Pipes are the most satisfying thing to hit in the game. Just the feedback of seeing "-100" appear as you predict movement correctly and confirm a kill is *chef's kiss*
True. Sticky spamming to a whole crowd is meh but seeing and hearing that *ding* hit sound in a payload cart over and over again 😇 fucking meth in my psyche
@@Unamedstudio that was the prevailing opinion when the game was new. People rely on stickies more than nades. Then they start relaying on nades more than stickies when they get better with nades. Maybe this has changed somewhat due to the sticky gun nerf to fuse time. The good old days when you could detonate stickies super fast and way before they hit the ground.
@@LowProfile0247doesn’t he start every single one of his how it feels videos with a competitive clip? i’m pretty sure he has sprinkled more clips within the videos too (soldier pyro and sniper off the top of my head) he seems more competitive than the average tf2 player
As spy you should just gun down the demo in the reloading phase you mentioned. 2 shots from a stupid angle and the demo wont know what hit em. If the demo is alone (walking to the frontline or during team fight where the demo is behind) hit 2 shots and let the splash dmg do the finish. If the map allows for it you can constantly force 1v1 with the demo. No matter how good they are they cant watch all places at once Though you cant do shit against a pocketed one unless they overextend
Wtf are u on about, u can stab a demo if ur lucky, otherwise u never win a duel in a 100 years against a decent demo. Perhaps on casual against noobs or with old amby long range u stand a chance.
I think using the tide turner can be a good way to shut down the spy, as scout can barely dodge a shield bash + bottle by double jumping, so spy is just a sitting duck if the demo knows how to charge strafe
Great Video. It may be worth pointing out that Pyros with the Scorch Shot or Detonator are very efficient at destroying Sticky Traps which is obviously a bad thing for a Demoman trying to hold a position or choke. Against Gunslinger Engineers, it's nice to remember that direct Grenades and accurate Stickies will always 1-shot a Mini Sentry and that you can fire your explosives quicker than the Engineer can build. I think Spy vs Demoman is a very weird matchup that nobody really talks about at length. I'm not a Spy player, but I would think that Spies would generally target Demos because of their high impact on matches and the fact that Demos can fairly easily get tunnel vision during a firefight. I also feel that it is an advantage for Spies that Demoman has a slight vulnerability at close range -- which is Spy's most effective range -- because of his self-damage and the fact that his weapons are a bit awkward point blank, but I suppose most Spy players would rather harass easier targets. For Heavy players who struggle with the Stock Demoman matchup, I would strongly recommend putting your Sandvich back in the fridge and instead picking up a shotgun. Demo excels at spamming out stationary and slow moving targets like revved Heavies. Using the Shotgun allows Heavy to attack while not moving snail's pace which gives Heavy the ability of retreating or closing the gap during a firefight while still doing some damage. With Demoman in particular, corner-peeking him becomes a less effective strategy because Heavy will be able to unrev his Minigun without losing his only ranged damage. There are also the rare moments where if a Shotgun Heavy does get into a point-blank 1v1 with a Demoman, the Demo is going to have to work a little bit harder to connect 3-4 projectiles on the Heavy compared to the Heavy only needing to land 2 or 3 high damage meatshots on the Demo. I know the vast majority of Heavy players will never give up the lunchbox items, but I really do feel that while the Sandvich does give some nice bonuses for you and your team, it has the effect of making you very predictable and binary in combat. The Sandvich isn't going to help you against the class that can shit out 300 damage with just 3 of his total 12 loaded rounds.
