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[[File:DemoIcon small.png|200px|right|link=http://wiki.teamfortress.com/wiki/Demoman]] | [[File:DemoIcon small.png|200px|right|link=http://wiki.teamfortress.com/wiki/Demoman]] | ||
− | Demoman is the fourth class of Team Fortress 2. While officially a "Defense" class, his sheer power makes him highly versatile, able to both lead offensive pushes or to defend a given area. His main roles are area denial, choke spamming and crowd control. The area-of-effect nature of his weapons makes him ideal for forcing enemies off an objective, and his massive damage is a ready counter to Engineer's buildings. However, he has no bullet-based weapons, which makes him vulnerable at close range, where he cannot attack without risking heavy self-damage. As such, he is at a significant disadvantage when confronted by close-combat classes such as Scout or Pyro and must often rely on | + | Demoman is the fourth class of Team Fortress 2. While officially a "Defense" class, his sheer power makes him highly versatile, able to both lead offensive pushes or to defend a given area. His main roles are area denial, choke spamming and crowd control. The area-of-effect nature of his weapons makes him ideal for forcing enemies off an objective, and his massive damage is a ready counter to Engineer's buildings. However, he has no bullet-based weapons, which makes him vulnerable at close range, where he cannot attack without risking heavy self-damage. As such, he is at a significant disadvantage when confronted by close-combat classes such as Scout or Pyro and must often rely on his team to protect him. When defending, a good Demoman can hold off most of the enemy team with well-timed and well-placed spam, while an attacking Demoman can demolish enemy Engineer blockades and prevent defenders from approaching the objective. On 5CP and KOTH maps, Demoman is most often the first to arrive at the midfight due to the use of Stickybomb Jumps, which allow for high mobility over long distances, effectively negating his below-average speed during rollouts. He possesses both the highest mid-range DPS in the game (using the [[Stickybomb Launcher]]) and the third-highest health cap. |
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|etf2lhl = true | |etf2lhl = true | ||
|rgl6s = true | |rgl6s = true | ||
− | |rglhl = | + | |rglhl = true |
}} | }} | ||
{{Class Weapon Table Row | {{Class Weapon Table Row | ||
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|description = The '''Quickiebomb Launcher''' is a community-created secondary weapon. Its stickybombs arm in only 0.6 seconds, and the launcher charges 333% faster, allowing Demoman to fight optimally at close and long range. This makes it effective for direct-combat detonations (or "airbursting"). The reduced charging time also allows long-range "sticky sniping" at a much higher rate of fire, complemented by an increase in damage based on a charge by up to 35%. The stickybombs are also able to destroy enemy stickybombs, similar to the Scottish Resistance. However, the Quickiebomb Launcher's mid-range damage output is limited by its far smaller smaller clip size (loading only 4 bombs at a time) and 15% base damage penalty. | |description = The '''Quickiebomb Launcher''' is a community-created secondary weapon. Its stickybombs arm in only 0.6 seconds, and the launcher charges 333% faster, allowing Demoman to fight optimally at close and long range. This makes it effective for direct-combat detonations (or "airbursting"). The reduced charging time also allows long-range "sticky sniping" at a much higher rate of fire, complemented by an increase in damage based on a charge by up to 35%. The stickybombs are also able to destroy enemy stickybombs, similar to the Scottish Resistance. However, the Quickiebomb Launcher's mid-range damage output is limited by its far smaller smaller clip size (loading only 4 bombs at a time) and 15% base damage penalty. | ||
|ugc4s = true | |ugc4s = true | ||
− | |6s = | + | |6s = true |
|ugchl = true | |ugchl = true | ||
|etf2lhl = true | |etf2lhl = true |