So much to talk about, so little time! Let me know if I missed anything in the comments below! Bonus tip! (forgot to add): If a Demo catches you in corner, your instinct is to move away from the corner immediately. The Demo will predict this movement so instead do a jiggle and bait out the pipe before escaping.
@@ananmaysahu4563 i believe its only 100 dps actually Quickscopes do 150 and his attack interval is 1.5 second (Also i know you were exaggerating but i felt these numbers might suprise you)
Looking at all these comments, can't a full ramp up sticky right at the enemy's feet do 144, × 8 which is the stickybomb launchers clipsive, meaning that the demo can do 1152 damage combined with the 100 direct hit damage that pipes do and it's clipsive of 4 mean that the demo can do 1552 damage before having to reload? Sure the heavy still has the dps of 500+ at point blank but he can only shoot one person at a time, unlike demo which has splash damage. Also a fully charged headshot can only do 450 damage
Yea I still cringe at the start of this video. Tofty makes many good demo videos but demo is the second longest range class. He is not a short to mid range class.
@@peterisawesomeplease I disagree. Yea it a akward angle to aim a pipe at the sky to kill someone so you will have to spam them hoping splash damage will do the job. Your a farly easiy target when charging a shot unless you were expecting your oppoment and you go one step forward of them by charging the shot before going to a open area. You might charge it when behind cover but then the enemie might swich possision and you are gonna be easily russhed down by a scout. Note: this comment is thinking that the demo is using the stock sticky launcher, the quicky probably fixes most if not all of these problems
@@deranet6439 Not sure I understand your argument. I agree that the demo is vulnerable to being rushed when trying to fight at long ranges. But that is exactly what makes a long range class a long range class. They are vulnerable to being rushed. Its the same thing with the sniper. Like other than sniper what class wants to fight at longer ranges than demo. I mean maybe beginner soldiers do. But good soldiers want to bomb people. TF2 in general is a close range game(at least relative to movement speed). Few games employ such strong damage fall off mechanics. So relative to say apex legends demo is a short range class. But in the tf2 world he is a long range class. He has one of the few weapons without damage fall off and one of the few weapons with a mechanic that makes it impossible to use at short range without set up time.
@@peterisawesomeplease NO DAMAGE FALL OFF WTF!! Toofty literally made a video showing he has damage fall off! And even fucking then its not like people can't just move lmao, charging stickies and the time they are in the air makes them hard to use, let alone being rushed, sniped, bombed, or spied, and were not even treading on the grounds of Pyro literally disabling Demo's entire kit. A Demo has to account for everything at range, it is hardly easy and any damage is honestly earned, so he can do it yes, but it doesn't mean he isn't a bit bad at it at times. You could say that if the enemy doesn't know where Demo is then its easier, but that goes for every class in the game, and unlike Sniper Demo can't one-shot kill anyone at range unless picking off weak targets, at which he has no real way of telling whether they are weak or not besides intuition and guessing. As for Demo's dmg fall off, it goes away in 5 seconds, which is certainly enough time to notice a sticky lmao, even then charging it makes setting up long range traps useless. You will literally do around 60 damage at long range unless you get a crit.
very little mention of my favorite Demo subclass: that lunatic armed with boots, a sticky jumper and a default melee (typically a pan but I favor the Necro Smasher) who just yeets himself at anything that moves and somehow has like a 40% crit rate and can reliably achieve Market Garden Soldier levels of cheese
One thing you didn't mention for sniper: If a demoman is up in close-ish range, I like to rush at him with the SMG. Most of them will not expect it and will have no idea what to do when this happens, as snipers usually just run away and are very predictable. If you can dodge their shots and stay out of melee range it works really well.
I play scout in open sixes, and demoman is scary. More scary then soldier because if he has good aim then he can just drop 100 damage on me which makes me a free kill and he can very well restrict my movement and he is impossible to fight in tight spaces. Sometimes demo is a free kill and other times he is just an invincible wall.
@@ivanpecora6118 yeah snipers ability to one shot from across the map is kinda fucked its hit scan too. remember anything spy can do sniper can do better
Sniper, Soldier, and Demoman are just those kind of classes that are just overpowered when in the hands of a player that can bring their full potential that it borderlines unfair. Sniper can make an entire team fear his sight line and deny huge swaths of area that it takes a coordinated effort to even move let alone counter against only him. Often requiring one or more players to try and pick him off. Soldier is the "jack of trades" of the combat, offering high mobility freedom and quick burst damage. Good in mid range, and even better in close range. Able to juggle and wombo combo picks with the roamer, or buff and back up when sticking to his team. Demoman is more of the close range "spam" combat, able to completely lock down chokes with the volume of fire he can toss out - sometimes feeling like he has two primary weapons at one time. While able to maneuver like the Soldier, he requires a bit more fines vs the breathing room Soldier has. All of these can ruin someone's day, and just feel like a chore to play against in a casual game. It's not fun to have your entire team stomped by one player when you're just trying to have a good game. All you can do is either counter them, or quite honestly, find a new game.