To add to the Heavy case (as I main and lab the tough guy myself), I would also say that Dalokohs is an acceptable alternative for the Demo matchup since it forces another damage threshold to be at the very least reached since Demo needs 4 pipes/stickies to kill a non-overhealed Shoko Heavy. Tomislav is also from experience a more capable primary as well due to its combination of faster rev speed and accuracy giving better pressure and DPM consistency while basically preserving all of the key strengths that a minigun have. Natascha can be okay too, but usually works better as a dedicated flank counterpick (which usually means Scout/Pyro/Spy) due to Demo being slow already, and Natascha being mostly designed for close-range combat due to its lesser raw damage, while Brass Beast is a purely map dependent counterpick that should only be used for key positions that are hard to contest upfront (Upward 1st's House being the most notorious case for that) playing any meta melee for Heavy (FOS/GRU basically) is also highly recommended, since FOS is just free resistance against Stock Demo, while GRU gives faster grounded mix-ups while having the best synergy with Dalokohs (thanks to Dalokohs Flash being a thing) good observations tho!
There's also two more efficient tricks for heavy against demo: 1) Sudden melee with the GRU - just whip them out and run at a demo. They don't like fighting in melee and it often catches them off guard. 2) Dalacosh bar buff + brass beast = you have effective 410 HP which makes it very difficult to die. Besides, the increased damage can delete a demo at medium range surprisingly quickly.
@@green_kirb But you bothered to leave a comment about your lack of attention span? (Although I do admit that the first comment suffers from the lack of spacing).
Sandwich is king, shotgun is a trash gimmick for heavy, he has no time for it. Just use Tomislav. Your only chances are good timing, peaking, and help from your team. Otherwise just run when u start to get low. Fists of steel are the only good melee, they will save your life more than you can imagine. Heavy is the easiest class but he's very limited, while Demo is one of the best, the most destructive and versatile.
As a Spy main Demo is my second favourite class to fight, rushing him down with my revolver, even with L’etranger, is just fun. Sometimes I even challenge lone Demos on full health if I catch them facing me
v important tip for sticky dm: even when spamming & single-detting, you can launch another sticky before detting the previous one. this means that you can keep a steady stream of damage going by continually shooting stickies and detting as they're primed. scarybroccoli did this in the background clips but idk if it was explicitly mentioned, can be a tricky skill to remember & put into practice similarly, take advantage of the arc and hit some sick sticky syncs! good video!
Great video, but in the Soldier part you talked about the Soldier having a bigger hitbox than Scout, but every class hitbox is the same for Demo, and other explosive classes, because they use the collision box to check for explosion damage and not the character hitboxes like in hitscan.
@@elfascisto6549 Sure, but when we are talking about one class being easier to hit than another you can say that Scout is faster and can double jump so he is harder to hit, not because his hitbox is smaller. For Demos, all players hitboxes are the same. Even if you aim for the player model, if you are a bit off, you can still hit the collision box and hit the enemy.
Actually pipes and stickies are the exception to this rule Pipes do not fully interact with the collision hull Pipes and stickies are the only projectiles that have a bigger hitbox than 1x1x1 (they are 4x4x4), and they interact with the hitboxes of the enemy (just like hitscan does) This is why you can miss pipes by hitting the edge of the collision hull (most seen on sniper), and why stickies go through them instead of bouncing when hitting the collisiom hull
Imagine putting 1000 hours into Spy so you can be good at it, and then realizing "damn, this class still sucks," before switching lobbies so you can actually have fun.
One thing you should have mentioned is that when reloading, don't shoot until the very moment you see the number change. So if you have 4 stickies left, don't just shoot if your reload animation has already been going for some time - wait until you have 5 stickies, then shoot IMMEDIATELY.
I think you could talk about spy actually shooting you with his gun which can be very deadly for demo But unfortunetly almost every spy forgets that he has a gun And I guess this is rarely a problem when demo is close teammates
I’ve always seen people saying demoman is easy due to sticky spamming. And although the action itself is simple, all the build up to get there isn’t. You have to be in a position where your stickies detonate as fast as possible while making sure you don’t immediately die to the enemy firing back at you. When I was newer, I just mindlessly walked forward and sticky spammed, which would end up in one kill and then me eating 2 rockets and dying. Your clips of you decimating the enemy team without instantly dying proves that sticky spamming isn’t an automatic win strategy, and there’s thought behind it.
