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View Full Version : How To Counter a Demo Spawn Camper


TrashedDT
April 5th, 2008, 12:34 PM
Demomen are going lay down stickies at spawn points, this is a fact. TF2 is about teamwork and if a team is working together then a demo won't be able to camp for long and will move on. This thread discusses strategies to countering a demo spawn camper (DSC). If you have more ideas please share them and I will add them to this tutorial if suited.

If one thinks about it, a demoman is spawn camping because it's efficient. So to counter him, make it so it's not efficient by killing him quickly. So how does one do that?

1. Notify Your Teammates
A DSC (look above for meaning) gets his largest kills on the first explosion, usually catching a large group of players off guard. The first thing a teammate should do in this situation is notify his other teammates about the DSC. I think this is the most overlooked mistake teams make. Spawn camping is easy if players are coming out without knowledge of the DSC. Notify your teammates!!

2. Use Teamwork
A DSC is usually alone. Use your teammates to your advantage. If you know someone is outside the spawn and nearby, call them back to sneak up behind the DSC. If that's not a possibility or your teammate died in the attempt then other steps are needed which will be discussed below.

3. Don't Run Out In One Large Group
Communicate with your teammates and don't run out in one large group!! DSC LOVE this, that's why they do it in the first place! To get large kills!

4. Change Class
Pyros, Snipers, and Engies are terrible for taking on a DSC, change your class until the DSC is dead, then you can quickly change back to your desired class.

5. Use Stickies
Place stickies by the door and have a teammate open the door. You have to be quicker then the DSC but in effect you'll blow the DSC stickies away. A soldier's rockets can have close to the same effect. (Note: This is only effective if the stickies are placed on the ground, by the door entrance.)

6. Sacrificial Lamb
This is probably the least favored solution, especially for the lucky selected candidate. Select one player to by the "sacrificial lamb" (Do it quickly!!) to take the initial blow, BUT don't rush out together right afterwards. The DSC most likely will have his sticky gun with a full clip of ammo and can quickly lay 2-3 stickies killing your "grouped" team. You need to divide into waves, I think 3 at least. The first wave is a single player, the second is 1-2 players, and the third can be the rest. Usually only 2 waves are needed unless the DSC is a veteran, then three or an uber will be needed. Another thing to note, the 2nd and 3rd wave can consist of the SAME medic. The medic heals the player in the 2nd wave and "stays back" as the player charges out. The medic should keep his distance. The DSC will attempt to lay stickies, or fire regular nades to kill the charging player, you may be able to stand in the doorway to continue the heal, but if your charging player dies quickly fall back and heal players from the 3rd wave. The medic's uber is the ultimate DSC counter and the medic should be kept alive at all cost to keep the uber charging. (Please note: This option should be considered when time is critical and there is no time to build up an uber.)

7. Uber His @$$
One medic and a soldier or demo. As the medic heals, damage yourself to make the uber charge quicker. After the medic is charged you can switch to an appropriate class. If you know the demo is close, choose a pyro. Now here is an important step!! Have the medic activate the uber and the medic LEADS! This is important because if the stickies are blown between the two, the medic will go one way and the ubered player the other, the door will close severing the medigun's connection and the uber is lost, the uberless player is vulnerable. He may be able to kill the demo, but if the order is reversed then instead of the uberless player being vulnerable, it's the ubered medic that can return to the player without dying. The two can meet up again continue the attack. It's best if both players leave as close together as possible, but make sure the medic is still in the lead.

I hope these steps help, if you have more ideas or corrections please post below. (Please note: This thread is not for discuss of server rule changes!!! There is another thread for that (http://community.phlorph.com/showthread.php?t=188).