10:17 while demoman disguise is a good changeup, it's too obvious most of the time because of a bug where the player's legs disappear when using the disguise. I think it has to do with the booties.
this is an excellent video and i learned a lot. i KNEW that the longer you leave somebody alone, the stronger they get because you're giving them time to reload, but i had NEVER thought: demo gets stronger because as time goes on, he carpets the ground with stickies
Shit, Demo's like sniper, nearly worthless in the hands of someone that doesn't know what they're doing. and crazily powerful in the hands of someone that DOES know what they're doing.
being a engineer main is there anything else because I don't like the state of they counter loving Added:base jumper and sticky jumper does make a combo for any Melee probably a flying bomb
A tip for pyros trying to fight demoman, just because he's your best matchup in a 1v1, doesn't mean you actually have a good matchup against him. Both stickies and pipes have a faster firing interval than airblast, which means you can't airblast two consecutive shots from him. Always focus on dodging the second shot, and make sure you can aim his pipes back at him really well. Getting hit by your own airblasted pipe can be a death sentence for demo, and you basically instakill him if you do it at close range.
2:26: "One of Demo's biggest weaknesses is his clip size" Cut to demo chilling on the cart with a total of 12 explosive shots ready to fire. Seriously, though. For a long time I've thought that the sticky launcher needs to be taken down a notch. At mid to long range it basically just acts like a rocket launcher with more ammo whose projectiles can explode as soon as the enemy is in range and don't actually need to hit anyone. I'd like to see it nerfed so that the arm time start when the projectile actually sticks to a surface, rather than when the demo fire the projectile. This would emphasize "intelligent" use, trying to trap and cut off enemies, rather than just shooting and spamming right click. And yes, a demo who can land his pills is pretty much the only thing that can take a heavy in a head-on fight, but I don't know that demo *counters* heavy, per se.
It's already been nerfed in 2014 and they partially reverted it, It still has its neutered radius while mid-air. The Stickybomb launcher is fine where it is.
A few more tips for sniper: 1. when fighting a demo/hybrid knight, leave the high ground to be within charge distance of them and wait for the charge. The charge is very predictable in its movement and for experienced snipers is an excellent opportunity to quick scope them on their way to you. Do make sure they're at 150 health or below. 2. when fighting a normal demo or soldier, use their explosives to get the distance advantage you naturally have and need as a sniper. 3. don't stay in one area and keep moving ALL OVER THE PLACE. Sniper is at his most powerful when you don't know he's there. Attacking from unexpected direction ensures the advantage ESPECIALLY against demos, soldiers, spies, and other snipers as they can't attack you if they don't know where you are. This is generally a good idea as other snipers won't expect you to attack from that location and spies won't be that much of an issue as this playstyle FORCES you to stay out of your scope at least 80% of the time allowing you to avoid being stabbed by disguise spies and they're usually searching for you where you would normally be. 4. when they're rocket/sticky jumping, wait for the moment they land as that will give you a short window of opportunity where they're a slow and easy target. 5. when they're rocket/sticky jumping TOWARDS you, turn towards tip 2. 6. stay calm. If you're not calm your heart rate will increase and you're precision and accuracy will decrease as your hands start to shake. 7. use your scope as goggles to inform your team of where the demo, soldier, scout and other enemy players with high mobility are going to deny them the element of surprise.
Map-specific tip: If you're at the sewer healthpack in 2fort and they have a splendid screen or chargin' targe, they can charge into the wall and charge over your head and kill you. The 90 degree turns don't stop a demoknight. You are not safe
Pyros: it's very hard to reflect demo's projectiles if you're not that good, so if you're not good at that, try and dodge a lot and get close to him, also it does take quite a few pipes to fully take out a demoman, so try and position yourself near a source of ammo
What to do if there are like 2 or 3 spamming rollers at the spawn dor from a completelly unreachable spot? Or when they retreat and just spam every...single...corridor with grenades after sticky spamming?
One thing about Heavy: Be brave (LazyPurple, 2018) You can avoid demo's aim by strafing and moving forward. Also, no demo can withstand 2 self-damage pipes, so get close to them if your health allows.
