Team Fortress 2

Team Fortress 2

77 ratings
Stickybombs 101: A Medic Picker Demoman’s guide to Mann Vs Machine
By The Killer Duck
What the class is most known for, the Demoman plays an important part in Mann Vs Machine: Killing medics. These are pesky buggers that can storm fronts with little issue and as such the demoman is an ideal class for them. Many people want to master the demoman in order to overcome this pest and deal a large amount of damage and control as well in order to contribute to the team a lot.

This guide will aim to do just that, by giving the recommended loadout, upgrades and knowledge needed to play the demolitions expert himself.
   
Award
Favorite
Favorited
Unfavorite
Primary weapons
Booties/Bootlegger
The Booties/Bootlegger are a good choice if you want to stay alive better or if you are planning on just using the Sticky launcher. Both working the same, they add 25 points of hp to your base health so you can take an extra hit or 2 before going down. Helpful for staying in fights or if you plan to use the eyelander.

Now with the latest changes from Gun Mettle, you gain an extra 10% move speed while equiped, allowing you to dodge much better!

The Loose Cannon
The Loose Cannon serves more of a utility weapon that a fighting weapon in MvM. The reason being is that it has lower dps than the other grenade launchers, but has a special upside which can come in handy if used right. Using the knockback, you can push bomb carriers into pits and keep the bomb away from the hatch. Very helpful and can save you the round in certain situations.


While The other grenade launchers are fine for defending yourself, they aren't very good for taking out medics. Their damage spread is huge and will make the other medics in that radius pop their uber. You don't HAVE to upgrade your sticky launcher for the medics, but you DO have to have it. For me at least, I find it better to just stick with upgrading the stickybomb launcher, as you can just use it as your main method of attack.
Stickybomb launchers
Stock Sticky launcher
Good ol' stock weapon. No downsides, meaning no arm time delay. Perfect for crowd controlling and placing stickies and dealing damage quickly.














The Scottish Resistance
A different choice for demomen playing MvM. With this weapon, you will able to launch more stickybombs out, allowing you to deal much more damage. Perfect for a giant we will be seeing later on.

Other helpful benefits include faster fire rate and more ammo, which also decreases how much money you need to max out for some upgrades, saving you more cash for other things to spend on.

You can also cover multiple paths and spawns using the extra stickybombs and selected detonation. Here is an example:



In Mannworks, robots use both spawns to get into the fight. By having both of them covered, you can make the robot threat smaller.

After all I said you may think this is a better option right? Not really, as it has 1 downsides which can put a few demomen off: The slower arm time. With the stock, you can quickly fire stickies and detonate them instantly. But with the SR, you need to wait a tiny bit before detonating.

In the end, both the stock and the SR work in MvM. It just comes down to personal choice.


Sure, the Sticky Jumper is good for practicing sticky jumping, but it does no damage even with damage upgrades. Stay away from this one in public games.

The Quickiebomb launcher is a weapon I would not recommend as a medic picker. The main reason being is that after 2 seconds, a stickybomb will destroy itself. As a result, it becomes much harder to kill medics since there will be less stickybombs to create an overall damage in a single blast/

If you want to get kicked instantly, the Shields are for you! Observe how quickly you get votekicked so instantly that Wall-mart is considering putting it on shelves! Get it now!
Melee
Stock/Any stock reskin
The stock bottle has no downsides, and won't affect you greatly. If you dislike the idea of gaining heads from robots, consider using this.














The Eyelander
A very helpful weapon for demomen everywhere if used correctly. You may have -25hp to your base health, but don't let that bother you too much. Per head you gain, your base health increases as well as your speed.

With these benefits combined, you can quickly reach areas where help is needed and take a lot of beatings before you're dead. A very good melee to use if you are skilled enough to use it.








The HHH Headtaker and the Nine Iron work exactly the same as the eyelander, they can be used as well.

There are no points to cap in mvm, and the increased bullet vulnerability isn't nice. Keep away from the Pain train.

The Skullcutter makes you slower, and doesn't take heads upon kills. The extra damage is pointless as you will be using other methods to kill as well.

The extra charge rate for the Claidheamh is pointless as you are not using your shield to medic pick. I wouldn't mind the hp decrease on the base health if I could take heads with it.

It's alright to use the caber, just don't use it as the main method of killing. Only use this as a last ditch effort or if you are about to die.

Stay away from the Half-zatoichi. Upon selecting it, you are not allowed to switch to another weapon until you get a kill with it or if you die. Some may say that health refill is good, but you have a dispenser for that.

