![]() ![]() A passive 60% damage reduction to explosives.You get a passive 25% damage boost to all your perk weapon damage.That said and done, let's move on to the basics. The demo is unique in the fact that unlike other classes, he can actually kill the red meanies (pounds) by simply bodyshotting. (the damage all demo weapons do when they connect with a target, think of it as a better version of blunt damage) Below is the third large zed on the list, but he isn't exactly as easy to handle as demo since he resists explosives, but is vulnerable to impact damage. See those 2 clowns? They are your primary targets and should fear you. The demo is the king of bodyshotting fleshpounds and quarterpounds, as well as having a good chance against scrakes with headshots. In other words, the big boi hunter for the chaotic trio. This class or perk excels in dealing with large zeds. ![]() The Demolitonists (demo) in Killing Floor 2 is the class that specializes in explosives. Now what makes me a good demoman? Well, if I were a bad demoman, I wouldn't be sitting here, discussing it with you now would I! (ok I'll stop with the tf2 references) I say most since there might be some things I might leave out accidentally and if so, I would appreciate if you inform me of it and contribute to a more detailed and better guide. Try not to think about it, you'll naturally get a sense of it as you rise up in difficulties.This guide is meant to explain demolitionist mechanics as well as teach most aspects and techniques of the class. If you're about to have a staredown with a big bad, you can do worse than standing in your own grenade. Lastly, if I'm finding myself kiting or tanking (the medic can do that in a pinch) the grenade is the only direct way to buff yourself. If you're going to lose line-of-sight on someone it is occasionally a good idea to put a grenade where they're going. Similar deal with anyone kiting a boss or even a big zed. I've saved more than a few lives with a Hail Mary pass. ![]() In times where the wall breaks and the team scatters, hordes will break line of sight on your darts. Has someone been backed into a corner? Drop one at their feet, it'll do more to free them than firing wildly into the horde. Team overwhelmed and running? Throw one slightly ahead of the team for a splash heal, run speed buff, and a minor area denial effect to those chasing. An AOE heal is the intended use, you're only really wrong if you're using it offensively against one of the big baddies. There's a lot of utility for them you'll start noticing, but most of the time you can't go wrong. You're arguably the most important part of most teams. And if that sounds hard, it's really not: your teammates will be doing serious lifting by then, and the zeds will be a secondary concern for you.Ī good berserker is the medics best friend. Do you heal the teammate at half health running out of a swarm, or the one at full health who's about to get swarmed? A good medic will have an eye for these situations, and an exceptional medic may be pre-buffing teammates to reduce damage before it gets taken. So the high level play for medics is Triage. ![]() Once you get out of Normal mode, teammates can die very, very quickly. Keep them topped up and provide cover fire when needed, and try not to feel bad about that lone wolf who thinks he's hot shit soloing the wave on the other side of the map. Positioning is key: while other classes will be managing choke points and sightlines, your job is to know where your teammates are, and try and stay somewhat centralized on them without putting yourself in danger. You generally do less damage than everyone else, so while you're still a good trash clearer, you want to prioritize wounded teammates first. Medic grenades cause panic, similar to fire, so avoid using it on large zeds in most/all situations. Once you have those buffs, you can apply them to teammates regardless of if they are actually missing health or not. For skills, teammate buffs are much more effective than self buffs most of the time. ![]()
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