I've seen a lot of discussions where the Demo in the current state is getting the same treatment as the v1008 BSK. There are a couple of issues with the current discussions due to horrible imbalance of other classes and the fact that not everyone has a high level Demo.
First let me start off by asking, what do you think the Demo's role is? I hear a lot of complaints about ammo and damage dealt but what is that against?
- For me Demo is about clearing FP and clearing bundled up trash either on a teammate or afar.
- The demo is not about being able to trash clear, deal with Zeds up close or be the ultimate SC killer.
Moving onto the early, mid and late games. By this I am not talking about in the waves in game but rather level. Let's consider 1-10 to be early game, 11-20 to be mid and 25 late game. As of right now early game is underwhelming. The skills don't really mean much but then again, looking back at the classic perks it was more of getting used to the game. If you need to assist your team with trash then dualies or just the single 9mm is your best bet. Grenade pistol can be used to clear sirens after a bash and it can clear trash off of you if you jump and aim at your feet.
The Early game
Skills (some intial values given thanks to Shima-Risu).
5 - Grenade Supplier or On contact.
Until more Nade related metas are introduced, on tacnt is probably the better choice for a hand grenade that explodes on contact.
10 - Explosive Resistance or Reactive Armor
With nothing having explosive damage other than FF from yourself, explosive resist may be good on HoE due to the faster moving ZEDs. Reactive Armor was tested to do around 400 dmg so if you die a lot then it might be worth getting. I would go with ER here as it helps with your team (somewhat...).
There's nothing really special in the early game to apply for the team or for yourself. However do note that on trash/medium ZEDs the Dynamite will stun (same animation as Sedate) ZEDs. This will be a key factor for Midgame.
The Midgame
Skills (Once again initial values from Shima-Risu).
15 - Door traps or Nade resistance to Sirens
Door traps reduce welding speed by 30% and changes the color from blue to red. The damage as reported seemed very minimal. Siren Resistance however is valued at 50% chance instead of 100% chance of explosives not being affected by siren scream. Making the lv 15 tier needing some serious reconsideration.
20 - On vs Off perk
Off will increase damage of off perk weapons by 15% not 10% and off perk will increase values of stumble/knockdown/stun power. On-perk is what will make the Demo quite a good Support player for FPs. Recall when I mentioned above how the Dynamite will cause a Sedate Stun effect, this will now apply to FP as well. Effectively this allows for a 3s stun then follow it up with a RPG to the head and you have a +2s knockdown for a 5s disablement of FPs. No matter what your team layout, 5s should be more than enough to take out an FP.
The Late Game
Skills (Thanks Shima-Risu).
25 - Nuke vs Concussive
Nuke has a very interesting property of increasing dmg and range by 1.25 but also adding a DoT effect for 8s dependent on the weapon. Tests seems to have shown that Dynamite does 250 per tick while RPG will do 500 per tick. That means that 1 shot of an RPG will do ~5300 with the DoT. I would say that is an amazing skill.
Concussive on the other hand will only increase knockdown power by 2x.
Judging by just the testing done by a lv25, the late game Demo is a massive game changer when combined in a team that doesn't consist of all Demo/FB. Their role is not meant to be trash clearers full time. Taking current BSK out of the picture for a second, late game Demo is a necessity for FPs.
As my Demo is only lv7 atm, I can't showcase these skills off but I do plan on making a weapons video on how they work. As of right now I will say that with the C4, do not spam. Wait 3s between each explosion to get maximum dmg again, otherwise you're just wasting them.
First let me start off by asking, what do you think the Demo's role is? I hear a lot of complaints about ammo and damage dealt but what is that against?
- For me Demo is about clearing FP and clearing bundled up trash either on a teammate or afar.
- The demo is not about being able to trash clear, deal with Zeds up close or be the ultimate SC killer.
Moving onto the early, mid and late games. By this I am not talking about in the waves in game but rather level. Let's consider 1-10 to be early game, 11-20 to be mid and 25 late game. As of right now early game is underwhelming. The skills don't really mean much but then again, looking back at the classic perks it was more of getting used to the game. If you need to assist your team with trash then dualies or just the single 9mm is your best bet. Grenade pistol can be used to clear sirens after a bash and it can clear trash off of you if you jump and aim at your feet.
The Early game
Skills (some intial values given thanks to Shima-Risu).
5 - Grenade Supplier or On contact.
Until more Nade related metas are introduced, on tacnt is probably the better choice for a hand grenade that explodes on contact.
10 - Explosive Resistance or Reactive Armor
With nothing having explosive damage other than FF from yourself, explosive resist may be good on HoE due to the faster moving ZEDs. Reactive Armor was tested to do around 400 dmg so if you die a lot then it might be worth getting. I would go with ER here as it helps with your team (somewhat...).
There's nothing really special in the early game to apply for the team or for yourself. However do note that on trash/medium ZEDs the Dynamite will stun (same animation as Sedate) ZEDs. This will be a key factor for Midgame.
The Midgame
Skills (Once again initial values from Shima-Risu).
15 - Door traps or Nade resistance to Sirens
Door traps reduce welding speed by 30% and changes the color from blue to red. The damage as reported seemed very minimal. Siren Resistance however is valued at 50% chance instead of 100% chance of explosives not being affected by siren scream. Making the lv 15 tier needing some serious reconsideration.
20 - On vs Off perk
Off will increase damage of off perk weapons by 15% not 10% and off perk will increase values of stumble/knockdown/stun power. On-perk is what will make the Demo quite a good Support player for FPs. Recall when I mentioned above how the Dynamite will cause a Sedate Stun effect, this will now apply to FP as well. Effectively this allows for a 3s stun then follow it up with a RPG to the head and you have a +2s knockdown for a 5s disablement of FPs. No matter what your team layout, 5s should be more than enough to take out an FP.
The Late Game
Skills (Thanks Shima-Risu).
25 - Nuke vs Concussive
Nuke has a very interesting property of increasing dmg and range by 1.25 but also adding a DoT effect for 8s dependent on the weapon. Tests seems to have shown that Dynamite does 250 per tick while RPG will do 500 per tick. That means that 1 shot of an RPG will do ~5300 with the DoT. I would say that is an amazing skill.
Concussive on the other hand will only increase knockdown power by 2x.
Judging by just the testing done by a lv25, the late game Demo is a massive game changer when combined in a team that doesn't consist of all Demo/FB. Their role is not meant to be trash clearers full time. Taking current BSK out of the picture for a second, late game Demo is a necessity for FPs.
As my Demo is only lv7 atm, I can't showcase these skills off but I do plan on making a weapons video on how they work. As of right now I will say that with the C4, do not spam. Wait 3s between each explosion to get maximum dmg again, otherwise you're just wasting them.
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