@@Dat1TDEnjoyer They're as easy as Stock Rockets (arguably the easiest weapon in the game) but instead you have a DOUBLED clip size, higher max damage, and literally cannot miss. Plus you have the added bonus of giving your opponents literal cancer.
@@urgadurgaArguably easiest in the game? Geez, someone is salty. The easiest by far is the flamethrower, then minigun and even rockets are easier. You have to be extremely precise with stickies if you want to actually be effective. I'd argue even shotguns and scatterguns are easier.
Thanks for the content scary. Especially shedding light on the demoman class hope there is more players picking up the class and be more effective rather than pick the lame pyro class. Keep it up!❤❤
The part about how good spies target f2p's and avoid the better players is probably because they always use the kunai. stab the new player, farm health, get a good pick, dead ringer, rinse and repeat.
all classes have the same hitbox when it comes to demo - all projectiles and melees use the bounding box for hit detection (with the partial exception of bow headshots on sniper), which is the same size for every class. soldier isnt easier to hit because of his hitbox, but his ground speed.
This is a good guide for beginner and intermediate players to learn and grow. Eloquent and good editing. I do feel like there was room for more expert tips, like sticky traps, soldier jump predictions (catching his obvious rocket jump early with a sticky) and more about sticky jumping, etc. Also you've hardly mentioned how effective random chokepoint spam can be, I guess that's for another video. Also I disagree on the soldier matchup, unless he surprises you or runs market garden he's rarely a problem. Your sticky jumps are some of the best I've seen, super fast and efficient. Great stickies and pipe aim, I'd like to see more spam though and I guess I play more aggressively than you where the risk/reward is questionable, but the reward is sometimes huge. The other day I jumped into their team where they didn't expect it on a cliff and blasted 6 of them with 2 stickies and a grenade. Also I rarely saw you use the old double sticky trick where they land at the same spot, Ive learned that from Habib. I know this comment is a mess, I tried to be supportive but also honest.
As a spy, when being chased by a demo whilst invisible, making sure he whiffs his first shot will make him lose track of you all together, be it stickies and specially pipes, personally i like stading still, since they assume i'm running in a straight line and overshoot, just leave when you're sure it's clear, they immediately start carpet bombing the whole area out of frustration Edit: also demos are easy backstab targets regardless of skill level, since they have to get tunnel visioned whilst in the middle of a fight, just have your decloack positioning and acting on point, since their team paying attention to you will get in the way of the whole operation.
I just hate how its the same advice for every class when fighting a sniper. also great video. I have 300 hours on demoman and had stopped improving for some time. i'll try to apply these tips and see where it goes ;)
When I decided to main demoman few years ago, I was using the same loadout every game: booties + stickies + bottle, and I kept running with just stickies until I felt comfortable using it. Only then I switched booties to grenade launcher, and then learnt to hit the pipes and use stickies as emergency because I knew I already know how to use them
I really appreciate these guides. I’ve played Medic for almost my entire time playing TF2, and I’m trying to branch out to other high impact classes like Demo so I can actually contribute to the team if we already have a medic or two. You present everything in a very detailed yet digestible manner. Can’t wait to try practicing Demo again. Thanks for the video. :3
You should consider learning all classes, even tho your main is Medic you'll get insane game knowledge and be able to play better and understand how to play against them all on a different level.
Hey man, Ive been watching since your casual demonman guide about 6 months ago. In my opinion, you have the best guides out there for demoman. Thanks for the hardwork and great videos, may you land all your pipes brother
quality guide and all, i just wanted to say one thing at 11:58 is that Explosives and Projectiles use the same big bounding box that's shared by all class, which means when playing Demo, Soldier doesn't have a larger hitbox compared to anyone else at all unless Demo somehow whip out a shotgun
Hey man, engie pistol slander will not be tolerated! But for real, awesome guide. I play a lot of engineer and medic, but I do play a little demo if the other teams got a few sentries that are harassing my team, so I will gladly take any advice.
