What makes me a good demoman text
What makes me a good demoman text
Meet the Demoman
Released October 9, 2007
Video Length 1:45
Transcript [ ]
[«Meet the Demoman» text appears»]
[Opening fanfare of » Drunken Pipe Bomb » plays as the Demoman narrowly escapes a massive explosion while jumping from a drop-down corridor in Gravel Pit]
Demoman: «What makes me a good Demoman?»
[Cut to Demoman, sitting in a room full of explosives]
Demoman: «If I were a bad Demoman, I wouldn’t be sittin’ here, discussin’ it with you now would I?»
[«Drunken Pipe Bomb» resumes playing]
[Demoman charges into battle along with Team RED while dodging a cascade of rockets]
Demoman: «Let’s do it!»
Demoman: «Not one of ya’s gonna’ survive this.»
[Cut back to the Demoman’s room, music pauses.]
Demoman: «One crossed wire, one wayward pinch of potassium chlorate, one errant twitch. and kablooie!«
[Cut back to battle, music resumes.]
[The Demoman bounces a grenade off a wall and Gibs a pursuing Pyro]
[Cut to scene of the Demoman chugging from his Bottle of scrumpy]
[A level 2 Sentry Gun upgrades to level 3]
[Cut to scene of the Demoman continuing to chug from his Bottle of scrumpy]
[Sentry Gun fires rockets at the Demoman]
[Cut to a close up of the Demoman’s face, still chugging from his Bottle of scrumpy]
[The Demoman dodges the rockets as a nearby Scout is gunned down by the Sentry. The Demoman then fires two grenades, destroying the Sentry Gun]
[Cut back to Demoman’s room, music stops.]
[The Demoman slams the now empty Bottle down on the table, breathing heavily]
Demoman: «I got a manky eye. I’m a black, Scottish cyclops.
[The Demoman knocks a grenade off the table, arming it in the process (it begins to blink)]
Demoman: They’ve got more f-[censored] than they’ve got the likes of me.»
[The Demoman starts to drink from the empty Bottle, then notices the camera and becomes lucid again]
[The ending segment of «Drunken Pipe Bomb» starts to play]
Demoman: «. T’all you fine dandies so proud, so cock-sure.»
[The Demoman runs out to the final capture point in Gravelpit and is shocked to see a group of BLU team members charging towards him with smug expressions on their faces. A devious look comes over the Demoman’s face and he runs with BLU in hot pursuit]
Demoman: «Prancin’ aboot with your heads full of eyeballs! Come and get me I say! [The Demoman covers a door frame in sticky bombs] I’ll be waiting on ya with a whiff of the ‘ol brimstone. I’m a grim bloody fable. with an unhappy bloody end!»
[The Heavy notices the sticky bombs around the door frame, and his expression changes from smugness to one of shock. The Demoman throws a mock salute and activates the sticky bombs, gibbing all his pursuers]
[The Demoman walks up to (presumably) a decapitated head, laughing merrily as body parts and blood rain down around him.]
Demoman: «Oh, they’re going to have to glue you back together. in hell!«
[Team Fortress 2 ending flourish music plays, accompanied by bagpipes]
Meet the Demoman
Meet the Demoman | |
---|---|
Video Info | |
Released: | October 9, 2007 |
Run time: | 1:45 |
Contents
Video
Video transcript
[Opening fanfare of Drunken Pipe Bomb plays as the Demoman narrowly escapes a massive explosion while jumping from a drop-down corridor in Gravel Pit.]
Demoman: «What makes me a good Demoman?»
[Cut to Demoman, sitting in a room full of explosives.]
Demoman: «If I were a bad Demoman, I wouldn’t be sittin’ here, discussin’ it with you now would I?»
[«Drunken Pipe Bomb» resumes playing]
[Demoman charges into battle along with Team RED while dodging a cascade of rockets.]
Demoman: «Let’s do it!»
Demoman: «Not one of ya’s gonna’ survive this.»
[Cut back to the Demoman’s room, music pauses.]
Demoman: «One crossed wire, one wayward pinch of potassium chlorate, one errant twitch. and kablooie!«
[Cut back to battle, music resumes.]
[The Demoman bounces a grenade off a wall and gibs a pursuing Pyro.]
[Cut to scene of the Demoman chugging from his Bottle of scrumpy.]
[A level 2 Sentry Gun upgrades to level 3.]
[Cut to scene of the Demoman continuing to chug from his Bottle of scrumpy.]
[Sentry Gun fires rockets at the Demoman.]
[Cut to a close up of the Demoman’s face, still chugging from his Bottle of scrumpy.]
