Demoman Tactics

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Steve5513

FNG / Fresh Meat
May 31, 2009
30
1
0
Anyone got any tactics for Demoman? I know it's not been out long but still...

I found SCAR and the automatic grenade launcher (M32?) to be great, and one pipe bomb is enough to take down a fleshpound. What i did on Biotics lab (Normal mode) was go to the U shaped room with trader, go to the left side, put pipe bombs down in the doorway to the right and when i saw a FP just run through and get him to follow me. Obviously in multiplayer it'll be different :p

It also seems to level pretty dang fast.

Anyone else got any other tactics?
 

Anzu

FNG / Fresh Meat
May 15, 2009
64
1
0
www.zomgclan.com
Yes it does work like that in multi player lol :D and it works well if you have your team in on it.

I suggest the following:

1) Aim at the ground like most "rocket" based games. This spreads the damage to a group of people unlike hitting them directly and making them a meat shield for everyone.

2) Have a backup weapon, like a Bullpup, to shoot up close things. The grenades don't arm themselves until a certain distance, and the force of the shot is enough to kill most specimen, but none the less it is slow - get a backup.

3) Conserve ammo. The weapons are expensive until you level a bit, so conserve the ammo you can and save up for the next best gun.

4) Leave a pipe bomb somewhere behind you for when you forget to look in that direction and things gang up on you. Don't put it too close lol.

5) I've found that if a team (of any classes) buys a pipe bomb each and puts it under someone else, if that person gets a little over their head it will blow up and kill everything, but not them. It comes in handy when camping a hallway.

6) Don't spawn as a Demoman. It has no bonuses for the first wave. Choose medic for speed or sharpshooter for the 9mm damage. Demo can not help in any way the first wave (unless you are already level 5 and spawn with the weapon :p )

7) Level this like crazy because you are right, it does level really fast, and it is very strong. I predict a nurf like the medic had because it is definitely overpowered right now and I love it :D

EDIT ADDING MORE

8) Apparently the pipe bombs don't hurt doors! Thanks Moosecat!

9) Play with a commando. My friend and I just play through normal by ourselves to level my demo, and since he can see health bars, he sees right through my smoke. It is the perfect combo!

10) Playing with a support is nice as well because they are close range with shotguns and you need to be long range if you don't want to kill yourself :D

11) Although this is given - I'll put it in here because everyone seems to say it. Don't kill yourself. Don't shoot close things or straight down. A stalker at just the right range will really hurt your armor, once again why playing with a commando is nice.

12) Level 5 gets a pipe bomb, woooo yeaaahhhhh... Level 6 gets the M79 and 2 pipe bombs. Better but still... I guess this is TW's way of saying its too cheap to let you spawn with your super weapon.
 
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Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
IMO, the most important part for Demoman is...

DON'T KILL YOURSELF! PLAY SOLO FIRST TO LEARN HOW NOT TO!

I'm getting royally sick of demomen who blow themselves to smithereens within SECONDS of a wave starting... And it's never just one. I keep having teams of 2-3 demomen who ALL kill themselves in short order, leaving the remaining teammates swarmed. I seriously bang my head on a desk everytime I see a Level 0 Demoman spawn in, bum money from teammates, and promptly blow himself up...
 

IceStorm

FNG / Fresh Meat
Oct 22, 2009
16
0
0
IMO, the most important part for Demoman is...

DON'T KILL YOURSELF! PLAY SOLO FIRST TO LEARN HOW NOT TO!

THIS.

So many suicides.

I don't I've seen past wave 5 online today. Once we get on a roll and get enough money for people to buy the Granade launchers. 2 or 3 people always go Demo, get the launchers, and promply kill themselves 10 seconds into the next wave.
 

Evilsod

FNG / Fresh Meat
May 20, 2009
883
137
0
Ylivieska, Finland
Stalkers. A Demomans worst enemy.

I haven't really been able to get into Demoman... i mean i've seen other people using it and fill the area with a cloud of smoke so i can't actually see what i'm shooting at, then realise the majority of it didn't die anyway and kill it. Guess i should head to Normal and try it there.
 

xyrz

FNG / Fresh Meat
Jul 27, 2009
187
2
0
How powerful is the LAW now that the demolitions expert is now released?

What is the most powerful weapon in the demoman arsenal?

A tier list would be appreciated.
 

Evilsod

FNG / Fresh Meat
May 20, 2009
883
137
0
Ylivieska, Finland
The M79 rendered the LAW obsolete IMO, not to mention the M32 MGL.

The LAW has always been obsolete. The addition of lighter, cheaper (w/ perk) and more versatile grenade launchers just put the nails in the coffin. It needs a MAJOR overhaul, a huge blast radius to make up for the fact you can only take it (along with bringing it under the Demolitions perk... since for some reason it still gets sorted with the Support spec), a reduction in weight by 1 to allow for Pipe Bombs to be carried too would be great.
 

Bio666

FNG / Fresh Meat
Jun 10, 2009
788
2
0
IMO, the most important part for Demoman is...

DON'T KILL YOURSELF! PLAY SOLO FIRST TO LEARN HOW NOT TO!

Most the time I die is because some jack*** jump into the line and ka-boom. Done. SO my suggest is... play multi first
 

Useful Dave

FNG / Fresh Meat
Jul 24, 2009
10
0
0
Anyone have an idea of how the perk increases between levels, and what weaponry Lvl 5 and 6 perks get?
 

KON_Air

FNG / Fresh Meat
Jun 13, 2009
277
50
0
Try to shoot the specimen far enough that the smoke is not a big problem. Deploying a smoke screen for Specimen is the worst thing you can do.
 

-=AG=- Avery

FNG / Fresh Meat
Oct 24, 2009
139
0
0
A good tactic is to weld doors shut then place a pipe on them then place about 10 feet back when they break down door pipe blows up killing most zeds if theres still a lot then they walk and activate the second pipe bomb. The only disadvantage I see is that they are close range challenged. If you can keep the zeds at distance you can win every battle. As a demoman and non demoman tip buy some pipes especially if on a large map then if you have a bunch of zeds following you just drop one down.
 

Steve5513

FNG / Fresh Meat
May 31, 2009
30
1
0
I was in a game earlier and we were in the U shaped room in biotics lab. I placed pipebomb in the door way that connects the two sides of the room and said to everyone that if they see a FP to to lure it to the pipe bomb. Did they listen? No.

I don't think it will work that well in public games. :p
 

Gentleman Jack

FNG / Fresh Meat
Oct 17, 2009
10
1
0
I've found in solo mode if you can lure the pat into a big pile o' pipebombs you don't even have to fire a single grenade.

Also, I like putting one pipebomb on each side of a barricaded door, first group gets wiped, then second group breaks through, and also gets wiped.

As far as what trips it, I've noticed so far that you need a sizeable group of "non-threatening" zeds to get it to blow. So far I've noticed that the pat, fleshpounds, scrakes, bloats, and sirens will all trip the bomb by themselves.

I haven't tested gorefasts yet but I'm quite certain stalkers, clots and crawlers need 3+ but it's kinda tricky to get an accurate count when they're all mixed together in a red paste.
 

Deadbolt

FNG / Fresh Meat
Jul 23, 2008
670
133
0
do sirens blow up the pipes before the get to them like they do to grenades?