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TF2 Demoman Guide
Old 09-05-2008, 08:49 PM   #1 (permalink)
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Default TF2 Demoman Guide

I was thinking of first posting this in this thread, but I ended up deviating so much from the original topic I thought I might as well post this by itself. I was originally going to comment on whether the demo was OP but ended up writing a little tip collection for how to play demo and how to counter demo.

So first a disclaimer of sorts: I'm not nearly the best demo on the server, and I'm sure Conscript, Zoopy, Snail, etc can also easily provide good tips/guides as well, but as I've been playing demo so much recently (in my demo phase, so to speak) I thought I'd say as much as I can about demo before I get caught up with another class and forget about it.

So here we go. Going to start with talking about the basics: how the one eyed guy goes out and kills stuff.

I don't know the exact numbers behind these weapons, but then again I don't believe numbers give the whole picture: its enough to know that X class dies in Y hits from this weapon in a normal game situation.

Nade Launcher:

The supposed primary weapon for the demo. I used to disregard this weapon completely and use stickies as my primary all the time, but that's really a huge mistake. The nade launcher covers a lot of the holes the sticky launcher has, and if you only limit yourself to the sticky launcher, you're simply denying yourself a third of your arsenal.

The greatest strength of the nade launcher is in two things: the great damage from the direct nades, and the ability for the nades to bounce and roll! Once you get good with arcing the nades into enemies, its really a formidable weapon. One direct hit from a nade can potentially kill a light class (scout, sniper, engy) with a single hit, and two hits generally kills anything not a heavy or soldier. Because of the great damage but necessary good aim, its pretty much a no brainer to always aim for large concentrations of enemies, or narrow corridors or people moving in straight lines.

Sticky Launcher:

The so-called winbombs. I'm not even sure how much damage they do exactly, but 2 kills light classes and 3 kill pretty much everything else not a heavy. There's just so many ways you can use it (that argubly it shouldn't be able to be used for). The most important things are: that you understand how stickies fly with different degrees of charge, and that you develop an ability to predict where exactly enemies will be moving. You can pretty much shoot, detonate, shoot, detonate when in combat and it works out fine (as of now). When moving up to the frontlines charging up a sticky and having it ready for long range targets is very useful to get at least that first shot off.

Bottle:

Don't forget you have this. Useful for spies, or pointblank combat in general. The demoman is only a tad slower than most light classes, and because its difficult to use stickies in point blank, its often very useful to finishing off something close. I probably pull this out a bit too often, but its useful for getting people to back off, and as you can still detonate stickies with this out, its useful for luring people into a false sense of security - I often switch to the bottle just as I detonate my last sticky, and often don't have to use it at all as the last sticky kills them.

Class Specific Strategies

Vs. Scout

Hello to potentially your worst nightmare. There's basically two situations here: either you're in the open, or you're in a closed in space. If you're a closed in space, do whatever you can to sticky off the path leading towards you to first secure your own safety. Scouts don't do much at long range, and once you keep him at long range (for now) you can figure how what next to do. Expect that he'll take an alternate route and wait for him there with more stickies. Out in the open, your only chance is to predict exactly where they are going to go. When I run into a scout, I'll shoot a sticky quite far in the direction they're going at the time, and then continue to shoot stickies where I think they're going to go. Against scouts that will always flank behind you in a straight line, this works perfectly and you won't have any problems. Against scouts that have a good aim, and will move in unpredictable patterns, you're screwed. Despite all of Santa's complaining that he tries to avoid me as much as he can, every time I run into him without prior preparation I'm dead before I can even do anything. If you're feeling lucky you can try to use the nade launcher, but generally if the situation is bad for you, throw down stickies to keep the scout away and retreat. Find a soldier or heavy to walk with.