[The Demoman dodges the rockets as a nearby Scout is gunned down by the Sentry. The Demoman then fires two grenades, destroying the Sentry Gun.]
[Cut back to Demoman’s room, music stops.]
[The Demoman slams the now empty Bottle down on the table, breathing heavily.]
Demoman: «I got a manky eye. I’m a black, Scottish cyclops.»
[The Demoman knocks a grenade off the table, arming it in the process (it begins to blink).]
Demoman: They’ve got more f-[long censored]-s than they’ve got the likes of me.»
[The Demoman starts to drink from the empty Bottle, then notices the camera and becomes lucid again.]
[The ending segment of «Drunken Pipe Bomb» starts to play.]
Demoman: «. T’all you fine dandies so proud, so cocksure.»
[The Demoman runs out to the final capture point in Gravelpit and is shocked to see a group of BLU team members charging towards him with smug expressions on their faces. A devious look comes over the Demoman’s face and he runs with BLU in hot pursuit.]
Demoman: «Prancin’ aboot with your heads full of eyeballs! Come and get me I say! [The Demoman passes a door frame and covers it in sticky bombs] I’ll be waiting on ya with a whiff of the ‘ol brimstone. I’m a grim bloody fable. with an unhappy bloody end!»
[The Heavy notices the sticky bombs around the door frame, and his expression changes from smugness to one of shock. The Demoman throws a mock salute and activates the sticky bombs, gibbing all his pursuers.]
[The Demoman walks up to (presumably) a decapitated head, laughing merrily as body parts and blood rain down around him.]
Demoman: «Oh, they’re going to have to glue you back together. in hell!«
[Team Fortress 2 ending flourish music plays, accompanied by bagpipes.]
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Demoman
The Demoman is the difficult-but-devastating master of explosives. His strength is slightly weaker than a Soldier, but a lot more powerful than most classes due to his firepower.
The Demoman is voiced by Heavy’s voice actor Gary Schwartz.
Contents
Description
A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, back at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy’s bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.
Weapons
Primary
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Secondary
Melee
Demoman’s Association
The Demoman (Tavish Finnegan DeGroot) is easily identified in Team Fortress 2 by his team-colored Explosive Ordnance Disposal (EOD) suit, skull-cap, and eyepatch. The Demoman is equipped with two grenade launchers: one which fires ‘dumbfire’ bouncing pipebomb-like explosives, and a second (Also known as StickyBomb Launcher) that fires spiny Stickybombs. His default melee weapon appears to be a half-finished bottle of Scotch, whiskey, or rum, which the Demoman calls his «Bottle o’ Scrumpy» (note: «scrumpy» is actually a type of cider made in the West Country of England [Wikipedia] and typified by the brand label «Scrumpy Jack» made by Bulmers, a subsidiary of Heineken) but thats not the only melee he has he also has a sword called »Eyelander»you can combine this with the Tide turner which when you right click while equipping it it charges you into the direction you are looking at if you land a kill with it the enemy’s head will be decapitated,but the downside of this is that the shield takes up your stickybomb slot soyou cannnot sticky jump while charging at someone. In the Valve promotional video Meet the Demoman, the Demoman states that he is a «black, Scottish cyclops» with a certain amount of despair. The Demoman can ‘Bomb-Jump’ in a way similar to the Soldier’s Rocket Jump. A Demoman simply fires a Stickybomb into the ground, runs towards it, and just as they pass it, detonate it while jumping. If timed correctly, the resulting explosion will catapult the Demoman up and forward.
Quotes
General Tactics
As a Demoman, you are not meant to be the most offensive class of them all. Rather, you are meant for area denial, blocking off areas, corridors or passways so the enemy might think twice of heading there. You are very successful at blocking off areas such as control points, intel or simply a passageway. However, on the offense, it’s wise to have your mates with you. Your Grenade Launcher can force enemies to retreat and your Stickybombs make extremely good anti-Sentry bombs if you know how to use them.
-You can let your Stickybombs explode even if you are not wielding your Stickybomb Launcher. Use this to your advantage.
-Hear «Sentry ahead»? Go for it, you can take out a level 3 Sentry with all of your grenades. The grenades won’t detonate after hitting the wall so you can make your grenade bounce off the wall and hit the Sentry if the Sentry is near a wall (or with three to four of your Stickybombs). Just strafe back and forth and around the corner to minimize damage taken and detonate your Stickybombs before they are destroyed by enemy bullets.
-Use your Bottle if they are too close! Nothing is as annoying as being at low health and then finishing yourself off because of some Scout standing right in front of your Grenade Launcher and taking a hit while the blast takes you with it.
