Difference between revisions of "Class:Demoman"

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{{Page_Class
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| infoboxclass =
 
{{Infobox Class
 
{{Infobox Class
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| classportrait = [[Image:demoman_pic.jpg]]
 
| classname = '''Demoman'''
 
| classname = '''Demoman'''
 
| healthmax = 90
 
| healthmax = 90
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| slot6 = [[Weapon:Detpack|Detpack]]
 
| slot6 = [[Weapon:Detpack|Detpack]]
 
}}
 
}}
 
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| infoboxammo =
=Content=
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{{Infobox_Ammo
 +
| gren1 = [[Grenade:Frag|Frag]]
 +
| gren1atspawn = 2
 +
| gren1max = 4
 +
| discardgren1 = No
 +
| gren2 = [[Grenade:MIRV|MIRV]]
 +
| gren2atspawn = 2
 +
| gren2max = 2
 +
| discardgren2 = No
 +
| shellsatspawn = 30
 +
| shellsmax = 75
 +
| discardshells = No
 +
| nailsatspawn = 0
 +
| nailsmax = 20
 +
| discardnails = Yes
 +
| cellsatspawn = 0
 +
| cellsmax = 50
 +
| discardcells = Yes
 +
| rocketsatspawn = 20
 +
| rocketsmax = 50
 +
| discardrockets = No
 +
| detpacksatspawn = 1
 +
| detpacksmax = 1
 +
| discarddetpacks = No
 +
}}
 +
| classname =
 +
Demoman
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| classintro =
  
 
Arguably the most difficult class to master, the Demoman's weapons are a challenge to use, but in the hands of a skilled player, this class can single-handedly annihilate the other team. The Demoman's primary tool is the [[Weapon:Grenade_Launcher|grenade launcher]]. This weapon can hold up to 6 [[Ammo:Rocket|grenades]] (a.k.a. blue pipes), which behave differently from the game's [[Grenade:Frag|regular grenades]]. Rather than relying on simple fuse detonation, the Demoman's grenades arm nearly as soon as they are launched, and explode on contact with another player or one of the [[Class:Engineer|Engineer's]] [[Category:Buildables|buildable objects]], or after a few seconds. The Demoman can also choose to fire [[Weapon:Pipe_Launcher|pipebombs]] (a.k.a. green pipes, yellow pipes, and grellow pipes) from this weapon which do not detonate on impact, but rather are triggered either by the Demoman's "special skill" (or two minutes after being deployed). A maximum of 8 pipe bombs can be deployed at a time. They also detonate if the player is killed, or if they are within the blast radius of an Engineer's [[Grenade:EMP|EMP grenade]].
 
Arguably the most difficult class to master, the Demoman's weapons are a challenge to use, but in the hands of a skilled player, this class can single-handedly annihilate the other team. The Demoman's primary tool is the [[Weapon:Grenade_Launcher|grenade launcher]]. This weapon can hold up to 6 [[Ammo:Rocket|grenades]] (a.k.a. blue pipes), which behave differently from the game's [[Grenade:Frag|regular grenades]]. Rather than relying on simple fuse detonation, the Demoman's grenades arm nearly as soon as they are launched, and explode on contact with another player or one of the [[Class:Engineer|Engineer's]] [[Category:Buildables|buildable objects]], or after a few seconds. The Demoman can also choose to fire [[Weapon:Pipe_Launcher|pipebombs]] (a.k.a. green pipes, yellow pipes, and grellow pipes) from this weapon which do not detonate on impact, but rather are triggered either by the Demoman's "special skill" (or two minutes after being deployed). A maximum of 8 pipe bombs can be deployed at a time. They also detonate if the player is killed, or if they are within the blast radius of an Engineer's [[Grenade:EMP|EMP grenade]].
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''Text for the [http://en.wikipedia.org/wiki/Team_Fortress_Classic#Demoman Demoman] taken from the [http://en.wikipedia.org/wiki/Team_Fortress_Classic Wikipedia article on Team Fortress Classic]''
 