Here's another tip for Pyro: If you suck at airblasting(like me), you can do the tride-and-true method of running straight at them. W+M1. If you have the Detonator, Scorch Shot, or Thermal Thruster, use that to close the gap. They don't know what to do when this happens.
something to note with demo vs. demo, the Quickie Bomb Launcher can destroy enemy stickies just like the Scotch Res, so if you're up against a demo who likes making traps, counter him with the quickie
for demos:pyro for airblast or like toofty says go scout for demoknight/pan:go heavy with natasha *it works for me* for stickyspam:quickiebomb launcher for demo *quickie deletes sitckies* and finally for stickytraps:quickiebomb or airblast *also medic could work with vaccinator*
Another important tip for engineer is that you don’t want to put your dispenser too close to your other buildings or in a spammable location, it can lead to your teammates being hit by splash damage or pipes when already at low health
Honestly for hybridknight, getting distance is the last thing you'd want, if they're using the tide turner you're letting him get more easy to land shield bash dmg if you go past mid range, you can't really respect the charge, you always have to challenge it, a meatshot or any dmg above 30 is enough for them to stop. If they're using the other shield as hybridknight they're stuck in a straighline for atleast half a second when charging, it's much easier to dodge these charges up close since there is ZERO turning control that close up If you see a tide turner just always back away ready to hit the demo during the charge and the other ones remain close and force the demo to run away instead (also avoid smooth corners, like the one on badwaters last point choke, a good hybridknight will always charge slide up them to crit anyone standing too close to the wall and get away with the resitances most of the time)
You'll run out of airblast before the Demoman runs out of ammunition. It's statistically unlikely to succeed with this method against a seasoned Demoman who knows his pills, even if you're a proficient pyro. Also, good luck if he has a shield. You might as well just accept your fate and take the pan.
Sulphurous Well even if you are using the backburner and you airblast once the pill is gonna go right at him (assuming he is in close range which he is) and do at least 125 damage. Then you run up to him and fire him up (combo, w+m1 it doesnt really make a difference now) and if he shoots another pill the splash damage is gonna kill him and if he doesnt shoot it then well ... he died from the fire. And if he is using the shield you do this: Fire fire ,airblast, fire fire,airblast .( if you have flare gun+degreaser just combo him )
Meet demoman. Oh wait he's demoknight and cleaves your face off. Oh wait he's hybridknight and cleaves your face off. Oh look, stickies. Oh look, random crits. Demo is a master of pulling miracles out of his ass.
I'm a pyro main I guess... (although I play sniper and engineer a lot too) But I'll confirm that "just right click" isn't the demoman counter as much as you'd think. I realize it must feel that way for demo's... but it's more of a soldier counter than a demo. Whilst rockets are ideal and easy to deflect, out of all projectiles (and I'm counting jarate's and even huntsman arrows here) the hardest to counter is the loch-'n'-load. Soon followed by basicly anything the demo shoots. Why? Glad you asked. Pipes require completely different aim from all other projectiles, you have to aim far up, and even then they drop faster than when the demo originally shoots them himself. Deflecting them is more of a defensive manouvre than offensive, and since they're more likely to end up at your own feet (unless you're disengaging), it's really just a way of saving your allies from them rather than your own hide. Stickies are the most unique and maybe even the most useless to try and airblast. Not only does airblasting them put you in their range (so a demo that's paying attention can and will kill you), but they hardly move from the airblast to begin with and don't change colour, meaning they can still hurt your allies, and worse yet; they're still completely in control of the demoman who shot them. And finally, the bane of every pyro, the loch-'n'-load. Not sure if there already is one, but deflecting the loch-'n'-load should be an achievement in the game. I have deflected them in the past, but it's more luck or predictability on the demo's behalf than any skill of mine. Those things might as well be invisible on your screen, because even from a big distance you hardly see them comming. The move fast, have weird trajectory, are small, and don't come with any special effects to indicate them (even a huntsman arrow shows a trail special effect that greatly enhances their visual layout, allowing you to spot them, the loch-'n'-load doesn't have that). I consider demo's equipped with this weapon to have an anti-pyro loadout.
i duno what you talking about pyro w+m1 counters all classes. not many use this strat as it has the highest skill ceiling, and no don't use m2 as it uses ammo and doesn't do any damage.
I don’t have enough his broken weapon for demo man. It’s the weapon your using in the demo man clips and HOLY CRAP if you look at the collision box it has.
Heavy addendum: fists of steel against a pipe-panicking demoman is usually a good idea, since the reduced damage makes it possible for you to get close and demos, for some reason, never pull out their melees if they think they can pipe you 80 times out of 90.
One thing about Demos you NEED to remember at all times; if they aren't using the Loch, then their projectiles exist beyond them missing you. You can still get blown up by a grenade even if it thunked off the far wall if you wander over top of it while it's merrily ticking away. This goes double for stickies, which are INTENDED to be used this way. If you don't spot the little glowing bauble, before you wander over it, you're liable to become one with your inner modern art sculpture all sudden-like in a hurry. This is probably what makes 'spam' such a massive cuss word in the community.
Toofty: How do you deal with demoman?