Really like this video. Lazy was right when he said "when a Demo is using stock, you know that he's all business" - cause you're right. The best Demo loadout is the stock one
I alway felt annoyed that demo isn’t played that often compared to the others. I mean sticky bombs/ pipes are great for team fight, stickies are super effective in choke points, control points, payloads, traps, and just even just spamming them in a general direction (as long as you wait and look before detonating). And pipes are such a dopamine generator, being a terror at long or short distances, air shots, that good ol shooting into the air for an easy air shot, and bullying building, heavy, or predictable players.
awesome video! finally gave demo a shot bc of this video, its a bit of a struggling but we're getting there! by the way, what's your killsound? its super satisfying
Great video. As a demoknight main who's recently started giving stock a shot, some things I'd like to add. Make sure to pay attention to what shield a demoknight has. If he has a Tide Turner then it's highly likely that he'll try to bait you into detting by charging towards and then away from your stickies. If an eyelander knight with heads gets in your face, you're practically done for unless you can manage to surf off of the self-damsge from a pipe and manage to kill him before he can reclose the distance. Good Demoknights, just like Scout, will avoid coming at a demo directly. Be aware of flank routes and potential trimp locations and listen for the distinctive charge noise. Also small tip, the Short Circuit is worse than the Wrangler for defending your gun, it is however not worse for defending YOU. A good tactic engies may pull is to just run at you and pepper you with shotgun shells while switching to delete your projectiles. Keep in mind that without access to a metal source Engy can only fire three times, so treat him like Pyro and wait for him to use up his circuit blasts before you start shooting him unless you need to stop him from getting into meatshot range.
Great video! I noticed you use both stock and the iron bomber. Which one is better in your opinion? Does it depend on the situation or are they just too similar so it doesn't matter?
love this video, finally someone who realises that stock demo is no longer that common to see in pubs thanks to the damn demoknights who do nothing but annoy his own team.
Many many years ago, before the game even went free to play, I remember trying to get my bearings on 2fort. That map is nothing BUT chokepoints, on purpose. Early on, I realized "huh, so a bad demo is a free kill, but a good demoman is the most terrifying force in existence. Goooot it."
What backwards world did I wake up in where your average demo player is more comfortable with pipes than stickies? It feels like 90% of the scrub demos I run into avoid pipes entirely.
this is a great video and very informative but hybrid knight can be viable personally i use the loose cannon and the tide turner while it does bootleg your damage a ton you can still double donk to deal about 170-200 damage and with a crit a double donk is a guaranteed kill and if your good with trimping and loose cannon jumps you can ambush groups of enemies and hit multiple double donks at once and if your ballsy enough you can use the eyelander to get pick kills on low health players and obtain heads which gives you health and speed and once your at 4 heads you become the strongest class in the game with a possibility to get overhealed to 300 health if a medic pockets you and with the heads you get insane amounts of movement
@@scarybroccoliI need to try it out, I hadn't realized the changes to it in the 2014 and 2015 patches. I always just assumed they left it with the same stats as when it was released.
another tip to beat pyro is that you can bait his airblast by shooting pipes to another direction making him paranoid and use his airblast and then kill him with another pipe
Some things to note from a pyro player: Beware the Thermal Thruster and the Detonator. Jumpers like to start their approach from outside sticky range meaning your pipes will have to do. The Detonator is especially dangerous because of its flexibility: it can be used to either get burst mobility or chunk you similar to a pipe. Thankfully you can often rely on the pipes, because most Thruster pyros tend to take a cheeky set like Backburner paired with back scratcher. You can more reliably pipe backburner players because they probably struggled with reflection timings before and will panic now, and the Back Scratcher means you can rely on pyros gunning it to the medpacks. Combined with the thruster, this loadout leaves the pyro open to predicting their move patterns, and you can even trap their favorite landing spots, so if you see them, trap accordingly. The detonator doesn’t get as much bang for the jump, but they take more damage and can do it more often, and they can also blow up stickies. Your pipes are better friends but you still need to worry, but not as much, they’re still only eliminating 5 out of 8 stickies if they play perfectly.