One other strategy is to throw down stickies on one side of the scout, and pull out the good old bottle and rush the other side. This sometimes works when some scouts think that pointblank range is where the scatter gun does the most damage, and they literally run into you to try to kill you, and the bottle gets them pretty fast. The other situation is where the scouts will back off and try to circle around you, forget about the stickies you already laid down, and as you can still detonate with the bottle out you get them that way. This works surprisingly well against most scouts but if you ever play against unpredictable scouts don't expect it to work. Luckily there aren't many of those on the server. Playing against demos requires that you NEVER move in a straight line. if you play scout, as long as you never, EVER run in a straight line (even a circling flanking straight line) you shouldn't have problems against demos. even strafing left and right in place against me works as I will assume you're going to move and sticky your left and right sides, but won't actually sticky your current position.

Vs. Soldier

Take the higher ground whenever possible. Against soldiers like Conscript and thundeer expect a rocket jump so sticky their landing point and run like hell. Don't run in a straightline either when you're further than close-medium range - actively try to dodge rockets. Nades generally won't hit at medium or far range, and if the soldier is smart he's also run straight at you, which means your nades will roll past him and do nothing, as opposed to backing up and letting them expode on them. Stickies with a touch of charge work pretty well, as neither of you do that much accurate damage outside of close range. At close range, pray that he has bad aim. I believe in the fact that soldier has the advantage close range, and the only times I remember beating soldiers close range is with lucky direct nades, bad aim from the soldier, or I could hide behind map obstacles and splash him to death. Or with a trusty medic. Stickies work decently well if they're also moving in a straight line, but you get the same problem with unpredictable movement - the delay in detonation is long enough that if you don't have good aim you won't kill them in time. I generally try to avoid soldiers without some help or a medic on me.

Against demo, don't be afraid to rocket jump to close range and then rocket him from there. If he's using the nade launcher never back up or you're just letting the nades detonate on you. As long as you have decent aim and he doesn't see you coming you should have a good chance.

Vs. Pyro

If you're confident in your ability to hit a target running straight at you go ahead and use the nade launcher. Otherwise, I find that most often I run into a pyro at a range where he feels like rushing me has a chance, and I'll just sticky his most direct path to me, and then surprise surprise that's the path he takes. It turns out pyros that demos see coming aren't that big of a deal. Its the ones that suddenly surprise you at point blank that you'll have a problem with. If you use the nade launcher there you'll probably blow yourself up to, so I just look straight down, sticky, jump away and blow them off me, and then try to follow up with another sticky. I have a bad habit of jumping with my back turned and its gotten me killed a lot of times against a pyro with a BB, but you often can even run directly away from him, sticky the ground just in front of you, and detonate without looking back and the pyro will often be right on the sticky. If you have a medic or an alternate health source nearby you can often bottle him after the first sticky, which works surprisingly well - most pyros will just blindly rush into you. At farther ranges, as long as you never let him approach you won't have a problem.

As pyro, I know its tempting to bumrush a demo at close-medium range and think he won't get you, but more often than not he will, as long as he has space to back up. If he's in a corner, then yes you can go ahead and rush, but dont' be surprised if he smashes a crit bottle in your face. Remember that since the dropoff in flame damage is only at the very tip, you don't have to go into pointblank, just so long as your flame is burning him you're doing your full damage, and you won't risk getting bottled.

Vs. Demo

This is often just who gets luckier, depends on who uses what weapon, and where your relative position is. Stickies are often more reliable than nades, but if they get a lucky direct nade hit you lose. Not really any specific tips I can give other than to use standard combat tactics. Rushing demos is generally always a good idea as most demos don't know what to do now that their sticky trap isn't protecting them. I've run into a sticky trap on the ground, sticky jumped over it, and chased down the demo who now was spamming nades everywhere and not knowing what to do.