Paladin: bruh idk take his beer man
that just angers them, it's like walking up to an animals nest it's not going to go down well lmao
Demo drinks scumpy not beer
@@UGLYGEFROHe likes alcohol in general, but preferably Scrumpeh
What to do if you're caught off guard by a demoman when you're playing medic:
1. Die
Dodge
2. Use ubersaw autocrit mechanism
Surf off stckie or pipe 😏
That pfp plus that quote
Activate the uber-blast defence with the Vaccinator >:O
"Play scout"
Instructions unclear, got lost in Massachusetts.
No no, thats the right way. Take a left when you hit new york.
Man Without A Plan, landed in Michigan. Where do I proceed to next?
@@spacedog2535 head southeast-ish to Sandusky, Ohio. You'll know what to do there 😉
whatever you do dont go to boston. you will be lost forever in the spiderweb of roads.
@@alaeriia01 then you go east like ALL the way east which will lead you to new jersey
7:55 demo-to-demo action is simply a test of skill
shows a kill with a random pan crit
sorry, you mean "pan-dom crit"
Random crits should be removed from all weapons except the frying pan.
Nah that just the base damage
@@IsamBitar Holiday punch?
@@yidasjdjasgd4054 your a bad person
That one Spider-Man meme pointing at each other
Noo
So much to talk about, so little time! Let me know if I missed anything in the comments below!
Bonus tip! (forgot to add):
If a Demo catches you in corner, your instinct is to move away from the corner immediately. The Demo will predict this movement so instead do a jiggle and bait out the pipe before escaping.
Yes senpai... ;)
Hi Teafty
Oh
@@Ciguana I don't know if Teafty was intentional, but good on ya.
Demo is a long range class not a short range one. Only sniper is a longer range class.
Toofty: how do you deal with demo
MrPaladin: take all his beer to watergate
"Most ridiculously OP class"
Soldier: *laughs in patriotism*
@gertashko both soldier and sniper: *laughs at everyone else because stupid OP mechanics*
@@Reragi ?
Heavy: *Laughs in Съветски Съюз*
Pyro: *laughs in mumbles*
scout: Laugh in annoyance
"This is simply a test of skill."
Proceeds to kill that poor demo with a random crit
skillz
Random crits are sudden outbursts of skill
@@luchoidus3135 TRUE
BASED
To defeat a Demoman, you must become and be like the Demoman by being a Black Scottish Cyclops who's drunk all day!
Seriously, how more dumb can your comments get?
U have been defeated by me this time
Why are you everywhere ?
I've done this before, I recommend it as it is fun as hell, actually all classes honestly are more joyful when under liquid happy-ness.
StickMaster500 This isn’t funny, and if anyone else said it, it wouldn’t get a quarter of the likes.
"demoman is happy that he has the highest damage output of any class"
RIP Heavy and his 500+ dps
500 dps upclose...only brass beast when he is at 600
Sniper with 6000 dps when doing perfect quickscopes at max speed.
@@ananmaysahu4563 i believe its only 100 dps actually
Quickscopes do 150 and his attack interval is 1.5 second
(Also i know you were exaggerating but i felt these numbers might suprise you)
Looking at all these comments, can't a full ramp up sticky right at the enemy's feet do 144, × 8 which is the stickybomb launchers clipsive, meaning that the demo can do 1152 damage combined with the 100 direct hit damage that pipes do and it's clipsive of 4 mean that the demo can do 1552 damage before having to reload? Sure the heavy still has the dps of 500+ at point blank but he can only shoot one person at a time, unlike demo which has splash damage. Also a fully charged headshot can only do 450 damage
@@mohammadwaled409 i ment to sat dpm sorry😂
"demoman is sad when in very long range combat"
Demoman: Charges sticky launcher.
"demoman is sad in close-range"
Demoman: Pulls out eyelander
Yea I still cringe at the start of this video. Tofty makes many good demo videos but demo is the second longest range class. He is not a short to mid range class.
@@peterisawesomeplease I disagree. Yea it a akward angle to aim a pipe at the sky to kill someone so you will have to spam them hoping splash damage will do the job. Your a farly easiy target when charging a shot unless you were expecting your oppoment and you go one step forward of them by charging the shot before going to a open area. You might charge it when behind cover but then the enemie might swich possision and you are gonna be easily russhed down by a scout. Note: this comment is thinking that the demo is using the stock sticky launcher, the quicky probably fixes most if not all of these problems
@@deranet6439 Not sure I understand your argument. I agree that the demo is vulnerable to being rushed when trying to fight at long ranges. But that is exactly what makes a long range class a long range class. They are vulnerable to being rushed. Its the same thing with the sniper.
Like other than sniper what class wants to fight at longer ranges than demo. I mean maybe beginner soldiers do. But good soldiers want to bomb people.
