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View Full Version : Role of a demoman in competitve play?


D0Med55
03-31-2012, 05:40 PM
What is the main role of a good demoman in 6v6 highlander on 5 cp points? Pocket? Area denial? Roamer?

deve1231
03-31-2012, 05:45 PM
Spam and do damage

FROmatoe
03-31-2012, 06:05 PM
Hurt the other team as much as possible.
You should be getting the highest damage output.

Spike Himself
03-31-2012, 06:33 PM
Demo is played very differently in every team. Some teams have their demo defensive, hanging around with the medic, shooting pipes and stickies around, other teams have their demo super aggressive, keeping the enemy team on their toes.
Personally I like to think a team should play around the strength of their demo as he generally does the most damage, regardless of what that play style may be.
tl;dr pretty much anything will do, the hardest part is finding a team that complements your play style.

(from a 6v6 point of view, btw - I know even less about highlander)

Davidftw
03-31-2012, 06:40 PM
Be B4nny.

Pretty much, just get damage, and lots of it, without dying. You can do it in many ways, but thats what it all comes down to in the end.

ungulateman
03-31-2012, 10:09 PM
Damage output. Don't chase kills if you can instead cripple more people: your job is overwhelming pressure and putting enemies in the range where the other classes can score easy kills.

On final points, the roles reverse, and you're there to clean up the leftovers after the Soldiers, Scouts or off-classers have died defending or attacking the point - in such tight quarters, the Demo reigns supreme.

1Crazyman1
04-01-2012, 03:35 AM
Demo is played very differently in every team. Some teams have their demo defensive, hanging around with the medic, shooting pipes and stickies around, other teams have their demo super aggressive, keeping the enemy team on their toes.
Personally I like to think a team should play around the strength of their demo as he generally does the most damage, regardless of what that play style may be.
tl;dr pretty much anything will do, the hardest part is finding a team that complements your play style.

(from a 6v6 point of view, btw - I know even less about highlander)
Pretty much the same in Highlander. Although some people tend to switch between being aggro and more defensive (sticking to the med) depending on the map.

Byte used to go jump behind the med on koth_viaduct. Other demomen like to play it safe and stick to the med. In general in my opinion it's best to stick to your medic, although in koth maps it might be a good idea for a really aggressive demoman, if he has the skill to kill or severely injure the enemy med.

In short: Play to your strengths instead of doing what other people do.

Specific 6v6:
Demomen don't make good pockets for obvious reasons, they will struggle with scouts. Even really good demomen will always have some trouble with scouts. I wouldn't advise an always roaming demoman in 6v6, because he is vulnerable for scouts. Have a solly+med near him just works out most of the problems since a demoman has flaky close range capabilities. If he has really good pipe aim he can mitigate that, but, once again, it's an inherent downside of demoman.

Area of denial is something you must utilize in 6v6 since it will (usually) force an enemy team to rethink their strategy for pushing, or make them pop early near the stickies if they are running out of time to use the uber. Well place (unusual) traps will get kills as well. Maybe not exactly what you meant with area denial? The more aggressive form of area denial is on badlands middle, where a demoman will generally hold back a little and spam their side with stickies. If they lose enough people they tend to drift further back into choke. At this point a demoman can come forward and push them out, and keep them out with stickies.

Smithsonian
04-01-2012, 09:32 PM
Feresar, a div 1 australian player, has written a pretty good article about this - www.ozfortress.com/showthread.php?t=49968

Hildreth's Will
04-01-2012, 09:39 PM
Deal damage, don't take any.
Don't overextend, always make sure your teammates are near to you.
Area Denial.
Mental game - with sticky traps.
Fast rollouts.
Good ammo management - no good wasting all your stickies when an uber fades.
Take advantage of your team - ie sollies and scouts creating room and distracting them so you can deal key damage.
Don't get distracted - teams tend to send 1 or 2 people to distract as their main combo pushes in, your job is area denial so you can't be worried about a scout behind you or a soldier bombing you because if they support him your team is in trouble unless you're there to deny them.

Overall general gamesense, positioning and co-ordination is all you need to play Demoman at a decent level. Any kind of good aiming abilities is a bonus, the higher you go though the harder it is to effectively deal damage as players are a lot more aware how to avoid damage, so you need to step it up.