So first: sticky traps. please don't put them on the floor. on walls and edges of doorways are MUCH better, and the only times you should be putting them on the floor is when you WANT them to see them (you're at low health or are running away and just dont' want them to chase you) or there's simply no time. Second, if they bypass your sticky trap, dont' be afraid to use your stickies to fight them off - if you die, your trap's useless anyways, and if you survive you have a chance to resetting the trap. Third, I hate camping demos. You know, the kind that sticky a doorway and spam nades through it or another doorway for the rest of the game, or the kind that sticky a point and spam nades at the enemy team. While yes, its a valid tactic and useful in some situations, especially push maps like dustbowl or similar where the enemy is forced to come to you, it honestly does nothing than to piss people off. If you run into one of these, either find an alternate route or blow the stickies away with something. If worst comes to worst have someone take them, and then the rest of the team should run in there and punish the demo with whatever melee weapon is available. While doing this on dustbowl-esque maps is fine, doing this on say, granary or well is just not helpful. Yes you can sticky that wonderful middle point and spam nades at the other team for the rest of the round, but then you better not complain about sudden death or the round being dragged out because you're not pushing up. And if that's all you can do with demo, you might as well play engineer (gasp) or heavy. Learn how to fight in direct combat and gain ground instead of losing it. Or else thundeer will call you a brainless camper.

Vs. Heavy

Demo is a pretty decent counter to the heavy because of the demo's ability to deny areas, combined with the heavy's low mobility. If the heavy is spun up and in the open, the nade launcher works great and should be used. If the heavy is spun up and just around a corner, make sure you sticky the corner to make sure he can't push around the corner without taking heavy damage. In many situations using direct nades against the heavy is probably your best bet, and making sure you take every oppotunity to limit the heavy's movement space with stickies. Use the map to make sure youre never in the heavy's direct line of sight.

If you're playing and you run into a demo at any situation other than pointblank range AND the demo has nowhere to go, I would advise never spinning up and using the minigun. In my experience I've found demos don't know what to do when you run straight at them, and that's exactly what you should do with the shotgun. Of course, if the demo has any help its best to retreat, but bumrushing them with a shotgun works well unless they're smart enough to go with the nade launcher, which means you strafe and jump like and idiot while running. If you have a medic its best to tell them to not follow you cause they often get killed by a stray nade or sticky, as the optimal range for demos is just past you, which means your medic is the one that gets killed more often than not.


Vs. Engineer

Ah engineers. Just stay away and don't get crit wrenched. Not much I can say, he's got a shotgun and you have explosives. But with engineers...

vs. Sentrygun.

NOW we're talking. The one thing the demoman is supposed to be responsible for. Nothing annoys me more than having 2 or 3 demomen on a team that don't know how to take down guns.

-Learn how to corner! sentry guns built next to corners are just asking to be taken down. Just poke out, shoot a sticky, and then jump back in. If you don't have much time go ahead and keep jumping it and out, otherwise you want to wait a little bit so the gun rotates back to its normal position before you poke your head out again. 3 or 4 stickies in the gun's general area kills it pretty easily. If the engineer comes after you, go ahead and sticky and kill the engineer. Don't just ignore him: if you let him get close he'll crit wrench you so hard you'll be even more drunk This doesn't just apply to stickies. In certain locations, using the nade launcher against guns is useful as you can bounce them and have them settle all around the sentry gun, damaging/killing the engineer and eventually the gun as well. There exist situations where the nade launcher is much better than stickies in taking down a gun.

When a nade directly hits a sentry gun, the explosion on contact does pretty hefty damage to the engineer as well, and with two direct hits you generally kill the engineer, and then you're free to destroy the unmanned gun however you want. If you use stickies against guns, the engineer generally abandons the gun long before you get down your stickies and detonate, and if your team doesn't roll in right behind you (you'd be surprised how frequently this happens) that gun will be up right away. Using the nade launcher can kill the engineer before he can react and often damage or kill other enemies standing around the sentry gun (often a medic healing from the dispenser, or other enemy players taking cover). I can't count the times I've blown my stickies prematurely when stickying a gun to try and take down all the enemy players standing around the gun but manage to do nothing, not even taking down the gun.