TF2 in general is a close range game(at least relative to movement speed). Few games employ such strong damage fall off mechanics. So relative to say apex legends demo is a short range class. But in the tf2 world he is a long range class.
He has one of the few weapons without damage fall off and one of the few weapons with a mechanic that makes it impossible to use at short range without set up time.
@@peterisawesomeplease NO DAMAGE FALL OFF WTF!! Toofty literally made a video showing he has damage fall off! And even fucking then its not like people can't just move lmao, charging stickies and the time they are in the air makes them hard to use, let alone being rushed, sniped, bombed, or spied, and were not even treading on the grounds of Pyro literally disabling Demo's entire kit. A Demo has to account for everything at range, it is hardly easy and any damage is honestly earned, so he can do it yes, but it doesn't mean he isn't a bit bad at it at times. You could say that if the enemy doesn't know where Demo is then its easier, but that goes for every class in the game, and unlike Sniper Demo can't one-shot kill anyone at range unless picking off weak targets, at which he has no real way of telling whether they are weak or not besides intuition and guessing.
As for Demo's dmg fall off, it goes away in 5 seconds, which is certainly enough time to notice a sticky lmao, even then charging it makes setting up long range traps useless. You will literally do around 60 damage at long range unless you get a crit.
Agoraphobia, Personal Space problems, (Reload) Anxiety, Avoiding Line of sight...
You mean Demo is like me?
very little mention of my favorite Demo subclass: that lunatic armed with boots, a sticky jumper and a default melee (typically a pan but I favor the Necro Smasher) who just yeets himself at anything that moves and somehow has like a 40% crit rate and can reliably achieve Market Garden Soldier levels of cheese
Natasha is a counter to any class when it’s special is to basically remove mobility for even the fastest class in a mobility based game.
*Sniper noises*
One thing you didn't mention for sniper:
If a demoman is up in close-ish range, I like to rush at him with the SMG. Most of them will not expect it and will have no idea what to do when this happens, as snipers usually just run away and are very predictable. If you can dodge their shots and stay out of melee range it works really well.
“Easiest class in the game”
*laughs in American*
Which american
Gaming Anime the soldier of course
depending on how you play, demo can be the most difficult power class
It's ridicilous to claim that soldier is easier than heavy, pyro or engineer. He also has one of the highest skill ceiling in the game
@@Lol-fo2zq A high skill ceiling does not mean he is not easy to play.
0:07 I'm not sure what I seem, but he may be god.
Demobanium
"Demo is the most op class in TF2"
Sniper: *Laughs in Australian*
Copied
@@ProjectPoisnu He is
@@heroicgaming3433 New Zealand
@@reshzy3807 He wasnt born there but he was raised their all of his life, hes Australian.
Bruh, pyro exists
I play scout in open sixes, and demoman is scary. More scary then soldier because if he has good aim then he can just drop 100 damage on me which makes me a free kill and he can very well restrict my movement and he is impossible to fight in tight spaces. Sometimes demo is a free kill and other times he is just an invincible wall.
"You have found out my weaknesses community, but you wouldn't expect me to RUN AT YOU WITH MY MELEE LIKE A MADMAN"
Demoman is the most powerful class in the game cos he can say the n-word
Too true man
Oh no you didn't
Maybe pyro can too...
Local Soundcloud Rapper he's not black, he's rainbow cuz he's a pyrolandian
Drain Bramige spy can to
0:15 Sniper *laughs in headshot*
Headshots are op?
@@ivanpecora6118 why backstab, when I can quickscope from every side from every range?
@@YatzeeWillWearAGreenHat Because only lazypurple can do that
@@ivanpecora6118 because every other sniper has parkinson or what?
@@ivanpecora6118 yeah snipers ability to one shot from across the map is kinda fucked its hit scan too. remember anything spy can do sniper can do better
Sniper, Soldier, and Demoman are just those kind of classes that are just overpowered when in the hands of a player that can bring their full potential that it borderlines unfair.
Sniper can make an entire team fear his sight line and deny huge swaths of area that it takes a coordinated effort to even move let alone counter against only him. Often requiring one or more players to try and pick him off.
Soldier is the "jack of trades" of the combat, offering high mobility freedom and quick burst damage. Good in mid range, and even better in close range. Able to juggle and wombo combo picks with the roamer, or buff and back up when sticking to his team.
Demoman is more of the close range "spam" combat, able to completely lock down chokes with the volume of fire he can toss out - sometimes feeling like he has two primary weapons at one time. While able to maneuver like the Soldier, he requires a bit more fines vs the breathing room Soldier has.
All of these can ruin someone's day, and just feel like a chore to play against in a casual game. It's not fun to have your entire team stomped by one player when you're just trying to have a good game. All you can do is either counter them, or quite honestly, find a new game.
