Editing Demoman (6v6)
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− | In | + | == 6s [[Demoman]] == |
+ | In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy. | ||
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+ | == Mid Fights == | ||
+ | Compared to all the other 6s classes, Demoman's role has a big impact on the Mid Fight's conclusion. He's the one that puts up the initial damage, and who he shoots at can affect the whole mid fight. Who the Demoman focuses at the beginning of the mid fight is usually the [[Scout]]s and the other team's Demoman. | ||
== Main Roles == | == Main Roles == | ||
− | + | The demoman's main roles are mostly about area control / dealing damage, but here's the more precise versions of these; | |
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− | + | - Hold choke areas by spamming them | |
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− | + | - Provide initial damage with the Pocket so that your scouts can clean up | |
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+ | - Slowing the enemy team down while your team is falling back | ||
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+ | - Trapping chokes or other routes that the other team may push through in an attempt to stall a push or get a free pick | ||
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+ | That's all I can think about right now, feel free to edit ^^^^ | ||
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+ | ==Demoknight== | ||
+ | The Demoknight loadout is a viable strategy in sixes, but it relies on having a strong pocket soldier as the demoman will not be able to pocket effectively. This setup is good for getting clutch medic picks and creating advantages, but it is sparingly used and will often not work more than once or twice. | ||
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+ | Loadout: | ||
− | + | - Grenade Launcher | |
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− | + | - Chargin' Targe | |
− | + | - Eyelander | |
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− | + | You can use the default charge direction, or you can use different scripts like; | |
− | + | [http://www.reddit.com/r/tf2/comments/v98mz/charge_turning_script_for_keyboard_users/]Vjoy | |
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− | + | or | |
− | + | [http://pastebin.com/Ze54R63n] This other charge script, where you press Q/E to change directions. | |
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− | + | Competitive Demoknight is very frowned upon because you can not use stickies and you need to get right up in the enemies faces to attack them. But if you really want to use it, I suggest using it for flanking purposes or to pick off a lone enemy. | |
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− | + | [http://www.youtube.com/watch?v=Sx7D7X6hY5w] An example of a really good 6s Demoknight. | |
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== See Also == | == See Also == | ||
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− | *[[ | + | * [[Highlander]] |
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[[Category:Classes in 6v6]] | [[Category:Classes in 6v6]] |