In the ctf_well demo I post here, I run into two sentry guns in their intel. I take one down with stickies, and the other I take down with the nade launcher because of the location of each gun. The first gun is out in the open, so I use a small charge with the sticky launcher to sticky it, and the second is under cover (cannot arc stickies onto it), far away (charging would need almost a full charge to bypass its cover), and the engineer is present. So I use the nade launcher to roll nades onto the gun, first killing the engineer with a lucky crit, and then continuing to roll nades onto the gun to take it down. Once you figure out where a gun is, there should always be a spot where you can use your arsenal to take it down - without uber in many cases.

Example that uses direct nades:
On Goldrush stage1 point 2, engies like building on the upper right ledge (offense POV) where it covers the major entrance. While good soldiers can take it down from the second floor walkway, its actually even easier to do as a demo. And not with stickies, as you need a pretty good charge and place them so they dont' bounce off the gun and fall down. Instead, stand on the second floor walkway (make sure no snipers are around first), and simply arc your nades towards the gun and it works out so that they directly contact the gun. Most of the time they kill the engineer first, and sometimes even the gun first, even with the engineer present. Once you learn that arc any gun there is useless.


Vs. Medic

Medics are actually rather dangeous if they know what they're doing. beware the bumrush bonesaw, or the lifesucking needles of doom. Make sure not to run in a straightline into their needles, or they'll heal faster than you can damage them. Stickies can be hard to land consistently due to their speed. However, if they start running away, you have them. You can either sticky jump to chase, or charge up a sticky as you give chase, and once you round the corner you can accurately a sticky to cover their escape route, detonate midair, and often finish them off.

This actually applies to all retreating classes. If someone starts running away and turns a corner, start charging up a sticky as you chase, when you round the corner, they're often running in a straightline back to health (you know where they will be going 99% of the time), and you can simply shoot that sticky right into their path and detonate. In the badwater demo there's actually two instances of this: once when I damage Snail the engineer twice with stickies, and as I chase him towards spawn I charge up a sticky, wait for him to run for the spawn gate, and then stickyshoot him. I try it again with Pablo the sniper, but cause he has suicidal urges he actually outsmartted me by not running for spawn, and trying to kill me instead - thus I waste time waiting him to go in a straightline for spawn, and he gets reinforcements quickly.

I can't emphasize enough how useful charging stickies can be: I've killed a pyro when I was standing at the front entrance to B on gravelpit and the pyro was standing in the B-C doorway due to accurately arcing a sticky across B and detonating in his face (Golden will remember this) You can often help out teammates a long ways away simply by having a sticky charged whenever possible. Remember: holding rightclick will cause your sticky to not automatically launch when it reaches full charge.

Once you use the sticky launcher itself enough, you get familiar with how much charge you need for different situations: it takes experience. Often a slight charge is needed for a lot of situations.

Last edited by luuser; 09-05-2008 at 10:41 PM. Reason: typos
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Old 09-05-2008, 08:49 PM   #2 (permalink)
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Vs. Sniper

Fun, fun snipers. Demo's actually not too bad at countering snipers, largely due to the sticky launcher. First some general tips: its generally a bad idea to go where they expect you to go. Obvious, but you see people get sniped all the time. As demo, you really don't want to be in their line of sight for long, especially when you know its a good sniper (cough pablo cough). Since the problem with snipers always happens at long range, I'll talk about ways you can get around it.

The obvious way is single stickyjumping. This works on cp_well (jump onto the middle battlements from the gate directly), or any other situation when the sniper is a jump away and not guarded by say, a sentry gun or heavy. If the sniper is scoped in and doesn't notice your jump, you're free to do whatever you want to him - this is why its important to make sure he doesn't see you jump - either wait until he's scoped in and watching some other place, or choose an unlikely spot to jump from.

Doublesticky jumping is necessary on some maps: such as Goldrush stage 3 point 2, where an offensive demoman can jump right up to the battlements above RED's spawn. Bhack might remember this as I kept going up there one game. I use this also in the badwater demo to go after Pablo a couple times, all of which fail, sadly, due to a medic healing pablo. I will quote Gnoma: "Pablo's being a wuss cause he has a medic on him".