''Text for the [http://en.wikipedia.org/wiki/Team_Fortress_Classic#Demoman Demoman] taken from the [http://en.wikipedia.org/wiki/Team_Fortress_Classic Wikipedia article on Team Fortress Classic]''
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|grenades =
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{{Inline_Weapon|
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|name=Frag grenade
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|imgsrc=Grenade Frag.jpg
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|description=
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A standard fragmentation grenade. Use this when you have run out of the more powered MIRV grenades (below).
 +
}}
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{{Inline_Weapon|
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|name=MIRV Grenade
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|imgsrc=Grenade Mirv.jpg
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|description=
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The most destructive grenade in Fortress Forever. The MIRV grenades explodes at the end of its fuse, releasing 4 more mini grenades which then explode too. That's 5 high-damage explosions for your enemies to avoid.
 +
}}
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| changesinfo =
 +
The Demoman's detpack now uses physics when being dropped/placed, but locks into position when it stops. You can roll it down hills or off of edges using this.
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| specialcommandinfo =
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Detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command does not work if the player has just fired a fresh pipe (which glows red).
  
==Ammunition==
+
The demoman can clear or destroy special obstacles using his [[Weapon:Detpack|Detpacks]], see the weapon page for details.  The demoman can pipe jump, check out the [[Weapon:Pipe Launcher|Pipe Launcher]] page for details.
{| border="1" width="50%" align="center"
+
| strategyandtips =
! Ammunition !! At Spawn !! Maximum !! Discard
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Strategy and tips lol
|-
+
| credconceptart =
! [[Grenade:Frag|Frag Grenade]]
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dood
| 2
+
| credmodel =
| 4
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dood
| No
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| credskin =
|-
+
dood
! [[Grenade:MIRV|MIRV Grenade]]
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| credvoice =
| 2
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dood
| 2
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| mediapage =
| No
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[http://www.fortress-forever.com/media/16 Media Page]
|-
+
}}
! [[Ammo:Shell|Shells]]
 
| 30
 
| 75
 
| No
 
|-
 
! [[Ammo:Nail|Nails]]
 
| 0
 
| 50
 
| Yes
 
|-
 
! [[Ammo:Cell|Cells]]
 
| 0
 
| 50
 
| Yes
 
|-
 
! [[Ammo:Rocket|Rockets]]
 
| 20
 
| 50
 
| No
 
|-
 
! [[Ammo:Detpack|Detpacks]]
 
| 1
 
| 1
 
| No
 
|}
 
 
 
==Special Command==
 
* Detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command should not work if the player has just fired a fresh pipe.
 
 
 
==Special Abilities==
 
 
 
* Specific to class: [[:Category:Demoman_Abilities|Abilities]].
 
* The demoman can clear or destroy special obstacles using his [[Weapon:Detpack|Detpacks]], see the weapon page for details.  The demoman can pipe jump, check out the [[Weapon:Pipe Launcher|Pipe Launcher]] page for details.
 
 
 
=External Links=
 
*[http://forums.fortress-forever.com/showthread.php?t=8130 Demoman's] Class Discussion page on the Fortress Forever forums.
 
*[http://www.fortress-forever.com/media/16 Demoman's Media Page]
 
  
 
[[Category:Classes]]
 
[[Category:Classes]]
{{Classes}}
 

Revision as of 05:37, 13 December 2007


Demoman
Demoman pic.jpg
Health And Armour
Health Maximum 90
Armour Type: Yellow
Armour On Spawn: 100
Armour Maximum: 120
Movement
Maximum Speed: 294
Grenades
Grenade 1: Frag
Grenade 2: Frag
Weapons
slot1: Crowbar
slot2: Single Shotgun
slot3: Nothing
slot4: Grenade Launcher
slot5: Pipe Launcher
slot6: Detpack

TODO on this page

  • Change the template from Page_Class => Class; Info box => Info box small
  • You need to add the abilities, weapons and grenades parameters
    And also the extra parameters for the info box (health, armour, power, speed)
    See Class:Scout or Class:Pyro for example of pages that are already done