-Set your Stickybombs at points they are not easily spotted. This means walls, just around corners, ceilings, about everywhere where people won’t look. It’s an easy technique that’ll keep them from entering your team’s side of the map.
-When using the Scottish Resistance, be aware that the only deployed bombs that will explode are those in your field of view. This can be used to your advantage.
-When using the Eyelander you will be able to deliver heavy damage, especially when used in conjunction with the Chargin’ Targe.
-Stick around a useless point where no enemy will ever come. Sure you might be defending, but defending what from who? Instead, you are the master of mass enemy elimination. Stick to where the action is so the splash damage can hurt multiple enemies.
-Detonate your Stickybombs too early. Having a Stickybomb that just has been fired being blown up in your face just isn’t wise. It is also important not to detonate too late, primarily because the next set of reinforcements, which could have been damaged, will get to your defenses unscathed.
-Play artillery. Sure it might be fun, but you’re just wasting time and ammo, thus not contributing to the team. You must get close to your enemies to have any form of accuracy, so standing back and lobbing grenades blindly will likely only pierce a Soldier’s trousers.
-Rush out on your own. You’re not the slowest, nor the fastest, but you only have a Bottle if you’re in close quarters. So try to have a mate covering for you. After all, whoever heard of a game called just «Fortress 2»?
-Remember your Bottle! Don’t forget you have a melee weapon at your disposal.
-Leave bomb jumping to the professionals. Having your health halved because you overcharged a bomb jump and then having it halved again because you took fall damage just isn’t wise. Learn the necessary quantity to correctly perform the jump and you’ll preserve your health better as well as keep your advantages close.
-Try to stay out of fire, but keep your good eye on your bombs. Being shot and killed and hearing «The point is being contested» in spawn can be frustrating, especially since you hid those eight bombs so well.
Your main weapon is your Grenade Launcher. It lobs grenades that explode on contact with enemies. If the grenades don’t hit anything they explode after a couple of seconds.
You can have too many Stickybombs lying around at once. If you reach your limit, your oldest Stickybomb will automatically explode when you lob another one. Stickybombs will shatter without exploding after they’ve been shot, but you’ll rarely have to worry about this. Also, your Stickybombs are rigged to your heartbeat, so when you die, all your pipebombs explode. It’s not uncommon to see them blow up the same guy who just killed you.
Your Grenade Launcher can only hold 4 grenades at a time, so when it’s empty, you’re in trouble. You can reload at any time by hitting your «Reload» key, so whenever you’ve got a moment, throw a few grenades into your launcher. Smart enemies will be counting the number of times you’ve fired, and they’ll try and attack you when they think you’re empty. Reload before you run out, and you can give them a nice surprise when they charge at you. Or you can switch to your Stickybomb launcher and spam Stickybombs to blow them up. Professional gamers prefer the Stickybomb Launcher over reloading Grenade Launcher.
No other class carries as powerful grenades as you do, let alone as many. Your grenades explodes and kills anyone and everyone near them. These are great for clearing entire rooms. If you know there are enemies ahead, throw a few grenades in and watch them come running out.
All your weaponry is powerful at close range, but none of it is very useful at long range. Avoid having fights with enemy classes that are dangerous at long range, like the Sniper and Soldier. Either charge them, dodging as you go, or retreat behind cover and hope they come to you. Wherever possible, fight in enclosed areas where they can’t avoid getting hit by the explosions from your grenades.
Some TFC maps have specific obstructions that can only be destroyed by a detpack. These will be identified in the map Briefing screen. There are 3 different «Set Detpack» keys to allow you to set the timer on the detpack. Place a detpack in front of the obstruction by pressing your «Set 5 Second Detpack» (M by default) key. You must hold down the «Set 5 second Detpack» key for 4 seconds to place the detpack, during which time you’ll be unable to move or shoot. If your enemies are smart, they’re going to try and kill you during this time, so you might need to get a teammate to escort you. You can stop setting the detpack at any time by releasing your «Set 5 second Detpack» key, at which point you’ll pick up the detpack and be able to move again. You can only carry 1 detpack at a time.
Sticky jumping is a crude method of gaining access to areas you can’t get to normally. Throw a Stickybomb out, then go and stand on it. Press your «Jump» and «Crouch» key and your «Use Special Skill» key at the same time. This will cause you to jump and detonate the pipebomb simultaneously. The pipebomb’s explosion will do a fair amount of damage to you, and propel you up into the air. It takes little practice, but once you’ve got it, you’ll be able to get to places you couldn’t before, like up into the middle of the enemy Sniper positions.