10:17 while demoman disguise is a good changeup, it's too obvious most of the time because of a bug where the player's legs disappear when using the disguise. I think it has to do with the booties.
5:40
- It's over, Tavish! I have the highground!
- You underestimate my spam!
"Demo is the most over powered class"
Spy: Laughs in baguette
spy is literally the weakest class in the game
@@inisterlemon1516 OP Demoman vs One baguette boi
The fact that spy is actually the weakest is funny, since he got insta kills
yeah he got insta kills but getting stabs depends more on the enemy than your skill
Hey, pyro exists, maybe if ur fucking clown level of skill then spy is over powered
ToofyTV: people hate demo mains
Pyro mains: welcome to the club
2:25 *laughs in demoknight*
Toofty: Dirty Demo mains amirite? *sweats nervously*
'Easiest class to play'
Me : Oh Pyro
Him : Demoman
*You have provoked a gang war*
I love gang wars in san andreas, you get free armor and free kalashnikovs
Finally someone smart
4:38
"the good news is that the arm time means that they cant detonate their stickies immediately..."
*Intense quickybomb launcher triggering*
To me as a demo main, if I see a scout coming I either,
1: sticky Jump away (assuming I have enough health)
2: Put sticky’s around me
2:04 "he's a little bit miffed that scout counters him"
the text on screen: R A C I S T
Remember kids! If a stranger offers you drugs...
Say thank you! Drugs are expensive!
Oh it's THIS comment again
I saw this on Mr Ps video. PLEASE STOP.
Will Treaty Ok
If a stranger offers you candy...
Say thanks because candy are.good and sweet.
12:53 ur scout dabbed epicly
Anyone know the song playing at 2:13? Thanks!
this is an excellent video and i learned a lot.
i KNEW that the longer you leave somebody alone, the stronger they get because you're giving them time to reload, but i had NEVER thought: demo gets stronger because as time goes on, he carpets the ground with stickies
All I want for Christmas is for toofty to make videos like this for all the classes
Shit, Demo's like sniper, nearly worthless in the hands of someone that doesn't know what they're doing.
and crazily powerful in the hands of someone that DOES know what they're doing.
So is most of the classes.
@@iijay_ pick the third option on the class select screen, w+m1=kill
being a engineer main is there anything else because I don't like the state of they counter loving
Added:base jumper and sticky jumper does make a combo for any Melee probably a flying bomb
Crotch smiley is the most funny and embarrasing insults
Toothy: he sad about close range
Demo:*grabs sword*
When using the wrangler and against multiple stickies DO NOT start shooting it one by one instead use the rockets to push them away and focus the demo
Copper Goggles if your teammates are that close to your sentry then they are in the wrong place
Copper Goggles assuming that your sentry is defensive
"Close quarters and corridors are a death trap against demomen" *Proceeds to go into a corridor as heavy against a demoman
5:46 It's over, Anakin. I have the high ground!
Bit random but anyway: @Toofty, do you have all the achievements for demoman or nah?
MrPaladin: take the beer to watergate.
Ah yes, the best spy being sad about that random sticky, can relate.
2:05
Scout once said the n-word
Now Demoman can never look him in the eye again
A tip for pyros trying to fight demoman, just because he's your best matchup in a 1v1, doesn't mean you actually have a good matchup against him.
Both stickies and pipes have a faster firing interval than airblast, which means you can't airblast two consecutive shots from him. Always focus on dodging the second shot, and make sure you can aim his pipes back at him really well. Getting hit by your own airblasted pipe can be a death sentence for demo, and you basically instakill him if you do it at close range.
Pyro is op
@@simplymaxi9630 lol no
"And, OF COURSE, use your crossbow"
**Angry overdose appreciator noise**
The only Medic weapon that should be meta is the crossbow. I main Medic and I think crossbow is good.
2:26: "One of Demo's biggest weaknesses is his clip size"
Cut to demo chilling on the cart with a total of 12 explosive shots ready to fire.
Seriously, though. For a long time I've thought that the sticky launcher needs to be taken down a notch. At mid to long range it basically just acts like a rocket launcher with more ammo whose projectiles can explode as soon as the enemy is in range and don't actually need to hit anyone. I'd like to see it nerfed so that the arm time start when the projectile actually sticks to a surface, rather than when the demo fire the projectile. This would emphasize "intelligent" use, trying to trap and cut off enemies, rather than just shooting and spamming right click.
And yes, a demo who can land his pills is pretty much the only thing that can take a heavy in a head-on fight, but I don't know that demo *counters* heavy, per se.
It's already been nerfed in 2014 and they partially reverted it, It still has its neutered radius while mid-air. The Stickybomb launcher is fine where it is.
