weapon allows you to charge but guarantees a critical hit wherever you are in the charge. Also this weapon does more shield damage doing around 80 and adds 20% fire resistance, 15% explosive ~resistance not to yourself~ and it has an ability to deal damage wherever you are in the charge.
The bottle is the demoman's stock melee weapon. This weapon does 65 damage as its base and 195 as its critical. It's skin are Scottish handshake, frying pan, conscientious objector, freedom staff, bat outta hell, memory maker, ham shank and the saxxy.
This is the eyelander. This weapon gives you -25 max health for starters but each time you kill someone or get a head then you will gain movement speed (7.5% increase) + bonus health (15 health). Also this weapon has no random critical hits. Skins of the eyelander are the horseless headless horsemann's headtaker and the nessies nine iron.
The pain train allows you to cap the point or push the cart 2x faster but it increases your bullet damage vulnerability by 10%. Use this at the last point for the payload cart or capture point.
This is the scotsman's skullcutter. This weapon reduces your movement speed but gives a 20% extra damage bonus doing 78 for base and 234 for crit.
This is the claidheamh mor. When you charge this increases your charge time duration but decreases your health. Use this only with the chargin' targe or the splendid screen.
The Ullapool caber is a bomb on a stick. When you come in contact with something (not friendly people or buildings) the bomb will explode and smash you up in the air doing about 150 damage to the enemy.
This is the half-zatoichi. When you kill someone with this weapon no matter what health you are on you will return to 100% health. Also when someone actively wielding this weapon you can kill them in one shot with this weapon and vice-versa. Once you draw this weapon you cannot sheath it until you have killed someone with it.
This is the persian persuader. This weapon allows the recharge time to recharge 100% faster and has a 37% longer melee range. This weapon has no random critical hits and all ammo collected turns into health.
Thank you all for reading I do appreciate it. If you have any suggestions for games leave it in the comments.