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===Demoman=== {{topquote|Oh, they gon' tuh have to glue yue back togetha', IN HELL!|Demoman, after he gibs (You).}} Hailing from Ullapool, Scotland, '''Demoman''', also known as '''Tavish Degroot''', '''Captain KABEWM''', '''Demopan''', '''Delak's favourite''', '''Average Scrumpy Appreciator''' or simply '''Demo''' is a [[What|Black Scottish Cyclops]]. [[Meme|They got more feckin’ monsters in the Great Loch Ness than they got the likes of him]]. Working four different jobs to support his financially stable and blind mother and treat the many acres of land he owns, Demoman finds joy in pure slaughter, demolition, and demolition accessories. If it wasn't for his raging obession with alcohol, he'd be considered one of the ''"sanest"'' member of Team Fortress. Well, he's a massive workaholic on top of an alcoholic, and he's such of an addict that he turned his whole body into a distillery. Don't ask him about his haunted eye-socket… Demoman, as a class, is '''the apex predator of TF2'''. No, this article was not written by a Demomain. We're just not joking. Demoman's role in the team revolves around ''hefty'' damage-dealing, crowd-control and movement. And he's good at all of that. No kidding. He's insanely powerful, and for that reason he's considered to be a '''generalist'''. All of his grenade launches deal massive damage on a direct hit, more than the soldier’s rocket-launcher. His stickies, when stacked, deal such damage that no one in a 2 meter radius survives. Well, okay, we're exaggerating a little… In truth, he is a very good trap artist that can control territory better than a Pyro or potentially an Engie by using his stickies to hide secret explosives for enemy trespassers. Not just that, but his grenade launcher’s timed explosives can be used to toss your projectiles with the source engine, potentially [[awesome|killing targets with physics, allowing your grenade to roll under them and explode before they can get out]]. Of course, his explosives are just as deadly to him as they are to the enemy, so try to keep track of your grenades before setting them off. <u>Pros</u>: * You're insanely powerful and can insta-kill people with a well placed sticky-trap. * You're a very versatile class with a wide selection of sticky traps and grenade launchers to fit any type of demolition combat. * You're able to maneuver yourself around the map very easily with a well placed sticky bomb. * Insane crowd-control can halt an entire offensive push with the click of the mouse. * Can get busted with the right combinations. <u>Cons</u>: * All of your weapons, to the exception of your melees (except one), damage you. Thus, you're effective only at mid-range beyond. * Grenades and sticky bombs can be destroyed with a shot, reflected or pushed back by Pyros and Soldiers. **Pushed back stickies can easily result in [[Not as planned|a clever trap backfiring]] if they specifically get pushed towards you. * Grenades are affected by gravity and bounce off objects, so mid to long-range combat can be a pain in the ass. * Sticky Jumping can be very damaging should you put an extra bomb or land a little lower than usual. Similarly to Soldier, there are some items to mitigate this issue to a degree so players can at least get the hang of the explosive physics. * Like Soldier, you're not immune to your own bombs. You can and most likely will blow yourself up along with your enemies if you're not careful. ====Demoknight==== {{topquote|There can be only oooooooone...! eye...|Should you hear this in a match, RUN.}} Should you decide to drop your your stickybomb launcher for a shield (and optionally drop your grenade launcher a pair of boots), you become the '''Demoknight''', arguably the most accomplished of all the sub-classes in this game. The Demoknight's role revolves around unconventional combat to gain a killstreak through a style of fighting many wouldn’t expect. Using a trusty shield to charge quickly into an enemy while charging your sword for a guaranteed krit, you take the heads of your victims to strengthen you with quick movement and higher hp. Other swords will either heal you, recharge the targe, deal massive damage, or increase the duration of your charge. The catch? You’ll be playing a First Person Shooter ''without a gun'', so expect to die. [[rage|A lot.]] Nothing stops you from using the "Hybrid Knight" sub-sub-class, where usage of the grenade launcher is permitted, but you'll be using the sweet, sweet advantages of the booties. But at least you'll have a ranged weapon in hand just in case things go south. <u>Pros</u>: * Chaining kills will make you more durable, either by increasing your maximum health (almost to the Heavy's HP) or healing you up. * You'll be a little faster than a Scout, and that's without taking into account the charges. Complex techniques like trimping can let you get into places most people wouldn't expect. * 90% of casual players tend to shit themselves in shock when a psychotic, drunk Scotsman suddenly drops onto their head and starts swinging a sword at them. * A very versatile subclass with a plethora of options to choose from for variety of melee playstyles. * They are the top dog in Medieval Mode because of their expansive range of melee weaponry and ability to trimp straight over the battlements. <u>Cons</u>: * Again, you have no guns in a first-person shooter. Forgoing the boots in favor of your grenade launcher can help, but you lose the ability to fight from a distance and your burst damage potential ''will'' take a hit. * Sentry nests are now the bane of your existence, as are Pyros. You just can't match them in terms of damage output or maneuvering even without the rest of the enemy team being on your ass, so trying to attack one ''will'' make a well done burger out of your corpse. * Easily the single most skill-reliant class in the game. Learning when to GTFO, who to avoid, how to trimp, and the terrain of each map (particularly ''where'' to trimp) is essential to using this subclass ''at all'', because you '''will''' die without being able to use these skills. ====Demotroll==== The humble Demotroll is the Scottish cyclops' version of the Trolldier, though unlike the Trolldier he doesn't have a reliable mid-blast jump crit option and therefore [[Fail|can't use the Sticky Jumper like the Trolldier can the Rocket Jumper]]. Nevertheless, people found a way using the fact that shield charges both allow trimping (aka physics abuse) and getting reliable crits if the charge lasts long enough. This is combined with the Ulapool Caber for maximum [[lulz]] from the inevitable times that the Demoman turns himself into a gib pile from the crit explosion (hence why it's called the Demo Suicide Bomber by [[Edgy|edgelords]]). <u>Pros</u>: *A critical Caber explosion is nothing to sneeze at. *Trimping is extremely strong as a movement option, meaning you can troll people that are in places they wouldn't expect you to normally reach. *Has one advantage over the Trolldier in that its explosion can hit multiple people. <u>Cons</u>: *You'll kill yourself half of the time if you get a hit, and might fuck yourself over if you don't. *If you survive getting a hit, the Caber can't explode again until you haul ass back to resupply, so you better have a getaway plan for after getting your funny frag. *You're basically forced to take the Tide Turner if you want to get the most out of trimming. *Like its more serious brother the Demoknight, to Demotroll effectively you're gonna need good map sense (i.e. knowing where to trimp) and a decent amount of skill.
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