I would not recommend the Persian Persuader. The charge time? You have no shield, so no point in that. While people will say that the ammo turning into health scenario is sweet, you can gain any ammo for your primary/seconday. Besides, you also have a dispenser to cover that as well.
Canteens
canteen is worse class in mvm. he wastes so much money, you need money to get upgrades.

Votekick anyone who plays this class. every other class in the game is 1835782024756828x better that the canteen class.

but if you are going 2 be a noob or if u suck at mvm and play as canteen class, use this canteen:


This is the crit canteen, the only useful canteen for demo in mayn vs mashine, butt only if you have nu medic with the critscree-egg.

2 ways 2 use this canteen is:

1: at thur setup time of a wayve, you can bouy 1 canteen. then activate and then place a crit trap for the robotz at the front line.

On a serious note, this use has become extinct. Reason being is that a bunch of turds dictated that the Medic is an essential class, and in every mann up game ever, someone will ask you to go medic if they don't have one. Such is life of the (Badly thought out) Meta.

2: Giants r a pain indie butt. crit canteens can kill dem with such pro damage.

k you have mastered useless class. now go outside and prove ur noobiness. butt before wee move onto the next section eye must x-plain why othver canteens suk.



Uber: you shoudent have trouble with get-ting a trap 4 the mediks. indie rare chance that u do, this canteen myt be worth it.

Ammo: despensa and ammo buckes. that is awell.

Recall: only 4 nooby giant scouts. butt if you are mlg pro and can kill them easy then do nut use.

k next section.
Upgrade analysis
Health on Kill

When you kill a robot with your stickybomb launcher, you will get +25hp back. More points into this upgrade will increase the amount of health you will get back by 25, so for example:

1 point: +25 hp
2 points: +50hp
3 points: +75 hp

You get the idea. If you kill a robot when you are at max health, you will overheal.


Firing speed

Increases how fast you can fire another stickybomb by 10% per point.


Ammo capacity

Increases the amount of ammo you can carry by 50%.

No points:


1 point (This is where SR users start):


2 points:


3 points (Maxed out):



Reload speed

Increases how fast you reload by 20% per point.


Clip size

Per point, this upgrade will increase how much stickies you can hold before you have to reload by 50%.

No points:


1 point:


2 points:


3 points:


4 points (Maxed out):



Damage increase

Increases the damage of one stickybomb by 20% per point.

Notes from TF2 Wiki
Please bear in mind that the following numbers are for the damage of ONE stickybomb

Normal
6 ft: 47-90
3 ft: 60-124
Under: 103-138

Critical
6 ft: 180
3 ft: 261
Under: 353

Mini-crit
6 ft: 81
3 ft: 117
Under: 162

Method of calculation

Eg:
47 x 0.20 = 9.4 + 47 = 56 Yes that 56 is meant to be a 56.4 but you can't do decimal damage to another player in tf2, can you? I'm rounding to the nearest decimal for the following.

No points:
47-138 dmg

1 point:
56-166 dmg

2 Points:
66-193 dmg

3 points:
75-221 dmg

4 points (Maxed out):
85-248 dmg
Upgrade route/path
1: Reload speed

Getting all of your stickies reloaded takes too long and you won't be doing much if you're reloading. Reload speed solves this issue by making sure you are constantly in the fight.

2: Health on Kill (1 point), Firing speed (1/2 points), then to damage
----> ---->
After reload speed, put at least one point into health on kill so you can earn tons of health and overheal, allowing an increased chance of survival. Then, proceed to get 1 or 2 points into firing speed, as the fire rate of the stock stickybomb launcher feels slow (If you have the SR then you may ignore this one). Next, max out damage so you can be ready to take down the tougher robots coming in later waves.

3: Health on kill (Another point), then firing speed
---->
After that, add another point into health on kill so you can keep fighting and stay on the field. Next, max out firing speed so you can get damage done much quicker and get traps ready faster for medics.

Then at last, the most important upgrades are out of the way. From here you can spend your cash on whatever you like. For ideas:

  • Blast resistance, so you can take less damage from soldiers and demo + Stickyjump at the cost of less health.
  • Clip size and ammo, so you can keep firing for longer without needing to reload and extra ammo before having to visit a dispenser.
  • Crit on kill from melee, for free crits.

If the wave you are on has crit bots, it is recommended to get crit resistance. That way you won't die instantly.
Tactics, strategies and how to play
Ur the demolitions expert! Ur supposed to know what to do!

But if you forgot lad, allow me to refreshen ya.
Kritikal preperation
Before the wave starts, the first thing you need to do is to prepare for it.

