View Full Version : Playing demoman efficiently on cp_well
MrMagic
10-08-2009, 08:41 AM
All my mates who play demoman claim that Well is their least favourite map because it's so big and open and thus not suited for the demo. And everytime my current team plays Well he scores ridicolously low even though he's a very good demo on other maps. The only area of Well that he plays remotely good at is when attacking/defending the second point in the warehouse.
So my question is, do you have any tips, tricks or recommendations for how a demoman can make the most of the map? Is it really that bad for demomen?
Cheeeers, maytes! :bomb:
Grimm
10-08-2009, 11:46 AM
Demo's are pretty good at harassing the other team during setup time... that's the extent of my knowledge.
demo can completely lock down mid on well
MrMagic
10-09-2009, 04:43 PM
demo can completely lock down mid on well
With 4 entrances to it, not counting if they go over the trains?:confused:
remix
10-09-2009, 09:45 PM
With 4 entrances to it, not counting if they go over the trains?:confused:
He is talking about the beginning of the round. And in reality, with 8 stickies, you can lock down three of the entrances to mid. You then have two soldiers on the point that can lock down two entrances and two scouts that can lock down water. This is more than enough to hold mid.
At mid, the demo should just try to throw stickies on the train to knock rocket jumping soldiers off. Then he should just try to lob stickies over onto the other team's gate. Your pocket soldier and possibly your roaming soldier should be shotgunning stickies and pipes flying over from the enemy demoman.
When the gates open, your demo can either play aggresively and jump the train afterwards, or he can run into house and sticky the gate. There really isn't anything special to mid on well.
wanderrful
10-26-2009, 07:56 PM
Totally agree with the above poster.
Whichever demoman is fastest at getting stickies and dealing damage at the side train tracks will be who controls the flow of the opening midfight when it comes to cp_well.
If you're on the red team, you want to send your demo to section off the right door. For blue, go left. That's the side with the medpak on it. you always want to play your team near the healthkits, regardless of the map you're on.
NeoRussia
12-09-2009, 05:28 AM
This is my favorite demoman map for many reasons. There is so much to do at the middle point, which is my favorite part of this map. At mid you could
- jump over onto the enemy balcony
- jump on the crates
- jump in the enemy water, and pop out anywhere from mid to behind them on the bridges
- jump onto your balcony and spam nades from it, perhaps tricking the enemy into thinking that you are actually below
- sticky the crates
- sticky enemy doorway through the crack or practice lobbing them over the crate and onto the enemy doorway
- just spam nades and sticky the area around the enemy door, this is usually the safest but you will have to watch for jumpers when you are reloading
-lob stickies onto the enemy balcony to perhaps damage their scouts if they are there and let your team know they are there, most likely would be there anyway
after door opens spamming nades in any of the entrances or the point as well as the place to be stickying them up is all up to you, and this gives me more control which is what I love as demoman. Yes between second and third there may be tricky open places for demomen, but the second point has a lot of sticky locations and possible ambush spots when on defense, not to mention on defense a nice forward spawn to get more health/ammo as well as possible to lock someone down if they don't try to backspawn on offense. Don't like first point so much though.
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