Arguably the most difficult class to master, the Demoman's weapons are a challenge to use, but in the hands of a skilled player, this class can single-handedly annihilate the other team. The Demoman's primary tool is the grenade launcher. This weapon can hold up to 6 grenades (a.k.a. blue pipes), which behave differently from the game's regular grenades. Rather than relying on simple fuse detonation, the Demoman's grenades arm nearly as soon as they are launched, and explode on contact with another player or one of the Engineer's, or after a few seconds. The Demoman can also choose to fire pipebombs (a.k.a. green pipes, yellow pipes, and grellow pipes) from this weapon which do not detonate on impact, but rather are triggered either by the Demoman's "special skill" (or two minutes after being deployed). A maximum of 8 pipe bombs can be deployed at a time. They also detonate if the player is killed, or if they are within the blast radius of an Engineer's EMP grenade.

Similar to the Soldier class, the Demoman can perform a special type of jump with his pipebombs. By placing a pipebomb on the ground, then jumping over it while detonating it, the Demoman can perform a jump greater in height than a Soldier's rocket jump. The downside is that any more than two pipebombs will severely damage the Demoman.

The ability of a Demoman to deliver a large volume of explosive death nearly anywhere makes this class very valuable on defense, as well as clear enemy fortifications, or temporarily deny an area to aid the offense. In fact, certain maps require a Demoman to use his detpack (a large, extremely powerful, timed bomb that instantly kills anyone in the area) to open (and sometimes close) alternate entryways, or destroy key map objectives. The detpack can also be set to explode at timed intervals between 5 and 60 seconds. It is also selectable as a slot weapon which is set to detonate at 5 seconds, presumably for the purposes of rapid deployment.

The main weakness of this class is its inability to deal with long-range threats. Additionally, there is a degree of unpredictability with the grenade launcher, as the grenades sometimes bounce unpredictably, and the launcher's relatively slow reload time can leave the Demoman inadequately armed.

Another important component of the Demoman's arsenal is the MIRV grenade. These potent grenades explode twice, the first explosion sends out 4 submunitions, which explode again to devastate a wide radius. Armed with 2 MIRV grenades, up to 4 normal grenades, the single shotgun, and the crowbar, this class is fairly fast and wears better than average armor, making it capable on defense or in an offensive support role.

Text for the Demoman taken from the Wikipedia article on Team Fortress Classic

Changes from Team Fortress Classic

The Demoman's detpack now uses physics when being dropped/placed, but locks into position when it stops. You can roll it down hills or off of edges using this.

Special Command

Detonates any deployed pipes that were laid using the Pipe Launcher, regardless of which weapon is currently equipped. This command does not work if the player has just fired a fresh pipe (which glows red).

The demoman can clear or destroy special obstacles using his Detpacks, see the weapon page for details. The demoman can pipe jump, check out the Pipe Launcher page for details.

Special Abilities

The Demoman has no special abilities.

Weapons

Weapons here

Grenades

Grenades here.

Ammunition

All classes are technically capable of carrying all of the different types of Ammunition. The various types of ammo in Fortress Forever are listed here along with the amount the class spawns with, the maximum the class can carry, and whether or not a class can discard that type of ammo. (For example, a Soldier can not discard Rockets since his RPG uses them.)

Some classes spawn with 0 of a specific type of ammo, and some classes can not pick up a specific type of ammo at all (represented by a 0 in the "Maximum" column).


Ammunition
Ammunition At Spawn Maximum Discard
Frag 2 4 No
MIRV 2 2 No
Shells 30 75 No
Nails 0 20 Yes
Cells 0 50 Yes
Rockets 20 50 No
Detpacks 1 1 No


Strategy And Tips

Credits

Concept Art: dood

Model: dood

Skin: dood

Voice: dood

External Links

These are links related to the Demoman.


Class Guides
Scout  •  Sniper  •  Soldier  •  Demoman  •  Medic •  HWGuy  •  Pyro  •  Spy  •  Engineer  •  Civilian
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