But how?

That is the question you might ask. Since I already mentioned that the majority of mvm players Who are noobs see medic as an essential class and always need him to use the kritzkrieg. As a demoman, you can make a good use out of this.

During set-up time, you can encourage your medic to use his ubercharge so you can create a crit sticky trap. Once he pops his uber, plant down your stickybombs and ta-da! One trap of pain coming right up!

Now I will talk about Spawn-Jump-Distance (Or S.J.D).

What is Spawn-Jump-Distance?

Allow me to make a picture for you:


This is a (bad) representation of the front of the map of Decoy where the robots spawn. This is where robots come down and start their way towards the hatch.

"Cool story bro but what has this got to do with S.J.D?"

Here's the picture again:


I will try to explain all of this as best as I can. When a robot walks towards the point where he jumps off the area where he is invincible (Invincible robots will be identified by glowing blue when shot), he will continue moving forward jumping off. In the picture above's example, we have a small scout bot doing that.

Different robots have different S.J.D because of their speed. A super-scout will have a high S.J.D because of its very high speed, whereas a giant heavy will have a low S.J.D because he walks at snail pace.

Now that you get an idea what that was about, what has this got to do with preparing for a next wave?

You need to know what is coming, and knowing where to place your stickies. Let's say a tank is coming first and only that tank. Where will you place your trap?

Here is the answer:

The reason why it's right next to the gate is because the tank will reach it quicker than it would a few feet away from the gate. When it's quicker, you can quickly lay down another trap, getting damage done faster.

The next section I will go more in depth of sticky placement, why it is important and what to do when handling different robots on the field. Except for giant medic, he's getting his own section.
Stickybomb placement
An important part of your role. Sticky placement is important to killing medics, stopping super-scouts and so on.

Sticky placement and killing uber medics is so important because if your stickies aren't in the right place in the right time, you are not contributing. Medics can easily get past your defences and make life extremely difficult for you. If they are dead, that won't be the case.

General
You generally need to remember what routes the robots take and where the bomb currently is in order to do something. Place a trap near the bomb and wait for unaware robots to walk across it.

The type of robot also matters. Placing all of your stickies in one spot isn't going to kill every robot in that group coming towards you. Instead, spread them out so you can damage all of them and reduce their forces. You will even give the scout a nice health boost so he can keep on working.

It's vice versa for giants. They sport a lot of health and require a good amount of punishment to go down. Placining all of your stickies into one spot (Preferably on the bomb as they pick it up as well) and then detonating so that all of your bombs count.

If you are using the SR, you can plant a few stickies on the bomb and use the rest on other situations that are apparent.


Uber-medics
Quick-fix medics are fine as they can still be killed regardless if they have popped or not. Uber medics when they pop however, cannot.

The majority of waves in MVM has the medics healing a giant, so when on the lookout for medics, bear that in mind. You also need to take into account how many uber medics there are and what they will latch onto. 25 small heavies and 25 medics? It is likely, but not certain, that the medics are hiding behind those heavies.

The amount of medics onto one target also matters. Will you need 2-4 stickies to get rid of that one medic hiding behind that giant? Or will you need a full trap to get rid of 6-8 medics latching onto a giant soldier?

If you have a trap down but there is a medic pair coming towards you, stop what you are doing and get rid of those medics right now! If a tank is about to deploy a bomb or a giant is, then it's alright to disobey this rule. If it isn't, you better get rid of those medics before your defence falls.

In the situation that a medic has popped, separate him from his patient by laying down a few sticky bombs, then detonate when he gets near them. Watch him fly away!

Super scouts
If you know what route the robots are taking and where to place your stickies, you can intercept a super scout with the bomb and stop him from deploying it. If you have blast resistance upgrades and a super scout has made it past all of you, sticky-jump back to the hatch and lay a trap for him there.

Just don't do it without blast-resistance. You probably won't have enough stickies to cover the distance and reach the hatch in time or die horribly from killing yourself, stupid.




Deflector heavies, giant BB soldiers and large groups of soldiers/demomen/heavies

Get behind cover and shoot stickies around where you are hiding. That way the deflector or BB giants won't be able to destroy your stickies/get a hit on you and restore health back. Groups of lethal robots won't be able to hurt you badly or kill you as well.

Snipers
Sniper bots are usually out of range from your stickybomb launcher. However, if you hold down the fire button, your sticky will travel MUCH further than it usually could. Use that to your advantage when dealing with these buggers.

