Sorry it’s been a while, I hope you enjoy the video! We are so close to 100k and I can't wait. It’s a huge milestone for me so thanks so much for your support!
@@LoaftheProtogen that’s still a pretty good strat, you should try to hit them with iron bomber and if you miss you will probably still do some damage. once you feel comfortable doing that you could try stock launcher
NGL the first tip in this video gave me the same vibes as when I first started out with TF2 and learned what sticky jumping is. That feeling of "Wow, how did I not know about this? This is so obvious!"
It works with any weapon that deal self damage like pyro's flare gun or soldier's rocket. I think you could do it with short circuit too but i can't remember well.
You know, something that everyone seems to forget is the Quickiebomb Launcher's ability to destroy enemy stickies. And that's no joke, in 1 second you can undo 1 to 8 seconds of the opponent demo's work and throw off their game
The landing on health before receiving falldamage can be used in reverse, too: Rocket/stickyjumping directly on top of health to negate the damage received. At least, this works in Quake.
@TheThunderGuyS not quite. health kits have a sort of detection box on them. if you lose health while still in the box, you will be healed, but crouch jumping is very likely to leave you outside of its range. if you jump at a low angle or just dont crouch, it works just fine.
thanks, man! im a demomain and while these tips might not be useful to mid-high level players, they mean a lot to like about 60% of the playerbase, i hope i see low/mid level demos learning and demo flourishing! keep up the amazing work!
One technique I love using is loose cannon jumping. It's almost the exact same as rocket jumping (though it does a tad more self damage). You can get midair double jumps to make you go light speed and pairing it with a zatoichi crit from a well-timed charge make for a lightspeed deletion projectile.
Another tip: if you find yourself in a single area (like waiting for a health pack, healing by dispenser or something else) place some stickies at the flank/flanks that goes directly to where you are to where you are, this way if you're waiting for a health pack and some scout tries to get you, you have a better chance of surviving just because you placed 2 stickies on that door
Damage syncing with sticky's by shooting one in the air (to reduce det cool down) and then one where the 1st one lands can also be helpful to effectively get 2 sticky's worth of damage in 1 shot. If you can get the timing and angle of 1st right, it can be lethal.
@@OneSaltyBruh rectangular bottle > much more unique and special than the pan because pan is getting old and unfunny, yeah I said it pan isn't funni >:)
10:27 Im no sniper main, but going off logic here, its probably because if they let you have a couple stickies down that means you can jump to them and most likely kill them (I mean, thats usually how a demo vs sniper would go).
Utilizing the pogo jump, a mid air pogo is in the same vein, rather than shooting at the floor aim at the sky (play with the angle) as if you are doing a regular sticky jump, if done correctly the second sticky bomb detonation mid air will propel you further forward with less speed but more control than if you had used 2 stickies. Costs health unless using the sticky jumper, use with caution. Further stickies can be used in tandem while mid air if timed correctly when angle/speed lines up.
I dont usually do this but this is an exception. Liked and commented just for you Demo-Sensei. These are some useful tips, now all I gotta do to become a real Demomain is to play tf2 drunk. Cheers, cant wait for more, keep up the great work!
I think the biggest advanced tip is alternating your primaries. I see demos with great sticky and pipe aim but never know when to use either weapon. Demo primaries synergize so well with each other in that the stickies force people to move in 1 direction (away from the sticky) while pipes force people to make small strafes, so when you switch between those two you can either aim up a really easy to hit sticky or a really easy to hit pipe.
This is bad because it got nerfed where the stats only really apply with a shield. If this was pre-MYM then you’d still have the bootlegger + sticky combo but alas :(
Tip: When there are approaching Scouts who are super close, you can shoot at your feet with the Stickybomb Launcher as you're backpedaling to make the Scout think twice about running head on, or if he does, he gets blown the fuck up.
Great video! I have about the same hours as you and still they were some things i never tought about! Another little tip: Don't be afraid to shoot from a far distance, at first it can be kinda tricky to hit long shots, but it's one of the grenade launcher's greatest advantages. Also, try pre-firing your grenade, if it hits then you can stop any push in seconds, specially on tight corners.
