Sentrys lock on too fast

Really, not enough appreciation of the demoman around here. They're arguably more effective than a soldier if you can time your charges right. And while an engineer can continue to repair and heal between each rocket you shoot, the demoman can bide his time for a build up that will blow the shit out of anything.

I believe it to be the most effective anti-turret class. And I therefore fail to see any problem with turrets as they currently are. Turrets get a lot of kills because a lot of people play like idiots. If the team has been made aware of it, they should be entirely capable of executing a plan to destroy it (ie. waiting for medics) instead of blindly charging around the corner to your death over and over again. And seeing as how I can competently counter them in my experience, I think nerfing would make them too easy to destroy.

If an engie lets a demoman shoot that many stickies next to his sentry, he diserves it to be blown up. I just shoot the sticky away, and when he detonates them, they are usually too far away to do serious harm.
 
I've seen this tactic, but I've rarely seen it work. If it's close enough, it's easy for the demoman to fire a few rounds in rapid succession, and the sticky bombs themselves don't roll around that much when shot. Especially if the sentry is located in a more enclosed environment. It's also good for harassment. Knocking engineers about and whatnot, as I believe the sticky bombs give more pushback than rockets do.

Ideally, you'd have a medic to heal any shots you inevitably take, but that's the same as the soldier too. In the end, I just feel the demoman is a more reliable counterweight, and he can offer a bigger payload in burst damage. Especially if he's working while a current battle is distracting attention.
 
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