"Loves mid to short range combat"
me sticky sniping the sniper across 2fort: "Hmm... yes, but actually no"
Pro Demo: You're weak
Stickyspam Demo: I'm you
*laughs in frying pan*
1:20 *STRONGTHS intensifies*
1:19 'Strongths & Weaknesses'
*Strongths*
Toofty is a demo main confirmed, as he is already drunk.
You know it's good when it has timestamps
X rated demo on demo action, brilliant
A few more tips for sniper:
1. when fighting a demo/hybrid knight, leave the high ground to be within charge distance of them and wait for the charge. The charge is very predictable in its movement and for experienced snipers is an excellent opportunity to quick scope them on their way to you. Do make sure they're at 150 health or below.
2. when fighting a normal demo or soldier, use their explosives to get the distance advantage you naturally have and need as a sniper.
3. don't stay in one area and keep moving ALL OVER THE PLACE. Sniper is at his most powerful when you don't know he's there. Attacking from unexpected direction ensures the advantage ESPECIALLY against demos, soldiers, spies, and other snipers as they can't attack you if they don't know where you are. This is generally a good idea as other snipers won't expect you to attack from that location and spies won't be that much of an issue as this playstyle FORCES you to stay out of your scope at least 80% of the time allowing you to avoid being stabbed by disguise spies and they're usually searching for you where you would normally be.
4. when they're rocket/sticky jumping, wait for the moment they land as that will give you a short window of opportunity where they're a slow and easy target.
5. when they're rocket/sticky jumping TOWARDS you, turn towards tip 2.
6. stay calm. If you're not calm your heart rate will increase and you're precision and accuracy will decrease as your hands start to shake.
7. use your scope as goggles to inform your team of where the demo, soldier, scout and other enemy players with high mobility are going to deny them the element of surprise.
12:44. Thank me later that demo has supernatural powers.
“Strongth”
-ToofyTV 2019
Map-specific tip: If you're at the sewer healthpack in 2fort and they have a splendid screen or chargin' targe, they can charge into the wall and charge over your head and kill you. The 90 degree turns don't stop a demoknight. You are not safe
Pyros: it's very hard to reflect demo's projectiles if you're not that good, so if you're not good at that, try and dodge a lot and get close to him, also it does take quite a few pipes to fully take out a demoman, so try and position yourself near a source of ammo
What to do if there are like 2 or 3 spamming rollers at the spawn dor from a completelly unreachable spot? Or when they retreat and just spam every...single...corridor with grenades after sticky spamming?
TooftyTV: **respects scouts**
HE IS THE MESIAH
One thing about Heavy: Be brave (LazyPurple, 2018)
You can avoid demo's aim by strafing and moving forward.
Also, no demo can withstand 2 self-damage pipes, so get close to them if your health allows.
Toofty:the demo man is the most powerful class in tf2
Spy mains:am I a joke t you?
1:19 "STRONGTHS"
A fun way to counter is to use their stickies against them as pyro, either by reflecting them or surfing off the explosion to get closer to then.
I like how the demoman is the angel of death for engineers, but demoknight dies from fear when seeing a sentry
Here's another tip for Pyro:
If you suck at airblasting(like me), you can do the tride-and-true method of running straight at them. W+M1. If you have the Detonator, Scorch Shot, or Thermal Thruster, use that to close the gap. They don't know what to do when this happens.
something to note with demo vs. demo, the Quickie Bomb Launcher can destroy enemy stickies just like the Scotch Res, so if you're up against a demo who likes making traps, counter him with the quickie
for demos:pyro for airblast or like toofty says go scout
for demoknight/pan:go heavy with natasha *it works for me*
for stickyspam:quickiebomb launcher for demo *quickie deletes sitckies*
and finally for stickytraps:quickiebomb or airblast *also medic could work with vaccinator*
Another important tip for engineer is that you don’t want to put your dispenser too close to your other buildings or in a spammable location, it can lead to your teammates being hit by splash damage or pipes when already at low health
Honestly for hybridknight, getting distance is the last thing you'd want, if they're using the tide turner you're letting him get more easy to land shield bash dmg if you go past mid range, you can't really respect the charge, you always have to challenge it, a meatshot or any dmg above 30 is enough for them to stop. If they're using the other shield as hybridknight they're stuck in a straighline for atleast half a second when charging, it's much easier to dodge these charges up close since there is ZERO turning control that close up
If you see a tide turner just always back away ready to hit the demo during the charge and the other ones remain close and force the demo to run away instead (also avoid smooth corners, like the one on badwaters last point choke, a good hybridknight will always charge slide up them to crit anyone standing too close to the wall and get away with the resitances most of the time)
1:01 A little Mr.Paladin there.
Airblast.
You'll run out of airblast before the Demoman runs out of ammunition. It's statistically unlikely to succeed with this method against a seasoned Demoman who knows his pills, even if you're a proficient pyro. Also, good luck if he has a shield. You might as well just accept your fate and take the pan.