As the god of stickies, I rather hate using pipes simply because I suck at direct pipes. Soldier tends to be a tougher match up for me than Scout since I can't exactly place a stickybomb in between us so he doesn't get close. I also strangely kinda struggle at fighting Engies when they're too close with the stickies so I stickyjump to a far range then rain stickies on them. Same is applied with Heavy.
1.3K Demo player here. I can land pipes no issue. But I cant see stickies so i use them for traps or to force a person to move where i can predict to land pipes. Im at 100k kills on my grenade launcher but im barely breaking 20k on my stickybomb launcher. Also if youre fighting a airblast happy pyro. Pop a few stickies to make them waste airblasts and try to keep a sticky or two between you and the pyro. They usually forget they exist or they will airblast them away and you can land some pipes between the airblasts
Bizarrely, I feel like I don't play Demoman often and I should spend more time getting good with him, but apparently he's really high in my play time compared to classes I thought I played more and I have no clue how or why.
I'm not sure the Demoknight advice is sound. Landing two pipes on a high-speed scotsman, even if he's moving in a straight line, is no easy task, and while the comparison to scout makes sense with his speed Demoknight also sports about a fucktillion effective HP. So that number goes up to eating your entire clip pretty quickly. Of course, that's contingent on meeting a good demoknight in a pub and also your teammates getting fed into the meat grinder.
Little additive from someone who mainly plays sniper (and used to mainly play demo), quickies allow you to completely fuck up a sniper if they're not a single pixel on your screen away (thunder mountain), this is especially effective if you're with a kritz medic allowing you to one shot the sniper with how quick quickies move through the air I know the video is mainly about stock demo but quickies and loch-n-load with crush any sniper's hopes and dreams
19:30 ive decided to be the change i want to see in the world (removing the wrangler and shit circuit from the game) so i exclusively use my lugermorph on engie
When i started playing tf2 and played demoman i had the exact opposite choice of weapons. I was pretty bad at using stickies but in just around 30 hours of using the grenade launcher i started hitting my first airshots. Now i kinda just dont like using the sticky launcher.
Surf all explosions from enemies. When your team is in disadvantage, back out and lay traps. When your team has advantage, get overheal and press forward. EAT ALL AMMOPACKS! (Ubers, player advantage, enemy took alot of dmg) Fast sensitivity. I use 12cm/360degree. Demo provides team security from rushing enemies to get position. Never get cap point or push cart, seal the entrance so your team can do that. Always overheals. Alwayse make sure the medic is in healing range to you. If your medic dies, shift to passive sticky trapping. If your team wants to push main entrance, sticky a flank to help your team. Those pesky heavies sure like to take overheals and take a lot of dmg.. I blame Meet The Medic. Just stay out and let him die until medic heals you. (Ratio of dealing dmg to taking dmg is what matters) I believe a good scout with a medic is more tanky and deadly than a medic heavy combo. Keep 4 stickies loaded, until you need them. Load stickies before pipes.
The reason spy players like hanging around in corners is because it's usually the best place to hide from people chasing you while you're invisible or to camp like a loser. In a hall, nobody is going to ever bump into the corner and therefore they'd never bump into you accidentally.
imo the best way to get better with stickies is to get better with pipes, and the best way to get better with pipes is to use a shield and play hybrid knight (which is actually incredibly fun)
Scout: lay a trap with a large splash area so that his speed does not avoid the whole trap before your brain realizes what the fucks going on. Soldier: lay a trap that blocks their means of advancing to attack. Pyro: lay a trap that will leave them open for you to attack if they air blast it. Demo: lay a better trap Heavy: lay a trap that will do the job, use the grenade launcher if you fucked that up. Engineer: lay a trap on the sentry, then press the secondary mouse button. Medic: lay a more "anti escape" trap that will get them if they flee, then close in on them. Sniper: use your grenade launcher or, ideally, loch and load to attack while you close in. Spy: shoot explosives at teammates who are not shooting things.