You also want to be careful about jumping after snipers where the sniper's heavily guarded: you might get the sniper, but you're going to end up dead too. That's why a medic buff can be very useful. Example: Goldrush stage1 point 2, you can jump to above the spawn, kill some snipers, and jump right back to the second floor (I've managed this once) with enough health once they start chasing you up there.

If you can't manage a jump, the best you can really do is use fully charged stickies to annoy him. Unless its a crit, you're probably not going to kill him, but you'll probably annoy him a bit.

Vs. Spy

..check behind you more often? that's really all you can do, and I shouldn't have to tell you how to kill them, especially because teams regularly experience SPY RAGE in which the whole team will chase down an enemy spy regardless of the situation. Again, predict where he's going when he cloaks as you can usually get him with a sticky.

Working with a Medic:

Demos back up. A LOT. While a medic on a demo can produce a fairly devastating combo, its also a lot more dangerous for the medic as the demo jumps around like a madman and often times a stray rocket can kill the medic rather easily. The same goes for rushing pyros: demos have to give ground in order to fight pyros. Thus make sure you tell your medic to back up when you know you're going back up, and other such information he can't see from behind you. Happy medics make good teams. In my mic-broken period I kept getting my medics killed cause I could never tell them to back up when I was going to do so (sorry Heph!).

Using invuln ubers:

Rule: make sure you have EVERYTHING reloaded. its not enough to just have your sticky launcher reloaded. if there's really no time reload on the way in, but make sure you have stuff reloaded or you'll regret it. As invuln ubers involving demos generally mean taking down sentry guns, you have to make sure you accomplish it. In the past, using 3 stickies pretty much meant taking down a lvl3, its often not the case anymore due to the stickies being blown by pyros or other explosions. Thus, its a lot safer to get down 4 around the gun. Thus, you generally have enough ammo and time to get two guns down. If there's a third gun, DON'T FORGET YOUR NADE LAUNCHER. At close range, its often just as effective in taking down guns as I previously mentinoed. I've gone in with a partially reloaded sticky launcher, gotten one gun, turned around, noticed another gun, and used my nade launcher to get that one. If there's only one gun or no guns, you can afford to go after other targets as well. If there's only one gun, I generally try to scare enemy medics into ubering before I go after the gun, so that the enemy uber will run out as soon as possible. Don't forget to take down other targets as well: use the nade launcher against heavies to make sure they go down, then use the sticky launcher to sticky where the enemy team is fleeing to: many times they're so concentrated on running away they'll run right over stickies. Don't forget you have a bottle as well: spun up heavies deserve a good bottling. Tell your medic to get out with around 1-2 seconds left if you've accomplished your target, and sticky your escape route as you run out so they can't chase you.

Using kritz:

Now, I might not be the best person to ask regarding this I find the crit stickies (WINBOMBS) work supremely well with crowds - reserve the crit nades for heavies that will prevent you from moving forward - crit nades to take down the heavies in your way, and then stickies for anything else. If there's a gun, back off and either bounce nades around the corner or corner the gun right away with crit stickies. In crowded areas like dustbowl critstickies kill EVERYTHING. if you dont' get killed first.

Other sticky jumping tactics:

I mentioned the double sticky jump in my ctf_well thread a little awhile ago, and I can't say enough how useful it is. I start off my badwater demo using it to take down a medic with uber, as neither the medic or the heavy ever saw me coming. Single sticky jumps over targets is also very useful, such as level 1 or level 2 sentry guns that you can sticky midflight. And of course, when running up from the spawn a sticky jump can save you some time as long as you're aware of where the medpacks and medics are.

So here are the demos:

Both of these were actually recorded on a whim last night, as the only demos I've taken of my normal playing - so its a pretty good representation of how playing demo works out on these maps, and an average performance by me. However, between these two demos, I show almost everything I talked about in this thread.

I know most people dont' bother to launch tf2 just to watch demos (but my youtube venture failed in that my fraps videos were horrible quality after compression) but I highly, hightly encourage you to watch them.


ctf_well
This is only 10 minutes long, but it has a lot of good stuff.