Sulphurous Well even if you are using the backburner and you airblast once the pill is gonna go right at him (assuming he is in close range which he is) and do at least 125 damage. Then you run up to him and fire him up (combo, w+m1 it doesnt really make a difference now) and if he shoots another pill the splash damage is gonna kill him and if he doesnt shoot it then well ... he died from the fire. And if he is using the shield you do this: Fire fire ,airblast, fire fire,airblast .( if you have flare gun+degreaser just combo him )
Sulphurous and you are saying that i will run out of airblasts before he runs out of ammunition? Well i thought demo had to reload 🤔 🤔
Airblast has a slower firing interval than both pipes and stickies. If he just spams everything at you, you can't deal with all of it.
A fully stacked eyelander demo is basically a deity.
Meet demoman.
Oh wait he's demoknight and cleaves your face off.
Oh wait he's hybridknight and cleaves your face off.
Oh look, stickies.
Oh look, random crits.
Demo is a master of pulling miracles out of his ass.
What’s the music at 2:15???
5:41 it’s over demoman I have the high ground
I'm a pyro main I guess... (although I play sniper and engineer a lot too) But I'll confirm that "just right click" isn't the demoman counter as much as you'd think. I realize it must feel that way for demo's... but it's more of a soldier counter than a demo. Whilst rockets are ideal and easy to deflect, out of all projectiles (and I'm counting jarate's and even huntsman arrows here) the hardest to counter is the loch-'n'-load. Soon followed by basicly anything the demo shoots.
Why? Glad you asked.
Pipes require completely different aim from all other projectiles, you have to aim far up, and even then they drop faster than when the demo originally shoots them himself. Deflecting them is more of a defensive manouvre than offensive, and since they're more likely to end up at your own feet (unless you're disengaging), it's really just a way of saving your allies from them rather than your own hide.
Stickies are the most unique and maybe even the most useless to try and airblast. Not only does airblasting them put you in their range (so a demo that's paying attention can and will kill you), but they hardly move from the airblast to begin with and don't change colour, meaning they can still hurt your allies, and worse yet; they're still completely in control of the demoman who shot them.
And finally, the bane of every pyro, the loch-'n'-load. Not sure if there already is one, but deflecting the loch-'n'-load should be an achievement in the game. I have deflected them in the past, but it's more luck or predictability on the demo's behalf than any skill of mine. Those things might as well be invisible on your screen, because even from a big distance you hardly see them comming. The move fast, have weird trajectory, are small, and don't come with any special effects to indicate them (even a huntsman arrow shows a trail special effect that greatly enhances their visual layout, allowing you to spot them, the loch-'n'-load doesn't have that). I consider demo's equipped with this weapon to have an anti-pyro loadout.
Demoman: Third slowest class
Also Demoman: The class that is the most beefy, quick and malleable and can destroy the enemy team if skilled enough
What about DEMOKNIGHTS TF2???
So, Heavy match demo and it depends on outsmarting heavy as demo, getting into traps and forcing teammates away. Or random crit.
New sub-class, demo-bullet, stickyjumper to jump across the map every second
i duno what you talking about pyro w+m1 counters all classes. not many use this strat as it has the highest skill ceiling, and no don't use m2 as it uses ammo and doesn't do any damage.
How does he have that centered view model?
I don’t have enough his broken weapon for demo man. It’s the weapon your using in the demo man clips and HOLY CRAP if you look at the collision box it has.
Asking the important question here: Where did you get the demoman pyramid head gif and where can i find it
My SFM artist made it, check out the description for his details
@@Toofty Thank you very much
Was that intentional to spell strengths as strongths
I LOVE playing as pyro against demoknights. You can just completely dominate and deny them, its not even fair.
whats your intro song?
Heavy addendum: fists of steel against a pipe-panicking demoman is usually a good idea, since the reduced damage makes it possible for you to get close and demos, for some reason, never pull out their melees if they think they can pipe you 80 times out of 90.
5:33 Scout goes "HOLY SH*T"
10:11
Walking over enemy stickies with a disguise of the same color can help reduce suspicion, so I wouldn't avoid it all the time.
For engieer i just use the building at a decoy for emeny to take time shot at it while im doing the work
Take all his beer to Watergate
That cracked me up so much.
1:19 Strongths
Be strongt
One thing about Demos you NEED to remember at all times; if they aren't using the Loch, then their projectiles exist beyond them missing you. You can still get blown up by a grenade even if it thunked off the far wall if you wander over top of it while it's merrily ticking away. This goes double for stickies, which are INTENDED to be used this way. If you don't spot the little glowing bauble, before you wander over it, you're liable to become one with your inner modern art sculpture all sudden-like in a hurry. This is probably what makes 'spam' such a massive cuss word in the community.