I need help on middles cuz im desperately bad on them.
Ill be silent and listening :3
Ill be silent and listening :3
for starters you chose the name pooptoaster for yourself
Shoot sticky at other demoman
Don't get raped by scout
Don't get wombo-combo'ed by both soldiers
Don't take all the heals
Don't get pooped on by the scout that's flanking
DO LOTS OF DAM-DAM
Don't get raped by scout
Don't get wombo-combo'ed by both soldiers
Don't take all the heals
Don't get pooped on by the scout that's flanking
[b]DO LOTS OF DAM-DAM[/b]
wwhy do all the bad posters have toast in their names
bait your team by dying on the rollout, respawning, and then killing a scout with a trap while theyre pushing your last
mince__bait your team by dying on the rollout, respawning, and then killing a scout with a trap while theyre pushing your last
I call it 'the gdk'
I call it 'the gdk'
Hellbentmince__bait your team by dying on the rollout, respawning, and then killing a scout with a trap while theyre pushing your last
I call it 'the gdk'
hahaha
I call it 'the gdk'[/quote]
hahaha
Make sure you don't waste the whole rollout sticky sniping, and are actually ready to push forward with a few stickies loaded across the point as your team goes on the offensive.
Tunneling the other demo on rollout is bad. Get some good damage on him and let your roamer and/or scout(s) clean him up later, then focus your damage on their aggressive players.
Don't put yourself in a position where you are pretty much out of the fight early regardless of health, and one that your team can't help you. A good example is badlands choke; if you run behind the train immediately you could still die pretty easily - it's a bad position to be in as a defender imo. I would opt for more being aggressive across point or dropping into valley, or even just playing from window.
I also have an old mentoring post on ozfortress that is still somewhat relevant when I played demoman, but some points are kinda eh these days.
At middle what players should i focus on damaging?
Quote:
Originally Posted by Yuki
There's no correct class to focus while in mid. In the first few seconds (before the soldiers/med get there, mind you) you are going for either scouts/demo. My gran rollout usually consists of me prestickying their kit once/twice, then depending on their rollout, prestickying catwalk or the crates.
A general priority for targets is usually demo > forward players (usually an aggro soldier) > scouts (though as i said, this is general and definitely isn't a correct priority, priority changes all the time during a rollout).
Is there any specific way to aim pipes?
Quote:
Originally Posted by Yuki
Can't really comment on aiming pipes, just feels natural for me to flick alot (not aimlessly mind). Occasionally i will slow down my aim a bit when i feel the situation arises, though I'm a flick aimer for sure.
As far as rollout goes, should i be focussing on getting to middle faster than the enemy demoman, getting to mid on really high hp, or trying to get a balance of both?
Quote:
Originally Posted by Yuki
Speed is definitely a huge advantage. You should be doing your jumps/getting healed on your approach to mid so you get there at the fastest speed possible and USUALLY on max hp (as you pick up the kit in mid). Allows you to put significant early pressure on their demoman/scouts especially, since you already have position on them and are ably to pre-sticky their positions.
The alternative is a slow rollout on some maps (for eg badlands) where you are playing from window; you're pretty much not going to take any damage from there, problem being you're not in the best position to do much damage.
How do i deal with secondary soldiers that suicide jump at me besides hitting the midair or placing a sticky at their landing location? I find i struggle to deal with those players.
Quote:
Originally Posted by Yuki
Pre sticky where they jump from. Also, on gran, run a scout high for the first few secs of a rollout; if the soldier doesn't jump you're good to go. I always spread my stickies out in a rollout - never in one spot.
This is a very rough guide but my stickying usually consists of: medkit > catwalk > right gap > their crates (this is usually for a standard, not 'american' rollout). Running a scout high should usually demolish a jumping soldier.
Do good demoman have a limit in regards to how much ammo they use to output damage, so that they always have some spare for emergency? If so, what is the limit, or is it entirely situational?
Quote:
Originally Posted by Yuki
There's not really a magic number of ammo to have. I just manage my ammo so 90+% of the time i'm not in a fight with ZERO ammunition, so i can actually contribute + defend myself. Then again, i do get a pretty good amount of bottle kills.
All of these questions come down to personal playstyle. There are some general 'guidelines', but the more you play the class will lead you to your own 'right' ways of doing things.
Hope that helped.
Tunneling the other demo on rollout is bad. Get some good damage on him and let your roamer and/or scout(s) clean him up later, then focus your damage on their aggressive players.
Don't put yourself in a position where you are pretty much out of the fight early regardless of health, and one that your team can't help you. A good example is badlands choke; if you run behind the train immediately you could still die pretty easily - it's a bad position to be in as a defender imo. I would opt for more being aggressive across point or dropping into valley, or even just playing from window.
I also have an old mentoring post on ozfortress that is still somewhat relevant when I played demoman, but some points are kinda eh these days.
[quote] At middle what players should i focus on damaging?
Quote:
Originally Posted by Yuki
There's no correct class to focus while in mid. In the first few seconds (before the soldiers/med get there, mind you) you are going for either scouts/demo. My gran rollout usually consists of me prestickying their kit once/twice, then depending on their rollout, prestickying catwalk or the crates.
A general priority for targets is usually demo > forward players (usually an aggro soldier) > scouts (though as i said, this is general and definitely isn't a correct priority, priority changes all the time during a rollout).
Is there any specific way to aim pipes?
Quote:
Originally Posted by Yuki
Can't really comment on aiming pipes, just feels natural for me to flick alot (not aimlessly mind). Occasionally i will slow down my aim a bit when i feel the situation arises, though I'm a flick aimer for sure.
As far as rollout goes, should i be focussing on getting to middle faster than the enemy demoman, getting to mid on really high hp, or trying to get a balance of both?
Quote:
Originally Posted by Yuki
Speed is definitely a huge advantage. You should be doing your jumps/getting healed on your approach to mid so you get there at the fastest speed possible and USUALLY on max hp (as you pick up the kit in mid). Allows you to put significant early pressure on their demoman/scouts especially, since you already have position on them and are ably to pre-sticky their positions.
The alternative is a slow rollout on some maps (for eg badlands) where you are playing from window; you're pretty much not going to take any damage from there, problem being you're not in the best position to do much damage.
How do i deal with secondary soldiers that suicide jump at me besides hitting the midair or placing a sticky at their landing location? I find i struggle to deal with those players.
Quote:
Originally Posted by Yuki
Pre sticky where they jump from. Also, on gran, run a scout high for the first few secs of a rollout; if the soldier doesn't jump you're good to go. I always spread my stickies out in a rollout - never in one spot.
This is a very rough guide but my stickying usually consists of: medkit > catwalk > right gap > their crates (this is usually for a standard, not 'american' rollout). Running a scout high should usually demolish a jumping soldier.
Do good demoman have a limit in regards to how much ammo they use to output damage, so that they always have some spare for emergency? If so, what is the limit, or is it entirely situational?
Quote:
Originally Posted by Yuki
There's not really a magic number of ammo to have. I just manage my ammo so 90+% of the time i'm not in a fight with ZERO ammunition, so i can actually contribute + defend myself. Then again, i do get a pretty good amount of bottle kills.
All of these questions come down to personal playstyle. There are some general 'guidelines', but the more you play the class will lead you to your own 'right' ways of doing things.
Hope that helped.[/quote]
demo is easy
you have 12 ammo in reserve what more could you ask for
you have 12 ammo in reserve what more could you ask for