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| ====[[Team Fortress 2/Demoman|Demoman]]==== | | ====[[Team Fortress 2/Demoman|Demoman]]==== |
| If you're going offensive, you can use horizontal sticky jumps to quickly reach the other end of the main room. Lay stickies around the enemy's sliding gate exit to block their quickest way to your intel. They can't see it or destroy it from their and is forced to use the other entrances. When going for the intel, go through the open corridor and have a Medic coming wih you if possible. Use your projectiles to fire around corners and check for sentries or ambushers hiding around the corner by looking through the window there. You can do a quick stickyjump onto the alcove to gain a height advantage, grabbing the medium health pack if you don't have a Medic with you. Fire a couple of stickies onto the edges and floors of the two entrances, as Engineers will likely have sentries there to surprise attackers.
| | Demo's job is simple, cover the entrances to the turbine field and charge the intel and sentry guns. It is possible to sticky jump from your battlements to the opposite ones. |
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| If on defense, take the spawn exit closest to the intel room and do a single lateral sticky jump to get to the intel room quickly, healing up after getting there. Lay a sticky carpet on the corridor leading to the main room, since that will be the main entrance attackers use. Sticky jump onto the alcove for some extra height. You can also stay in the intel room, setting up stickies around the two entrances or the drop down from the vents. This is best done with the Scottish Resistance to cover up all the entrances.
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| Avoid the vents in general, no matter attacking or defending. Your movement is limited in there and you are very susceptible to close-range encounters, which is your major weakness. Having stickies in there isn't recommended either, since you don't always have a good view of them and staying in the vents will risk blowing yourself up.
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| ====[[Team Fortress 2/Heavy|Heavy]]==== | | ====[[Team Fortress 2/Heavy|Heavy]]==== |