TF2 - The 10 Biggest Demoman Mistakes!

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In this video we discuss the top 10 biggest mistakes made by Demo players in TF2.

1. Taking Fall Damage (1:40)
2. Not Reloading (3:05)
3. Camping (3:55)
4. Not Charging Shots (5:02)
5. Overkill (5:52)
6. Not Aiming (6:45)
7. Not Switching Weapons (8:06)
8. Getting Deflected (8:58)
9. Not Prioritising Sentries (9:55)
10. Going Demoknight (10:35)

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I hope you’re all having a great day! Let me know what mistakes you see players make in TF2 and maybe we’ll make this into a series!


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Toofty
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Biggest mistake was equipping the persian persuader with the default loadout, thinking it was just a skin

pardoxia
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What makes me a bad demoman?

If i were a good one I wouldn't be here!

melon
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As a demomain, i see lots of other demos overextending and taking fights that are pretty much impossible to win. Being able to retreat to your team or so helps quite a lot.

blackjaguar
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Wait... so you're saying one CAN'T sticky jump off of an entire clip of stickies?

MorganZ
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Using the scottish resistance offensively is also a huge mistake.

e-man
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As for deflection, I play a lot of Pyro, and something I almost never see is rolling grenades. I once saw a demo bounce a pill off a wall in response to a reflect. Needless to say, I was caught REALLY off guard.

Roll your shots, guys. It’s surprisingly effective.

geraldthepuppy
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Oh boy, the animations are S tier again

julianbo
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Great vid Mr. Toofty. My biggest fail that ive done in a match or pub. This is when one forgets where one has placed sticky traps and det and kill something that ive done once... or twice and maybe still do sometimes...

FUMax
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The Quickiebomb launcher is so incredibly underrated imo. It's just so good to be able to hit people from miles away just for the downside of not being able to make sticky traps. It's pretty much just a secondary loose cannon when you think about it.

JacobKinsley
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Few extra tips I want to tell anyone learning Demoman. Part 1
-When you need to reload but your team is bad keeping the pressure especially at choke I recommend just shooting 3-4 stickies on floor in obvious place and they will act as "mental barrier" for you to deter enemies charging on you (close combat is demos biggest weakness) because whenever we see stickies on the ground we take few seconds to analyze the situation and try to avoid the unnecessary damage but by the time somebody might airblast them or shoot them with explosives you'll be reloaded and ready to fight more.
-There are no rules in when to use stickies and when to use pipes but deep in the core Demoman is still a defense class so try to use stickies as the defense and pipes as offense spamming tool. So for example if you setup the sticky trap around you and you might miss all the pipes or somebody catches you while reloading you can always lure them near your trap and kill them.
-As for Pyros I recommend not dealing with them because Pyro is an expert in close combat and my best tip is to just try wasting their ammo by giving them stickies to reflect from a safe place, this way when some of your team mate surprises them they will most likely run out of ammo and in that "oh damn, _I'm out of ammo" panic they will die much easier. Of course this is useless if Pyro is near dispenser and guarding a Sentry lol. Stock Pyro has 10 airblasts while the Degreaser has only 8. And if you bait 6-7 he's already at big disadvantage.
-And last one is to never fully deplete your clip especially on your pipe launcher, spam 2 then just reload. Wasting clip is just asking somebody charging and surprising you while you have no way to defend yourself.

BenjaminHari
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0:38 Dat Kill Tho






The Meme, The Legend of the DemoPan continues . . .

hikariatearu
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Biggest demo mistake for me was liking the loch n load.
Now i'm stuck with an underpowered grenade launcher :c

seven
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I wonder what happened to that red spy that turned into a blu scout lol

Upsidedownsmile
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Also as a medic main, if someone is continuously healing you (even with a quick fix) and you're fully reloaded, that's a subtle hint to NOT just sticky jump miles ahead and get some sneaky attacks from behind, because there's most likely no other heavy classes nearby that could be healed instead, or there's something close ahead like a sentry which is best dealt with by a demo. Medics are like cats, if they're being unusually loyal they're usually trying to get you to do something for them.

However if you're really far back on a long map and you're being healed you should sticky jump anyway, even if the medic doesn't have the quick fix. Because most likely, the medic will catch up eventually.

JacobKinsley
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"demoman shuts down sentries."
Spy: angry french noises

lucd
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11:20 "If you have made it this and you spot this then here is a well earned toofty buck"

sycolix
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7:29 ...then you'll find yourself looking at a respawn timer because while you were waiting for the perfect shot, a screaming Scottish Cyclops with a sword and shield charged you and chopped your head off.

ashtongiertz
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As an experienced demomain I will have to agree with some of the mistakes in this current video and I would like to add one more which is: not going demoman. Yes I said it, it's a mistake because it's not like sniper, if you have 5 demos at least average skill level you have higher chances of winning a pub. Of course if you have at least 1 med.

jimq
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I once charged a sticky and it was a random crit, the enemy medic didnt even know what what happened him when he suddenly got killed by a demo from the other side of the map

raullc_