Things to watch out for:
-using direct nades against the heavy medic in the beginning (I get a direct nade hit on the medic), but later using stickies and a cornering strategy to keep myself safe.
-brainlessly camping the intel, and a hilarious scene in which I run into a spy right ontop of the intel, and blow myself up with all 8 stickies around me, thinking I would take the spy down with me and prevent him from touching, but the spy survives. Ultra hacks.
-a demostration of the 2 sticky jump: with an awesome ending. You have to see this. MUST SEE.
-I take out two guns in their intel using different ways: how I use characteristics of both the sticky launcher and the nade launcher.
-I fight off pyro after pyro in the upstairs by small traps and prediction.

pl_badwater
A slightly longer demo, with even more good stuff. The VOIP in this round is HILARIOUS and makes the whole demo watching even if you just listen to the VOIP the whole around.

Things to watch out for:
-I start off as BLU and use a doublesticky jump in the very beginning. My original intent was to go after Pablo(listen to the voip to know why) but I notice a heavy-medic pair midflight, so I sticky the medic in midair and manage to kill the medic without him deploying his uber, as well as stumbling across a sentry gun which I also take down.
-I also sticky jump over snail's lvl1 gun at the beginning and sticky it midflight taking it out.
-I do a lot of rooftop fightning near the second checkpoint, including some really bad sticky/bottle calls amongst the good.
-The scene with the spy with my name shows how when someone moves irregularly I cannot get them with stickies. Watch Ultra prance around with my name and avoid all my stickies.
-Downeast is constantly a real pain throughout as scout, but I get him enough times by simply stickying his route (if you start mixing it up I'll be a sad demo )
-I go after Snail's gun after we take the second checkpoint - I use both stickies and nades to take it out (more cornering), but as I never get snail himself its always up again in awhile. We finally use an uber to make sure it stays down (I try to launch nades in to his hiding place to get him but don't) Luckily our team pushes up and we get past that.
-I run into a soldier and in my prancing around to kill him I get my medic killed.
-I use a fully charged sticky and some backup regular nades (which were never needed) to kill Pablo. I have to say it was totally awesome but maybe that's just me.
-I use a charged sticky to catch Snail as he runs for spawn - near the end.

In both demos I have my share to bad playing and deaths - I get axed out of the water and bottled by icky, amongst other things. Just remember I don't always play well

And finally, some general tips.

-RELOAD, RELOAD, RELOAD. Keep both weapons constantly full and reload whenever you can. When you run out of everything you're screwed. This happens at the very end on badwater, and I cant' even take out a sniper cause I have nothing ready.
-Always try to predict what the enemy will do.
-Love your medics

-When fighting against a demo, RUSH THE BRAINLESS CAMPER

Honestly, I do feel that the demo can be almost too good in a lot of situations, but we'll have to wait and see what Valve does.

If you want to come in here and post some variant of tl;dr (and I know some of you will just because I mentioned it) just remember I didn't write this for me. If you don't want to read it, that's fine. I don't need to hear it.
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Old 09-05-2008, 10:28 PM   #3 (permalink)
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i remember that on badwater you bastard lol. Nah youre becoming a really good demo, and i just want to re-iterate when fighting against a demo, the best thing you can do is charge him. A demo loves nothing more than watching you retreat.
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Old 09-06-2008, 01:24 AM   #4 (permalink)
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++ rep for luuser. Awesome post. We need a complete class guide here with all the talent we've got.
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Old 09-06-2008, 05:18 AM   #5 (permalink)
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God damn luuser. This post is the tits, as they say.
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Old 09-06-2008, 05:37 AM   #6 (permalink)
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Just to clarify, when I said "I avoid demomen" as scout, I really meant "I avoid demomen when they see me coming". It seemed like an awful lot of the time if a demoman saw me coming, he was easily able to sticky me. In narrow areas pipe bombs were a bitch as well.

But if he didnt see me, id rush in and take him out as it takes 3 shots max if you're accurate. Part of being scout is surprising people, so I did do this a lot.

Oh and good guide
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