Engineer-bots and their sentry nests
Like you would in PvP, get 5-6 stickies into their nest when out of sight of the sentry and then detonate. If the engineer or teleporter is still intact, then finish them off.
Stickyjumping
Stickyjumping can help reach an area in a pinch or if there is a few of you quing up to use a teleporter, you can stickyjump to the front lines so other people who don't have this useful ability to get to the action quicker.

As already mentioned before, blast resistance decreases the amount of health you lose when you stickyjump so life becomes easier for you. The booties/bootlegger gives you extra health to work with so that's a +.

If your bad at stickyjumping, you can always practice in a private server. Here's how:
http://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=216218022
1: Set up a server
2 (Optional): Set up cheats and use the currency cheat. Then buy clip size and blast resistance.
3: Go practice stickyjumping.

Experiment how far you can go with x stickies and how much health you can lose with it so you get a general understanding.
How does one land on an eye?
To master such a magnificent sword, you must understand and become one with it.

Stats from Wiki
Your hp and speed increase until you reach 4 heads, which then stop. Each head taken adds 15hp to your base health. So if our starting hp was 150 (Without booties):

1 head: 165hp
2 heads: 180hp
3 heads: 195hp
4+ heads: 210hp




If our starting health was 175 (With booties):

1 head: 190hp
2 heads: 205hp
3 heads: 220hp
4+ heads: 235hp

In terms of speed increase, you go faster by 8% per head you gain until you reach 4 heads. So:

1 head: 8% faster (Faster than a Pyro)
2 heads: 16% faster (Faster than a Medic)
3 heads: 24% faster
4+ heads: 32% faster

You can gain up to 235hp AND run faster than any other class in the game except Scout? That's pretty amazing if you look at it, becoming a powerhouse of a class.

But the question still lies.......

What to do?
For starters, don't charge into battle with the eyelander equipped. When you do this, you are asking for these 3 things:

  • Look like a stupid idiot
  • Get yourself killed
  • Get yourself votekicked

So don't do this. You'll also want to pick on a lone robot so you get a head with ease. Picking on a group of robots is asking for trouble.

Giants are a huge no-no to get heads from unless if you feel like playing around with friends and trying to taunt-kill it.

Last but not least, you may wish to get 1 point into crits on kill so you can get that extra burst of damage.
Exterminating giant medics
Unlike the Sniper or Spy, the Demoman cannot do the damage enough quickly to kill a giant medic when present.

I say "when present" because when a giant medic is on the field, you cannot lay down 2-3 non-crit traps quickly enough to get rid of a giant medic before his patient greets your other team. You need 2-3 non-crit traps to kill one because you don't have enough damage to kill it; even with max damage. This is where crits and the SR come in.

During set-up time or during a wave, using either use a crit canteen or a Kritzkrieg medic, plant a crit trap using the SR for the giant medic approaching.

The reason why you should use the SR over stock is that you have more stickies to work with. More stickies = more damage. It is possible to one-shot a giant medic using stock, but all of your stickies have to do max damage, meaning you have to get all of them together in one spot AND pray the giant medic is directly over it.

With the SR, it is possible that you can kill a giant medic with stickies even if you spread them out a little bit. If you spread them out too far, you can still do a great deal of damage to the giant, and stickies that haven't been detonated yet will surly finish him off.

More info on giant medics if you are curious
http://www.youtube.com/watch?v=F9I6YT7kcyY
By Hacked Exhale
His youtube
"now i am mlg pro demonstration man"
Now with the knowledge you have learned, you should get good recognition from your team and along with it, trucks full of sweg.

Cmon lads, get out there and show'em who's boss!


Thanks for reading

-The Killer Duck
35 Comments
Out Of Ideas 4 Mar, 2016 @ 8:10pm 
still suck at stickys
halp
killerswamp1234 10 May, 2014 @ 3:08pm 
i was a noob now i am a pro 8-)
killerswamp1234 10 May, 2014 @ 3:08pm 
this really helped :D
Hamzawi 8 May, 2014 @ 8:30am 
Nice :B1:
Joey 6 May, 2014 @ 9:59pm 
it prety good
jus 6 May, 2014 @ 9:53pm 
i have kritzerieg
jus 6 May, 2014 @ 9:53pm 
lol
Mr Fiery 6 May, 2014 @ 4:01am 
I love using scottish resistance for 14 crit stickies from crit canteen/ kritskreig, sadly does not do that much damage to tanks, but gets the job done i gotta say.
Heart 5 May, 2014 @ 2:54pm 
like it
Lancillottero 5 May, 2014 @ 9:35am 
классно !