Nice vid, you just reminded me that I still need to learn to pogo jump as demo 😅 An extra tip you could talk about: rainbowing your stickies Shoot one sticky high in the air (but not fully vertically) and then one sticky in a shallow angle immediately afterwards. If you do it on level ground, then chances are that they'll both land close to each other, so if you're predicting some enemies to be close to you soon, you can hit them with 2 stickies worth of damage instead of 1
I rejoice whenever toofty posts a new video. I absolutely love your content! Thank you so much for taking the time to make such good videos :D now, I'll try train some more demoman to take my gameplay to the next level!
Idk if this could ever be useful in game, but I found that the caber gives the user a lot of vertical knock back when it hits a wall or floor, making it a surprisingly useful vertical mobility tool. I know it’s not that practical but I feel like it could give the caber some kind of tech
it lets you scale the wall in medieval mode, but thats about it. its pretty funny to ambush the red snipers from one of the control points, but its not the best gimmick when you can just trimp off the one rock that everyone uses.
Sewer surfing in 2fort. This is perfect for jetpack pyros and full or hybrid knights. Shield charging or jetpacking into the sewer side wall at less than 45 degrees should work fine. Pyros can combo it with the Neon Annihilator to be sewer sharks since standing in there counts as being wet. Full and hybrid knights can really get some use out of doing this in the smaller S curve portion of the sewers between the classic sentry base spot and the small pond under the bridge. I've done it as a full knight and achieved many undeserved kills
Tip : when using the beggars bazooka, you can "Sync" with overloads, walk to a wall, Overload, then Immediately fire a rocket, its very flexible and can give bursts of both Speed and height
Tip: if you use a grenade launcher that shoots rolling bombs, I recommend shooting it into small rooms (if there are anyone in there) because then the bombs will roll or bounce around and KABOOOM dead. Ooor sprinkle some rolling bombs around crowded areas to kill as many as possible! 😀👍 (I'm a new player and I have played 11 hours on demoman in total) ok, have a great day!
Tip 8: Trimping (Although that's less DemoMAN and more DemoKNIGHT) Also, you say that the Iron Bomber is the best to use for pipe jumping, but what about the Loose Cannon? It is the embodiment of perfection when it comes to pipe jumping since you can time it perfectly to leap high into the air with a pipe, then use the Tide Turner to charge while in the air, and bazinga! You are now on the complete opposite side of the map!
I love use the loose cannon, Tide Turner and caber, because although it's ineffective most of the time, it is fun as hell to caber and then donk someone
'Sticky saving your ass': you can save yourself from certain death if you find yourself on incredibly high altitudes with less than 40 hp with enough preparation and a sticky jumper, all you have to do is learn the timing on which the sticky can be detonated and if you are falling too fast, charging the sticky a little bit can help you make it land faster, you can even use two stickies if needed and or possible
Here's a tip: if you playing paylaod always put stickies in front of the payload bc enemies likes to stand behind it or did not expected it was there but it needs a perfect mental timing to do it
pogo jumps is very useful on orange because if you fly too high sniper will kill you. Here advice from me, when you flying on orange for sniper before you land put one sticky so you can easely get out. It looks cool when you appear, kill sniper and fly away in second. :D
hi toofty the tf2 youtuber. thank you for reminding me about the game known as kDragon City’. i can now go back on facebook to feed my dragons that i have left for over 5 years.
You forgot the most interesting technique with demoknight: The extender Solarlight covered it a bit in his demoknight bugs vid but basically you have to press attack with your melee and then immediately charge and you should get an extended range to hit someone AND you still keep your charge so you can hit one more time.
Great video. A thing I realised is, that if fighting against soldiers you theoretically have the upper hand just by pills doing more damage and faster firing. IF you have the aim to support that soldiers shouldnt pose a threat unless they are using a backpack or have crits.